### 80

'You will commence your mission at midnight,' says the King, motioning you towards a small window which overlooks the busy harbour of Vadera. He points to a ship, one of several moored at the quayside, but one that is readily identifiable for it is the only vessel not in military service.

'That trading sloop will carry you and the Captain to the small island you can see in the distance. That is Battle Isle. There you will find a sailing boat with enough provisions for your mission. The Captain knows where it is hidden and he will be responsible for your safe passage once you set sail for the Hellswamp. Remember, secrecy is vital to the success of your mission. Trust nobody save Captain Prarg.'

The King voices his fear that Drakkarim spies are operating in the harbour and he expresses his concern that your unexpected arrival by air may have already alerted them to your presence here in Vadera. However, it is too late to change the plan; it is a risk you must accept.

Having concluded your briefing, King Sarnac sends for an escort to take you to a private chamber where you can rest and reflect upon the mission ahead. Later that evening, you and Captain Prarg are smuggled out of the citadel via a secret passage which leads directly to the harbour. Quietly you board the sloop and hide yourselves amongst its cargo of supplies which are destined for the garrison on Battle Isle. The ship sets sail on the first strike of midnight and, after a smooth and uneventful voyage it moors at a jetty on the southern coast of Battle Isle, three hours later.

The crew of the sloop are unaware that you are aboard and, in order to safeguard your secrecy, you await your chance to disembark without being seen. Soon the opportunity presents itself. As the crew go in search of help to unload the cargo, the two of you leave the sloop and hurry off along the beach, heading north towards the place where your sailing boat awaits. There is no cloud and a near-full moon illuminates the rocky beach, making it easy for you to progress despite the difficult terrain.

If you possess Grand Pathsmanship, turn to 202.

If you do not possess this Grand Master Discipline, turn to 159.

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