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139
Using all your concentration to step carefully and quietly around the pile of tapestries, you do not notice the line of old spear shafts resting precariously against the western wall of the Hall. Although it was not your intention to get closer to the wall, a large bust of Morgen Orncryst causes you to deviate slightly from your chosen passage around the rotting fabric. It is as you negotiate this new obstacle that you back into the almost invisibly thin wooden shafts. In a line the spears collapse onto the floor, clattering loudly as they bounce on the stonework. From the pile of tapestries the sounds of snoring cease immediately. In a flurry of torn fabric the Morg springs up from the pile, snuffling and wheezing as it tries to awaken properly, its small form a mere silhouette against the darkness that surrounds the lantern.
When the Morg recognises that you are not of the Horde his eyes widen. Leaping from his sleeping place the creature crouches low on the marble of the Hall, a smirk appears slowly across its face, his body taking on a fighting stance awaiting your next move.
Slowly you lower your lantern to the floor and take the time to size up your opponent. He is small, even as Morgs are measured, but he does not appear to be afraid at all. He wears no armour nor does he carry a shield, he has only a sword with which to protect himself. Before you can make any further move the Morg attacks, his sword raised high and a blood curdling scream coming from his lips.
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Avoiding this combat is impossible. The lighting in the Hall will not allow the use of the Shimmera. Follow the combat sequence until one of you falls. Your opponent has a combat value of 20 and an endurance rating of 12. If you win this combat turn to section 148. If you are defeated then your quest will end here in the dirt and debris of the King's Hall.
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