Windhammer, Copyright Wayne Densley 2008 All Rights Reserved
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150
Not wishing to make too much noise in the cold stillness of the Great Hall, you place your back against the door and push with all your remaining strength. The door does not move. It seems to be locked solidly from the other side, and jammed in such a way that using it to exit the Great Hall appears impossible. Taking your weapon from your belt you next try to lever the door open, but it proves just as immovable. With no lock to pick, and no observable way to open the door, it seems that you will have to approach opening it from a different angle.
Stepping back for a moment you consider your problem. There is no obvious way to open the door but somebody must use it. There are fresh scrape marks on the floor where many heavily-shod boots have rubbed against the stonework. Taking a hunch you feel around the stone bordering the exit and find what you are looking for near the floor. A light touch upon a hinged piece of stone causes a number of bars and latches within the wall to slide away, and to your relief the door disappears up into the rock above.
Quickly stepping over the threshold you walk into the passageway beyond. The passage is dark but you can see that it runs some way ahead to the north. Just within the doorway is another metal bin, within which is a number of old torches. Taking one of these, you light it and in its feeble illumination make your way into the gloom.
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Record the use of this torch on your character sheet and then turn to section 210.
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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
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Windhammer, Copyright Wayne Densley 2008 All Rights Reserved
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