Windhammer, Copyright Wayne Densley 2001 - 2007 All Rights Reserved
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505
For a moment you consider what you should do. The Mutan is one of the more numerous of its kind, an underling that performs the menial tasks given by the Clavern'sigh, but with weapon in hand is as dangerous as any of the Hordim. From behind the turn in the passage you take off your pack and pull out the small mirror you found earlier. With this you know you can take advantage of the one thing the Mutan have in common with Men, curiosity.
Carefully you position the edge of the mirror at the base of the wall so that a portion of its reflective surface juts out into the corridor beyond. In the gloom of the passage the reflected light from behind is a dim flash of light that appears in the darkness as a flicker of illumination, winking out as quickly as it appears. Immediately the posture of the Mutan changes, its senses alert for another of the strange glimmers. From your position behind the turn in the passage you listen intently, hearing the guard stir at his post before taking one furtive step forward, then another. For the Hordim the flicker is too obvious to ignore but with no further occurence the Mutan moves forward, intent on discovering its source. Most importantly of all it makes no alert, and as the creature moves up the passage you ready yourself.
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Test your luck attribute. If you are successful turn to section 159. If you fail this test turn to section 45.
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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 2001 - 2007 All Rights Reserved
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