arrow, slamming the doppleganger square in the back, right between the wings.

Down came Guenhwyvar, landing lightly on padded paws, and down came the doppleganger, dead before it ever hit the ground.

Drizzt was there in an instant, the others rushing to catch up with him.

The creature began to shift its form again. Its newest features melted away, to be replaced by a humanoid appearance the likes of which none of the gathering had ever seen. Its skin was perfectly smooth, the fingers of its slender hand showing no distin-

guishable grooves. It was completely hairless, and everything about it seemed perfectly unremarkable. It was a lump of humanoid-shaped clay and nothing more.

'Doppleganger,' Deudermont remarked. 'It would seem that Pinochet is not pleased by our latest exploits.'

Drizzt nodded, allowing himself to agree with the captain's reasoning. This incident wasn't about him, wasn't about who he was and where he came from.

He had to believe that.

*****

Errtu thoroughly enjoyed the spectacle, and was glad that he would not have to pay off his hired master of disguise. It bothered the fiend for a moment that his guide for the Sea Sprite's voyage to the virtually unchartered island had just gone away, but the balor held his faith. The seeds had been sown; the doppleganger had teased Deudermont about the destination, and Drizzt had heard the exact name of the island and would pass it on to the captain. The balor knew neither were cowards, both were resourceful and curious.

Errtu knew Drizzt and Deudermont would find their way to Caerwich and the blind seer who held the fiend's message. Soon enough.

Chapter 4 UNASKED FOR 'ASSISTANCE'

The Sea Sprite put back out two weeks later, her course south. Captain Deudermont explained that they had business pending in Baldur's Gate, one of the largest ports on the Sword Coast, about halfway between Waterdeep and Calimshan. No one questioned Deudermont openly, but many felt that he seemed on edge, almost indecisive, a mannerism they had never experienced with the confident captain before.

That demeanor changed four days out of Waterdeep Harbor, when the Sea Sprite's lookout caught sight of a square-rigger sporting a deck covered with sailors. Caravels were ordinarily crewed by forty to fifty men. A pirate ship, wanting to attack swiftly with overwhelming odds, and then bring the booty quickly to shore, might carry three times that number. Pirate ships didn't carry cargo; they carried warriors.

If Deudermont had seemed indecisive before, not so now. Up came the Sea Sprite's sails to full. Catti-brie hooked Taulmaril over her shoulder and began the climb to the crow's nest, and Robillard was ordered to take his place on the poop deck and to

use his magic to further fill the sails. But the natural wind was already strong from the northwest, from astern it already filled the sails of both the Sea Sprite and the running pirate ship, and the chase would be a long one.

At center deck, the ship's musicians took up a rousing tune, and Drizzt came back from the forward beam earlier than usual to stand beside Deudermont at the wheel.

'Where will we tow her once captured?' the drow asked, a usual question on the high seas. They were still closer to Water-deep than to Baldur's Gate, but the wind was from the north generally, favoring a southern course.

'Orlumbor,' Deudermont answered without hesitation.

Drizzt was surprised by that. Orlumbor was a rocky, windswept island halfway between Waterdeep and Baldur's Gate, an independent city-state, lightly populated and hardly equipped to hold a caravel full of pirates.

'Will the shipwrights even take her?' the drow asked doubtfully.

Deudermont nodded, his face stern. 'Orlumbor owes much to Waterdeep,' he explained. 'They will hold her until another ship of Waterdeep arrives to tow her away. I will instruct Robillard to use his powers to contact the Lords of Waterdeep.'

Drizzt nodded. It seemed perfectly logical, yet perfectly out of place. The drow understood now that this was no ordinary run for the normally patient Sea Sprite. Never before had Deudermont left off a captured ship and crew for another to pick up in his wake. Time had never seemed an issue out here, amidst the steady and eternal roll of the sea. The Sea Sprite would normally run until she found a pirate ship, snag her or sink her, then return to one of the friendly ports and hand her over, however long that might take.

'Our business in Baldur's Gate must be urgent,' the drow remarked, cocking a suspicious eye the captain's way.

Deudermont turned to look at him directly, to stare long and hard at Drizzt for the first time this voyage. 'We are not going to Baldur's Gate,' he admitted.

'Then where?' Drizzt's tone showed that he was not surprised by that revelation.

The captain shook his head and turned his stare forward, adjusting the wheel slightly to keep them in line with the running caravel.

Drizzt accepted that. He knew that Deudermont had graced him by even admitting that they would not sail for Baldur's Gate. He also knew that the captain would confide in him as Deudermont needed. Their business now at hand was the pirate ship, still far ahead, her square sails barely visible on the blue line of the horizon.

'More wind, wizard!' Deudermont casually called back to Robillard, who grunted and waved his hand at the captain. 'We'll not catch her before dusk unless we have more wind.'

Drizzt offered a smile to Deudermont, then made his way forward, back to the beam, to the smell and the spray, to the hissing sound of the Sea Sprite's run, to the solitude he needed to think and to prepare.

They ran for three hours before the caravel was close enough for Catti-brie, in the crow's nest with her spyglass, to even confirm that it was indeed a pirate ship. The day was long then, the sun halfway from peak to the western horizon, and the chasers knew they would be cutting this one close. If they couldn't catch the pirate ship before sunset, she would sail off into the darkness. Robillard had some spells to try to keep track of her movements, but the pirate ship no doubt had a wizard of her own, or a cleric, at least. Though neither would likely be very powerful, certainly not as accomplished as Robillard, such tracking spells were easily defeated. Also, pirates never ventured too far from their secret ports, and the Sea Sprite certainly couldn't chase this one all the way home, where her friends might be waiting.

Deudermont didn't seem overly concerned. They had lost pirates to the night before, and would again. There would always be another outlaw to chase. But Drizzt, keeping a covert eye on the captain, never remembered seeing him quite this casual. Obviously, it had something, or everything, to do with the incident in Waterdeep and the mysterious destination that Deudermont would not discuss.

The drow tightened his hold on the line of the flying jib and sighed. Deudermont would tell him in his own time.

The wind lessened and the Sea Sprite made up some ground. It seemed as though this pirate ship might not get away after all. The band of minstrels, which had broken up during the long and tedious middle hours of the chase, came back together again and

took up the tune. Drizzt knew that soon the pirates would hear the music, it would reach to them across the waves, a harbinger of their doom.

Now things seemed back to normal, more relaxed despite the fact that a battle seemed imminent. Drizzt tried to convince himself that Deudermont was calm because he had known they would catch the pirate ship.

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