The Heart of Fire (77 page)

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Authors: Michael J. Ward

Tags: #Fantasy

BOOK: The Heart of Fire
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Ceremonial dagger

(main hand: dagger)

+2 speed +2 brawn +2 magic

Ability:
bleed

 

If you haven’t already, you can inspect the pyramid model (turn to
581
) or leave and continue your journey (turn to
563
).

509

With a squawk the bird goes spinning away through the mist, its bright red feathers trailing in its wake. Turning your attention back to the nest, you contemplate whether one
of these eggs might prove valuable. If you wish you may take:

 

Quetzal egg

(backpack)

A large, oval, red-speckled egg

 

Before you leave this precarious ledge, you take a moment to admire the view. If you have the word
explorer
on your hero sheet, turn to
518
. Otherwise, you
continue your ascent of the canyon wall. Turn to
472
.

510

According to Boom Mamba, you will need to defeat three spirits in order to power his totemic staff. Once his staff has absorbed three spirits, you will be able to take on the
powerful Mortzilla.

You take a moment to study the five buildings that surround the courtyard. To the north-east is a domed pagoda, shading a rectangular pool of murky water. To the north a similar pagoda has been
engulfed in thick jungle foliage, its pillars and roof draped with clinging lianas. To its left a large temple has fallen to ruin, and between its mouldering remains a whirling column of air is
visible, twisting and weaving like a devilish serpent. To the west there is a raised promenade, lined with two rows of circular pillars. They cast lengthy fingers of shadow across the cracked
paving, where something moves – flitting from one shadow to the next. Finally, to the south, there is a gaping space where you assume a temple had once stood. The land has now sunk into a
wide crater of muddy swamp water. Only the tip of a rooftop remains visible – everything else has been sucked down into the stinking mire.

 

Will you choose:

The pool of water? —
552

The overgrown pagoda? —
495

The ruined temple? —
573

The pillared plaza? —
432

The swamp crater? —
384

 

Once you have defeated three spirits – no more – turn to
525
.

511

You have discovered rare Lamuri treasures that have been locked away for thousands of years! You may now choose up to two of the following rewards:

 

Cope of rituals

Embalming razor

Fyre fiend

(cloak)

(left hand: dagger)

(ring)

+1 speed +2 brawn

+2 speed +2 brawn

+1 armour

Ability:
heal

Ability:
blind strike

Ability:
fire shield

 

You also find a bronze coffer, containing 100 gold crowns. Having looted the vault you return to the main chamber, where you take the sloping ledge up to the open doorway. Turn to
595
.

512

You drag the raft into the river and clamber aboard. Within seconds the churning waters have swept you up, sending the raft bobbing and spinning crazily down the river.
Desperately you try and steer the craft using the paddle, as sharp rocks and other snagged debris whip past at an alarming speed. You must take a
speed
challenge:

 

Speed

River rapids     

13

 

If you are successful, turn to
718
. Otherwise, turn to
653
.

513

The tunnel quickly branches into a confusing maze of side passages and shafts. Thankfully Scar-face and Scowler seem certain of their route, moving with an easy confidence as
they lead you through the maze. At last, after what feels like hours of travel, you feel a cool wind brushing against your face. It carries with it a brackish, stagnant odour that reminds you of
the fenlands outside Carvel.

A few twists and turns later and you see daylight ahead. You follow the tigris out of the caves and into the brightness. At first the light is blinding, your eyes having become accustomed to the
dark. Then your surroundings slowly blur into focus.

A jumble of rocks spill from the mouth of the cave, leading down to the sun-kissed waters of the marsh. They stretch away into the dawn mist, lapping around islands of wind-tussled grass.
Overhead a flock of birds wheel through the haze, their bright plumage sparkling like embers of fire, whilst below frogs and crickets beat their lively chirruping chorus – as if to welcome
you to their home.

The marsh. The domain of the Lamuri witch.

‘Doesn’t look too dangerous to me,’ you smile, glancing at Grey-hair.

The elderly tigris rumbles with dissent. ‘Do not fall for charm. The witch of the waters is a deadly foe. Her claws tear at mind, not . . . just. . .body.’

The tigris’ words drawl, his face becoming an unclear smudge of orange and black.

You scrub a hand across your eyes as you struggle to focus. The dappled light is misting your surroundings, making everything vague and indistinct.

‘What’s happening . . .?’ You stagger forward drunkenly. When you try and steady yourself, you discover your arms won’t move – they are being held back, high above
your head. You feel cold iron biting into your wrists.

‘A marsh,’ says a voice, cold and impassionate. You hear the scratching of a pen on parchment. The noise is grating; each stroke setting your teeth on edge. ‘Describe it again.
I need to know more.’

You blink, the wash of colours suddenly solidifying into the grey walls of a cell. A thin bald-headed man sits opposite you, hunched over a desk. He is surrounded by rolls of parchment.

‘No . . . this isn’t real!’ you gasp, pulling against your restraints. ‘I was in the forest . . . the caves . . .’

The librarian looks up from his work, his pen lifting off the page. ‘No. You were experiencing a vision. A possible future.’

Desperately you look around, searching for some clue – some flaw in this dream – to prove that it is not real. But the musty smell of the cell, the bitter cold of the iron manacles,
the pain in your aching joints – all of it feels horribly real.

‘This is a dream,’ you insist through gritted teeth. ‘The Lamuri witch. This is her work . . .’

The man leans forward, his eyes suddenly bright with interest. ‘Yes, the witch. The tigris mentioned her. Tell me more. Do you see her now?’

‘No!’ You pull at your chains, feeling them rub painfully against your bleeding sores.

The librarian settles back, looking disappointed. ‘Perhaps more Elysium.’

‘No.’ Tears fill your eyes, a solid lump forming in your throat. ‘Please . . . this isn’t real. I was in the jungle . . . the Terral Jungle.’

‘Good. Good.’ There is a scrape of a chair as the librarian gets to his feet. He walks over, untying a leather gourd from his belt. ‘This will take you back. Make you see
again.’

He lifts up your chin, pouring the thick milky liquid into your mouth. You gulp it down thirstily, your body craving its sustenance – dulling out the pain. ‘Yes,’ you smile,
your eyes fluttering closed. ‘I see again . . .’ Turn to
547
.

 

 

 

514

There is a bright flash of light and suddenly you find yourself looking upon a rod of purest gold, its length flickering with magical energies. You may now take:

 

Ancestral stave

(main hand: staff)

+2 speed +3 magic

Ability:
overload
,
focus

 

The font’s magic has also cured you of your hex. You can now access all of your abilities once again. With your work here done, you leave the pagoda and continue your journey. Turn to
668
.

515

You step aside, dodging out of the scholar’s path. He glances sideways at you, continuing on for several paces before halting suddenly.

‘Wait a second. It can’t be!’ He starts patting his robes, in search of his spectacles.

‘Still on the move?’ You grin, looking back at Andos. The youth gives you an exasperated glare.

‘Argument with the harbourmaster,’ he glowers.

‘A-ha!’ The scholar finally locates his spectacles. Hurriedly, he pushes them onto his nose, looking you up and down with an impatient frown. ‘Well? Do you have it? Where is
it? Come on, let me see!’

If you have the words
north view, east view, south view
and
west view
on your hero sheet, turn to
492
. Otherwise, your map is incomplete. Vowing to
return at a later date, you beat a hasty retreat. Return to
571
.

 

 

 

516

You break free of the roots, concentrating your attacks on the toad-like monster. After a furious barrage, the elemental gives a booming, snorting roar, spewing weed and black
bile from its mouth. Then it slumps down into the water, its black glassy eyes sliding closed.

You wade to the shore, where Boom is completing his ritual. The staff has started to glow, its runes flickering with magic. Turning, you watch as the elemental’s body collapses into a
thick black sludge, which slides across the water towards the staff. The shimmering runes spit and hiss as the sludge congeals around the shaft, before disappearing inside the enchanted wood.

‘That’s a powerful spirit,’ nods the shaman, struggling to maintain a grip on the trembling device. ‘We gonna boom good with this!’

(By defeating Gaia, the shaman’s staff has gained the
earth fist
ability. Make a note of this on your hero sheet.)

If you are a warrior, turn to
528
. If you are a mage, turn to
544
. If you are a rogue, turn to
246
.

517

With your foes defeated, you continue up the last stretch of stairs to the temple’s summit. There, set underneath a small pagoda, is a sparkling throne of gold –
and slouched across it is a black-haired monkey with a circlet of precious gems resting on his brow.

Standing either side of the throne are two guards, their long snouts striped with white and red bands. They glance at their leader, who nods with an imperious boredom – flicking his
fingers at you as if warding away a fly. The two guards respond instantly, springing forward at an incredible speed. It is time to fight:

 

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