The Heart of Fire (54 page)

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Authors: Michael J. Ward

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BOOK: The Heart of Fire
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Already the creature has moved on to another boulder, preparing to send it tumbling down towards you. The goblins at the top of the slope are cheering and hooting, believing that you are done
for. However, you have other ideas.

Weapons at the ready, you charge up the slope. The creature is an ogre, its thickly-muscled body covered in war paint. Before you are even halfway up, the ogre has pushed the next boulder in
your direction. You roll aside, just in time – quickly scrambling to your feet to take on this deadly adversary:

 

Special abilities

Thick skinned: Konga is immune to
bleed
.

This encounter is played differently to a normal combat. To be able to strike the ogre you must first dodge three boulders to get to the top of the slope. To do this, roll two
dice and add your
speed
score to the total. If the result is 7 or more, then you have dodged one of the boulders flung in your direction. Roll again to see if you dodge the second boulder
and then the third boulder. If you do, you have reached the top and may roll for damage against Konga as if you had won a combat round.

If the result is 6 or less, then you have been hit by a boulder and must take 4 damage, ignoring your
armour
. You are also knocked back to the bottom of the slope and must dodge three
boulders to get to the top again.

Once you have rolled for damage against Konga, the ogre’s swinging fists send you back to the bottom of the slope. You must dodge another three boulders to before you can roll for another
damage score.

If you manage to defeat Konga, turn to
336
.

364

The half-giant plants his massive hands on top of the counter, his steely eyes glinting from beneath his protruding brow. ‘So, what’ll it be?’ he grunts,
cracking his neck muscles. ‘Ma patience ain’t as big as ma good looks now.’ His subsequent smile presents an unsettling array of jagged metal teeth.

 

Will you:

 

Ask about his ‘good looks’? —
344

Ask about local rumours? —
202

Explore the rest of the tap room? —
172

365

Quest: The dark interior

(You must have completed the green quest
The Temple of Boom
before you can start this quest.)

You stand at the canyon edge, ready for the next stage of your journey. Previous explorers have named this region the dark interior and now you can see why. From the rocky precipice the land
drops away into a thick impenetrable mist, forming a silvery veil stretching from one side of the canyon to the next. Below it, hidden by the fog, there is a steaming jungle – unmapped and
dangerous. Many have tried to navigate its tangled darkness, few have lived to tell the tale. Its reputation is not one you wish to test, but crossing the dark interior is the quickest and most
direct way of reaching the southern jungle, where you hope to find the Lamuri city and the demon, Cernos.

It takes nearly half a day to navigate the steep canyon wall, using ledges and caves to work your way down through the mist to the jungle floor. As you descend, the air grows thick once again,
settling around you like a heavy mantle. With it come the eerie hoots and cries of the wildlife, lying unseen amongst the cobwebbed trees.

You trudge onwards, scratching at the back of your scalp where the demon scales are now prickling along your spine. Your body is changing daily, not only in appearance – but also in other
ways. It has been four days since you last ate a proper meal, but you feel no lack of strength or dizziness from fatigue. Your senses have also become heightened – sounds and shapes have
taken on a sharper quality. Out here, far away from a society that would brand you a monster, your demon-side is fast becoming a welcome companion.

After several hours of trekking, the forest begins to show its own changes. The first is the smell – the fetid reek of decay – accompanied by the wet squelch of mud underfoot. Then
you notice the trees start to thin, their listless sagging bodies covered in thick bands of fungus and mould. To the west the forest continues in this manner, its smell and murky appearance
suggesting the start of a stagnant marsh. In the opposite direction the view is more favourable, where the ground rises steeply into a ridge of hills. There, you can just make out the angular
silhouettes of ruined buildings jutting out through the curling mist.

 

Will you:

Head west into the marsh? —
523

Head east into the ruins? —
459

 

 

 

366

The white tigris is strong but also impatient – eager to show off to the rest of his pack. When he leans away, going for an overhead blow, you are ready to retaliate. As
the claws come down you twist around the attack, thrusting an elbow into his side, then launching a follow-up blow to the neck. The tigris staggers back, startled – giving you just enough
time to level a weapon at his chest. Sheva glares down angrily, contemplating a counter attack, but the leader of the Khana intervenes.

‘You have your answer, Sheva,’ he states, with more than a hint of satisfaction. ‘Honour your word. You want vengeance – then bright claw was sent for this, with
Shonac’s blessing.’

Sheva snarls, then looks back at his pack. Their earlier gusto has been replaced by a reluctant admiration. Scar-face offers you a smile.

‘So be it,’ growls the white tigris, his green eyes burning fiercely. ‘But if this a trick, then you will pay with blood . . . bright claw.’ The last words are spat out
with scorn.

‘Your mind is set then, Sheva,’ sighs Grey-hair. ‘Shonac be with you.’

The white male grunts, then motions to his pack. Together they take their leave, while the Shara Khana watch their departure with a mix of sadness and relief.

‘May your claws be sharp,’ says Scar-face, tapping his chest with his paw. ‘And your eyes sharper.’ You echo his gesture, nodding a farewell to both Scar-face and his
leader, before following the Sheva back into the forest. Turn to
527
.

367

Panic overwhelms your senses, driving you into a savage frenzy. Desperately, you hack and slash at the clammy wet bodies that surround you until at last, exhausted and dripping
with grime, you find yourself standing in a vast circle of undead corpses.

As rain drums against the rotting bodies, you spot a number of valuable-looking items lying amongst the remains. If you wish, you may now take any/all of the following:

 

Coat of many scales

Ghost cloth

Pot of speed (2 uses)

(backpack)

(cloak)

(backpack)

A dazzling coat made

from basilisk scales

+1 armour

Ability:
charm

Use any time in combat to

raise your
speed
by 2 for

one combat round

 

Eldias has defeated the zombies that were attacking him. He sheathes his blades, stumbling back against the stone well to catch his breath. Turn to
284
.

368

You cup your hands and take a tentative sip of the waters. Immediately the pain subsides, as a cool and refreshing sensation shimmers through your body. You sense that these
waters have powerful healing properties.

Reaching into your pack, you take out your empty water bottle and sink it into the basin of water. You have now gained:

 

Saint’s blessing (1 use)

(backpack)

Use any time in combat

to heal yourself to full
health

 

If you are
hexed
, turn to
441
. Otherwise, turn to
374
.

 

 

 

369

Bill opens a trunk and lifts out a feathered staff, an ivory ring and a tanned leather cloak, faded by the sun. ‘Don’t let appearances deceive you,’ he says,
unfurling the plain-looking cloak. ‘All these are enchanted – the ring and staff I found in that Lamuri city, Lanko Curzo.’ He shudders with the memory. ‘I’ll never go
back there, but if you’re planning on making a visit, you might do well to have one of these.’

You may now choose one of the following special rewards:

 

Medicine staff

Ring of remedies

Hunter’s burden

(left hand: staff)

(ring)

(cloak)

+2 speed +3 magic

+2 magic

+1 speed +2 armour

Ability:
greater heal

Ability:
cauterise

Ability:
feint

 

Bill also hands you a purse, containing 100 gold crowns. After making your exchange, you bid the hunter farewell and leave. You may now explore the rest of the camp (turn to
744
) or return to the quest
map
.

370

With the deadly swarm defeated, you turn your attention to the ant-man on the ledge. Vas is still firing bullets in its direction – one slams into its chest, producing a
spray of black blood. The creature gives a shriek, teetering back on its bowed legs. Another bullet slams home, knocking the ant into the wall and forcing it to drop the boulder it was holding . .
. right on its own head. There is a sickening, eye-watering crunch.

Vas spins her pistols, before sliding them back into their holsters. ‘I still got it,’ she grins. When she turns around, her smile quickly fades. ‘Captain!’ She hurries
over to Surl, who is kneeling by the captain’s side. The aged veteran is breathing hard, his teeth clenched against the pain from his wound. ‘I can’t go on,’ he gasps,
gripping Surl’s arm.

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