In this combat you roll against Chard’s
speed
. If you win a combat round, you can choose to apply your damage to Chard or the anvil. Once Chard is reduced to zero
health
, the combat is automatically won.
If you manage to defeat this hot-headed hulk, turn to
887
.
793
As the defeated giant stumbles backwards, lightning flares from the runes carved into its stonework. The crackling lines flicker across its scarred body, seconds before it
smashes to the ground in an explosion of fire and rock.
You breathe a sigh of relief and are about to turn away, when Lorcan shakes his head and points with the end of his weapon.
The shattered rocks are shifting and trembling as if alive, the lightning still crackling over their misshapen forms. Suddenly they lift up, grinding and scraping together to create three squat
humanoids. They look like miniature versions of the rock giant but, instead of fire, their black bodies are surrounded by lightning.
‘Why don’t giants ever stay dead?’ You scowl, remembering the colossus in the forest of thorns.
‘Clearly they enjoy the punishment.’ Lorcan offers you a sly wink before charging into their midst, the purple runes on his arm pulsing with demonic power. (You must fight this next
stage of the combat with the
health
and abilities you have remaining.)
Special abilities
Stone dust: Once an elemental is destroyed, it creates a cloud of stone dust. This reduces both heroes’
speed
by 2 for the remainder of the combat. (
NOTE
:
Stone dust
is only applied once, when the first elemental is reduced to zero
health
.)
Lightning: Each time a hero’s damage score/damage dice causes health damage to an elemental, they must take 2
damage in return, ignoring
armour
. If a hero has the
insulate
ability, they can ignore this damage.
Both heroes must choose the same elemental to attack in each combat round (unless one hero has elected to support). If successful, the winning hero strikes against the
elemental as normal. If both heroes lose, the chosen elemental strikes back as a single opponent, rolling for a damage score as normal. Only one elemental will attack a round.
If you manage to finally defeat this monstrous creation, turn to
651
. If you are defeated, you must return to phase one of the combat if you wish to attempt this
challenge again (turn to
610
).
794
For defeating Erkil, you may now help yourself to one of the following special items:
Rune of murder | Grips of living stone | Blackthorn twister |
(special: rune) | (gloves) | (left hand: sword) |
Use on any item to add the special ability | +1 speed +4 armour | +2 speed +4 brawn |
Use on any item to add the special ability | Ability: | Ability: |
If you are
hexed
then you have gained an extra reward, turn to
878
. Otherwise, return to the quest
map
to continue your journey.
795
After brushing ink over the bronze plates, you lower them onto the paper. When you lift up the cross-piece, you are pleased to see that the parchment is now marked with your
chosen sigils. Your book is almost complete; all that remains is to bind the loose pages. If you wish to choose a
binding of black iron
, turn to
380
. If you
would prefer to choose
a binding of drake scales
, turn to
600
.
796
Using your chosen reagents you craft a black-bladed sword, its serrated edge rippling with phoenix fire. If you wish, you may now lay claim to:
Ravenos, bringer of ruin
(main hand: sword)
+2 speed +5 brawn
Ability:
deep wound
,
sear
(requirement: warrior/rogue)
If you wish to craft another item, turn to
755
. Otherwise, return to the
map
to continue your adventure.
797
From the hall, you enter a network of windowless passageways. They wind and twist through the black rock, constantly intersecting with other shafts and corridors to form a
maddening maze. Most of the passages are blocked with rubble, others simply wind back on themselves, leading you round in an infuriating loop.
At last you sight a red glow, filtering through a crack in the wall. You squeeze through, finding yourselves at the top of a sloping ledge. Below you, through the fingers of mist, you can see
the magma lake and its tiny islands, bobbing on the surface.
‘There!’ Virgil pats your shoulder and points. The three goblin looters are now scurrying down the rock, less than a hundred metres away. He raises his pistol to take a shot, but
curses as the ledge takes them safely behind cover. ‘Come on!’ The witchfinder reels off in pursuit. ‘We might still have a chance of catching them.’ Turn to
820
.
798
Avian lowers his swords, his gilt-edged armour coated with black blood. He turns and looks back at you, offering a thin smile.
‘Good work.’
You step over the corpses of the furies, wondering what corruption of magic could account for such creatures. Their bodies are misshapen, no two alike, and yet all have the characteristic wings
and collars of matted hair. They remind you of vultures.
‘Ragnarok,’ states Avian, pushing one of the bodies over with his foot. ‘These were men and women once. Then the sword took their souls and turned them into this.’ He
lifts his chin, eyes roving across the dwarven city. ‘We will encounter more of its dark work, I am sure . . .’
Virgil removes his hat, poking a finger through a scorched hole in its brim. ‘There’s one thing I don’t understand.’ He kicks the hound carcass lying at his feet.
‘Why did they ignore Cernos?’
‘He has the heart,’ replies Avian, sliding the ends of his staff back together. They lock with a faint click, sending a flicker of magic dancing along the runed shaft. ‘It will
afford him some protection from the guardians of Tartarus.’
You glance at Avian. ‘What is this heart he carries?’
‘Some would believe it a divine relic – part of the One God himself.’ The mage purses his lips. ‘From what I’ve witnessed, I’d say it’s a magic anomaly.
From the time of the Great Cataclysm.’
‘Bad news is what it is.’ Virgil flips his hat back onto his head. ‘Still, look on the bright side. It is very bright.’ He points to a spot further along the bridge,
where you can see a white circle of light silhouetting Cernos’ maimed form. The winged demon is limping beneath an arched tower.
Avian gives a sigh. ‘Cernos may have safe passage, but I doubt our own crossing will be as charmed. That is a guardian tower – and it will have defences. Prepare yourselves.’
Turn to
670
.
799
The hat and gloves float off towards the back of the shop. They disappear through a small doorway, returning a moment later with a small black iron chest. The ghost places it
on the dusty counter, then flips open the lid. Inside are several glowing stone tablets.
You may purchase any of the following for 300 gold crowns each:
Rune of winter | Glyph of the titan | Rune of shadows |
(special: rune) | (special: glyph) | (special: rune) |
Use on any item to add the special ability | Use on any item to add 1 | Use on any item to add the special ability |
If you wish to make further purchases, return to
557
. Otherwise, you thank the ghostly proprietor and resume your journey.
800
Congratulations, for defeating Ixion while
hexed
you have won an extra reward:
Blood-sworn chestguard
(chest)
+2 speed +4 brawn
Ability:
unstoppable
,
blood-sworn set
(requirement: hexed)
Once you have updated your hero sheet, return to the quest
map
to continue your journey.
801
You hurry through the doorway, only to skid to a halt a second later at the edge of a vertigo-inducing drop. Arms waving at your side, you manage to stumble back, knocking into
Virgil.
‘Easy,’ he scowls, nudging you away. ‘I could have skewered you on my blade.’
‘Where are we?’ you gasp, catching your breath.
‘The Abussos,’ replies the witchfinder.
You are standing at the edge of a narrow pathway, fashioned from a translucent green stone. It winds around the insides of a gigantic stone shaft, its beginning and end lost to the darkness.
Both above and below you the path hugs the walls, occasionally forming circular platforms which hang suspended over the dizzying heights.
As your eyes follow the curving walls you see that they are covered in thousands of carvings, detailing various characters and scenes. Each one glows with a soft green light.
‘This is how the dwarves recorded their history,’ says Virgil. ‘The stone holds their memories.’
You put a hand to one of the carvings, snatching it back quickly. The stone is freezing cold, its touch sending a bone-numbing chill along your spine. When the sensation fades, you are left with
a dull ache between your shoulder blades – a familiar pain that has been tormenting you since your fall from the bridge. Reaching behind your back, you feel at the bony stumps now protruding
from your flesh.