As you head along the river, you see a ramshackle cabin at the edge of the treeline. Next to it is a raft and paddle, pulled up onto a bank of gravel. You approach, suddenly excited by the prospect of some friendly company. However your steps soon falter when you hear angry mutterings coming from inside the cabin, punctuated by outbursts of high-pitched, manic laughter.
Will you:
Knock and enter the cabin? — 638
Steal the raft and head downriver? — 512
Sneak past and continue on land? — 703
501
The climb is harder than you anticipated, but with patience and perseverance you finally reach the ledge. You pull yourself onto the overhang to discover a smaller shaft sloping away into the rock. Intrigued by your find, you drop onto all fours and squeeze through the narrow gap. After several minutes, you find yourself facing a dead end – where the skeleton of an explorer rests with his back against the rock.
You crawl over to the body and search the remains. As well as a purse containing 50 gold crowns, you also find any/all of the following items:
Coronado’s pride
Snakebite shake (1 use)
The untouchables
(cloak)
(backpack)
(gloves)
+1 speed +1 magic
Ability: reckless
Use any time in combat to
remove one venom effect from your hero
+1 speed +2 brawn
Ability: shunt
You also find a crumpled map, tucked into the pocket of his dirt-stained jerkin. It looks to have been torn in two, the half you are holding showing a trail to a section of coastline. Without the other half, it makes little sense to you. (You may take Coronado’s map if you wish – simply make a note of it on your hero sheet. If you also have Frobisher’s map, then keep a record of this entry number and turn to 606.)
There are no apparent clues as to why the explorer crawled into this space – perhaps to escape the skitters, you surmise, or to rest after suffering a wound. Whatever led him here, that knowledge died with him. You place the compass in the skeleton’s outstretched hand, then head back to the ledge.
There is no sign of the others when you climb down into the cave. Quickly, you hurry along the tunnel they took, but it soon branches into an infuriating maze. You call out, but the only answer is your own voice – echoing back – each call more desperate than the last. You follow the twisting tunnels, taking one turning after the next, but each choice always seems to lead back to the cave. Grey-hair was true to his word – the tigris have continued onwards and left you behind, keeping their passage a secret. With no chance of catching them up, you head back through the caves and into the forest. Return to the quest map to continue your journey.
502
Tearful with pain, you rub at the smarting inscriptions that have been branded into your skin. The abbot seems indifferent to your suffering. ‘Words are more powerful than weapons, child. Use them wisely.’
If you choose not to equip a main-hand or left-hand item, then your ‘bare hands’ provide you with the following:
Inscribed fist
Inscribed fist
(main hand: fist)
(left hand: fist)
+1 speed +2 brawn
+1 speed +2 brawn
Ability: knockdown
Ability: pound
You may also learn the monk career. The monk has the following abilities:
Focused strike (co): (requirement: fist or fist weapon in each hand.) Use focused strike to ignore your opponent’s armour and apply your full damage score to their health. This ability can only be used once per combat.
Meditation (co + pa): Instead of rolling for a damage score, you can cast meditation. This automatically heals 1 health at the end of every combat round for the duration of the combat.
The abbot dismisses you with a wave of his hand. You rise and leave the chamber, returning to the courtyard. Turn to 460.
503
A tremor throws you off balance, your final blow landing wide of its mark.
‘You saw your death!’ snarls Virgil, his eyes burning with a zealous rage. ‘And I will deliver it!’ He swings Ragnarok, its arc sending a whirling torrent of crimson magic washing across the balcony. The ground bursts open at its passing, rock and stone disintegrating to dust. The wave slams into you . . . armour folds, bones crack and splinter. It beats against you with the fury of a hurricane, trying to lift you off your feet. In the distance you hear a roaring sound, growing louder and more insistent . . . building in tempo. A jet of lava spirals up past the balcony, hanging in space for a single heartbeat then dropping back to the lake in a shower of droplets.
‘Die!’ Virgil’s second swing sends another flood of magic in your direction.
All you see is crimson light, then you are sent hurtling backwards across the lake of lava. Such is the power of the blast that it drives you straight into the opposing wall, smashing through the rock and out the other side. Dust is everywhere – and you are falling.
A dry wind whips at your face, tearing at your clothing. Rocks streak past. Everything becomes a fast-moving blur. The mountainside spins into sight only to sweep away again, replaced by dazzling sunlight and blue skies. Then you are looking at the plain below, pockmarked with craters. My vision. This is my vision . . . You try and beat your wings, to slow your descent, but there is no response. They flap uselessly against your back, torn and shredded.
Then the sun is gone, its light snuffed out. It is as if a great shadow has stretched across the dome of the world.
When the sky rolls back into view all you can see are dark clouds, lit by flecks of blazing rock. The deep rumble has now become a thunderous, earth-splitting roar. A moment later a black wave of ash washes over you, obliterating everything. Turn to 558.
504
You take a moment to admire the view, adding the details to the scholar’s map. Make a note of the key word west view on your hero sheet. Then turn to 756.
505
You hear the scuffing of feet on stone. Turning, you see Scar-face standing in a doorway, his fur matted with mud and dust. He nods in greeting. ‘We stand together, bright claw.’
The witch lurches towards you, her black robes rustling across the stone. ‘Unfortunate you are still alive, tigris, but no matter. Together, you will make a most splendid feast.’
Scar-face and Scowler exchange a silent look – then they both spring forward as one, claws raking the air. You immediately follow their lead and charge into the fray:
Special abilities
Mental daggers: You must lose 2 health at the end of each combat round.
Delirium: If you take health damage from the succubus’ damage score, you are immediately inflicted with delirium. If you win a combat round, roll a die. If the result is or then your attack misses its mark and you cannot roll for damage. If the result is or more, you can roll for damage as normal.
Revenge of the tigris: Scar-face and Scowler add 4 to your damage score for the duration of this combat.
If you manage to defeat the succubus, turn to 519.
506
The face sinks back into the marble. An instant later and there is a dull scraping sound as the door trembles and then begins to lift up, sliding into some hidden recess. A small chamber is revealed, lined with stone shelves filled with books and carved tablets. A small desk and chair occupy one corner, fashioned from the surrounding rock. Resting on the table is a note, scrawled on parchment, and a glowing crystal ball.
Will you:
Read the note? — 852
Examine the crystal ball? — 659
Search the shelves? — 711
Leave? — 858
507
Amongst the putrid mould and clumps of animal hair you spy a number of interesting items. Some appear to be from previous adventurers. As well as a pouch containing 20 gold crowns, you also find one of the following rewards:
Hair of the wolf
&
nbsp; Lycanth’s teeth
Feral falcate
(cloak)
(ring)
(left hand: dagger)
+1 speed +1 brawn
+1 brawn
+1 speed +2 brawn
Ability: cunning
Ability: bleed
Ability: pagan’s spirit set
(requirement: pariah)
When you have made your decision, you return to the courtyard. Turn to 510.
508
Whoever searched the room previously clearly had something specific they wanted to find – as, amongst the wraps of linen, you discover several bundles of gold and jewellery that any common thief would have quickly pocketed. You find 100 gold crowns and a sickle-shaped dagger, encrusted with gems. If you wish, you may now take:
Ceremonial dagger
(main hand: dagger)
+2 speed +2 brawn +2 magic
Ability: bleed
If you haven’t already, you can inspect the pyramid model (turn to 581) or leave and continue your journey (turn to 563).
509
With a squawk the bird goes spinning away through the mist, its bright red feathers trailing in its wake. Turning your attention back to the nest, you contemplate whether one of these eggs might prove valuable. If you wish you may take:
Quetzal egg
(backpack)
A large, oval, red-speckled egg
Before you leave this precarious ledge, you take a moment to admire the view. If you have the word explorer on your hero sheet, turn to 518. Otherwise, you continue your ascent of the canyon wall. Turn to 472.
510
According to Boom Mamba, you will need to defeat three spirits in order to power his totemic staff. Once his staff has absorbed three spirits, you will be able to take on the powerful Mortzilla.
You take a moment to study the five buildings that surround the courtyard. To the north-east is a domed pagoda, shading a rectangular pool of murky water. To the north a similar pagoda has been engulfed in thick jungle foliage, its pillars and roof draped with clinging lianas. To its left a large temple has fallen to ruin, and between its mouldering remains a whirling column of air is visible, twisting and weaving like a devilish serpent. To the west there is a raised promenade, lined with two rows of circular pillars. They cast lengthy fingers of shadow across the cracked paving, where something moves – flitting from one shadow to the next. Finally, to the south, there is a gaping space where you assume a temple had once stood. The land has now sunk into a wide crater of muddy swamp water. Only the tip of a rooftop remains visible – everything else has been sucked down into the stinking mire.
Will you choose:
The pool of water? — 552
The overgrown pagoda? — 495
The ruined temple? — 573
The pillared plaza? — 432
The swamp crater? — 384
Once you have defeated three spirits – no more – turn to 525.
511
You have discovered rare Lamuri treasures that have been locked away for thousands of years! You may now choose up to two of the following rewards:
Cope of rituals
Embalming razor
Fyre fiend
(cloak)
(left hand: dagger)
(ring)
+1 speed +2 brawn
+2 speed +2 brawn
+1 armour
Ability: heal
Ability: blind strike
Ability: fire shield
You also find a bronze coffer, containing 100 gold crowns. Having looted the vault you return to the main chamber, where you take the sloping ledge up to the open doorway. Turn to 595.
512
You drag the raft into the river and clamber aboard. Within seconds the churning waters have swept you up, sending the raft bobbing and spinning crazily down the river. Desperately you try and steer the craft using the paddle, as sharp rocks and other snagged debris whip past at an alarming speed. You must take a speed challenge:
Speed
River rapids
13
If you are successful, turn to 718. Otherwise, turn to 653.
513
The tunnel quickly branches into a confusing maze of side passages and shafts. Thankfully Scar-face and Scowler seem certain of their route, moving with an easy confidence as they lead you through the maze. At last, after what feels like hours of travel, you feel a cool wind brushing against your face. It carries with it a brackish, stagnant odour that reminds you of the fenlands outside Carvel.
A few twists and turns later and you see daylight ahead. You follow the tigris out of the caves and into the brightness. At first the light is blinding, your eyes having become accustomed to the dark. Then your surroundings slowly blur into focus.
A jumble of rocks spill from the mouth of the cave, leading down to the sun-kissed waters of the marsh. They stretch away into the dawn mist, lapping around islands of wind-tussled grass. Overhead a flock of birds wheel through the haze, their bright plumage sparkling like embers of fire, whilst below frogs and crickets beat their lively chirruping chorus – as if to welcome you to their home.
The marsh. The domain of the Lamuri witch.
‘Doesn’t look too dangerous to me,’ you smile, glancing at Grey-hair.
The elderly tigris rumbles with dissent. ‘Do not fall for charm. The witch of the waters is a deadly foe. Her claws tear at mind, not . . . just. . .body.’
The tigris’ words drawl, his face becoming an unclear smudge of orange and black.
You scrub a hand across your eyes as you struggle to focus. The dappled light is misting your surroundings, making everything vague and indistinct.
‘What’s happening . . .?’ You stagger forward drunkenly. When you try and steady yourself, you discover your arms won’t move – they are being held back, high above your head. You feel cold iron biting into your wrists.
‘A marsh,’ says a voice, cold and impassionate. You hear the scratching of a pen on parchment. The noise is grating; each stroke setting your teeth on edge. ‘Describe it again. I need to know more.’
You blink, the wash of colours suddenly solidifying into the grey walls of a cell. A thin bald-headed man sits opposite you, hunched over a desk. He is surrounded by rolls of parchment.
‘No . . . this isn’t real!’ you gasp, pulling against your restraints. ‘I was in the forest . . . the caves . . .’
The librarian looks up from his work, his pen lifting off the page. ‘No. You were experiencing a vision. A possible future.’
Desperately you look around, searching for some clue – some flaw in this dream – to prove that it is not real. But the musty smell of the cell, the bitter cold of the iron manacles, the pain in your aching joints – all of it feels horribly real.
‘This is a dream,’ you insist through gritted teeth. ‘The Lamuri witch. This is her work . . .’
The man leans forward, his eyes suddenly bright with interest. ‘Yes, the witch. The tigris mentioned her. Tell me more. Do you see her now?’
‘No!’ You pull at your chains, feeling them rub painfully against your bleeding sores.
The librarian settles back, looking disappointed. ‘Perhaps more Elysium.’
‘No.’ Tears fill your eyes, a solid lump forming in your throat. ‘Please . . . this isn’t real. I was in the jungle . . . the Terral Jungle.’
‘Good. Good.’ There is a scrape of a chair as the librarian gets to his feet. He walks over, untying a leather gourd from his belt. ‘This will take you back. Make you see again.’
He lifts up your chin, pouring the thick milky liquid into your mouth. You gulp it down thirstily, your body craving its sustenance – dulling out the pain. ‘Yes,’ you smile, your eyes fluttering closed. ‘I see again . . .’ Turn to 547.
514
There is a bright flash of light and suddenly you find yourself looking upon a rod of purest gold, its length flickering with magical energies. You may now take:
Ancestral stav
e
(main hand: staff)
+2 speed +3 magic
Ability: overload, focus
The font’s magic has also cured you of your hex. You can now access all of your abilities once again. With your work here done, you leave the pagoda and continue your journey. Turn to 668.
515
You step aside, dodging out of the scholar’s path. He glances sideways at you, continuing on for several paces before halting suddenly.
‘Wait a second. It can’t be!’ He starts patting his robes, in search of his spectacles.
‘Still on the move?’ You grin, looking back at Andos. The youth gives you an exasperated glare.
‘Argument with the harbourmaster,’ he glowers.
‘A-ha!’ The scholar finally locates his spectacles. Hurriedly, he pushes them onto his nose, looking you up and down with an impatient frown. ‘Well? Do you have it? Where is it? Come on, let me see!’
If you have the words north view, east view, south view and west view on your hero sheet, turn to 492. Otherwise, your map is incomplete. Vowing to return at a later date, you beat a hasty retreat. Return to 571.
The Heart of Fire Page 40