891
‘Magic isn’t always a docile force that we can bend to our will. Here . . .’ Avian points to an island of black rock, bobbing on the surface of the magma lake. You can see some kind of fleshy growth spread out across the super-heated stone. Parts of its body are rising and falling gently with shallow breaths. ‘When high levels of magic are discharged in a single place, sometimes they linger – and take on a life of their own.’
You grimace as you spot a bloodshot eye, peering back at you from between the rubbery folds of skin. ‘Are they dangerous?’ you ask, glancing at the mage.
Avian looks sideways at you, his fingers flexing around his staff. ‘Oh yes. More dangerous than you could possibly imagine.’
Return to 590 to ask another question, or turn to 766 to continue your journey.
892
You have come too far to give up now. Snatching the hilt, you feel its cruel barbs slice deep into your hand. The pommel glistens bright with blood as you swing the mighty rune sword in a vicious swathe. For an instant the air is lit by a bright red light. You hear Cernos scream. Then the weight pinning you down is gone.
You rise, feeling power flooding through your body. It is like molten fire, racing along each and every vein, filling you with the heat of a fierce sun. Your skin cracks around your expanding muscles, exposing vivid lines of crimson. Boots split open to reveal cloven hooves while a ridged tail snaps around your thigh, narrowing to a dagger-like edge.
Cernos is on his knees, looking so small and insignificant beneath your magnificent shadow. He clutches his chest, blood pouring over his fingers. He looks up at you fearfully. Begging. Pitiful.
The sword moves of its own volition, dragging your arm with it. The blade slides into the demon, eliciting a hellish scream. The runes flare bright, greedily drinking in the last of the demon’s power – his life essence. As his body starts to unravel, becoming black smoke, you place a foot to his shoulder and push, retracting the sword and sending Cernos over the edge of the balcony.
There is the briefest echo of a scream, then silence.
When you finally hear the deep laughter, resonating around the chamber, it takes a moment to realise that it is coming from your own lips. The sword tugs at your arm again, its hilt vibrating in your hand. It senses danger.
You spin around, to see a ragged, tattered shape stumbling towards you. It is drenched in blood and gore, cradling an arm against its chest.
‘Virgil . . .?’
He scowls. ‘You robbed Avian of his magic . . . you have undone everything. I should have killed you. Killed you when I had the chance!’ He summons magic to the palm of his one remaining hand. ‘I judge you, demon . . . and I find you guilty!’
The sword’s rage burns within you, flowing like a furious river. It is already driving you forward, your hooved feet punching holes into the stone. You are lost to its will – unable to stop yourself. It is time fight:
Special abilities
Finder’s fire: At the end of each combat round, you must take damage equal to Virgil’s current magic score. This ability ignores armour. (If Virgil wins a combat round, he uses his brawn score when rolling for damage.)
Holy light: If Virgil rolls a double for his attack speed (before or after a re-roll), he heals himself for 6 health. This ability cannot take Virgil above his starting health of 120.
Rune reaper: Instead of rolling for a damage score after winning a round, you can absorb Virgil’s magic into the rune-blade. Each time you use rune reaper you must pay the cost of one of your unused abilities to lower Virgil’s magic by 2. Your sacrificed ability cannot be used again in this combat, even if you have an ability that would ordinarily let you do so. (NOTE: You can use other magic-lowering abilities, such as confound and disrupt if you wish, to lower Virgil’s magic.)
Once Virgil is reduced to 10 health or less, the combat is automatically won. If you manage to defeat the witchfinder, turn to 741.
893
The crystals are the key to Tourmalus’ power. Once the last cluster is destroyed the giant freezes in mid-step, the sole of one enormous foot raised to stomp on Virgil. The witchfinder dashes to safety as the giant topples forward, smashing through the obsidian throne in a dusty explosion of boulders and crystal.
You may now help yourself to one of the following rewards:
Crystal hammer
Energised crystal
Calcite claw
(main hand: hammer)
(backpack)
(left hand: fist weapon)
+2 speed +5 brawn
A shard of crystal
+2 speed +4 brawn
Ability: stagger
glowing with magic
Ability: piercing
(requirement: warrior)
Virgil removes his hat, shaking the dust from its brim. ‘For once, just once, it’d be nice if something didn’t want to kill us.’ He plants his hat back onto his head. ‘It could give a guy a complex.’
‘Actually, it might have done us a favour.’ You point through the swirling dust to the remains of the black throne. Part of its seat has broken away, revealing a torch-lined corridor snaking away into the rock.
‘I’d rather avoid any more caves,’ says Virgil. He lifts his blade, gesturing to a narrow opening in the south wall. It appears to lead out onto an exterior ledge, its edges gleaming with firelight.
Will you:
Take the secret passage? — 853
Head out onto the ledge? — 841
894
The moment your hand touches the rune, yellow lightning arcs across the face of the door, sending you reeling backwards in pain. Clearly you have chosen the incorrect rune, and have triggered some hidden trap woven into the magic of the door.
You have been inflicted with the following curse:
Curse of vulnerability (pa): You must lower your armour by 3 until you next roll a double in combat.
Return to 871 to choose another rune.
895
‘Wait a second.’ You discover that you can understand the strange whirls and angular markings on the bronze plate. ‘These are powerful incantations.’
You turn back to the marble slab and the table covered with paper. The machine looks in perfect working order and could be used to fashion your own book of spells. If you wish to create your own spell book, turn to 850. Otherwise, you decide to leave and continue your journey. Turn to 866.
Epilogue
The guardsmen go tumbling through the door, along with its splintered remains. You step through, your bearskin cloak whipping back from your powerful shoulders. More men move to head you off, but a barking order draws them to a halt. You glare at the warriors as they move aside, making way for you.
Conall watches you from beneath his heavy brow, chin rested on his fist. A band of bronze is visible amongst the tangle of black hair, denoting his new status. King of Carvel. King of the West. He is everything you remember. A giant. A warrior. A worthy ally.
But she isn’t here. The witch was always at his side . . .
A raucous screeching comes from the rafters above, where a mob of crows flap in agitation. One comes wheeling down to settle on the back of the throne, glaring at you disapprovingly.
You stand before the self-made king, peering out from beneath your cowl. A shadow of a smile crosses your lips when you sense the fear from the hall. Your clawed limbs and curved horns protrude from beneath your cloak. There is no hiding what you are.
And yet, Conall does not share his men’s fear. ‘You will kneel,’ he scowls, his face darkening.
You obey his command, dropping to one knee and bowing your head. ‘Your majesty.’ The words fall in a sibilant hiss.
A sharp-faced bodyguard steps forward, glaring through the teeth of his wolf-skull helm. ‘Give the word, my king – and I’ll make a coat of this one’s scales.’ An impressive show of courage, you note, but his words do not impress.
Conall waves him to silence. ‘Speak, demon.’
&nbs
p; A chill wind gusts snow through the narrow windows. It also brings the stench of death. The castle walls are lined with bodies, tarred and staked for all to see. Prince Lazlo had been one of them.
‘Our paths have crossed before,’ you state, pulling back your hood. There are gasps from the onlookers. ‘You will not recognise me now, but I have seen your destiny. Our paths are fated to cross once more.’
Conall’s eyes burn dark and fierce. ‘Spit it out or you’ll be hanging in a crow cage.’
‘Ah, yes,’ you nod. ‘I saw your handiwork in the streets.’ You remember the iron cages, with starving prisoners begging for water and bread. Crows wheeled over the ruins. Homes and shops burnt and plundered. ‘Food for crows.’
Your eyes shift to the rafters, where the black-bodied host screech and caw.
‘If that is your wish, demon.’ The king beckons to his wolf-helmed guard, who starts forward, baring his teeth. You halt him with a raised hand, magic rippling around his body. He struggles to move, his limbs now heavy as lead.
You continue to regard the king, as if nothing untoward had happened. ‘In truth, I come seeking your witch. Damaris. Where is she?’
‘The dungeons,’ replies Conall sharply, eyes flicking between you and his guard. ‘Till she learns to bend the knee, as you have done.’
‘She will teach me what I need to know. To master my power.’ You reach into your tunic, removing a tight roll of parchment. You step past the immobilised guard and hand it to the king.
Conall spreads it open, pulling a grimace as he looks upon the image scrawled in blood.
‘This means nothing,’ he growls, crumpling it in his fist.
You step back, your malign shadow stretching wide across the hall. ‘I am looking for a man,’ you declare coldly. ‘His name is Lorcan. Your witch will help me find him.’
‘And what do I get in return?’ Conall leans forward, his dark brows knitting together. ‘What do you offer a king?’
You glance up at the wooden beams, where the crows continue to scream and caw. ‘A king of crows, hmm. I can offer you more than this.’ You look around at his men, each one shuffling uneasily beneath your crimson stare. ‘Carvel is nothing. A faded cross on the map. You have won nothing.’
There are gasps and rumbles of anger. The men look to Conall, waiting for the command. The king merely watches you, his face unreadable. His silence urges you to go on.
‘Damaris will give me what I need. And in return, I will give you what the fates have decreed.’ You open out your arms to the screeching, cawing gallery. ‘I will win you a land to call your own. I will win you a kingdom! Valeron will fall!’
Your eyes sweep around to meet Conall’s.
‘Words,’ he grimaces scathingly. ‘Tell me of these fates. What have you seen?’
‘That victory will gift you what you desire most. The crown of kings . . . and a son.’
Conall’s eyes widen for a moment. ‘A son?’
Your lips part in a fanged smile. ‘A boy and an heir. To the throne of Valeron.’
Conall regards you in silence. Then releases a snorting breath.
‘Then war it is.’ He rises to his feet to address the court. ‘Our destiny is decided. The Wiccan march east – and no shield or stone, or holy words, will stop us. Valeron will fall!’
‘Valeron will fall! Valeron will fall’ The chant is taken up by the assembled guards, while the crows scream and flutter, voicing their own fervent approval. You bow with a flourish, your gaze shifting to the crumpled parchment.
The future is mine, Lorcan. The future is mine . . .
Glossary:
Special abilities
The following is a list of all the abilities associated with special items. The letters in brackets after each name refers to the type of ability – speed (sp), combat (co), modifier (mo), passive (pa). Unless otherwise stated in the text, each ability can only be used once during a combat – even if you have multiple items with the same ability (i.e. if you have two items with the piercing ability, you can still only use piercing once per combat).
Acid (mo): Add 1 to the result of each die you roll for your damage score, for the duration of the combat. (Note: if you have multiple items with acid, you can still only add 1 to the result.)
Ashes (sp): Use at the start of combat to surround yourself with holy ashes. This increases your armour by 1 for the duration of the combat.
Atonement (mo): Use at the end of a combat round to heal yourself and an ally for the total passive damage inflicted on an opponent in that round, from bleed, barbs, disease, fire aura, thorns and venom. You can only use atonement once per combat.
Back draft (co): When your opponent’s damage score causes health damage, you can immediately retaliate by inflicting 2 damage dice back to them, ignoring armour. You can only use back draft once per combat.
Backstab (co): (requires a dagger in the main or left hand) If you or an ally play an immobilise, knockdown, stun or webbed ability in combat, you may automatically backstab the affected opponent, inflicting 2 damage dice, ignoring armour. If you have won the round, you can still roll for a damage score as normal.
Barbs (pa): You automatically inflict 1 damage to all of your opponents, at the end of every combat round. This ability ignores armour.
Beguile (mo): You may use one of your speed abilities twice in the same combat, even if its description states it can only be used once.
Bleed (pa): If your damage dice/damage score causes health damage to your opponent, they continue to take a further point of damage at the end of each combat round. This damage ignores armour.
Bless (mo): This ability can be cast at any time on yourself or an ally to heal 6 health and increase one attribute (magic or brawn) by 1 for the remainder of the combat. Bless can only be used once per combat.
Blessed blades (mo): (requires a sword in the main hand and left hand.) You can heal yourself any time in a combat for the total brawn modifier of your two weapons. You can only use blessed blades once per combat.
Blind (sp): (see Webbed). You can only use blind once per combat.
Blind strike (co): If you or an ally play an immobilise, knockdown, stun or webbed ability, you can immediately inflict 2 damage dice to the affected opponent, ignoring armour. If you have won the round, you can still roll for a damage score as normal. This ability can only be used once per combat. (Note: a thief cannot use backstab and blind strike in the same combat round.)
Blink (co): (see Dodge). You can only use blink once per combat.
Blood hail (co): Instead of rolling for a damage score after winning a round, you can use blood hail to shower your enemies with arrows. Roll 2 damage dice and apply the result to each of your opponents, ignoring their armour. If any opponent is already inflicted with bleed from a previous round, then they take an extra 4 damage.
Blood-sworn set (mo): If your hero is wearing all three items from the blood-sworn set (head, gloves and chest) then you may use the blood-sworn ability. This allows you to sacrifice 4 health to use an ability that you haven’t already used. This ability will not count towards your quota of hexed abilities. You can use blood-sworn as many times as you wish, losing 4 health each time.
Blood thief (mo): For every you roll for your damage score/damage dice, you may instantly restore 4 health. This cannot take you above your starting health.
Bright spark (mo): Your powers are amplified, allowing you to re-roll any dice for your damage score for the duration of the combat. You must accept the result of the re-rolled dice.
Call of nature set (-): If your hero is equipped with both items from the call of nature set (ring and gloves), then you can use the wild child ability. (see Wild Child.)
Cauterise (mo): This ability can be used any time in combat to remove all venom, bleed and disease effects that your hero is currently inflicted with. You can only use it once in combat – and once used, your hero is again susceptible to these effects.
Channel (mo): Sacrifice 2 magic to increase
your damage score by 4 for one round. You can use this ability once for each item with the channel ability. At the end of the combat, your magic is restored to full.
Charge (sp): In the first round of combat, you may increase your speed by 2.
Charm (mo): You may re-roll one of your hero’s dice any time during a combat. You must accept the result of the second roll. If you have multiple items with the charm ability, each one gives you a re-roll. Each charm can only be used once per combat.
Charm offensive (co): For each item with the charm ability that your hero is wearing, you can add 2 to your damage score. (If you had four items with charm, you could add 8 to your damage score.) You can only use charm offensive once per combat.
Cistene’s chattels set (-): If your hero is equipped with both items from the Cistene’s chattels set (necklace and spell book), then you can use the miracle ability. (see Miracle.)
Cleave (co): Instead of rolling for a damage score, you can use cleave. Roll 1 damage die and apply the result to each of your opponents, ignoring their armour. You can only use cleave once per combat.
Command (co): When an opponent wins a combat round, use command to instantly halt their attack, allowing you to roll for damage instead (as if you had won the combat round). This ability can only be used once per combat.
Compulsion (co): You can use compulsion to roll an extra die when determining your damage score. However, you must lower your speed by 2 for the next combat round. This ability can only be used once per combat.
Confound (co): Use confound to avoid taking damage from your opponent when they have won a combat round. It also inflicts 1 damage die back to them, ignoring armour, and lowers their brawn and magic score by 1 for the remainder of the combat. Confound can only be used once per combat.
The Heart of Fire Page 70