The Heart of Fire (128 page)

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Authors: Michael J. Ward

Tags: #Fantasy

BOOK: The Heart of Fire
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‘I told you it was a trick!’ Virgil steps up to the arch, hacking furiously at the glowing runes. ‘I’ll destroy the portal – you take care of
that
thing!’

The giant blob is now seeping down the walls of the crematorium, its treasures scraping and clinking against the stone. You move to head it off, hoping that your weapons will prove powerful
enough to break this demon’s magic. It is time to fight:

 

Special abilities

Blood money: Each time your damage score/damage dice cause health damage to Kuderas, roll a die. On a
or
result you have gained 100 gold crowns. If you roll
or less, then your weapons have become stuck in the creature’s body. You must lower your
speed
by 2 for the next combat round,
while you pull your weapons free of the sticky gloop.

No money, no cry: If you are defeated by Kuderas, in future combats his
blood money
ability no longer
applies.

 

If you manage to defeat the blood slime, turn to
730
.

829

The imp teleports past you in a purple blur, the air popping as he reappears further along the passage. Virgil raises his pistols to take a shot, but the imp vanishes again
– trailing ribbons of smoke in its wake.

The witchfinder grunts, before holstering his pistols. ‘I’m done with chasing shadows.’ He turns his attention to the runed bars, still glimmering with magic. ‘Least we
aren’t alone in our dislike of thieves.’ Turn to
696
.

830

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

 

Kraka’s vengeance

Collar of correction

Rock-spine coat

(left hand: sword)

(necklace)

(chest)

+2 speed +5 brawn

+1 speed +1 brawn

+2 speed +4 brawn

Ability:
piercing

Ability:
sweet spot

Ability:
gouge

 

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

831

When next you awake you find yourself lying on a mattress, tangled in sweat-soaked blankets. A red-skinned man is standing over you, feathers woven into his jet-black hair. He
backs away with an uncertain expression, his hand moving to the dagger at his belt.

Modoc
. You recognise Virgil’s healer – the man who helped you, after you were wounded by Cernos.

‘You’re safe here,’ he nods, speaking in a thick accent. ‘Modoc help you gain strength.’

You pull away the blankets, half-hoping that you might see a human body beneath – one free of the demon curse. But the black scales remain, glittering in the light from the narrow
window.

‘Nothing has changed.’ You scowl, sliding your legs off the bed. ‘Nothing will heal this.’

Modoc tilts his head to one side. ‘Scars run deep, yes.’

You clench your fist, grimacing as the sharp nails draw blood. ‘How far is it to Carvel?’

The healer gasps. ‘No, you are not ready to leave. Need rest. Long rest.’

You glance over your shoulder, smirking when you see your newly-restored wings. You flex them, just to be sure. ‘Rest?’ Your eyes shift to Modoc, meeting his gaze. ‘I will not
rest, my friend. Not until I’ve had my revenge . . .’

 

Congratulations! You have now reached the end of this adventure and have earned yourself the title
The Dark Angel
. You may now turn to the epilogue.

832

Legendary monster: Nephele, Princess of the Damned

The serpentine bridge winds between a range of dark peaks, formed by the gigantic stalagmites spearing up out of the lake. As you pass round the last jagged tip, you feel a
savage blast of wind against your face. Ahead, hovering above the last span of the bridge, is a pale-skinned woman clad in blue-crystal armour. A tattered cloak hangs off her shoulders, its edges
lined with hoarfrost.

You advance warily, boots crunching through the slippery ice that coats the stone. The woman is watching you, eyes burning with a white fire. Her black hair has been scraped back from her brow,
frozen into twisted bands.

As she floats closer, you recognise her face – it is the Lamuri princess from your vision; the one who was betrothed to Cernos and slain by the rune-sword, Ragnarok. Her dark spirit must
have become trapped here after Barahar was defeated.

You raise your hands in an appeal of mercy, hoping to parlay with her – perhaps win her aid. But your movement draws an immediate scowl from her pale-blue lips. She points, and a blast of
icy wind knocks you both off your feet.

‘No, wait!’ you implore, scrabbling across the frozen stone. ‘I know what happened . . . Barahar took your life. I saw it!’

‘You cannot reason with a demon!’ growls Virgil. He pushes back his coat, drawing a pistol. Before you can stop him there is a deafening crack of gunfire. The bullet tears a bright
strip through the air, but never reaches its target. A layer of ice quickly settles around it, crushing it to dust.

Virgil lowers his pistol with a disgruntled frown. ‘Witchery . . .’

You lurch to your feet. ‘Wait! Listen to me. We are looking for
Cernos
!’ You put deliberate emphasis on her lover’s name. ‘Perhaps you might help us . .
.?’

‘Cernos has already crossed!’ she snaps icily. ‘I knew he would come, to seek the broken blade. He will avenge us. He will bring this world to ruin, to suffer the pain that we
have suffered!’ Nephele drops to the bridge, the air around her bristling with frost. ‘You will not stop us!’

The princess summons a frozen dagger to each hand then races forward, howling like a banshee. It is time to fight:

 

Special abilities

Aura of frost: Each time your damage score/damage dice causes health damage to Nephele, her frosty aura inflicts 2
damage to your hero, ignoring
armour
. (Note: if your blow reduces Nephele to zero
health
, you do not take damage from this ability.)

Creeping chill: You must lose 2
health
at the end of the first combat round. This damage increases by 1 each
round. (At the end of the second round, you would lose 3
health
and so on.) This ability ignores
armour
.

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