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The Heart of Fire

Page 26

by Michael J. Ward


  Add lemongrass? — 134

  Add white willow? — 121

  Add sagewort? — 114

  322

  ‘That’s it! That’s it!’ You hear a childish peal of laughter, followed seconds later by a grating rumble. As you hurry towards the sound, you find yourself turning a corner to see one of the wall panels sliding open to reveal a secret room.

  The interior is dark and dusty, the metal walls blackened with streaks of soot. Thick black ash covers most of the floor, dotted with debris. Against the opposite wall a ladder leads up to a metal gantry that circumvents the chamber, where a magic portal glows with a faint glimmering light.

  You search through the ash, assuming there will be some reward hidden here. But all you find are the charred remains of wooden dolls, some broken tools and a rusted saw blade. Frustrated, you kick at a mound of ash in anger – and give a cry of pain as your foot hits something very hard.

  Dropping to your knees, you scrape the ash away to reveal a soot-blackened box. Flipping open the lid you discover two compartments inside. One contains 20 gold crowns, the other a set of stonecutter’s tools – a wooden mallet, a hammer, and a set of metal chisels. (If you wish to take the stonecutter’s tools then simply make a note of them on your hero sheet, they do not take up backpack space.)

  You climb up to the gantry and step through the portal. There is a bright flash of white light, accompanied by the dizzying sensation of movement, then you find yourself stumbling out into a small square room. A quick scan of your surroundings confirms you are back where you started, with the trapdoor opening in the floor ahead of you. You step around it, eager now to explore the noisy workshop below. Turn to 398.

  323

  One book immediately stands out from the others – a great thick tome bound in black leather. You reach up and take it off the shelf. Despite its considerable size, the book is peculiarly light. Cracking open the cover, you flick through its yellowed pages. Each one is covered in strange glowing runes, which seem to dance before your eyes. If you have a magic score of 5 or more turn to 81. Otherwise, you cannot make sense of the arcane glyphs. Closing the book, you place it back on the shelf before contemplating your next action.

  Will you:

  Examine the parchment on the table? — 362

  Leave through the iron door? — 46

  324

  ‘Yes, I’m afraid my intention to chart the entire jungle has proved a trifle optimistic.’ He taps his finger in the middle of the large blank circle that blemishes his map. ‘This is what happens when you have to rely on others.’

  ‘You haven’t been into the jungle yourself?’ you enquire.

  ‘Cripes no!’ he bristles with affront. ‘I’m a man of learning. I’m far too important to risk on some dangerous and poorly-financed expedition. Could you imagine the heat with my boils?’

  You grimace at the thought. ‘Well, you’ve not done a bad job of it so far,’ you smile weakly, changing the subject.

  The scholar nods, looking over the rest of the map. ‘Yes, I suppose the explorers from the university haven’t been a complete waste. Shame I keep losing the little blighters. It really makes my work so much harder.’

  Turn to 386 to ask the scholar another question or turn to 548 if you wish to leave and continue your journey.

  325

  You notice a number of items snagged in the weed-choked waters. Using Boom Mamba’s staff, you are able to fish them out of the pool. As well as a pouch containing 40 gold crowns, you also find one of the following rewards:

  Electrified vest

  Conga kickers

  Lightning whetstone

  (chest)

  (boots)

  (talisman)

  +1 speed +1 brawn

  +1 brawn +1 armour

  +1 speed

  Ability: shock!

  Ability: lightning

  Ability: sure edge

  When you have made your decision, you return to the courtyard. Turn to 510.

  326

  (Deduct 5 gold crowns from your hero sheet.)

  You offer the gold to the leader. His first reaction is one of surprise, then his expression folds into a sceptical frown. ‘Is this some game? A trick?’

  ‘Father, please.’ The youngest boy moves closer, greedily eying up the shining coins. ‘We have to be more trusting.’

  ‘Take it,’ you insist. ‘I can spare it – and perhaps the gold will get you some clothes and food. It’ll certainly make the roads a little safer.’ The last statement is accompanied by a wry grin.

  The youngest looks to his father. ‘Please?’

  Reluctantly, the leader nods, reaching out and taking the gold. He catches your eye and offers you a grudging smile. ‘I’m sorry. Things have been . . . hard. Not often a stranger offers us charity these days. Not without something attached to it, anyways.’

  You retrieve your pack from the mud. ‘Are you headed for Raven’s Rest?’ you ask, hoisting the pack onto your shoulders. ‘We could travel together.’

  The leader looks to his boys, then nods in agreement. ‘It’s a deal – Raven’s Rest it is.’ (Record the word raven on your hero sheet, then turn to 199.)

  327

  The swarm of beetles crash into you, a dark wave of clicking death. Desperately you try and bat them away, but their sharp pincers are everywhere, digging through your armour and stabbing into your flesh. In horror, you realise that these creatures are a giant form of tick, and they are trying to suck your blood! You must fight:

  Special abilities

  Bombardment: At the start of each combat round, roll 1 die. If the result is or less then you have been hit by one of the rock missiles and must take 2 damage, ignoring armour.

  Blood suckers: If the blood ticks win a combat round and cause health damage, then they heal themselves for 1 health.

  If you manage to defeat these blood-sucking bugs, turn to 370.

  328

  Most of the laboratory was destroyed in the fight, but one table remains intact, covered in a vast array of alchemical equipment – potion bottles, mixing spoons, chopping knives, weighing apparatus. It is all the equipment you need to create your own potions. The only thing missing is the ingredients.

  If you have the word gatherer written on your hero sheet, then turn to 361. Otherwise, you cannot proceed at this time. Write the word mixer on your hero sheet, then turn to 210 if you want to search the reverend’s home, or turn to 224 if you want to investigate the herbalist’s cottage.

  329

  You find Anna at Jolando’s bedside. Quickly, she takes the vial from you and sets to work on the antidote. It appears you have arrived just in the nick of time. The thief’s condition has worsened drastically. His face is now gaunt, the skin clinging to the bone. Occasionally, he gives a wheezing, rattling breath – the only outward sign that he is still alive.

  Anna pours her concoction into a shallow bowl before moving to the man’s side. You grab a blanket and use it to prop him up, while the healer tilts the bowl to his pale lips. He coughs and splutters on the sticky liquid, but it appears he has at least swallowed some of it. Anna seems satisfied.

  ‘Now, we must wait,’ she says. ‘We should see an improvement in the next hour or so. Otherwise . . .’ The healer shakes her head sadly.

  You wait in the shop, surrounded on all sides by a multi-coloured array of potions, herbs and powders. However, your eyes keep returning to a small onyx statue set in an alcove above the front door. It looks like a bearded man with his hands resting on a large rotund belly. You make a note to ask Anna about its origin – you have never seen one like it before.

  At last, Anna emerges from the side room. The healer looks tired, but she is smiling. Under one arm, she is carrying a small iron casket. You rise quickly to your feet, urging Anna to reveal the outcome.

  ‘The antidote worked,’ she nods, glancing back towards the side room. ‘Jolando is sleeping now; he needs to regain his strength. But we were able to talk – briefly.�
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  Will you:

  Ask about what happened to the thief? — 54

  Ask about what is in the casket? — 26

  Ask about the statue above the door? — 98

  Thank Anna and leave? — Return to the map

  330

  Bea purses her lips as if trying to contain the words. Then they suddenly burst forth in an excited flurry. ‘I’m not supposed to speak to you – but this is too exciting! You’re a prophet, aren’t you? That is why the Wiccans called you Sanchen. It’s their word for their elders – those they believe have the sight. I don’t trust they could ever have such a thing, not like the great Allam, blessed by the One God. But you, perhaps . . . yes, the Dean is very excited, very excited to have you here, if it’s all true that is, and not just made up – not that you would make it up, but oh . . .’ The woman finally draws breath, her words faltering. ‘Look at me, I’m not supposed to have said any of that.’ She glances down at her feet guiltily. ‘I do go on so. Pretend I never said a word, that’s the best.’

  Will you:

  Ask Bea about the books? — 293

  Return to the courtyard? — 260

  331

  ‘Impressive, very impressive,’ grins the demon, who has watched the entire fight with bemused indifference. ‘But futile all the same.’

  Damaris strides towards the dais, then drops to one knee, her head bowed. ‘Great one. We follow the old ways, the old magic. We have endured much to come here.’ She looks up at the demon, her feathered grey hair streaming in the wind. ‘Why did the dwarfs imprison you, great one?’

  The creature leans closer, wings flaring out from its spiked shoulders. ‘My crimes are endless, witch. Do you know who I am?’

  Damaris continues to study the creature. ‘You are a demon prince.’

  ‘I am Cernos,’ nods the demon. ‘I have been a prisoner here for thousands of your mortal years. I have served my time and now I desire freedom.’ Its crimson eyes flick to you, its horned brow creasing together. ‘Grant it or you will die here.’

  Conall steps forward, his body now human once more. The glow from his painted runes casts dark shadows about his face. ‘And do you know who I am, demon?’ he snorts.

  Damaris spins suddenly, flinching with irritation. ‘Conall! You witless fool! Leave this to me.’

  In a blur the warrior draws his twin axes, their crimson runes sparking to life. ‘You forget yourself, Damaris. It is I who will be king.’ His angry gaze passes between the witch and the demon. ‘You think this one will kneel before me? I will not share my throne. Not with anyone.’

  The demon tuts, lifting his eyes to stare past the warrior. ‘Such matters are irrelevant.’

  A familiar sound tears through the silence – of snapping, rustling, creaking wood. You turn slowly, a cold dread prickling your skin.

  ‘No, it can’t be!’ gasps the witch. ‘It still lives . . .’

  Indeed, the vines and branches are weaving themselves back together again, knitting the gaping wounds in the monster’s body. With a deep, rumbling roar, the forest guardian levers itself back to its feet, towering above you in all its menacing glory.

  ‘Your weapons cannot defeat Orgorath,’ hisses Cernos. ‘You either free me – or die.’

  Will you:

  Free Cernos from his bindings? — 475

  Ignore Cernos’ request? — 406

  332

  A grimy-looking band of ruffians are huddled in a corner, tucking into plates of meat and gravy. Their leader, a grey-clothed woman in her forties, sits with her boots resting on the table top, supping noisily on a mug of ale. She has a sullen, pale complexion – her narrow face dominated by two bulging eyes and a wide greasy mouth. When one of her companions calls her ‘the fish’ you can see why it was an apt choice of nickname.

  But there is something else, other than the woman’s unsavoury appearance, that has drawn your attention – a spectacular black coat hangs from the back of her chair, its length fashioned from hundreds of scales, sparkling and flashing in the lantern light. Basilisk scales. You have only seen one such coat before and that was the one you gave to Joseph.

  ‘What yer glowering at?’ scowls ‘the fish’, thumping her mug down hard on the table. Her companions jump to attention, some with food still hanging from their mouths. As one, they reach quickly for their weapons, their mean-spirited eyes watching you intently.

  Will you:

  Ask the woman how she got the coat? — 295

  Apologise and leave? — 16

  333

  Benin stumbles back, pressing a hand to his blood-soaked robes. ‘I yield, enough!’ Bright light flashes from his fingertips, knitting together his many wounds. The effort leaves him pained and exhausted.

  ‘It . . . it is yours. Now take it,’ he gasps.

  You turn to the manticore, wondering if this strange creature will honour its deal.

  ‘Come closer then,’ it growls, offering out a paw. ‘Take your blood and leave.’

  You remove Anna’s vial from around your neck and walk over to the beast. Warily, you meet its stare, expecting an attack – but the manticore merely watches you with a cold detachment, as if what is transpiring is of no consequence. Taking its paw, you prick the skin and catch a droplet of the beast’s blood in the vial.

  When you turn back, you see that Benin has already departed. There is a part of you that feels guilt for having deprived him of the cure he so desperately needed, but in the end you were left with no choice – Anna had saved your life, and she was counting on you.

  With your mission now complete, you leave Crow Rock and return to Carvel. It is midday when you finally reach Anna’s apothecary. You fear that it may already be too late to save the Wiccan thief. Turn to 329.

  334

  ‘Shonac was the first,’ explains Scar-face proudly. ‘A skin, like you. He was a Lamuri prince. Exiled from his kin. A brave warrior. One day he lassoed the last of the great tigers, Quan Mait. He beat it with his club until Mait shared its secrets. Then Shonac kill tiger to take its pelt – make Shonac as strong as the mighty Quan Mait.’

  ‘So, Shonac was the first of your people,’ you nod. ‘If he was a warrior, then wouldn’t he have chosen to fight the hunters – make them pay for what they are doing?’

  Scar-face wrinkles his nose. ‘Shonac taught us to choose our battles. We show claws to save our pack. Not lose it.’

  Will you:

  Ask about the name, Shara Khana? — 358

  Leave for the marsh? — 722

  335

  You are pushed to the edge of exhaustion, your own cries of pain mingling with those of the zombies. For each adversary you beat back with your weapons and magic, there is another to take its place. At last your legs buckle beneath you, your weapons falling from numb hands, while all around you the zombies continue to close in, promising you a slow and painful death.

  All of a sudden, the nearest zombie blows apart in a shower of body parts. You hear a cry and the sound of ringing steel. Something flies past your head – it might have been an arm. A zombie staggers and then falls on top of you, expelling black gunge from its mouth. The blade of a dagger protrudes from the back of its head.

  With revulsion, you push the body away, to find Eldias standing over you. He sheathes his swords and then doffs his hat to you. ‘Welcome to the party, my friend.’

  Taking his hand, you stumble back to your feet, aware that you are now standing at the centre of a vast circle of zombie corpses. Eldias has saved your life. Still shaking from your ordeal, you retrieve your weapons from the rotted remains. Turn to 284.

  336

  As the ogre topples to the ground you leap over the body, weapons cutting through the gang of goblins that have rushed in to attack. Despite your exhaustion you are able to fend off their knives and spears, forcing them to lose ground.

  Then you hear a booming war cry from behind you, followed by the crunch of booted feet. The captain is now charging up the slope, his axe held h
igh above his head. The rest of the party are close behind. A bowstring twangs and the goblin in front of you flies back, an arrow shaft in its chest.

  There is a fleeting moment where the remaining goblins are frozen in situ, undecided whether to run or defend their position – then the captain and his men crash into them, hacking with weapons and blasting with magic.

  The battle is over in seconds.

  ‘Damn greenheads,’ scowls Surl, kicking the nearest corpse. ‘Got blood on me best breeches.’

  Vas gives him a shove. ‘They smell better than you, Surl.’

  He feigns a hurt expression, then starts sniffing at his clothes with a worried frown.

  ‘Nice work,’ grins the captain, slapping you on the back. ‘Okay, let’s see what we got here.’

  You search the bodies and find 10 gold crowns. You may also choose up to two of the following items:

  Goblin bones

  Flint knife

  Tarsus boots

  (backpack)

  (left hand: dagger)

  (feet)

  These might prove valuable

  to the right person

  +1 speed

  Ability: gouge

  +1 brawn +1 magic

  Ability: surefooted

  When you have made your decision, turn to 345.

  337

  ‘Don’t speak of it,’ snarls the white tigris, his mean scowl chastising you. ‘The marsh is cursed. Land of ghosts and bad spirits.’

 

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