### 178

The dark alleyway leads to a square where, an age ago, the grand mansions of Lencian noblemen encircled a shrine dedicated to the Goddess Ishir, High Priestess of the Moon. But now this square, in common with the rest of the town, bears little resemblance to, or trace of, its Lencian origins. When the Drakkarim first captured Ferndour, as it was then called, all the houses and public buildings which had stood for centuries were demolished. In their place were erected ungainly dormitories and ugly communal dwellings made entirely of timber culled from the surrounding forest. The town's once-picturesque plazas and narrow, winding streets were replaced with coldly functional military avenues for the marching Drakkarim hordes.

From the shadows of a doorway, you and Prarg observe a small covered wagon and a troop of weary Drakkarim soldiers entering the square from the north. This small procession swings right and approaches an avenue which exits the square, leading off to the west towards the centre of the town. Magnaarn's headquarters are located in the middle of Shugkona and, with night fast approaching, Prarg suggests you follow the troop using the gathering darkness for cover. You are about to agree with him when suddenly the door of a nearby hovel swings open, and out into the alley step three burly, drunken Drakkarim.

Instinctively you both leap for cover to avoid being seen. Prarg drops down behind a stack of empty ale casks, whilst you dive behind a mound of rotten timbers. The moment you hit the ground you feel it sag beneath your weight, then, in a moment of terror, the ground collapses and you fall headlong into darkness. You have crashed through the rot-infested timbers of a trapdoor into a damp and dingy cellar.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 1 to the number you have picked.

If your total score is now 0-4, turn to 237.

If it is 5 or higher, turn to 58.

Text copyright © 1991 Joe Dever.
Illustrations copyright © 1991 Brian Williams.