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Windhammer, Copyright Wayne Densley 2008 All Rights Reserved



91

In that instant of realisation it is instinct that saves you. Without thinking you drop to the floor, spreading your arms wide, and flattening yourself against the cold stone. Flying only a hair's-breadth above you the metal darts slash across your clothing, clattering into the opposite wall of the chamber before falling to the ground bent and broken. In the ensuing silence you do not move. The Hordim are notorious for the cunning artifice they apply to their traps, and you cannot be sure that this one is finished with you. Upon the flagstones you wait, unwilling to get to your feet until you can sense it is safe to do so. It is a fortunate thing that you do.
Suddenly out of the wall ahead of you another volley of metal darts fire out, spewing from small openings in the stone, and again grazing your clothing as they shoot across the room and bury themselves in the door. It is only then that you feel beneath your hands a vibration falter and then stop, as if a great pressure has been fully released from within the stone. With a deep exhalation of breath you know this trap has done all it can.
Breathing heavily from the shock of the close call you raise yourself to your feet, and brush the dust and filth from your clothing. Looking around, you find your lantern on its side but luckily it is still operable. Pausing for only a moment to relight it, you then move more carefully towards the boxes in the northern corner of the room. Opening them reveals nothing of any value. However in the bottom of one of the boxes you find a torn piece of parchment, scrawled in an ancient script of the Dwarvendim. As best as you can make out it says "gael'qirion" and it is a word well known to all your people. In the Elder Tongue it translates as "Windhammer"; one of the many names given to the most feared of all beasts, Dragons. For a moment you wonder at who might have written it, but there is little time to waste so you place the parchment in your pocket and move on.
Stepping over the body of the dead Hresh you walk back out into the cavernous interior of the King's Hall.

If you would like to head north turn to section 7. If you believe it better to try the eastern door, go to section 57.


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
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