:: CHRONICLES HOMEPAGE :: CONTENTS PAGE :: INSTRUCTIONS :: INHABITANTS :: QUICK FIND PAGE :: PLAYER SHEETS :: MAP OF NORTHERN KALBOREA :: EMAIL ::
Windhammer, Copyright Wayne Densley 2008 All Rights Reserved



196

It is unknown as to how the Dwarvendim LoreMasters discovered the fatal flaw that had been designed into every Hordim known as the Shimmera. But as you raise your sword and confront the enormous Hresh you know it is probably the one thing that will now save your life. Quickly you elevate the tip of Than'durion so that its point hovers in the air before the charging Hordim. Immediately the Hresh's eyes focus on the threat, and it is in that moment that you perform the subtle movement that triggers the Shimmera. In concert you move the tip of the sword to the left, and as the warrior's eyes follow its path you step quickly to the right. It is a simple movement but one where timing is everything, and done properly the results are devastating.
As the Hresh lumbers down upon you it suddenly stops, its countenance wracked by a vertigo that it has no ability to control. Completely overwhelmed by the swirling disorientation it drops to one knee, then struggles valiantly to regain its senses. Swinging its scimitar wildly in an attempt to find you, it is immobilised by the Shimmera and in this moment you have the one opportunity you need to end the combat quickly. You do not hesitate.
Within seconds the Hordim lays dead, your sword protruding from its back. Although it gives you no pleasure to kill in such a manner the quest is too important, the consequences of failure too great. After pulling your weapon from the Hordim's lifeless form, you wipe the warrior's blood from your sword and then begin a quick search of the room. In the course of your search you find:

  • 12 silver rials,
  • 1 battle helm,
  • 1 finely carved battle shield,
  • a suit of leather and chainmail armour,
  • some food, (the equivalent of 2 rations) and
  • a large locked chest.
You may take any two of the first 5 articles. Make sure you note these on your character status sheet. If you choose either the shield, armour or helm you should add a +1 armour bonus to your combat value for each item taken. If you are currently wearing a thick leather jerkin it will have to be removed before you can wear the armour. Note however, that this heavier protection also brings with it a -1 reduction to your agility during any agility attribute test. This reduction only applies whilst you are wearing the armour, or carrying the shield. They can be discarded at any time. The last thing you turn your attention to is the large locked chest.

If you have the skill of Lorecraft turn to section 483. If you do not possess this skill and wish to open the chest turn to section 29. If you do not wish to open the chest turn to section 194.


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 2008 All Rights Reserved
:: CHRONICLES HOMEPAGE :: CONTENTS PAGE :: README :: BOOK TWO - EARTH AND STONE :: THE ATHER'LORELL :: QUICK FIND PAGE :: EMAIL ::