Legion of the Dead: Find Adventure, #2
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About this ebook
The kingdom of Paleth has been invaded by an army of animated skeletons commanded by the necromancer, Leto Nesk. Now it falls upon you to journey across a dangerous land in search of aid before all is lost. Only through your choices will you succed or fail in this interactive fantasy adventure!
Related to Legion of the Dead
Titles in the series (2)
Perilous Space: Find Adventure, #1 Rating: 0 out of 5 stars0 ratingsLegion of the Dead: Find Adventure, #2 Rating: 0 out of 5 stars0 ratings
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Book preview
Legion of the Dead - A.B. Stanchos
1
Three weeks ago, the skeletal army marched into the lands of Paleth. The farmers who could escape, fled to the safety of King Loric's castle. But safety behind the castle walls may have only been temporary. The massive legion of skeleton warriors soon reached the castle and laid siege around it. Led by the necromancer, the Dread Lord Leto Nesk, they had come not for gold but for bodies. Every soldier that fell to this army of the dead would be reanimated by Leto Nesk as a soldier for his army.
Last night, the skeleton army attacked. The human defenders were able to repel them but only after suffering significant losses. The remaining skeletal forces continue to hold siege as the Dread Lord builds a larger army.
This morning, you have been summoned before the throne of King Loric. You arrive in the royal throne room where you find the king and his military advisers gathered around a table studying a large map.
You've been a valuable messenger to this court and your service has been appreciated,
King Loric tells you. Now I need your services more than ever. Our situation has grown dire. The Dread Lord threatens the lives of everyone in the kingdom of Paleth. And the army we face is more powerful than any we've encountered before.
King Loric nods to the man next him. It is Baruk, Captain of the Royal Guard. Captain Baruk steps forward and hands you a sealed parchment.
I need you to send that letter to my friend, King Merek, at Stonehill Citadel, in the northern lands,
says Loric. We require the aid of his forces as soon as possible.
I will show you a secret passage beneath the castle that you can take,
says Captain Baruk. It leads into the mountain and should allow you to bypass the Dread Lord's army. No doubt, this is a dangerous quest and should any within the skeletal army see you, they will surely attack on sight. One question remains. Do you want to go on this quest alone? I can spare two, and only two of my men to accompany you if you wish it.
If you wish to go on this journey alone, turn to 2.
If you want the aid of a couple soldiers, turn to 4.
2
I think it would be best if I made the journey alone,
you tell the king.
Very well. You will leave tonight. May fortune be with you,
says King Loric.
You spend the rest of the day preparing for your journey. You gather some food rations, a waterskin, and a lantern. You don your formal leather armor and arm yourself with a sword and spear. The captain of the guard, Baruk, provides you with a map of the region. That evening, you're lead down to the cellars. Following Captain Baruk through the passages, you soon come to a small storage room. Baruk turns a torch holder set in one of the stone walls. Then he grabs hold of a nook in the wall and, with great effort, pulls. The wall swivels open to reveal a dark narrow passage beyond!
The tunnel goes through the mountain for some distance. Remember to take the left tunnel when you arrive at the fork. Eventually the passage will lead out onto a forested hillside. Good luck,
says the captain.
You light your lantern and cautiously proceed into the tunnel. Captain Baruk closes the wall behind you.
The tunnel is not very large to maneuver in. It's narrow, allowing only a single person to pass through at a time. Not enough room to wield a sword in. And barely high enough for you to stand. After about ten minutes, the passage splits. One passage goes to the left. The other to the right. You recall how Captain Baruk told you to take the left passage at the fork. You are about to do so when you hear a distant voice.
Help me,
calls the voice. The sound is faint. Help me,
the voice calls again. It sounds like it's coming from the tunnel to your right.
Enter the passage on your right and investigate the cry for help. Turn to 3.
Take the left passage and continue on your quest, turn to 5.
mouth3
You follow the call for help through the narrow tunnel, which soon leads to a large room. Bricks have been tightly set together into the cave walls of this chamber and in the center of the room is a pedestal, atop of which burns a blue flame. There is a significant amount of moisture in the air and you see several puddles of water around the room. There are also numerous skeletal remains.
Help me!
cries the voice again, much closer this time. It's coming from a wall with a large human-like mouth on it. Suddenly a stone slab comes down over the exit to the room, sealing you in. The mouth on the wall begins to laugh.
Looks like I've caught myself another goblin trespasser,
laughs the magic mouth. You hear the sound of grinding stone. Then water starts to flood in through several holes you see along the stone ceiling.
But I'm not a goblin!
you tell the magical mouth on the wall.
I have no eyes, so I can't tell if you're lying to me or not,
says the mouth. I'm afraid you'll just have to drown like the others.
The water continues to poor into the room. It's already approaching knee height.
Why are you doing this?
King Roscoe had me installed in this room to deal with unwanted trespassers using his escape tunnels,
replies the magic mouth.
King Roscoe died years ago,
you tell the talking mouth. King Loric sits on the throne now. And I'm on a mission sanctioned by the king. Stop this now and release me or I'll strike you with my spear.
The magic mouth laughs, You can't harm me! I'm magical. But I like your spirit. Tell you what. I'll give you a chance to save yourself. Goblins are dumb. So if you can answer my riddle, I'll believe your story. If you fail, you drown.
What's the riddle?
you ask.
The magic mouth grunts as if clearing its throat, then says, What goes up and down, but does not move?
Say, A ladder.
Turn to 6.
Say, A staircase.
Turn to 11.
Shout, Enough talk!
and strike the magic mouth with your spear. Turn to 12.
4
I'll take all the help you can provide,
you say. Captain Baruk calls two of his soldiers to step forward.
This is Hargoth,
says Captain Baruk as he nods at a bald man armed with a hand axe and shield. Hargoth has fought in several battles with me. He is a good warrior you will be glad to have with you.
"And the