Read The Heart of Fire Online

Authors: Michael J. Ward

Tags: #Fantasy

The Heart of Fire (78 page)

Special abilities

Feral frenzy: At the end of every combat round, the mandrills raise their
speed
by 1 (up to a maximum of
14).

(Note: You cannot heal after this combat. You must continue this challenge with the
health
that you have remaining. You may use potions and abilities to heal lost
health
while you are in combat.)

If you manage to defeat these savage guards, turn to
650
. Otherwise, you have failed to assault the temple. Restore your
health
and turn to
449
.

518

You take out the scholar’s parchment and add the details to the map. Make a note of the key word
east view
on your hero sheet, then turn to
472
to continue your ascent.

519

The succubus is a powerful adversary, blasting you with her dark magics while her mind-numbing powers sap at your strength. Scar-face is the first to fall, his blow missing its
mark and leaving him open to the creature’s magic. The ensuing bolt of fire spears the tigris as surely as any steel, dropping him to the ground with a mournful cry. Scowler tries to
retaliate, bounding off a broken column to strike from the air. But the witch is faster, spinning around and catching the tigris in her pale, scaly hands. She hurls the tigris back against the
wall, following up with a blast of magic that sends the broken body smashing through the rock and out across the misty swamp.

Alone, you are forced to defend yourself against the witch’s onslaught, giving ground to her powerful magics. Then, when all seems lost, you find some hidden reserve of strength – a
bitter fury that floods through your body, helping you to shrug off her debilitating spells. The witch senses this change, pausing in her attack.

‘Demon blood!’ the voice whispers.

Then you fly forward, driving your weapons into her tattered robes. There is a deafening shriek as a black wind pours out of the wound, blowing you backwards. You tumble over onto your stomach,
looking up in time to see the creature’s mildewed robes flutter to the ground. There is no sign of a body, only a thin maggot-like worm, dragging itself across the stones. You clamber to your
feet, marching forward to drive your weapons into its weakened form. There is a piercing, eldritch screech. Then there is silence . . .

At last, the succubus’ power has been broken – and the marsh is now safe for the Shara Khana to cross. However, it feels a hollow victory, knowing that your tigris companions gave
their lives to achieve this end. Turn to
748
.

520

‘My late husband was an historian,’ explains Yootha, scrutinising her painted nails. ‘I never had time for such pursuits myself, of course, but I did like the
tales he used to bring home – of exotic lands and daring adventure. That’s how he won me over and convinced me to come here. The Terral Jungle, of all places! He was always very
persuasive, my Stan. A man you could trust.’

The woman sniffs, dabbing at the corners of her eyes. ‘Sorry, where was I? Oh yes, the jungle. Stan became quite obsessed with it and the Lamuri. Found out about their lost city when
studying the Dwarves. Apparently, they had close relations in times past – shared their ways, their magic. And, some say, the gift of immortality.’ Yootha rolls her eyes. ‘Such
nonsense. The Lamuri city is a cobwebbed ruin, given over to the jungle. Didn’t stop my beloved Stan though. He believed in the myth, that somewhere in those ruins lies the secret of
ever-lasting life.’

‘You said “late” husband,’ you state carefully. ‘I take it . . . he wasn’t successful?’

Yootha distracts herself by adjusting her flower display. ‘Things live. They die. That’s the natural order of the world. Go looking for anything different and you’re a fool.
Now, did you want to buy something?’ (If you have the word
restless
on your hero sheet, turn to
634
.)

 

Will you:

Ask to see Yootha’s specials? —
593

Ask to view the Lamuri artefacts? —
612

Thank Yootha and continue your journey? —
571

521

In order to buy time for the tigris to escape, you charge the two hunters. Weasel pulls the trigger of his pistol – his grin fading fast when it makes a dull,
wet-sounding click. You kick the weapon out of his hands, spinning around to meet the other hunter’s thrusting blade.

‘Blast it!’ The weasel draws a pair of skinning knives, before lurching into the fray. You must fight the hunters as a single enemy:

 

 

* Once the hunters have been reduced to 15
health
or less, turn to
532
.

522

You rummage through the thief’s pack, finding several of your own pilfered belongings amongst his pots and jars. Finally your hand settles around what you assume is the
snake antidote, its parchment label helpfully displaying a snake and a cross.

The thief is now wracked with convulsions, choking for air. You kneel by his side, tilting his head and pouring as much of the antidote into his mouth as you dare. Most of it spills over his
chin, but the wet-gargling sound suggests some of it might have been taken.

After several tense minutes, the convulsions ease – and the thief’s limbs slacken, dropping by his side. At first you fear the worst, but then his eyelids flutter open, a wolfish
grin spreading across his lips.

‘Thief’s luck,’ he says.

You rise and step away – not completely trusting this back-stabbing assassin. But the thief makes no move to attack. Instead, he sits up, arching his shoulder blades. ‘Blasted snake.
Never saw it coming.’ He stumbles back to his feet, then catches the heat of your suspicious glare. For a moment, his eyes do their customary flick, shifting from the balcony to the exit
– calculating his options. Gloved hands drop to his knives. Then he bristles with surprise. His scabbards are empty.

You reveal your hands, holding his weapons.

There is a moment of silence, then you both laugh – the tension of the moment dispelled.

‘Take your book.’ You nod to the lectern. ‘I’m here to hunt a demon, not become a scholar.’

Quito quickly takes the book, stuffing it into his pack. He makes to leave and then hesitates. ‘Know this of Quito – he will always honour a debt.’

If you are a rogue, turn to
753
. Otherwise, turn to
701
.

523

The ground soon becomes a treacherous mire, the wet earth sucking hungrily at your boots. Thankfully, it isn’t long before you spy a hill rising out of the sump. You
clamber up its side, hands sinking through the wet soil and detritus. On reaching the summit, you notice pieces of armour scattered throughout the murk. They are rusted and covered in a film of
green mould, but their intricate design and gilt-edging suggest they once belonged to a proud knight.

You crawl closer to the nearest piece, a plate chestguard embossed with a golden dragon. As you reach out to take it, the armour suddenly shudders and moves. At first you wonder if it is some
forest animal sheltering beneath the plate. But then the earth starts to bulge outwards, lifting the armour with it. The other pieces are also starting to move, rising up on mounds of rotten
detritus. They rattle and scrape together, quickly settling themselves around a parody of a knight, its body fashioned from rotted earth.

A choking wail comes from inside the plate helm, expelling maggots and beetles out of the grille of the visor. You scramble back in revulsion, readying your weapons, as the strange knight raises
his fungal-covered blade and moves to attack. It is time to fight:

 

Special abilities

Grappling grubs: Each time you cause health damage to the grub knight, roll a die. If the result is
or less, you are showered by nasty grubs which crawl into your clothes and armour. This lowers your
speed
by 1 each time.

Disease: Once the grub knight’s damage score inflicts health damage to your hero, you must automatically lose
an additional 2
health
at the end of each combat round.

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