Legion of Shadow (93 page)

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Authors: Michael J. Ward

Tags: #Science Fiction & Fantasy, #Fantasy

BOOK: Legion of Shadow
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If you manage to overcome your mad assailant, turn to
642
.

753

You step into the ring to face the tall swordsman. He watches you intently with his cold blue eyes, his thin features twisting into a grim smile. ‘I should warn
you,’ he says. ‘I won’t go easy on you.’

‘I wouldn’t expect you to,’ you reply, drawing your weapons. There are gasps from the assembled crowd as they eye up your rare and hard-earned battle gear.

Nyms raises an eyebrow in approval. ‘Flashy weapons are all well and good,’ he says as you both circle each other, ‘but it’s what you do with them that counts.’

In a lightning-fast blur, he spirals through the air, spinning his blades in a deadly cutting arc. You barely have chance to block the attack, stumbling backwards from the force of his blows.
Baring his teeth, the swordsman follows up with another flurry of attacks, giving you no quarter in his desire to defeat you:

Special abilities

Double danger: Nyms attacks with his twin magical blades. When he wins a combat round he rolls 2 dice for
damage instead of only one.

Lightning reflexes: You cannot use
sidestep, evade
or
vanish
in this combat.

If you manage to defeat Nyms, turn to
698
. If you lose the combat, then you promise the swordsman you will return when you have had more practice.
Turn to
553
.

754

As you land your final blow, the elemental breaks apart – the furious wind that once held its spinning form together, dying down to a faint breeze. The rocks and other
debris that previously formed its body scatter across the scorched sand, including a number of rare treasures that must have been picked up by the whirling tornado.

You discover 50 gold crowns – and one of the following rewards:

Tempest’s fury

  

Sands of time

  

Fall of angels

(main hand: staff)

(talisman)

(left hand: mace)

+2 speed +5 magic

+1 speed

+1 speed +5 brawn

Ability:
windblast

Ability:
time shift

Ability:
windblast

Once you have updated your hero sheet, return to the quest
map
to continue your journey.

755

You hurry outside, accompanied by Redguard and the other leaders. To your horror you see that a section of the magic shield has gone and spilling out of it is a howling mass of
shadowy creatures.

‘How the hell did that breach happen?’ shouts Ravenwing, grabbing the nearest passing soldier.

‘One of the m . . .mages collapsed sir. Fr . . .from exhaustion,’ he stutters.

All around you, the camp is mobilising as guards stumble out of tents, strapping on armour. Already you can see that a mob of the shadow creatures have piled into the camp – their savage
cries mingling with those of the frantic defenders.

‘We have to get that shield restored, as soon as possible!’ commands Ravenwing, hurrying towards the breach. Turn to
764
.

756

As you clear a space around you, Nyms points down the tunnel. ‘The packmaster! Get the packmaster!’ he shouts.

You look up to see the man you saw earlier, standing at the entrance to the tomb. He has a whip in one hand and a knife in the other. He snarls, revealing jagged teeth as sharp as the
ghouls’. Then he charges towards you, hissing with a bestial rage:

Special abilities

Whiplash: For each
result that the packmaster
rolls for attack speed, his whip lashes around you, causing 2 damage. This ability ignores
armour.

If you defeat the packmaster, turn to
620
.

757

You approach Ravenwing, who is wiping the blood from his blade. He looks up and offers you a smile. ‘I saw you fighting,’ he says. ‘We’re lucky to have
you on our side.’

You brush aside his comment with an intent glare. ‘I need you to drop the shield.’

The general starts in surprise. ‘Excuse me?’

‘I need to go after Avian. I may already be too late.’

Ravenwing makes to turn away, but you put out a hand out to restrain him. ‘Listen. You said that the mages were able to drop the shield, for just a second, to let Avian through. I need to
follow him – to stop him. He’ll try and close the gate . . . and if he does he’ll set off a trap, some kind of spell.’

Ravenwing turns back, his brow creasing. ‘Is this what Jenlar told you?’

You nod.

‘And what makes you think you can reach him in time?’

‘This.’ You raise your arm, turning your shadow mark to face him. ‘I will be able to pass through the city unharmed – they will think me one of their own.’

The general gives a grudging nod of approval. ‘OK – I’ll admit it could work. Besides . . .’ He glances over at a group of his men. ‘No disrespect, but having you
around is making everyone a little uneasy, Mathis especially. It would be in your best interests to . . .’

‘Disappear,’ you add, with a wry smile. ‘I understand.’ You pull your sleeve down to cover the shadow mark. ‘I will always be judged because of this. I accept
that.’

Ravenwing studies you in silence, then places a hand on your shoulder. ‘I am proud to have fought with you. Thank you.’ He looks over to the mages, standing like silent sentinels
around the shield. ‘Come, let’s get this plan of yours underway.’ Turn to
675
.

758

Four bone giants march out of the
north
passageway. (Remember which rod you placed here, to help you with this battle.) Each one is over six metres tall, made from the
animated bones of a myriad of creatures. One has the skull of a giant lizard, another has curling bull horns and thick spikes; the largest, who could be the leader, has four arms and two ridged
tails. Each one presents a different nightmarish mixture of bone and magic. However, they do all have one thing in common – they are all strong and menacing, wielding dull blades and mighty
hammers:

Special abilities

Knockdown: If you take health damage from the giants, your
speed
is reduced by 1 for the next combat
round.

Body of bone: The bone giants are immune to
bleed
and
venom
.

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