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Cries of "Find him!" echoed all about, and many soldiers ran right below his perch, but those cries diminished as the night wore on. Fortunately so for Entreri, who, though he was not losing much blood outwardly, understood that his wound was serious, perhaps even mortal. Finally he was able to slide down from his perch, hardly finding the remaining strength to even stand. He put a hand to his side and felt the warm blood, thick in the folds of his cloak, and felt, too, the very back edge of the deeply embedded quarrel.

He could hardly draw breath now. He knew what that meant.

Luck was with him when he got back to the inn, for the sun had not yet come up, and though there were obviously

Basadoni soldiers within the place, few were about the immediate area. Entreri found the window of his room easily enough from the broken wood on the ground and calculated the height of his hidden store. He had to be quiet, for he heard voices, Gordeon's among them, from within his room. Up he went, finding a secure perch, trying hard not to groan, though in truth he wanted to scream from the pain.

He worked the old, weather-beaten wood slowly and quietly until he could pull enough away to retrieve his dagger and small pouch.

"He had to have some magic about him!" he heard Gordeon scream. "Cast your detection again!"

"There is no magic, Master Gordeon," came another voice, the wizard's obviously. "If he had any, then likely he sold it or gave it away before he ever came to this place."

Despite his agony, Entreri managed a smile as he heard Gordeon's subsequent growl and kick. No magic indeed, because they had searched in his room only and not the wall of the room below.

Dagger in hand, the assassin made his way along the still-quiet streets. He hoped to find a Basadoni soldier about, one deserving his wrath, but in truth he doubted he could even muster the strength to beat a novice fighter. What he found instead was a pair of drunks, laying against the side of a building, one sleeping, the other talking to himself.

Silent as death, the assassin stalked in. His jeweled dagger possessed a particularly useful magic, for it could steal the life of a victim and give that energy to its wielder.

Entreri took the talking drunk first, and when he was finished, feeling so much stronger, he bit down hard on a fold of his cloak and yanked the crossbow bolt from his side, nearly fainting as waves of agony assaulted him.

He steadied himself, though, and fell over the sleeping drunk.

He walked out of the alley soon after, showing no signs that he had been so badly wounded. He felt strong again and almost hoped he would find Kadran Gordeon still in the area.

But the fight had only begun, he knew, and despite his supreme skills, he remembered well the extent of the Basadoni Guild and understood that he was sorely overmatched.

They had watched those intent on killing him enter the inn. They had watched him come crashing through the window in full flight, then run on into the shadows. With eyes superior to those of the Basadoni soldiers, they had spotted him splayed on the wall and silently applauded his stealthy trick. And now, with some measure of relief and many nods that their leader had chosen wisely, they watched him exit the alley. And even he, Artemis Entreri, assassin of assassins, had no idea they were about.

Chapter 10 UNEXPECTED AND UNSATISFYING VENGEANCE

Wulfgar moved along the foothills of the Spine of the World easily and swiftly, sincerely hoping that some monster would find him and attack that he might release the frustrating rage boiling within him. On several occasions he found tracks, and he followed them, but he was no ranger. Though he could survive well enough in the harsh climate, his tracking skills were nowhere near as strong as those of his drow friend.

Nor was his sense of direction. When he came over one ridge the very next day, he was surprised indeed to see that he had cut diagonally right through the corner of the great mountain range, for from this high vantage point all the southland seemed to spread wide before him. Wulfgar looked back to the mountains, thinking that his chances for finding a fight would be much better in there, but inevitably his gaze swung back to the open fields, the dark clusters of forest, and the many long and unknown roads. He felt a pull in his heart, a longing for distance and open expanses, a desire to break the bounds of his boxed-in life in Icewind Dale. Perhaps out there he might find new experiences that would allow him to dismiss all the tumult of images that whirled in his thoughts. Perhaps divorced from the everyday familiar routines he could also find distance from the horrors of his memories of the Abyss.

Nodding to himself, Wulfgar started down the steep southern expanse. He found another set of tracks-orc, most likely-a couple hours later, but this time he passed them by. He was out of the mountains as the sun disappeared below the western horizon. He stood watching the sunset. Great orange and red flames gathered in the bellies of dark clouds, filling the western sky with brilliant striped patterns. The occasional twinkling star became visible against the pale blue wherever the clouds broke apart. He held that pose as all color faded, as darkness crept across the fields and the sky, broken clouds rushing past overhead. Stars seemed to blink on and off. This was the moment of renewal, Wulfgar decided. This was the moment of his rebirth, a clean beginning for a man alone in the world, a man determined to focus on the present and not the past, determined to let the future sort itself out.

He moved away from the mountains and camped under the spreading boughs of a fir tree. Despite his determination, his nightmares found him there.

Still, the next day Wulfgar's stride was long and swift, covering the miles, following the wind or a bird's flight or the bank of a spring creek.

He found plenty of game and plenty of berries. Each passing day he felt as though his stride was less shackled by his past, and each night the terrible dreams seemed to grab a him a bit less.

But then one day he came upon a curious totem, a low pole set in the ground with its top carved to resemble the pegasus, the winged horse, and suddenly Wulfgar found himself vaulted back into a very distinct memory, an incident that had occurred many years before when he was on the road with

Drizzt, Bruenor, and Regis seeking the dwarf's ancestral home of Mithral Hall. Part of him wanted to turn away from that totem, to run far from this place, but one particular memory, a vow of vengeance, nagged at him. Hardly registering the movements, Wulfgar found a recent trail and followed it, soon coming to a hillock, and from the top of that bluff he spied the encampment, a cluster of deerskin tents with people, tall and strong and dark-haired, moving all about.

"Sky Ponies," Wulfgar whispered, remembering well the barbarian tribe that had come into a battle he and his friends had fought against an orc group. After the orcs had been cut down, Wulfgar, Bruenor, and Regis had been taken prisoner. They had been treated fairly well, and Wulfgar had been offered a challenge of strength, which he easily won, against the son of the chieftain. And then, in honorable barbarian tradition, Wulfgar had been offered a place among the tribesmen. Unfortunately, for a test of loyalty Wulfgar had been asked to slay Regis, and that he could never do. With Drizzt's help, the friends had escaped, but then the shaman, Valric High Eye, had used evil magic to transform Torlin, the chieftain's son, into a hideous ghost spirit.

They defeated that spirit. When honorable Torlin's deformed, broken body lay at his feet, Wulfgar, son of Beornegar, had vowed vengeance against Valric High Eye.

The barbarian felt the clamminess in his strong hands-hands subconsciously wringing about the handle of his powerful warhammer. He squinted into the distance, staring hard at the encampment, and discerned a skinny, agitated form that might have been Valric skipping past one tent.