I leaped up from my rowing bench, staring wildly all about. Fog. Only my oar dangling and skipping on the surface of the water, while my fellow oarsmen glared at me for breaking the rhythm. “You, Fitz! What ails you?” the master demanded. Justin stood at his side, clear-browed and self-righteous.
“I … my back cramped. Sorry.” I stooped to my oar again.
“Kelpy, relieve him. Stretch and move about a bit, boy, then take your oar back,” the mate directed in his thick accent.
“Aye, sir.” I acknowledged his order and stood to let Kelpy have my bench and oar. It did feel good to pause. My shoulders cracked when I rolled them. But I was ashamed, too, to take a rest when the others did not. I rubbed my eyes and gave my head a rattle, wondering what nightmare had seized me so firmly. What watchman? Where?
Antler Island. They came in under the fog’s cover. No town there, but the signal tower. I think they intend to slaughter the watchers, and then do their best to destroy the towers. A brilliant strategy. Antler Island is one of our first lines of defense. The outer tower watches the sea, the inner tower passes on the signals to both Buckkeep and Neatbay. Verity’s thoughts, almost calm with the same steadiness that seizes one as a weapon is brought to the ready. Then, after a moment: The single-minded slug is so intent on reaching Carrod, he won’t let me through. Fitz. Go to the master. Tell him Antler Island. If you get into the channel, the current will practically fly you to the cove where the tower is. The Raiders are there already, but they’ll have to beat against the current to get out again. Go now, and you may catch them on the beach. NOW!