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Windhammer, Copyright Wayne Densley 2001 - 2007 All Rights Reserved



139

Using all your concentration to step carefully and quietly around the pile of tapestries, you do not notice the line of old spear shafts resting precariously against a pile of fallen stonework. Although it is your intention to move northwards as quickly as possible, a large bust of Morgen Orncryst causes you to deviate slightly from your chosen passage around the rotting fabric. It is as you negotiate this new obstacle that you back into the thin wooden shafts. In a line the spears collapse onto the floor, clattering loudly as they bounce on the stonework. From the pile of tapestries the sounds of snoring cease immediately. In a flurry of torn fabric the Morg springs up from the pile, snuffling and wheezing as it tries to awaken properly, its small form a mere silhouette within the darkness that surrounds your lantern.
When the Morg recognises that you are not of the Horde his eyes widen. Leaping from his sleeping place the creature crouches low on the marble of the Hall, a smirk spreading slowly across its face. He does not attack immediately though. In the gloom this diminutive foe takes on a fighting stance, awaiting your next move.
Slowly you lower your lantern to the floor and take the time to size up your opponent. He is small, even as Morgs are measured, but he does not appear to be afraid at all. He wears no armour nor does he carry a shield, his only protection his sword which flicks from side to side. It is a standoff that can have only one outcome. Before you can make any further move the Hordim attacks, his sword raised high, a blood curdling scream coming from his lips.

Avoiding this combat is impossible. If you wish to attempt the use of the Shimmera to defeat the Morg test your Intuition attribute now. If you are successful turn to section 503. If you are unsuccessful, or you do not wish to use the Shimmera, then you must fight this dimunitive foe. Follow the combat sequence until one of you falls. Your opponent has a combat value of 13 and an endurance of 6. If you win this combat turn to section 148. If you are defeated then your quest will end here in the dirt and debris of the King's Hall.


This book, and its associated books and other documents in the Chronicles of Arborell series are the intellectual property of the author, Wayne F Densley, and all rights are reserved by him. Windhammer is best viewed at 1024 x 768 resolution. Any questions regarding the Chronicles of Arborell can be answered by emailing the author at densleyw@shoal.net.au
Windhammer, Copyright Wayne Densley 2001 - 2007 All Rights Reserved
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