The Heart of Fire

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The Heart of Fire Page 23

by Michael J. Ward


  280

  Unwilling to make a decision, you turn to Benin. ‘Why should we play this game?’ you scowl, drawing your weapons. ‘You said before, we need to work together.’

  The priest does a double-take. ‘Are . . . are you serious?’ he hisses. ‘Look at it!’

  The manticore beats its enormous wings, lifting its body into the air. Then, throwing back its head, the beast gives a thunderous roar.

  ‘I think it’s too late for regrets,’ you state grimly. ‘You’re a priest, right?’

  Benin nods, his mouth hanging open as he stares at the beast’s dagger-like claws.

  ‘Good. Then say a prayer to that One God of yours!’ Ignoring the sickening fear in your gut, you charge towards the beast. Behind you, Benin calls out the words of a spell, surrounding you in a shimmering halo of light.

  ‘I gave you a choice,’ snarls the manticore, its barbed tail whipping through the air. ‘It appears you have chosen to die!’ With a booming roar, the monster lunges. It is time to fight:

  Special abilities

  Benin’s blessing: Your hero’s speed, brawn and magic are raised by 1 for the duration of this combat. After this combat, they return to their normal values.

  Holy healer: If your health drops to 8 or less, Benin heals you back to full health and removes any venom that you are currently inflicted with. This ability can only be used once.

  Venom: Once you take damage from the manticore, you must lose 2 health at the end of every combat round.

  If you manage to defeat the Manticore, turn to 292.

  281

  You have almost made it to the other side when something heavy slams into your arm, tugging you backwards off your feet. Before you have a chance to register what is happening, you find yourself being lifted up into the air. Your right arm and chest have become covered in thick strands of green slime, which are now reeling you in, taking you higher and higher.

  In alarm, you see that you are being dragged towards one of the waiting creatures. It has the head and torso of a man, but the lower body and legs of a black ant. The gooey tendrils are coming out of spiracles either side of its thorax . As you near, the ant-man snatches you out of the air with its hands. Then you are being moved, a bumping, jolting journey, filled with the incessant clicking of legs and chitinous plates.

  You are pushed through a hole in the ceiling, the ant-man scurrying in after you. In the dim light, glowing from the gooey walls, you see a swarm of similar creatures dashing back and forth along a narrow cave. Some of them are carrying wriggling bundles, which you assume are your companions.

  ‘Tchk zizzt food,’ chitters one of the ants, who appears to be some kind of overseer. ‘Tchk zizzt queen hungry. More food.’ The bundles are being carried off down adjoining tunnels that wind away into darkness.

  Suddenly you are being spun around, twisting fast through the air. You realise that your captor is seeking to wind more of the goo around you, sealing you in a bundle just like the others. Desperately, you tug a weapon free with your remaining hand and swing it in the direction of the ant. You hear a high-pitched screech. Again, you swing the weapon, half-blind as to where your blows are landing.

  Suddenly, you find yourself being dropped to the ground. Quickly, you hack through the slime, freeing yourself from its sticky prison. The ant-man is dead, but the others are scuttling towards you now. The air hums with gooey missiles, as the angry creatures try and catch you in their netting. You must fight:

  If you defeat the archer ants, turn to 311.

  282

  ‘No, Benin!’ Ventus appears at your side, breathing heavily. ‘This one is with us. They are not a Wiccan.’

  The priest snorts. ‘Then you are fooled. This is a spy – they aid our enemy!’

  You open your mouth to protest, but the feathered woman interjects. ‘You owe us a debt, Sanchen. Murlic saved you from Durnhollow. If it wasn’t for us, you would still be rotting in that cell.’

  Ventus balls his fists, the tattooed inscriptions sparking and crackling with holy magic. ‘Be gone, witch! This one does not court demons!’

  ‘I think they can speak for themselves.’ The woman fixes you with a cold glare. ‘I am Damaris of clan Hannon. Come with me now and I will help you master your powers. Or remain here with these fools and let their preaching blind you with ignorance.’

  Will you:

  Agree to leave with Damaris? — 315

  Refuse the witch’s offer? — 396

  283

  ‘Ah, that’s a real shame,’ he sighs. ‘I could have used you. Say, my name’s Polk. If you come back this way and change your mind, then come find me. Chances are, I might still need you to make up the numbers. Always the bloomin’ numbers.’

  The man moves away, muttering through his beard as he struggles back across the crowded taproom. (Make a note of the number 277. You can turn to that number at anytime during Act 1 to start the red quest.)

  Turning back to the bar, you raise your hand for service. Turn to 364.

  284

  The sound of rattling hooves alerts you to your next danger. Eldias moves beside you, tugging another flint-lock pistol from his coat. At first, the sound echoes all around you, making it impossible to discern its direction. You both spin on the spot, eyes scanning the darkest shadows.

  Then you hear the whinny of a horse and a cackle of laughter. From between the buildings a skeletal steed races out into the square, hooves glowing with a spectral light. On its back is a black-coated apparition – a highwayman – with the head of a flaming skull. In one of its fists is a scythe and in the other a pistol.

  ‘The reaper has come for you!’ snarls the skull. ‘Expect no mercy from the scythe of doom!’ At that moment, the church organ thunders with a chilling refrain as a jagged bolt of lightning streaks down from the heavens, striking the blade of the scythe and bathing it in crackling energy. ‘Your end is nigh!’ The skull breaks off into a manic cackle of demonic laughter . . .

  BOOM!

  Which is abruptly cut short as the skull is blown back off its shoulders, rolling and bumping along the ground like a child’s ball. There is a pained groan, then the headless body slumps off the horse into the mud. The riderless mount gives a terrified screech before galloping away as fast as its legs can carry it.

  There is a breath of silence.

  Stunned, you turn to see Eldias holding a smoking pistol. He gives a nonchalant shrug of his shoulders. ‘What can I say. I hate theatrics.’

  His smile quickly fades, however, when the devilish laughter rings out once again. The skull has lifted up into air, flames billowing from its eye sockets. The headless body staggers to its feet, swaying slightly as it finds its balance. Then, together, the two undead foes move to attack.

  ‘Figured that’d be too easy,’ grunts the witchfinder. You must now fight:

  Special abilities

  Searing skull: At the end of every combat round you automatically take 2 points of damage from the skull’s flames. If the skull is defeated, this damage no longer applies.

  Head case: The skull is immune to bleed.

  Wrath of the witchfinder: Eldias adds 2 to your damage score in this combat.

  If you win a combat round against Headless, you can choose to apply your damage to Headless or the Flaming skull. If Headless is defeated, then the skull (if still alive) is automatically defeated also, winning you the combat.

  If you defeat the headless horseman, turn to 48.

  285

  This demon must have been the farmer’s wife – or what was left of her after the Wiccan’s magic had run its course. Amongst the creature’s smouldering remains, you spot a silver locket glittering in the firelight. You retrieve it from the ashes, wondering if it might be of significance to the farmer and his sons.

  You have gained Dagona’s locket. (Make a note of this on your hero sheet, it does not take up backpack space.) After pocketing the locket, you decide to leave the farmstead – hoping there is still time to fin
d the family and inform them of what has happened. (Return to the map to continue your journey.)

  286

  You try and settle into a calm state where you are reading your opponent, anticipating his attacks. Lazlo is a skilled fighter, agilely dodging the lightning and constantly throwing you off balance with his feints. But few of his measured blows strike home.

  It is a long and gruelling battle. Lazlo observes your performance with growing admiration, occasionally offering advice when he sees you overstepping a lunge or struggling with a parry. Eventually Lazlo makes a mistake, failing to dodge the lightning in time. He stumbles back, wincing with pain. Before he can right himself, a sudden lurch of the disc throws him forward. You dodge aside, sliding a leg between his own and tripping him over. He lands roughly on his stomach, with your foot resting on his back.

  ‘Game over,’ you grin, looking down at the defeated prince.

  He releases his grip on his sword. ‘A worthy victory,’ he smiles. ‘You fought well.’ The prince utters a word of magic. The lightning ceases and the disc starts to lower itself back to the ground.

  Lazlo gets to his feet, dusting off his shirt and breeches. ‘I think you deserve a reward, don’t you?’ He nods towards the weapon’s rack. ‘Take whatever you like.’

  The disc comes to a rumbling halt, allowing you to descend the stairs. The rack contains a fine array of weaponry, all sharpened and polished, ready for battle. If you wish, you may now choose one of the following items:

  Knot of knives

  Red mist

  Jeeves’ juicer

  (chest)

  (main hand: sword)

  (left hand: dagger)

  +1 speed +1 brawn

  +2 brawn +2 magic

  +1 speed +1 brawn

  Ability: flurry

  Ability: bleed

  Ability: gouge

  When you have made your selection, turn to 174.

  287

  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 make 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).

  288

  Malak glares at the seal, his scowl deepening. ‘Humph. You’d better follow me, then.’

  The mage leads you up a spiral staircase to a small landing. Here, he unlocks a door and indicates that you should enter. Warily, you step through the doorway into the room beyond.

  The first thing that hits you is the smell – dampness and rotting decay. The second thing to hit you is a giant fist, which sends you hurtling across the room. You crack into the far wall, slumping down to your knees with a groan of agony.

  There is a bestial growl.

  Looking up, you see a hulking creature shuffling towards you. Its entire body is a writhing mass of vines and roots, crawling with worms and other small bugs. Frantically, you edge around the wall, towards the open door where Malak is grinning at you.

  ‘What is this?’ you growl angrily.

  ‘The last student,’ he replies. Then the door is slammed closed, the rattle of a key confirming that you are now locked in. You circle the beast warily, looking for some sign of weakness – for some possible advantage. But you are constantly distracted by its writhing snakelike vines and the gooey sap running from the corners of its gaping mouth. Is this really what happens, when magic goes bad? It is time to fight:

  Special abilities

  Sinister sap: At the end of each combat round the fungus belches out a globule of sap, which immediately moves to attack you. For each sap in play, you lose 1 health at the start of each combat round.

  Blast the bile: When you win a combat round, instead of rolling for a damage score, you can use your magic to destroy all the saps that are currently in play.

  Power pruning: When you win a combat round, instead of rolling for a damage score, you can use your magic to blast away at the beast’s armour. This automatically reduces Fungalus’ armour by 4 each time it is used. (Note: You cannot use blast the bile and power pruning in the same combat round.)

  If you defeat the lumbering fungus then all saps are also defeated. You may restore any lowered attributes (such as magic) and then turn to 272.

  289

  The tower is starting to break apart. You can barely maintain your footing as you are thrown from one wall to the other. Cracks and fissures branch through the black stone. Behind you, a whole wall crumbles outwards, its stone fragments floating away into the inky dark.

  Aware that time is running out you quicken your pace, making for a set of double doors at the end of the passage. Throwing them open, you find yourself in an immense stone hall lined with slender pillars. A red carpet cuts a wound through its centre, leading up to a high-backed chair. The child sits watching you, his pale fingers drumming against its arms.

  ‘This is over!’ you cry, reeling against a pillar as the ground lurches once again. ‘Where are the others?’

  ‘Right here,’ sneers the boy. He makes a small motion with his head. You follow his gesture to the side of the room, where his metal knight stands in eerie silence. Gripped in his gauntleted hands is Joss, who is fighting to break free. She snarls and hisses like an angered cat, but her efforts seem in vain.

  ‘Jacob! Stop this, let me go!’ she screams.

  The boy hops to his feet. ‘I told you to be quiet,’ he shouts, his voice shrill with irritation.

  You shake your head in disbelief. ‘You . . . you are Jacob?’

  The boy flashes you a dark look, filled with menace and loathing. ‘Jacob is old and weak. I am not Jacob! Not any more!’

  ‘Where is my husband, you monster?’ Joss kicks her heels against the metal giant in a renewed effort to get free. ‘You took him! You took him!’

  The boy scowls. ‘Adam. You always did have eyes for him – but you never cared for me. Never loved me.’

  ‘What?’ The woman’s eyes go wide. ‘You were jealous? You did all this for some childish revenge?’

  ‘No.’ The boy raises a finger. ‘It was an experiment. And Adam volunteered for it. To see if it was possible to make the toys . . . better.’ He points towards the metal knight, his lips twitching with excitement. ‘I made the greatest discovery. One that has confounded scholars since the dawn of our age. To take a soul – a human soul – and put it into the body of another. To give true life – to be a god!’ He throws back his head, laughing triumphantly.

  At that moment one of the walls explodes inwards, heat and flame washing into the chamber. They are accompanied by a ragged body, flying through the air. It lands in a roll, springing back to its feet.

  ‘Anse!’

  His clothes hang in scorched tatters from his inscribed flesh, their sigils glowing weaker than before. Breathing heavily, the paladin draws two knives from his belt, then turns to face the collapsed wall. For a moment, you see only darkness – then a flaming head swings into view. It is the giant fire elemental. The furnace.

  ‘I suggest you run,’ snarls the paladin, starting towards the beast.

  The elemental drags its body through the charred hole, flames rippling over its cracked skin. The paladin charges forward, dodging the monster’s blazing fists as he springs into the air, punching his knives into the molten body.

  Meanwhile, the boy is chanting a spell. A portal flickers open above his head – and a white ladder starts to descend. Quickly, he snatches hold of it, clambering up the rungs towards the light. He pauses, sparing a brief glance at his metal warrior. ‘Maximus. Kill her! Kill your foolish wife!’ Then he disappears into the portal.

  A scream draws your attention back to Joss. The metal warrior has flung her to the ground. She is sobbing, shaking her head. ‘Adam? Is it you?’

  The warrior’s hands clench into fists. ‘
I obey my master . . .’

  ‘No!’ Joss scrambles to her feet, but she doesn’t run. Instead, she stands there, trembling, tears streaming down her face. ‘Did Jacob do this to you? What did he do to you, Adam?’

  ‘New life,’ booms the voice from within the metal helm. ‘Jacob gives life. And Maximus gives death.’

  The iron golem grabs Joss around the waist, lifting her up into the air.

  ‘I still love you,’ she cries, making no effort to break free. ‘I will always love you, Adam.’

  Another violent tremor rips across the floor, tearing out a deep trench. The gap quickly widens as its jagged edges crumble away, sucked down into a whirling vortex of darkness.

  ‘The shroud is taking us back . . .’ echoes the child’s voice. ‘We’re going back!’

  Will you:

  Climb the ladder after Jacob? — 477

  Attack the metal warrior and free Joss? — 484

  Help Anse battle the fire elemental? — 490

  290

  While Vas blasts away at the flying boulders, you quickly clamber up the rock face. You barely have time to pull yourself onto the ledge before the ant-man is upon you – a huge boulder raised above its head. It is time to fight:

  Special abilities

  Bullet storm: If the ant wins a combat round, roll a die. On a roll of or more, Vas has hit the boulder that the ant was holding, shattering it to pieces. This means it does not roll for damage and the combat round automatically ends. A roll of or less and the ant rolls for damage as normal.

 

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