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The Heart of Fire

Page 10

by Michael J. Ward


  From outside, you hear the captain bellowing orders.

  ‘Time to go,’ growls Surl, sheathing his blade and hurrying out of the cabin. The mage scurries to catch up. You are about to follow, when you notice one of the beds at the end of the barracks has not been vandalised. It was probably missed by the goblins. You walk over to investigate, wondering if you might still have a chance to find the woodman’s sword.

  Above the bed hangs a painting of a brown-haired girl, holding a posy of flowers to her nose. As you step closer to inspect it, your eyes are caught by a leather strap protruding from underneath one of the pillows.

  Will you:

  Investigate the painting? — 109

  Look under the pillow? — 170

  94

  ‘Ah yes, our good friends – the zombies.’ The witchfinder glances back towards the latticed window, where dark shapes are moving behind the glass. ‘I’ve managed to piece together what happened here. It appears that the well water was poisoned.’

  ‘Poisoned!’ You blink back surprise. ‘Why? Who would do that to an entire village?’

  Eldias gives you a look from the corner of his eye. ‘I’ve seen worse acts of revenge.’

  ‘Revenge for what?’

  The witchfinder gestures to the piles of papers and books. ‘They discovered that one of their number was a vampire. His name was Rorus Satch, an unassuming man who liked to study herbs. He was just unlucky – met the wrong person. He was bitten.’ Eldias leans his neck to one side, rubbing it with his hand. ‘I know the feeling.’

  ‘So he poisoned the well? Because they found him out?’

  The witchfinder smiles. ‘It was actually his apprentice. Who then fled the village. But I don’t think it really matters now – do you?’

  Turn to 347 to ask Eldias another question. When you are ready to continue, turn to 340.

  95

  Clutching your items you turn and race up the passageway, towards the shrinking circle of light. Just as it is about to close you throw yourself forward, hands grappling at the rotting roots and earth. You stagger through the hole, turning to watch as it snaps closed, leaving no trace of a secret passageway. Facing you is a solid mound, as nondescript as the others in the barrows.

  Overcome with elation at your hair-raising escape, you give a whoop of joy, punching the air.

  It is then you hear a wolf-like snarl.

  Your heart skips a beat. Slowly, you turn on the spot, the stench of wet fur drifting on the wind. The giant dire wolf is watching you with its glittering amber eyes, spit drooling from its fangs. The beast has waited for you. And once again, there is no escape.

  But something has changed in you now. After your ordeal in the burial mound you feel different – more confident in your abilities. You have the chieftain’s treasures to aid you – fine equipment from a bygone age; from a bygone hero.

  You fall into a battle stance, meeting its stare. For a brief instant the wolf’s forehead wrinkles, as if displaying surprise at your sudden show of courage. Then its eyes narrow. Throwing back its head, the beast emits a knee-trembling howl – and then pounces in a savage blur of snapping teeth! It is time to fight:

  If you manage to defeat this fearsome predator, turn to 106.

  96

  You study the trunk of the tree, noting its many stubs and protrusions, which will help you in your climb. With a route planned, you place one foot against the gnarled wood and begin your ascent.

  Once you reach the halfway mark, you find yourself struggling to find adequate supports. Several times a hand or a foot slips, making your stomach reel as you glimpse the ground far below. If this is a replica of a real tree, then the craftsman was obviously a skilled climber. To reach the top you will need to pass a speed challenge:

  Speed

  Tree hugger

  10

  If you are successful, turn to 15. Otherwise, turn to 306.

  97

  The steam escapes in hissing geysers from the newly-opened pipes. Virgil flashes you a gold-toothed smile. ‘And here was me thinking you was all hot air . . .’

  Congratulations, you have solved the puzzle and improved your chances of defeating the fire sprites! Make a note of the keyword wind breaker on your hero sheet and the number 350. You may now examine the cogs and pulleys, if you haven’t already (turn to 786) or head up the stairs to the forge (turn to 601).

  98

  ‘Oh, that,’ smiles Anna, her mood suddenly brightening. ‘It’s dwarven – a household spirit. It’s meant to bring good luck and prosperity.’ She takes it down from the shelf, turning it over in her hands. ‘A traveller gave it to me. I’ve done some research since and, apparently, they’re always crafted in twos. Somewhere, there is the twin of this one. I would so dearly like to have the set.’

  Anna proudly places the statue back above the door. ‘He does look lonely up there, all on his own. Perhaps one day, I’ll find the other.’

  Will you:

  Ask about what happened to the thief? — 54

  Ask about what is in the casket? — 26

  Thank Anna and leave? — Return to the map

  99

  The map-seller greets you with an exaggerated flourish. ‘Mendo and his magnificent maps, at your service.’ He rummages through his pack. ‘Adventurer – yes, let’s see. How about a map of Carvel, made by my own fair hand.’ He takes out a roll of parchment and unravels it, revealing a detailed map of the town.

  ‘Ten gold crowns for the map – you won’t find a better bargain.’ He glances around at the nearby guards, then leans a little closer. ‘Cross my palm with a little extra gold and maybe I’ll share some gossip with you.’

  Will you:

  Purchase a map for 5 gold crowns? — 250

  Pay 3 gold crowns to listen to rumours? — 140

  Turn your attention back to upper town? — 77

  100

  The grey-stone buildings of the village huddle close to the muddy track, each one as dark and silent as the next. You go up to the nearest house and bang on the front door. You wait and knock again, aware of the silence settling around you, broken only by the persistent drumming of the rain. Putting your face to one of the dirt-streaked windows, you try and see inside, but your eyes cannot penetrate the gloom.

  You continue onwards, turning a corner to find yourself in the village square. At the centre stands a solitary well, its cracked stonework overrun with weeds and moss. Across the square a set of stairs wind up a dark finger of rock, leading to a church dimly visible at its summit. For a moment, you are almost sure you can hear organ music coming from within – then a gargling cry rips your attention away, to one of the side streets.

  Something is shuffling towards you. A woman, in a mud-stained dress. Her blond hair hangs limp across her pale face, its tangled length matted with leaves and filth. Behind her you can see other figures, perhaps half a dozen or more, all sharing the same dishevelled appearance and shambling gait.

  ‘You’ve got to be kidding me . . .’

  You draw your weapons as the woman staggers closer. Her dull eyes are devoid of life, her skin almost translucent. A grey tongue lolls from her mouth as her jaw slowly cracks open, revealing rotted black teeth.

  Then she gives a piercing scream – a hellish sound that turns your blood to ice. It is a call that is immediately taken up all over the village, ringing from every direction. It is joined by the patter of feet . . . running, scrambling, clattering over the stones. You start to back away, looking around frantically. Then you see them, spilling out of the side streets – more and more people, ragged and thin, snarling and howling like wild animals. They are closing in from all sides.

  Will you:

  Stand your ground and fight the zombies? — 66

  Look for shelter in a nearby building? — 185

  101

  ‘Prince Lazlo?’ The map-seller jerks a thumb in the direction of the wedge-shaped castle. ‘The black sheep of the family – not too different to Allam, back
in his day. Brought enough scandal already on the king’s household with his womanising and gambling. Yeah, a real wild card. Why else do you think the king would send him out to this backwater? To keep him out of the way, that’s what. At least here, Lazlo can do whatever he wants without making a fool of his betters.’

  Will you:

  Ask about the ‘troubles’? — 68

  Ask for more news? — 137

  102

  The prince leads you briskly down a series of corridors, the dark stone walls crowded with tapestries. You glimpse a few rooms off to either side, each one an empty cobwebbed space devoid of furniture – devoid of life.

  ‘I try not to spend too much time here, if I can help it,’ states the prince, throwing open a set of double doors. ‘I like to travel – see new places.’

  You pass through a long draughty hall, filled with racks of weapons and polished armour. Your steps falter as you find your attention wandering across the sumptuous array of weaponry. ‘This is quite the collection,’ you gasp. ‘Are these from your travels?’

  When you receive no answer, you look back to see the prince waiting for you at the end of the chamber. You hurry to catch up.

  ‘After you.’ The prince bows, gesturing for you to step through the archway.

  The next room is circular, lit by rainbow light shimmering through the stained-glass windows. Like many of the previous rooms you have seen, there is no furniture or decoration – only a set of stairs leading up to a raised dais. At the foot of the stairs is a wooden rack with swords, greatswords, daggers and poleaxes resting between its posts.

  ‘What is this?’ you ask, looking around warily.

  ‘My games room,’ smiles Lazlo, striding towards the stairs. He grabs a sword from the rack, testing its weight and balance. He grins, spinning the grip in his hand. ‘Want to play?’

  You follow him up the stairs, onto the stone platform. Drawing your weapons, you watch him carefully, suspecting a trick. The prince circles you, following the edge of the dais. ‘One of my good friends made this for me,’ he grins. ‘A mage – Avian Dale.’

  He utters a word of magic and suddenly the dais lifts up into the air with a grating rumble. You almost lose your footing as it ascends above the floor of the chamber, rotating slowly. Stepping to the edge, you look over the side to see that the platform is floating on a cushion of magic.

  ‘Neat trick, eh?’ The prince clicks his fingers. Suddenly, the air around you starts to crackle and hiss, charged with powerful magics.

  ‘What’s happening?’ you ask, confused, struggling to keep your balance as the circle gives a sudden lurch.

  ‘A lesson,’ says Lazlo. His eyes glint mischievously. ‘Be aware of your opponent – but be doubly aware of your environment.’

  At that moment, veins of lightning crackle over the surface of the stone. Lazlo sidesteps them easily, moving to a clear space. You, however, are caught by one of the bolts. You give a startled cry as a sudden shock of pain lances through your body.

  ‘I thought you were fast?’ grins the prince, advancing across the circle. ‘Now, let’s see what you’re really made of.’ Your weapons clash, as the disc starts to spin faster, sending more crackling bolts across the stone. It is time to fight:

  Special abilities

  Shock treatment: If any combatant rolls a double for their attack speed (before or after a reroll), they are automatically hit by the lightning and must lose 4 health, ignoring armour.

  In a spin: If you win a combat round, roll a die. If you get a or then you have lost your balance and your strike misses its mark. You cannot roll for damage and the combat round ends. or more and you can roll for damage as normal.

  If you manage to defeat the prince, turn to 286. If you are defeated, turn to 261.

  103

  The archers are already in position, sending a shower of arrows towards your party. One of your number takes a shaft in the chest, flying back off the rocks and splashing down into the murky waters. After taking cover behind a boulder, you summon magic to the palms of your hands and prepare to fight back.

  (In this ranged combat you must use your magic to determine your damage score.)

  Special abilities

  Ranged foe: You cannot use speed or combat abilities in this combat.

  If you manage to defeat the goblin archers, turn to 258.

  104

  You add the ingredient to the liquid. However, it only takes a few minutes of stirring for you to realise that you have made a mistake. The liquid is now giving off a bitter smell, having turned lumpy and sour. You will need to start again.

  If you wish to try and create another potion then turn to 361. Otherwise, you can leave the laboratory and visit the reverend’s house (turn to 210) or the herbalist’s cottage (turn to 224).

  105

  Your weapons and magic soon reduce this sorrowful creature to a pile of sawdust and tattered fur. Searching through the shredded remains you find one of the following items:

  Grizzly mantle

  Sawdust ’n stitches

  Maker’s button

  (cloak)

  (chest)

  (talisman)

  +1 brawn

  +1 speed +1 armour

  +1 speed

  Ability: savagery

  Ability: heartless

  There is a dull rumbling sound as the east wall slowly swings outwards, revealing a narrow stone passageway. You hurry through, eager to find your companions.

  The passageway is short, ending in a rusty metal door. It has already been pushed open, leaving a yellow-brown stain where it has scraped across the stone. A can of oil rests on the floor next to it, which someone evidently used to help grease its hinges. There is still some oil inside. (If you wish you can take the can of oil, simply make a note of it on your hero sheet, it doesn’t take up backpack space.) You pass through the open door, grateful that one of your problems has been solved, at least. Turn to 304.

  106

  Anticipating the wolf’s savage attacks, you are able to dextrously weave between its snapping jaws and fearsome claws. The beast is powerful, but your attacks are faster and more precise. The battle is over in a matter of heartbeats; the wolf’s blood-spattered corpse lies sprawled at your feet.

  You may now help yourself to one of the following rewards:

  Dire claw

  Predator’s pelt

  Wolf bone vest

  (left hand: dagger)

  (cloak)

  (chest)

  +1 brawn +1 magic

  +1 brawn

  +1 speed +1 armour

  With the beast of the barrows defeated you decide to return to Carvel, proudly displaying your newfound weapons and trophies. (Return to the map to continue your adventure.)

  107

  ‘We tried that,’ sighs the leader, scratching the back of his head. ‘Went to the church at Carvel. They were good to us – gave us money for food. But this one decides to go gamble it all away, don’t he.’ He waves a hand at the youngest boy who looks away ashamedly.

  ‘I’m good at it,’ he mutters. ‘Not my fault the man cheated.’

  The leader shakes his head. ‘The church weren’t interested then. So that’s that – out on our own. Can’t get no help or mercy from those inquisitors. They look at us like dirt . . .’ He glances down at his ragged clothing. ‘I suppose we are dirt.’

  Will you:

  Ask them to tell you more about the Wiccans? — 162

  Ask about Raven’s Rest? — 319

  Give them a gift of 5 gold crowns? — 326

  Leave and continue your journey? — 199

  108

  With one eye on the portal, which could disappear at any second, you set about searching through the scattered junk. There is very little of value amongst the musty-smelling odds and ends, but you do manage to uncover a velvet pouch containing 10 gold crowns. You also find a clay jar labelled ‘extra-sticky glue’. The lid has become stuck tight. You will have to take a brawn test in
order to open it:

  Brawn

  A sticky problem

  9

  If you are successful, turn to 222. Otherwise turn to 165.

  109

  You lift the painting away from the wall, discovering that it is much heavier than it looks. Turning it over, you find an elegant short sword strapped to the frame. Tugging it loose, you hold your find up to the light. The hilt and guard are decorated with silver leaves, while the metal of the blade shines with a pale green lustre. You may now take the following item:

  Sword of the dales

  (left hand: sword)

  +1 brawn +1 magic

  Ability: heal

  Outside you hear the captain’s gruff voice, barking orders once again. Not wishing to be on the receiving end of a tongue-lashing, you quickly leave the cabin. Turn to 220.

  110

  You have chosen the path of the warrior. You may permanently increase your health by 15 (to 45). Make a note of this change on your hero sheet. Then turn to 182.

  111

 

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