The Heart of Fire (36 page)

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Authors: Michael J. Ward

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BOOK: The Heart of Fire
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236

A well-aimed blow sends the spirit screeching backwards into the murky junk-filled waters. When its body finally bobs to the surface, you discover that the fight is over
– and the creature’s floating corpse is now visible to the naked eye. It is a pitiful sight and one that makes you step away, grimacing with disgust. From the charred and blistered
remains, you assume it was once a man, but some magic or fire has flayed most of the skin from his bones. Holding your breath, you search the corpse and find one of the following items, which you
may take:

 

Grounded boots

Janitor’s safety gloves

(feet)

(gloves)

+1 speed +1 magic

+1 brawn + 1 armour

Ability:
insulated

 

 

When you have made your decision, turn to
2
.

 

 

 

237

‘This place is cursed!’ cries Benin, spinning his staff around to grip it with both hands. He glances at Ventus, his eyes narrowed to points of rage. ‘We were
fools to come here. All we have found are demons and corruption!’

Ventus drops into a battle stance, magic rippling across his fists. ‘Faith hold your tongue, priest – we were brought here for a purpose and that purpose is clear. To end this evil
once and for all!’

Bea draws her twin swords, the magic woven into their blades blazing with blue fire. ‘The relic,’ she shouts, swiping at one of the giant’s enormous legs. Her blows send
splinters of wood and slimy ichor spraying through the whirling snow. ‘Use its magic!’

You raise the relic and charge forward, hoping to drive it into the creature’s twisted body. But mud spatters into your eyes as one of its fists slams into the sodden earth. You stumble
back, temporarily blinded – and fail to see the other fist whipping in behind you. Barbed tendrils strike your arm, sending the relic spiralling away into the marsh. By luck rather than the
quickness of your reflexes, you are able to avoid the full force of the blow, tumbling over onto your back. Benin is less fortunate, however – the priest is picked up in the beast’s
barbed fist and carried high into the air. His screams are deafening, chilling you to the bone, as his body is crushed within the prison of thorns.

‘No!’ Tears blur your vision as you lurch back to your feet. Frantically, you scan the marsh for signs of the relic, but the muddy banks offer up no clues – clearly the
relic’s headpiece must have closed, hiding its bright light and making it impossible to see. Angrily, you turn back to the battle. Bea and Ventus continue to press their attack, but their
blows seem ineffectual, the bewitched roots moving quickly to reseal any wounds. Grimly, you realise there is no escape – and worse, the thorn giant appears to have no obvious weakness.

‘Free me!’ insists the demon, shaking its chains. ‘Your false god has forsaken you. I will not! Release me now!’

‘Trust you?’ You laugh bitterly. ‘An imprisoned demon?’

‘You were a prisoner once, prophet,’ it snaps, crimson eyes staring you full in the face. ‘We have much in common, you and I. But if you are too blind to see it, then go . . .
see what your puny strength can achieve.’

Readying your weapons, you charge back into the fray – hoping that, together, you and your companions will find a way of besting the thorn giant:

 

Special abilities

Deadly thorns: At the end of each combat round, you must automatically lose 3
health
from the
creature’s barbed fists.

Divine fury: Bea’s enchanted swords add 3 to your damage score.

Thousand fists: Instead of rolling for a damage score when you win a round, you can choose to use Ventus’
thousand fists
attack. This does 2 dice of damage to your opponent, ignoring
armour
. If you win the next round of combat, Ventus can apply his
thousand fists
attack again,
applying 3 dice of damage. Each time this ability is used in a consecutive combat round, you can add 1 damage die, up to a total of 5 dice. Then the monk’s ability is exhausted and can no
longer be used in this combat.

If you are able to defeat Orgorath, turn to
308
.

238

Polk leans forward, pushing his plate away and crossing his arms. ‘Look, when Judah preached the teachings of the One God, he described two places – Heaven and Hel.
One place all nice and welcoming like, and the other where all the bad people go to suffer eternal fire and damnation.’

The blindfolded warrior smiles with bemusement.

‘Let me guess, the shroud is the second one?’ you remark dryly.

The woman speaks up before the warrior can reply. ‘The shroud is dangerous!’ she snaps, her voice sharp and cold. ‘When Jacob started his experiments he didn’t know what
he was doing, what powers he was playing with. He tore a hole in our world and dragged the tower and my husband – everything in it – to that . . .
other
place.’ Her face
hardens as she clenches and unclenches her fists, her own expression made menacing by the dancing flames.

‘It is not unheard of,’ nods Polk, speaking softly. ‘A great discharge of magic – a bad event or happening – can rip away at the very fabric of our world.
I’ve heard of whole towns, even cities back in the day, just disappearing, only to return – but different, twisted somehow.’ He sighs, blowing out the whiskers of his beard.
‘Nothing good comes of the shroud. I just hope,’ the warrior’s gaze drifts over to Joss, who is pacing up and down in front of the fire, ‘we aren’t too
late.’

 

Will you:

 

Ask about Anse’s strange markings? —
270

Ask why you should risk your life? —
89

Agree to the mission? —
24

239

The elemental has blasted a hole in the floor of the temple, revealing a hidden recess. Inside, wrapped in animal skins, is a heavy leather-bound book. Its yellowed pages are
covered in hundreds of intelligible runes and glyphs. You may take this item if you wish:

 

Book of Alpha

(backpack)

An ancient Lamuri

spell book

 

When you have made your decision, you rejoin Boom in the courtyard. Turn to
510
.

240

‘This was some Wiccan curse, I know it!’ snaps Benin furiously. ‘The Wiccan have always been a threat to these lands; they prey openly on the pilgrims. My
parent’s caravan was attacked . . .’ He breaks off, his jaw clenching. ‘I lost my family to those savages; I was left with nothing . . . The bishop was like a father to me; kind
and generous. He taught me my skills – helped me to control my magic. My anger was channelled into something good.’

He breathes a heavy sigh. ‘Last night, someone broke into the church vault. The bishop must have heard something and gone to investigate. I don’t know what happened – a
powerful relic was stolen, one that I know the bishop was keen to keep from the Wiccans. I found traces of a charm at the scene; I believe it released some kind of curse. He will die unless I can
cure him.’

 

Will you:

 

Ask Benin how he knows so much about charms? —
211

Let Benin take the blood he needs? —
343

Argue that you need the blood instead? —
259

Convince Benin to help you defeat the manticore? —
280

241

These vagabonds appear weak and poorly armed. Tired and ill-tempered from your journey, you decide to fight back:

 

 

(*) Once you have reduced the robbers’
health
to 10 or less, turn to
278
. If you are defeated, turn to
339
.

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