scabbard he removes a twisted black dagger and holds its stiletto blade to the light. An evil blue flame runs up and down the black steel spike, flickering in the ice-cold winds of Maakengorge. The sacrifice is about to begin.
If you wish to draw your weapon and attack Barraka, turn to 296 .
If you wish to distract his attention from the altar without attacking him, turn to 119 .
217
Your men cheer with delight at your victory and drop through the stable roof to join you. A hard battle follows but the bandits are soon cleared from the stables and chased away into the stormy night.
Turn to 345 .
218
The arrow flies straight and true towards the bandit, striking home beneath his raised arm. He screams and falls backwards, impaling himself on his own javelin as he crashes to the ground. You are about to draw another arrow when you see a menacing black shape dart across the sky; it plummets downwards and lands on the watchtower roof. You discard your bow and unsheathe your weapon as you race up the stairs to investigate.
Turn to 223 .
222
In the plush candlelit interior of the caravan you find the actor, cowering beneath a blanket in the far corner. You flick the blanket aside and ask the petrified man to explain how he came to possess such a fine sword.
‘I … I bought it in Eshnar,’ he stammers, his eyes wide with fear, ‘from the innkeeper of the “Pick and Shovel” tavern.’ He grasps the sword by the blade and offers it to you. ‘If it is your sword I have unwittingly bought, I am truly sorry. Here, please take it.’
You grip the brass hilt and examine it closely. There is no doubt: it is a Sommlending cavalry sword, but the inscription on the blade makes your heart miss a beat: ‘Captain Remir D'Val — King's Guard Regiment’.
If you wish to keep this sword, mark Captain D'Val's Sword on your Action Chart as a Weapon.
Turn to 165 .
223
Pushing open the trapdoor, you climb out onto the watchtower roof. You are greeted by a shocking sight. The bodies of Sommlending soldiers lie scattered over the floor; their armour is rent and torn and they have all suffered terrible wounds. Over the carnage hovers a monstrous bird. Its wings beat the smoke-filled air, its razor-sharp talons slashing and mutilating everything they touch. Astride the creature sits a warrior wreathed in iron and steel, the scimitar in his hand stained with Sommlending blood. He swings one leg from his gem-encrusted saddle, pauses, and then leaps down to the watchtower roof. A voice echoes in your head as the warrior closes in.
‘Say your prayers, Sommlending, for your life is soon to end!’
Illustration XIII —Astride the creature sits a warrior wreathed in iron and steel.
If you wish to fight the warrior, turn to 77 .
If you wish to evade combat, turn to 128 .
229
You drag the bodies into the thorny briars and conceal them before entering the crypt door. Once inside, you close the door behind you and follow a wide torchlit corridor towards the east.
Turn to 235 .
230
You make a search of the bodies and find:
Sword
Dagger
9 Gold Crowns
Enough food for 2 Meals
You may take any of these items, but be sure to mark them on your Action Chart .
Muffled footsteps make you glance nervously along the tunnel. Two guards are trying to creep up on you under cover of the shadows, but you turn and run before they can attack.
Turn to 224 .
231
Your attack is swift and deadly. The guard expires before his head hits the ground. A search of his clothing reveals:
3 Gold Crowns
Sword
Enough food for 1 Meal
You may take whatever you wish before you cross the bridge, but remember to make the necessary adjustments to your Action Chart . As you reach the far side, you hear the sound of running footsteps in the distance. You decide not to wait to see who it is and quickly enter the tunnel in the west wall.
Turn to 348 .
233
Your rest is disturbed by the anxious shout of the night guard: ‘Awake! Awake! We're under
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