Windhammer, Copyright Wayne Densley 2008 All Rights Reserved
|
567
You take to the right passage without hesitation, running with all the strength you can muster. Quickly the passage narrows, turning northwards and then veering once again into the west. As you run you notice that the walls have been scoured by some type of acid, long weals of dissolved rock flowing from large impact fractures that line the walls. It is as if something has hit the stone hard and left behind a residue, one that has eaten into the rock, leaving it a seeping mess that flows like partially heated tallow. It is a curiosity that remains on your mind as you follow the passage into the west.
Without stopping you make your way further into the mountain. Around you the passage is a mess of dissolved stone and broken walls but it is the floor that begins to give you the most trouble. Hard under foot when you first entered, the ground is now mostly sand and pulverised stone, an unstable mixture that slows your progress and makes each step far harder than it might otherwise have been. Against this resistance you try and keep up a brisk pace but it is a task that leaves you sweating profusely in the dark, cold corridor. After a time the exertion takes its toll, and eventually you come to a halt, your legs crying out for rest. Leaning against the passage wall you try and recover your breath but you are not given the chance. Something else lurks here and you are within its reach.
Suddenly the ground ahead of you erupts in a cloud of moving sand and pluming dust. Before you can properly defend yourself a long tentacle reaches out of the clouding sands and grabs at your leg, pulling you inexorably towards a gaping hole in the floor ahead. As you struggle to draw your weapon a multitude of sinuous limbs thrust out of the hole and flail about the narrow confines of the tunnel. One hits you across the back before grasping at your arm but you drag it free only as another comes snaking towards you. You are in deep trouble.
|
If you have a flashcharge in your possession and believe now might be a good time to use it turn to section 597. If you do not have such a device or alternatively are foolish enough to wish to save it for another time then you will have to fight this beast if you are to survive. Unwittingly you have stumbled into the lair of a Sand Lurker and the beast is hungry. Unless you give it a good reason to let you go it will have you for its next meal. The Sand Lurker has a combat value of 19 and an endurance of 70. If you are able to survive three rounds with the monster turn to section 538. If you succumb to the creature within these three rounds turn to section 549.
|
|
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
|