The Heart of Fire (109 page)

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Authors: Michael J. Ward

Tags: #Fantasy

BOOK: The Heart of Fire
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If you manage to defeat this powerful predator, turn to
366
. Otherwise, turn to
294
.

705

The steam is flowing from one end of the pipes to the other. Your goal is to stop the air from reaching the outlet, which feeds the bellows. In order to achieve this, you can
turn any
two
of the dark-coloured pipe tiles clockwise by 90 degrees. By turning two of the tiles, it is possible to stop any of the steam reaching the outlet.

Each tile has a numbered reference. The row numbers give a tens value and the column numbers give a units value. For example, the first dark tile on the top row would be represented by the
number 12. The dark tile on the second row would be 24. Decide which two tiles you need to turn, then add together their two numbers. This is your answer. Turn to the paragraph number that matches
your total to see if you were correct.

If you are unable to solve the puzzle, then you have no choice but to leave the pipes and concentrate your efforts elsewhere. 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
).

706

The black spear starts to tremble and shake, pulled by some invisible force towards the magical font. You tighten your grip, struggling to maintain a hold, but the power is too
strong. The spear is wrenched from your hands, drawn through the air to hover above the dark hole.

You watch dumbfounded as blue fingers of magic creep out of the font’s inky depths, wrapping themselves around the spear. Metal grates and squeals as the spear continues to shake, fighting
against the magic that is enveloping it. Then a wailing cry fills your ears, so deafening that it drives you to your knees. It is followed by a crack, as the spear breaks – releasing a black
cloud of magic, which is sucked down into the font, the cry fading to silence within a matter of seconds.

If the spear contained the
spirit of the panther, the spirit of the spider
and
the spirit of the serpent
, turn to
420
. Otherwise, turn to
377
.

 

 

 

707

You spring at Virgil, taking him by surprise. Grabbing his arm, you attempt to wrest the blade from his grip. With a snarl, the witchfinder cuffs you with the back of his hand.
You stumble back, knocking into the desk and sending it crashing onto its side.

‘Fool,’ growls the witchfinder. ‘I was trying to save you.’

‘You’re not real,’ you shout back defiantly.

You notice the black roots, which have broken through the stone, start to snake and wind around Virgil’s legs. Too late the witchfinder looks down, realising his predicament. You charge
forwards, ducking beneath his sword swipe and tugging a dagger from his belt.

‘You will regret this, prophet!’ he spits.

You drive the dagger into the man’s chest, stepping away from the body as it topples to the ground, the black roots unravelling and slinking back into the stone. Virgil spits blood as he
glares at you in anger.

‘Why?’ he asks fiercely.

You cling to the dagger, feeling its weight – the sticky blood oozing between your fingers. ‘This is just a dream,’ you reply, sounding less certain than before.

The witchfinder shudders then lies still. For several minutes you are frozen in situ, gazing down at the body. Something isn’t right, but you can’t work out what. You struggle to
remember how you got here, what you were doing before this all happened. The broken manacles hang heavy around your wrists, rubbing against the blistered sores. The rust, the chains, the metal
– all of it is perfect, exactly as you remember it.

‘It can’t be real,’ you gasp, letting the dagger fall from your hands. It clinks across the ground, settling next to the dead witchfinder. Horrified by what you might have
done, you hurry out of the cell, desperate to find answers (make a note of the word
scars
). Turn to
478
.

 

 

 

708

Congratulations, for defeating Nephele while
hexed
you have won the following rare item:

 

Volcanist’s handwraps

(gloves)

+1 speed +4 magic

Ability:
melt
,
volcanism set

(requirement: hexed)

 

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

709

Dodging the corrosive sap, you hack and blast at the withered bark, each blow causing more of the green slime to ooze from the tree’s innards. It is a tiring battle, the
noxious odour making you feel nauseous – but at last you stand victorious over the felled tree, its broken body slowly sinking into its own slime.

Amongst the tree’s dark roots you spy a number of glittering treasures. As well as a casket containing 50 gold crowns, you also find one of the following rewards:

 

Forest cuirass

Weeper’s blooms

Tangle knot

(chest)

(gloves)

(ring)

+2 brawn +2 armour

+1 speed +2 magic

+1 brawn +1 magic

Ability:
thorn armour

Ability:
call of nature set

Ability:
barbs

(requirement: warrior)

(requirement: druid)

 

 

If you are a brigand, druid or pariah, turn to
734
. Otherwise turn to
804
.

 

 

 

710

The moment your hand touches the rune, red 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 frailty (pa)
: You must lower your
health
by 5 until you next roll a double in combat.

 

Return to
871
to choose another rune.

711

There is a vast number of books and tablets neatly arranged on the shelves, but all are written in an unfamiliar script. However, when you tug one of the books loose from its
shelf you discover that it is in fact a small stone chest. You flip open the lid to reveal a hollow cavity filled with gold. (You have gained 100 gold crowns.) Further searching reveals nothing of
interest.

 

Will you:

Examine the crystal ball? —
659

Read the note? —
852

Leave? —
858

712

The cracks in the platform start to widen, branching from one end to the other. Beneath your feet you can feel the stone vibrating as the wind demon rumbles ever closer,
devouring everything in its path. Virgil wipes the blood from his eye, stumbling into a run. He tugs your arm, pulling you along with him. The pathway continues to circle upwards, taking you past
more of the strange glowing scenes.

On the last platform a dwarf warrior is pacing angrily, resplendent in plate armour. He stands four feet tall, his spiked pauldrons towering an extra foot above his head. ‘No!’ He
stops and turns, his finger stabbing at some invisible accuser. ‘I were set up! I’d never disgrace the twin thrones.’ He takes a step forward, teeth clenched tight. ‘The
Illumanti are corrupt! Their magic’s what’s done this! You don’t believe me – then you’re cursed like they are!’ In a berserk fury he snatches a hammer and a
shield from a crossed rack. When he turns to face you, there is a maddened gleam to his ghostly eyes.

‘You . . . you murdered my drakes,’ growls the warrior. ‘Their blood is on your hands!’

With a murderous cry, the dwarf charges, his hammer sweeping around in a vivid crescent of green fire. It is time to fight:

Special abilities

Wall of steel: When you roll for damage, roll an equal number of dice for Acheron. If the digits of any dice match
your own, the dice are removed from play.

Ghost of a victory: You cannot use
cutpurse
or
pillage
to gain gold/items from this combat.

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