| 21 As you run for the eastern door you hear the door at the other end of the Hall splinter and break. Turning towards the noise you see a number of Hresh, Morg and Jotun forcing their way into the meeting hall. They are tearing the door apart with their bare hands. With your heart racing you slam the eastern door shut and notice a heavy locking device secured to its back. Thanking the Gods yet again you ram the bolt home. There will be no going back. Turning to your only possible route of escape you survey the passageway ahead. It is a short tunnel with rough rounded walls and is lit by a single flickering lantern. From what you can see it appears to end about 20 metres ahead and runs due east. Taking the lantern from the wall it is not long before you reach the end of the tunnel and find that it does not end there but veers sharply to the north for another 100 metres. At this point water is running down the walls in a steady stream. Pools of scum-encrusted liquid lay about the floor, it is slippery and difficult to avoid. The musty smell of stagnant water is almost overpowering. Behind you a succession of loud crashes heralds the first attempts of your pursuers to break through the second door. Picking up your pace you half crouch, half run through the passageway. The tunnel ends its run northwards abruptly and then turns west back towards the King's Hall. That is what you believe anyway. Too late however, you see the raised stones on the floor of the tunnel. As your foot falls heavily on the first of the stones a trigger device snaps in the wall to your right. One of the Horde's traps has been sprung.
| If your current luck value is 8 or greater turn to section 127. If it is less than 8 throw one dice. Should the number you have thrown be an even number turn to section 127. If however the number thrown is odd turn to section 101.
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