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Windhammer, Copyright Wayne Densley 2008 All Rights Reserved



53

Clutching the Dragonseye tightly in your fist you move out into the Great Hall and take off your pack. In the gloom you kneel against the hard stone and have a closer look at what you have found. The Dragonseye is as big as the palm of your hand, yellow in colour except for a sliver of red that runs through its centre. In the darkness it glimmers with a subdued power, and although you wear gloves to protect your hands you can feel a heat radiating from it as you handle it. There is no doubt in your mind that you have found something important. It is a magnificent gem, and one that must be put safely away.
Quickly you open your pack, but as you are about to place the gem inside you hear an unusual sound, very much like the rubbing of stone upon stone. Startled by the noise you turn on your heel and draw your weapon, searching the shadows for danger. Nothing appears different; the alcove is empty and the hall is still clear, but there is something close and you sense you should move on immediately. Returning to the job at hand you secure the gem inside your pack, and then replace it back upon your shoulders. It is then that the sound returns, louder and more ominous. You wheel around again and this time stare directly into the face of a nightmare.
Slowly at first, but with increasing speed the two grotesque statues come to life before your eyes. Hideous beasts they are; a good metre taller than yourself, shaped like monstrous bulldogs with long muscular limbs. They wear no armour but are armed with vicious, razor-sharp claws and teeth. Around each of their thick necks is clasped a heavy metal band studded with spikes. You try to run from these Warbeasts but they begin circling your position, testing your courage as they cut off any chance you have of escape. In the centre of the Great Hall you have no choice but to fight them.

These stone Warbeasts are formidable opponents. Although born of the stonemason's craft these have been animated with a dark power that has given them life. Together they have a combined combat value of 20 and an endurance of 24. If you have a flashcharge in your possession and wish to use it now turn to section 507. If instead you have Nahla Bread and a bottle of beer in your possession and think it may provide help at this time turn to section 541. If you have a small bottle of Nahla extract and believe it may be of greater assistance at this time turn to section 587. If you have none of these items, or you do not wish to use them at this time then these Warbeasts must be fought together as one creature. If you succumb to the power of these beasts it will be here that your quest will end. No doubt in a latter life Providence will afford you better luck, and a stronger sword arm. If however, it is you who is victorious turn to section 559.


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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