### 95

The guildsman takes great offence when you decline to drink with him. He slams the decanter and glasses onto his desk, and then he orders you to leave his chambers and never set foot in Coppersmiths’ Hall ever again.

Outside the Hall you rejoin the Suhnese crewmen and hurry with them through the flagstoned streets of the city, retracing your route back to the harbour in the hope of reaching The Azan before night closes in completely. You are within a few hundred yards of the harbour entrance when suddenly a patrol of the city watch come marching around a corner with their spears couched on their chainmailed shoulders. Their officer commands you all to halt and demands that you raise your hands above your heads.

If you wish to do as the officer has ordered, turn to 228.

If you decide to make a dash for the harbour, turn to 330.