### 16

You wait as two Drakkarim on horseback come riding past the cabin, then, as soon as the coast is clear, you leap from the ditch and sprint through a gap in the log wall. The moment you reach the cabin you press yourself flat against its rough timbers and peer cautiously through its grimy window.

The cabin is not empty. Inside, you see a Drakkarim sergeant stretching for a bottle of wine that stands on a high shelf. He takes it down, pulls out the cork and helps himself to a long gulp of the glistening, ruby-red liquid. Behind him you can see the edge of the table; his body is obscuring the map.

If you wish to enter the cabin and attack the soldier while he is distracted, turn to 266.

If you choose to remain where you are and continue your observations, turn to 124.

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