Section 197

In the Hall of Winds

You can see no obvious reason to wait, so you step across the threshold and carefully move out into the open. Even with the meagre light thrown by your torch you can see that the Hall is a huge delving, one that extends for some distance into the gloom ahead. You walk slowly, listening hard for any sign that you are not alone. In the cold air you hear nothing but the echoes of your own footfalls, however upon this quiet expanse a niggling anxiety builds within you, and the reason does not take long to manifest itself.

Out of the heights above you comes the first hint of a breeze, a soft rush of air that swirls down from the vaulted arches overhead and spins small eddies of dust across the floor. At first you see no malevolence in its feeble gusting, just a curiosity that you give little heed, but you cannot know that in the shadows of the great Hall a force far more powerful is lurking, biding its time.

With greater haste you make for your chosen exit, and it is then that the Hall of Winds shows its true face. In the space of a few steps the winds strengthen, their power building to a gale-force torrent of air that hits you like a wall, throwing you off your feet and spinning you across the floor. Desperately you regain your footing and turn into the face of the rushing winds, but it takes all the strength you have to remain standing. Against the gales you are powerless, and in their grip you begin to feel yourself being pushed backwards...



Options: Roll 1d10. Rolling a 1 to 3 indicates the winds are forcing you towards the left exit. Rolling a 4 to 7 indicates the winds are compelling you towards the exit ahead. An 8 to 10 will send you inexorably to the right exit. If you wish to let the Hall have its way, and push you in that direction, then do not resist. The exit will be the one you will take, and the winds will falter as soon as you are gone. Turn to your Room Generation tables and see what lies ahead.

If you do not wish to take the exit, and will try instead to force your way to another of your choosing, then you have two options. The first requires that you test against your strength and agility attributes.

If you succeed against both then you will be successful and the exit of your choice with be attained, although it will be at some cost to your endurance. Take two points from your endurance level and move on. If however, you fail either of the tests, then you cannot overcome the power of the winds and will be pushed towards the threshold you have previously rolled. If this is the case turn to section 188.

The second option requires that you have a Shieldstone in your possession. If you do, and you wish to use it, turn to section 176.


The Torchlight Text Edition is the intellectual property of the author, Wayne F Densley, and all rights are reserved by him. Any questions regarding this title, or any other book in the Chronicles of Arborell series can be answered by emailing the author at densleyw@shoal.net.au