The Heart of Fire (19 page)

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Authors: Michael J. Ward

Tags: #Fantasy

BOOK: The Heart of Fire
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If you manage to defeat the prince, turn to
286
. If you are defeated, turn to
261
.

103

The archers are already in position, sending a shower of arrows towards your party. One of your number takes a shaft in the chest, flying back off the rocks and splashing down
into the murky waters. After taking cover behind a boulder, you summon magic to the palms of your hands and prepare to fight back.

(In this ranged combat you must use your
magic
to determine your damage score.)

 

Special abilities

Ranged foe: You cannot use speed or combat abilities in this combat.

If you manage to defeat the goblin archers, turn to
258
.

104

You add the ingredient to the liquid. However, it only takes a few minutes of stirring for you to realise that you have made a mistake. The liquid is now giving off a bitter
smell, having turned lumpy and sour. You will need to start again.

If you wish to try and create another potion then turn to
361
. Otherwise, you can leave the laboratory and visit the reverend’s house (turn to
210
) or the
herbalist’s cottage (turn to
224
).

105

Your weapons and magic soon reduce this sorrowful creature to a pile of sawdust and tattered fur. Searching through the shredded remains you find one of the following
items:

 

Grizzly mantle

Sawdust ’n stitches

Maker’s button

(cloak)

(chest)

(talisman)

+1 brawn

+1 speed +1 armour

+1 speed

Ability:
savagery

Ability:
heartless

 

There is a dull rumbling sound as the east wall slowly swings outwards, revealing a narrow stone passageway. You hurry through, eager to find your companions.

The passageway is short, ending in a rusty metal door. It has already been pushed open, leaving a yellow-brown stain where it has scraped across the stone. A can of oil rests on the floor next
to it, which someone evidently used to help grease its hinges. There is still some oil inside. (If you wish you can take the
can of oil
, simply make a note of it on your hero sheet, it
doesn’t take up backpack space.) You pass through the open door, grateful that one of your problems has been solved, at least. Turn to
304
.

106

Anticipating the wolf’s savage attacks, you are able to dextrously weave between its snapping jaws and fearsome claws. The beast is powerful, but your attacks are faster
and more precise. The battle is over in a matter of heartbeats; the wolf’s blood-spattered corpse lies sprawled at your feet.

You may now help yourself to one of the following rewards:

 

Dire claw

Predator’s pelt

Wolf bone vest

(left hand: dagger)

(cloak)

(chest)

+1 brawn +1 magic

+1 brawn

+1 speed +1 armour

 

With the beast of the barrows defeated you decide to return to Carvel, proudly displaying your newfound weapons and trophies. (Return to the
map
to continue your adventure.)

107

‘We tried that,’ sighs the leader, scratching the back of his head. ‘Went to the church at Carvel. They were good to us – gave us money for food. But
this one decides to go gamble it all away, don’t he.’ He waves a hand at the youngest boy who looks away ashamedly.

‘I’m good at it,’ he mutters. ‘Not my fault the man cheated.’

The leader shakes his head. ‘The church weren’t interested then. So that’s that – out on our own. Can’t get no help or mercy from those inquisitors. They look at us
like dirt . . .’ He glances down at his ragged clothing. ‘I suppose we
are
dirt.’

 

Will you:

Ask them to tell you more about the Wiccans? —
162

Ask about Raven’s Rest? —
319

Give them a gift of 5 gold crowns? —
326

Leave and continue your journey? —
199

108

With one eye on the portal, which could disappear at any second, you set about searching through the scattered junk. There is very little of value amongst the musty-smelling
odds and ends, but you do manage to uncover a velvet pouch containing 10 gold crowns. You also find a clay jar labelled ‘extra-sticky glue’. The lid has become stuck tight. You will
have to take a
brawn
test in order to open it:

 

Brawn

A sticky problem     

9

 

If you are successful, turn to
222
. Otherwise turn to
165
.

109

You lift the painting away from the wall, discovering that it is much heavier than it looks. Turning it over, you find an elegant short sword strapped to the frame. Tugging it
loose, you hold your find up to the light. The hilt and guard are decorated with silver leaves, while the metal of the blade shines with a pale green lustre. You may now take the following
item:

 

Sword of the dales

(left hand: sword)

+1 brawn +1 magic

Ability:
heal

 

Outside you hear the captain’s gruff voice, barking orders once again. Not wishing to be on the receiving end of a tongue-lashing, you quickly leave the cabin. Turn to
220
.

110

You have chosen the path of the warrior. You may permanently increase your
health
by 15 (to 45). Make a note of this change on your hero sheet. Then turn to
182
.

111

Six stone angels flank the double doors that lead into the church. As you pass through, into a wide circular nave, you find your footsteps faltering as you gaze in wonderment
at the breath-taking vista before you.

Light falls in bright shafts from the crystals set into the ceiling, converging on a large fountain that sits at the centre of the nave. From its angelic statue, water tumbles out into channels,
forming a series of interlinked waterways. Small bridges span the water, their intricate lattice work gleaming with a pale radiance.

Heading around the nave you see white-robed priests and acolytes in adjoining chambers, poring over scrolls or kneeling in prayer. A woven tapestry hangs across one wall, where a number of
travellers are stood scrutinising the embroidered scenes. Nearby a man sits alone on a bench, his head held in his hands.

 

Will you:

Inspect the tapestry? —
181

Talk to the man? —
152

Leave the church? —
77

 

 

 

112

With your obstacle removed, you are finally able to reach the gemstones. As you brush the dust from their jagged faces, you see that they are actually razor-sharp diamonds. (If
you wish to take the
diamonds
simply make a note of them on your hero sheet, they do not take up backpack space.) With little else of interest in this chamber, you decide to leave.

 

Will you:

Leave via the stairs? —
46

Return to the passage and try the wooden door? —
4

113

You wonder if something interesting might be hidden inside one of these dark cavities. There are a number of holes to choose from. Roll a die. If the result is
or
turn to
1
,
or
turn to
145
,
or
turn to
233
.

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