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The Heart of Fire

Page 50

by Michael J. Ward

(NOTE: You must have completed the green quest The bridge of screams before you can start this challenge.)

  You hurry across the magma lake, hopping from one island to the next. The dwarven forge looms tantalisingly close, rising up on a wedge-shaped plateau of crumbling rock. Its centre-piece is the black anvil, its shoulder and heel picked out by the flickering light from its runes. Next to it, a blazing hearth casts towering shadows against the dark face of the mountain, its firepot rattling and shaking as if alive. Occasionally, molten fire spills over the cauldron’s rim, spattering the black rock with golden droplets of lava.

  ‘Over here!’ Virgil sweeps ahead of you, his scorched coat-tails flapping against his boots. He veers to the left, leading the way along a serpentine outcropping. It winds past the lip of the plateau, leading you round to a series of jagged sills that form a natural staircase up to the forge. At the foot of the stairs you can see a group of fiery sprites dancing and cajoling around a circle of smoking rubble. There are five of them, their scrawny humanoid bodies made entirely of flame.

  Sensing your approach, the sprites scramble together like a pack of startled animals, their blazing heads twitching nervously from side-to-side. Behind them, a larger creature sits crouched atop a ruined column. It shares the same devilish appearance as the other creatures, but is broader of shoulder, its head crowned by a ring of forked flame.

  Undaunted, Virgil fires his guns into the group. The sprites scatter, screeching and hollering. One is caught by a glowing bullet, its body exploding into wisps of smoke. The rest make for the stone stairs, running on all fours.

  The crowned leader clenches his fists, spitting a furious stream of embers. ‘Back, go back. We are the masters here, mortal!’

  Virgil swaps guns for swords as he strides towards it.

  ‘Leave this place,’ he commands. ‘Or be purged by the holy fire of the One God!’

  The witchfinder crosses his swords, making the sign of a crucifix. The carved inscriptions along each blade flare with a cold white light.

  The larger sprite answers with another snarl, before leaping down from its perch and racing after its fleeing companions. When you catch up with Virgil, the witchfinder has lowered his weapons, a thoughtful frown knitting his brow.

  ‘They must have been rune spirits, bound to the forge,’ he grunts. ‘Somehow, it must have become damaged – weakened. They’ve managed to free themselves.’

  ‘Then it’s high time they learnt their place.’ You start towards the stairs, but Virgil slaps your arm with one of his blades, its cold sting bringing you up short.

  ‘Wait. That larger demon is powerful. I’d advise we proceed with caution.’ He turns from the stairs and points to a section of the ridged wall, where some alien-looking contraption has been built into the rock. One half is made up of a series of pulleys and chains, mounted into carved channels; the other is a confusing maze of pipes, their loose couplings leaking geysers of whistling steam into the smoky air. ‘We could work on disabling the forge,’ states Virgil, sheathing his blades and extinguishing their light. ‘Just a temporary measure – but might help to even the odds. What do you say, fancy getting your hands dirty?’

  Will you:

  Examine the pulleys and chains? — 786

  Investigate the network of pipes? — 692

  Head up the stairs to the forge? — 601

  632

  Black Patch leads the way through the jungle, to a spot ahead of the procession of carts. Here the cleared track is narrow, penned in on both sides by heavy undergrowth. A prime location for an ambush. However, as you crouch in waiting, you spot a problem.

  Several hunters are hurrying ahead of the wagons, waving towards a high ridge of grey rock. The dirt track switches back, along its side, to a cave-like opening mid-way to the summit. Other hunters are standing guard outside, waving back at their companions. You notice the spiked teeth of an iron portcullis protruding from the stone above them.

  ‘Where does that lead to?’ you ask Black Patch.

  ‘To death,’ grunts the tigris plainly. ‘Once gate closed, never see again. Take tigris all way to coast.’

  You look back to the track, where the carts have started to clatter into view, pulled along by giant blue lizards. Although slow-moving, the carts are heavily fortified with iron plates and spiked rails, and guarded by hunters. You realise that the carts will need to be disabled one by one, before they reach the cave.

  Black Patch raises a paw in the air, his curved claws sliding out of their sheathes. ‘For the Sheva!’ He cries. ‘Shonac guide our claws!’ There is an answering roar from the jungle, then the tigris surge forward. Drawing your weapons you follow them onto the track, ready to take on the defenders and free as many of the captured tigris as you can. It is time to fight:

  Special abilities

  Going, going, gone: You must stop as many carts as possible from entering the mountain. Each cart you destroy (i.e. reduce to zero health), will allow you save more tigris to aid you in your attack on the camp. Keep a record of the number of combat rounds you have fought. At the end of the second combat round, Cart 1 will enter the mountain (if it hasn’t been destroyed). At the end of the fourth, Cart 2 will enter the mountain, with the remaining carts entering the mountain at the end of the sixth and eighth combat rounds.

  Built to last: The fortified carts are immune to barbs, bleed, demon claws, disease, fire aura, thorns, thorn cage and venom.

  In this combat, you roll against the defenders’ speed. If you win a round against the defenders, you can choose a cart to attack. Once a cart is reduced to zero health, it has been successfully destroyed, freeing its captives. If a cart enters the mountain (see going, going, gone) then it has successfully escaped – and its captives cannot be freed. If you lose a combat round then the defenders strike against you as normal. (Note: You cannot use ‘strike back’ abilities in this combat, such as confound, retaliation and sideswipe. Damage can only be applied to a cart if you win a round.)

  Once the four carts have either been destroyed or have escaped, turn to 646. If you are defeated, turn to 656.

  633

  Legendary monster: Gheira

  Branches whip and crack as you hurtle through the jungle, the giant panther snapping at your heels. You know you have little chance of outrunning this fearsome predator, but since taking flight into the undergrowth you realise that you have no choice – to stop now will spell certain death.

  A lapse of concentration and your foot clips a log, tipping you forwards. The beast barrels into you, its hot spittle splashing against your neck.

  You hear something ripping.

  The panther’s claws have found purchase, its weight on your shoulders forcing you to stagger. Then your pack comes loose. The buckles snap open – and suddenly the weight is gone as the panther and your backpack go tumbling away. You crash onwards through the trees, not wishing to slow, your arms batting desperately at the clinging branches and leaves. Suddenly the ground dips, throwing you out onto a steep slope. Before you can change course you find yourself skidding and bouncing towards the edge of a ravine. You try and slow your momentum, grappling blindly to find a root or a vine – but the earth quickly gives way to a frightening nothingness.

  You kick and flail, falling through the mist.

  Then you hit something. Soft and buoyant, pitching you back into the air. The world spins over, rolling in a blur. You bounce again, tumbling head-over-heels, to finally land with a painful thump in a dark pool of mud. Above you, the white cap of a giant mushroom sways back and forth. There are more behind it, growing out of the side of the canyon. The nearest one shudders again as an object hits it with force, then your half-mangled pack splashes down a few feet away.

  You start to rise, but catch yourself.

  The low rumbling snarl is your first and last warning that you are not alone. Spinning around, you catch a glimpse of round, yellow eyes and sharp dagger-like canines, bright against a vastness of midnight black. Then the giant p
anther pounces! It is time to fight:

  Special abilities

  Bleed: Once you have taken health damage from Gheira, you must lose an additional point of health at the end of each combat round.

  Blood thirst: At the start of each round that you are inflicted with bleed, Gheira increases its brawn by 1, up to a maximum of 12. If bleed is removed from your hero, Gheira reverts back to his starting brawn of 7.

  If you manage to defeat Gheira, turn to 580.

  634

  You hand over the pendant that you found in the wood cabin. Yootha glares at it in shock, then carefully takes it into her shaking hands. ‘My . . . my Stan,’ she gasps, stroking the silver boot. ‘Where . . . where did you . . . find it?’

  You hesitate, stumbling over the words to convey what happened. It seems Yootha can sense your discomfort, reading her husband’s fate in your eyes. She raises a hand to stop you. ‘It is all right. I do not need to know.’ She places the pendant in the pocket of her dress, then gestures to the cluttered shelves. ‘Please, choose something from my shop – anything you like. You deserve it for bringing him home.’ She pats her pocket tenderly, giving a tearful sigh.

  You may now choose one of the following:

  Shrunken hand

  Monkey brain

  Conch shoulders

  (left hand: fist weapon)

  (head)

  (cloak)

  +2 speed +1 brawn

  +1 speed +2 magic

  +1 speed +1 armour

  Ability: sideswipe

  Ability: disrupt

  Ability: time shift

  If you don’t wish to take any of the items, then Yootha offers you 40 gold crowns instead. When you have made your decision, return to 520.

  635

  The end of the passageway is blocked by a hill of bones, reaching from floor to ceiling. Thankfully, a jagged crack in the left-hand wall glimmers with crimson light, offering a way back out into the volcanic chamber. Virgil peers through the hole, twisting his head to view the side of the bridge.

  ‘We can climb out this way,’ he states, squeezing his body through the crack. ‘Let’s hope things have quietened down topside.’ He disappears from view, the sound of grunting and cursing drifting back from the narrow hole.

  You follow the witchfinder’s lead, adjusting your weapons and pack so that you can pass through the opening. On the other side, you see that the cracked stone provides sufficient hand and foot holds to climb back up onto the bridge. Virgil has already reached the top. There is a tense moment as you wait for a response, fearing that the bridge guardians may still be patrolling – then his face reappears, his gold teeth flashing a grin. He signals for you to follow.

  To climb the side of the bridge, you will need to take a speed challenge:

  Speed

  A bridge too far

  20

  If you are successful, turn to 553. Otherwise, turn to 561.

  636

  You trudge back through the marsh, the journey proving easier without the witch’s nefarious magic to contend with. At last you rejoin the Khana pack, who are waiting on the rocks outside the cave. Grey-hair moves to meet you, tapping his chest softly three times – the gesture of tigris pride and welcome. No words need to be spoken; your eyes drift to the mother and the young cub, both looking expectant – waiting for Scar-face’s return. Grey-hair nods, taking a deep breath.

  ‘We know Khana would pay the price for freedom. Few could have done what you did – to match claws with the witch and defeat her. The Khana owe you a debt of gratitude.’ The elderly tigris looks out across the marsh, its steaming mist suffused with a golden light. ‘The hunters will not follow us here. We can now cross to the stone claws and find new dens – safe dens – to start Khana anew. I have nothing to give . . . but this.’ The tigris lifts his paw. Resting on it is a circular disc of bone, carved with a magical rune. ‘I hope it keeps you safe, bright claw.’

  If you wish, you may now take:

  Khana’s pride

  (talisman)

  +1 speed +1 armour

  Ability: sideswipe

  You say your farewells to the Shara Khana before heading back through the caves. Return to the quest map to continue your adventure.

  637

  For defeating Krakatoa, you may now help yourself to one of the following special items:

  Kraka’s casing

  Blackrock shoulders

  Hellslide halberd

  (chest)

  (cloak)

  (main hand: spear)

  +2 speed +4 armour

  +2 speed +4 brawn

  +2 speed +6 brawn

  Ability: thorn armour

  Ability: retaliation

  Ability: impale

  When you have made your decision turn to 651, if you still need to choose rewards, or 545 to continue.

  638

  The cabin door creaks open, revealing a squalid space filled with rotted, mouldy blankets, decaying fruit and the half-eaten remains of various animals – most of which are now riddled with flies and maggots. Sat on the edge of a bed is an elderly man, bone-thin and dressed in rags. As you enter he springs to his feet, pulling a rusty-looking knife from his belt.

  ‘Leave me be! Leave me be!’ he hisses. You note the ashen tone to his skin and the gaping wounds across his scalp, exposing torn flesh and hunks of brain. This man is clearly one of the undead – and also deranged. Before you have a chance to react to the man’s protests he is upon you, his blackened teeth reaching for your jugular. You must fight:

  Special abilities

  Maddened rage: If the mad man wins a combat round, he rolls four dice to determine his damage score.

  If you manage to defeat this wild maniac, turn to 648.

  639

  You take the vial – and crush it in your fist. The milky liquid runs between your scaled fingers, dripping onto the ground where it is greedily absorbed by the ash. Opening your hand, you let the remaining dust sift away on the warm currents of air.

  ‘There is your answer.’

  The witchfinder gives a dismissive snort, shouldering past you in anger. ‘I pray you don’t live to regret that, demon.’

  Your eyes drop to the wet mound of ash, now fizzing and steaming with the Elysium. There is a strange comfort in not knowing the future; being blind to how all this might end. I won’t be made a prisoner of, not again . . . You turn to watch Virgil as he strides away across the bridge, your suspicions mounting that he is not all that he seems.

  ‘Hurry up,’ he snaps, glancing back over his shoulder. ‘We have double the work to do, thanks to you.’

  For the remainder of this act, you must now suffer the following penalty:

  Broken trust (pa): If you wish to use Virgil’s blessed bullets ability, you must roll a die. On a result, you can use the ability as normal. If the result is to then the ability fails. You cannot try to use the ability again, or use a different combat ability, until the next round.

  Once you have updated your hero sheet, return to the quest map to continue your adventure.

  640

  You awake to find yourself lying on a bed of grass, your wounds bound by palm leaves and vines. A sickly scent wafts up from the makeshift bandages, where a thick poultice seeps around the edges. It seems that the tigris are not without some skill with herbs and natural remedies, which may well have saved your life.

  Surprised to feel no pain, you lever yourself into a sitting position. There is no sign of the tigris, nor any message of fond farewell. You are reminded of Grey-hair’s words before you left the river: ‘If you fall, bright claw, we leave. That is our way. We move on – you understand?’

  True to his word, Grey-hair has left you behind. You have no hard feelings – your wounds would only have slowed them down, and the dangers they face are many. After retrieving your pack and weapons, you start back through the forest. Return to the quest map to continue your adventure.

  641

  Your final blow smashes t
he creature against the corridor’s remaining wall, shattering its spine and sending jagged cracks rippling through the stonework.

  With the Terral devil defeated, you may now take one of the following rewards:

  Devil’s incisor

  Rodent’s scratchers

  Roughpelt moccasins

  (left hand: dagger)

  (left hand: fist weapon)

  (feet)

  +2 speed +2 brawn

  +2 speed +2 brawn

  +1 speed +2 armour

  Ability: fatal blow

  Ability: piercing

  Ability: dominate

  (requirement: rogue)

  (requirement: warrior)

  (requirement: mage)

  You have not forgotten Quito’s betrayal. Determined to catch up with the wily thief, you hurry through the bronze doors. Turn to 676.

  642

  You grab the wounded creature and hurl it against the metal bars. The dark runes flash with magic, sending bolts of lightning crackling over its scrawny body. You cover your nose, backing away, as the imp slumps to the ground – its purple skin blackened to charcoal.

  Virgil joins you, holstering his pistols. ‘And I thought revenge was best served cold.’

  You kneel beside the creature’s smoking remains, cutting its bags and pouches loose with your weapon. Amongst its possessions you find 50 gold crowns and the following items, which you may take:

  Flask of healing (1 use)

  Elixir of swiftness (1 use)

 

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