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Abruptly you turn around and race back across the square towards the market bazaar. The crowd scream and scatter as you approach them, for they can see that the slaver’s henchmen are giving chase and they are terrified at the prospect of being dragged into a bloody mêlée when finally they catch up with you. Then suddenly, through this chaotic tangle of running people, appear Ernan, Sligh, and Oswin mounted upon their steeds, with yours and Oriah’s horses in tow. News of what has happened at the slave market has spread like wildfire through the rest of Kilij and, upon hearing these reports, the marines have rushed here as quickly as they could.

‘Come, Grand Master!’ shouts Oswin, and he throws you the rope that is now attached to your steed’s head. ‘We must flee this town at once!’

You leap onto the folded blanket which is tied to your horse’s back, take hold of the rope reins in both hands, and dig your heels into his flanks to urge him to the gallop. Two of the slaver’s henchmen rush to block your escape but they are trampled into the dust as your horse bolts away. You race towards a tree-lined avenue on the south side of the square with your three companions galloping close behind. As you enter this thoroughfare, you see one of the slaver’s men come darting from out of the crowd. He is armed with a bow, and as you gallop past him, he draws an arrow to his lips and takes careful aim at your head.

Pick a number from the Random Number Table. If you possess Assimilance, add 3 to the number you have picked. If your current ENDURANCE score is 20 or lower, deduct 2 from the number you have picked.

If your total score is now 2 or lower, turn to 238.

If it is 3–6, turn to 84.

If it is 7 or higher, turn to 284.