:: CHRONICLES HOMEPAGE :: CONTENTS PAGE :: INSTRUCTIONS :: INHABITANTS :: QUICK FIND PAGE :: PLAYER SHEETS :: MAP OF NORTHERN KALBOREA :: EMAIL ::
Windhammer, Copyright Wayne Densley 2001 - 2007 All Rights Reserved



96

Knowing that it will be important to dispatch the Mutan before it can raise an alarm, you formulate a plan to draw it up the corridor towards you. It is impossible though, to know how much the Hordim can see in these dim passages. In your tutoring at the Temple of the Suns you learned much about the Mutan of the Clavern'sigh, but those eleven Beings have little in common with the much more numerous Mutan that make up their homelands in the cold northern wastes. You know very little of their capabilities, and with nothing else to measure them by, you have to assume that this can see as little as you can. With luck you will be able to use this to your advantage.
Quietly you roll up the sleeves of your right arm and begin gesturing for the Mutan to come quickly. You keep your body hidden beyond the turn in the passage, only your bare arm waving insistently in the shadows. The Mutan spies your simple ruse immediately, lowers its spear, and runs up the passageway towards you. Quickly you move back into the gloom and lay in wait for the creature's arrival.

Test your luck attribute. If you are successful turn to section 159. If you fail this test turn to section 45.


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 2001 - 2007 All Rights Reserved
:: CHRONICLES HOMEPAGE :: CONTENTS PAGE :: README :: BOOK TWO - EARTH AND STONE :: THE ATHER'LORELL :: QUICK FIND PAGE :: EMAIL ::