### 136

Immediately below the window of the grain tower sits a Drakkar lancer astride his warhorse. He is one of a dozen troopers who have been posted around the perimeter of the square to guard its many exits, but he is more interested in watching the execution than carrying out his duty. His lance is sheathed in a tube-like scabbard fixed to the rear of his saddle, and all his attention is focused on the platform. He is unaware that you are hiding barely a few yards from where he sits.

The officer puts away his oiled stone and a murmur of expectation ripples through the assembled Drakkarim as he gets ready to raise the axe. Captain Prarg has no more than a few minutes left to live; you must act now if you are to save him. Using a Brotherhood spell Mind Charm you will the lancer to dismount from his horse, and at once he obeys your mental command. He climbs down, and as he wanders away, you leap from the open window and land in the empty saddle. Seizing the reins you spur the horse forward and it takes off across the square at a gallop. Then you unholster the lance and bring it to bear as you race headlong towards the backs of the Drakkarim soldiers who are standing between you and the platform.

Turn to 63.

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