Napier's Cache
Vivienne Dunstan
birds cats cover art Historical occult parser Scottish Spring Thing 2020 Spring Thing Game walkthrough
Scotland, 1594: You're used to strange requests in your role as servant to John Napier. He's not just famous as a mathematician, but is also known for his occult skills and knowledge, still valued in these dangerous times. But the latest quest may be the toughest one yet, as you prepare to help him hunt for lost treasure in remote Fast Castle, home of the dangerous Logan of Restalrig. Will you find it? Or will you discover something else instead?
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Scotland, 1594:
The sea spray blasts your face, as you stand on the exposed
clifftop,
looking towards Fast Castle on the outcrop ahead. Your master
stands
beside you, leaning heavily on his stick, seemingly deep in
thought.
Little wonder, given what faces him in there. What a hellish place. You pause to remember what Napier told you about the reasons for
this
visit ...



6/12N)

This room in Napier's home, Gartness Castle, is where he spends
most
of his waking hours, working on numerous projects and conducting strange experiments. Beside one wall, a desk and chair sit, the
desk
covered with papers lying haphazardly on the surface, though
somehow
Napier always finds what he is looking for. A cupboard provides storage, and, on the floor, a rich rug provides warmth, one of the
few
signs of conventional comfort. A small window is the only source of natural light, though your master usually works late at night,
burning
many a candle. Through a stone archway a staircase leads down to
the
floors below. A ladder is propped up near one wall, leading up to
an
opening in the ceiling.

You can see a handwritten note here.
You get the note
Taken.
You read it
Written in your master's barely legible handwriting, this is a list
of
the items he needs you to find to take on the trip to Berwickshire. They are his grimoire, crystal ball, wooden chest, alchemical
supplies
and his familiar.
You examine the window
Gazing through the window you see the Stirlingshire countryside outside, and wish you were out there, not stuck in here. But then
you
notice something on the window sill: a curious shape. You approach, and realise that it is a glass globe, your master's crystal ball.
You get the globe
You pick up the crystal ball carefully, reminded again of its surprising weight, and its unnerving power to pull your gaze
within.
Your master uses it to divine and scry for information. You do not understand how it works; it must be some strange power. You
shudder,
and put the object carefully on the desk, ready for the journey to Fast Castle. Perhaps he will find it useful there, in the hunt for
the
castle's hidden treasure.
You open the cupboard
You open the cupboard, revealing an ornate wooden box.
You get the box
You carefully pull out the highly ornate wooden box of alchemical supplies, chemicals and glassware, taking care not to damage its precious contents. There is a scientific method to much that your master does. He is highly skilled in techniques in chemistry,
natural
philosophy and biology, as well as in alchemy. But always alongside the more rational scientific approaches runs something darker, less acceptable to the authorities even in these dangerous times,
something
that your master's "clients" like Logan of Restalrig know full well when they hire him to work for them. You decide to put the box on
the
desk for now, rather than carry it around.
You look at the papers
A disorganised mess of varied sheets of paper, all covered with Napier's scribbles. You wonder, yet again, how he ever finds any
old
notes again.
You search them
You consider looking through the papers, but Napier is obsessive
about
what he writes on them, and their haphazard order. So you leave
them
alone.
Go upward
You climb carefully up the ladder to the library.

It is no wonder your master sends you up to fetch the books now. Climbing that ladder is hazardous enough for anyone. This is a
cramped
space, squeezed into the top of the castle turret, with a rickety ladder leading down to the workshop below. Gaps in the roof
structure
allow shafts of light to slant through, but the room is just about watertight. Piles of books lie all around, in no particular order.
You search the books
You search thoroughly through the books, and after ages are about
to
give up, then you spot something important poking out from one
pile.
You carefully ease it out. It is your master's grimoire.
You get the grimoire
You reach over for the grimoire, struck again by its weight and
heft.
It is just one of many books that Napier uses to research solutions
to
problems, but it is by far his most precious, containing notes and spells collected over many years. It is a large leather-bound
volume,
with a black cover, and his family crest on the front. The pages inside are fragile, and bear the signs of much use. All are covered with his rapid handwriting, as well as writing in other hands that
you
do not recognise.

You do not think the volume contains much information about Robert Logan of Restalrig, who invited your master to Berwickshire on this latest quest, though there may be some notes about Logan's ancestry and his connections with various noble and royal families. However, the grimoire will certainly contain other information that may help
on
the spot there.
Go downward
This room in Napier's home, Gartness Castle, is where he spends
most
of his waking hours, working on numerous projects and conducting strange experiments. Beside one wall, a desk and chair sit, the
desk
covered with papers lying haphazardly on the surface, though
somehow
Napier always finds what he is looking for. A cupboard provides storage, and, on the floor, a rich rug provides warmth, one of the
few
signs of conventional comfort. A small window is the only source of natural light, though your master usually works late at night,
burning
many a candle. Through a stone archway a staircase leads down to
the
floors below. A ladder is propped up near one wall, leading up to
an
opening in the ceiling.

On Napier's desk are an ornate wooden box and a round ball of multi-coloured glass.
Search desk
You cast your eyes over your master's desk. As well as a messy pile
of
varied papers, all covered in his handwriting, you spot a corded
rope
lure that he uses for his pet bird.
You get the lure
Taken.
Go downward
Napier's bedroom is a large room, but largely empty beyond the
modest
bed in the middle of the room, and clearly little used, certainly
no
more than necessary. Through a stone arch, the staircase of the
tower
runs up and down.
You look under the bed
You kneel down and look under the bed. Yes, there is something
there.
You reach in, and drag something out. It is a chest.
You get the chest
You pull the chest towards you, and throw it open. The smell of old wood and something else that you can't quite put your finger on assails you. This is the chest that Napier always takes on journeys and research trips, to store his equipment. Though of course it is you, the assistant, who has to carry it about. You know that where
you
are going, Fast Castle, is remote and isolated, lashed by the waves and balanced precariously over the North Sea. You will have to make sure that Napier has all that he might need there, and the chest
will
be put to good use. You close the chest for now, relieved to have found it, ready for this latest journey. It is heavy, so you leave
it
on the floor here for now. At least you know where it is.
Go downwards
This simple unfurnished space leads from the tower Napier
appropriated
for his own use through the servant rooms to the more comfortable sections intended for the family. Steps lead back up to Napier's rooms, and an arched doorway leads east to the rest of the castle.

You can see a maid and a large black bird here.
Wave lure
You wave the lure towards the bird, and attract its attention. It flies over to you, and seems willing to go with you, perhaps
realising
that its master needs it to do this. You shudder as it approaches, reminded how much you despise it. Undoubtedly the truest physical representation of your master's dark arts, this jet black bird
strikes
terror into all others who see it. Servants and neighbours mutter darkly of it, and even the local parish minister has preached
against
it none too subtly in the kirk pulpit. Yet your master seems to
find
it helpful, even if all others loathe it. You now carry the bird.

Just as you locate the last item on the list, Napier appears, a
flurry
of black cloak and long beard. "Ah you found everything we need.
Good!
We must leave soon for Fast Castle, though whether we will find the treasure Logan seeks I am not so sure. I certainly hope so. The
reward
would be great."

Some days later, you arrive at Fast Castle. Soon after entering the castle your master is admitted to the presence of Robert Logan. You accompany him.

This modestly-sized room is somewhat claustrophobic, an effect only slightly relieved by the candles burning rather erratically on the table in the middle of the room. Chairs for diners surround the
table,
and you see plates of food.

You can see John Napier of Merchiston, Sir Robert Logan of
Restalrig
and Francis Stewart, Earl of Bothwell here.

"Sit down man!" says Logan brusquely. Clearly addressing Napier.
Logan
pays you no attention. You might as well be invisible.
You examine napier
Your master is tall and imposing, with a fiercely intelligent gaze. Now in his forties, his brown hair and long beard are speckled with grey. He wears his usual outfit: a long, black robe. Often he
reminds
you more of a rook than a man.

Your master sits down. You stay standing, just behind him. "My
lords,
greetings," says Napier, nodding to both men in turn.
You look at Logan
Tall and red-haired, the laird of Restalrig and also, of course, of Fast Castle is smartly dressed, in trousers, shirt, jacket and even
a
ruff. At times you catch a brief glimpse of a sheathed blade, and remember how dangerous people say this man can be, however elegant
his
attire here may be.

There is an explosion of laughter from the man you recognise as the Earl of Bothwell. "Dinnae stand on ceremony man, even if it is good that you know your betters. Who's this with you, Napier?" asks the Earl, looking keenly at you.
You examine stewart
Smaller than his cousin Logan, Francis, Earl of Bothwell is of
medium
size, with dark hair, and slight build. You look at him
uncertainly,
wondering if he has inherited any of the character of his notorious uncle, Queen Mary's ill-fated last husband. But then you remember
that
he was recently outlawed by King James, so it is somewhat
surprising
to find him here.

"My apprentice, your lordship," says your master. "Bow to the
lords!"
he whispers sideways to you.
Bow
Logan of Restalrig smiles grimly as you bow before him. You think
he
approves.

Bothwell laughs again, but Logan looks fierce. "You are lucky to
meet
my cousin Bothwell here," says Logan, nodding towards the Earl.
"But
tell no-one else he is here, or else!" and he makes a slicing
motion
across his throat. You quake with fear, and shake your head vigorously. You will tell no-one.
You look at table
Made from a dark wood, the long table provides eating space for up
to
eight diners.

There is a sudden sound of something falling over. Glancing to the table, you see that Napier has knocked over his glass of wine. Fortunately it was only part full, but a pool of red starts to
spread
across the table. "Clean it up then!" barks Logan at you, while
your
master trembles in terror.
Clean table
You don't have anything to hand to clean up the spill with. Perhaps there is something useful on the table?
You look at the table
Made from a dark wood, the long table provides eating space for up
to
eight diners. You notice a napkin lying on the table.
You get napkin
Taken.
Clean table
Using the napkin you mop up the wine spill as best you can. Logan glowers throughout, while Bothwell laughs and Napier trembles with fear. Finally, you right the wine glass again, and step back.
"Anyway
to business!" says Logan fiercely, leaning to refill Napier's glass with wine, while at the same time staring sternly at Napier. "Treasure! Yes you are here to find my missing fortune, supposedly hidden somewhere in the castle a century ago."
You examine the food
The food served is a mix of meats, including game, and vegetables.

"Is the story reliable, my lord?" asks your master tentatively. "Of course I am happy to look ..."
"There's the challenge Robert!" says Bothwell, laughing again. "Oh you're right man," he continues, looking at Napier. "It's a legend,
no
more, but surely worth looking for. Possibly French gold, aye
Robert?"
Logan nods. "Or English silver," says Logan, "supposedly somewhere
in
the castle depths." He strokes his chin thoughtfully.
You examine the chairs
A number of chairs sit around the table.

"Well yes, I can look," says Napier carefully. "And hopefully I
will
find the treasure." Then a pause. "But if I don't find it, I must
have
your guarantee that I can leave safely, and unharmed." He looks shakily towards Logan. Bothwell watches, keen to see what his temperamental cousin will say.
You look at the candles
The candles around the edge of the room flicker, as they provide much-needed illumination.

"Och man, have no fear," says Logan. "We agreed in that contract
you
drew up. And I give you my word." But his expression is cold, especially his eyes. You feel scared, and worried.
You wait
Time passes.

There is an awkward silence, that lasts for an uncomfortable length
of
time. Then Bothwell claps his hands together. "Go on then man! And
may
God be with you in your hunt." Napier rises, stepping backwards
from
the table. "My lords ..." he says, bowing again, before leaving the room. You follow closely behind.

After a night of poor sleep, you accompany your master to start to search for the hidden treasure. An ancient but surprisingly
sprightly
servant, Ralph, leads you both down to the cellar, while you drag
your
master's chest behind you. The further down you go, the darker
things
get, and you soon need the light from the lantern Ralph is carrying
to
see properly.

sits
on. It is not a large space, but probably large enough for the
storage
needs of this small castle. In the nooks and crannies around here
you
glimpse bottles of wine, barrels of ale and other supplies.

You can see a heavy wooden chest (closed), Ralph and John Napier of Merchiston here.
You examine Ralph
Ralph is an old castle servant, probably in his fifties or so, and rather bent over with age. You wonder what secrets he has witnessed over the years.
You look at napier
Your master is tall and imposing, with a fiercely intelligent gaze. Now in his forties, his brown hair and long beard are speckled with grey. He wears his usual outfit: a long, black robe. Often he
reminds
you more of a rook than a man.
You look at the chest
About three foot wide by two foot deep and another two foot tall,
this
wooden chest is relatively compact and eminently suitable for travelling purposes.

"Get my alchemical kit out!" says your master, suddenly. Ralph
looks
alarmed for a moment, while Napier glares fiercely around.
Open chest
You open the heavy wooden chest, revealing a round ball of multi-coloured glass and an ornate wooden box.
You give the box to Napier
(first taking the ornate wooden box)
Napier grunts some words of gratitude, and takes the box. He lays
it
carefully down, and throws it open, revealing the mass of
mysterious
chemicals and containers inside. He takes out a number of small
glass
jars. "Och, but we need oil!" He turns to Ralph. "Do you have any
in
the castle, man?" Ralph nods, mutely, seemingly uneasy at what
Napier
is doing. "Go with him to fetch some," says Napier to you urgently. "Here, take this." He hands you a glass jar to carry the oil. Ralph turns, then remembers to hand the lantern to Napier. Ralph steps
back,
into the semi-shadow, and beckons to you to follow him back up into the castle.
You follow Ralph
You follow Ralph back up a gloomy winding staircase of rough-cut stones. You watch carefully as he steps ahead, and are confident
that
you can remember the route back. The walls beside you here are wet
and
glistening, reminding you of the castle's dangerous location above
the
wild North Sea. Shortly the light increases, and you emerge into
the
kitchen area. "Just wait here a moment, and I will fill this jar up with oil," says Ralph, taking the jar, and scurrying off through a doorway to the east.

A gloomy stone-lined chamber, this is where the castle's food is prepared. A fire and hearth are in one wall, with a chimney
reaching
up. A table is pushed against the opposite wall, and pots, pans and cooking utensils hang around. Exits lead to the west and east, and
you
can smell fresh air from both directions. Steps lead back down to
the
castle cellar.
You examine table
The kitchen table is empty, ready for cooking later.
You look at the utensils
The utensils look to be comprehensive, though you are too
unfamiliar
with cooking to be able to identify them all.
You examine the chimney
A fire burns brightly in the hearth in the kitchen, providing both heat and a way of cooking the food for the castle. A chimney
stretches
upwards.

"Ah there you are!" says Ralph, returning. "Here you are," he says, handing you the jar, now full of oil. "You should get back to your master with that." Or alternatively perhaps you could take the
chance
to explore the castle a bit more first? Ralph scurries off,
muttering
something about not being witness to ungodly things.
Go downward
You retrace your steps back down to the cellar.

sits
on. It is not a large space, but probably large enough for the
storage
needs of this small castle. In the nooks and crannies around here
you
glimpse bottles of wine, barrels of ale and other supplies.

You can see a heavy wooden chest (in which is a round ball of multi-coloured glass) and John Napier of Merchiston here.
You give oil to Napier
(the jar of oil to John Napier of Merchiston)
You hand the jar of oil to Napier, who nods brief thanks, before proceeding to dab spots of oil around the cellar. You watch, in silence, familiar with his methods. He pulls the grimoire out from
his
robes, and flicks through its pages quickly. "Ah, but I need my
bird
for this. Go and fetch it. Here, you'll need this," he says,
reaching
into a pocket and pulling out the rope lure, which he hands to you. "Go! Get it from our room."
You ascend
A gloomy stone-lined chamber, this is where the castle's food is prepared. A fire and hearth are in one wall, with a chimney
reaching
up. A table is pushed against the opposite wall, and pots, pans and cooking utensils hang around. Exits lead to the west and east, and
you
can smell fresh air from both directions. Steps lead back down to
the
castle cellar.

the table. From the mess of flour all over her arms and down her front, you guess that she must be the castle cook.
You ask the cook about the room
The cook looks puzzled. Maybe ask about something else?

The cook shakes out some flour, and starts to pound some dough.
You ask the cook about napier
"Your master? I know nothing about him," says the cook, shaking her head.

The cook glances up at the kitchen tools, either deep in thought,
or
more likely trying to decide what tool she needs next.
Go east
Here you find yourself in the open air again, in part of the castle grounds partially enclosed by other buildings. To the west is the kitchen, a small building, but essential to the castle's well
being.
The main part of the castle rises up to the north, by far the best built part of the castle complex. Other than that, the only way you can go from here is to the east, where you see the edge of the
castle
platform.
You examine the platform
The castle is built on a flat platform of land, high on this rocky promontory reaching out into the North Sea.
Go north
This is the castle's main living area. A number of rooms lead off
from
here, including stairs up to the family quarters. To the west is
the
dining room you were in before, and sleeping quarters lie to the
east.
Your master and you slept there last night. An exit to the south
leads
back out to the castle courtyard.
You go east
This is the sleeping area for guests to the castle. Your master and you slept here last night, him in the bed, you trying to get comfortable on the floor. The only exit is back out to the west.

You can see a large black bird here.
Wave lure
Using the lure, you reluctantly tempt the bird over to you. It
comes
over, and seems willing to come with you. You now carry the bird.
You go west
This is the castle's main living area. A number of rooms lead off
from
here, including stairs up to the family quarters. To the west is
the
dining room you were in before, and sleeping quarters lie to the
east.
Your master and you slept there last night. An exit to the south
leads
back out to the castle courtyard.

As you step back out into the hallway there is a sudden, sharp
hissing
noise. Looking down, you see a fierce ginger cat, its fur on end, standing blocking the exit to the courtyard. It glares at the bird
you
are carrying. The bird, by contrast, appears to have no interest in the cat, and sits calmly, preening itself.
You look at the cat
The cat is a fierce-looking animal. Must be some age too, and
clearly
it's been in some scraps over the years.

The cat growls, a low, disturbing sound.
Go south
The cat rises up fiercely, hissing and spitting. It won't let you past.

The cat glares fiercely at the bird.
Go west
The cat hisses, but lets you go in that direction.

You remember this place from your meeting with Logan and Bothwell earlier. Now it is deserted, and has a very different feel, with
the
table and chairs unoccupied. The only exit is to the east.
You look at what you're carrying with you
You are carrying:
a large black bird
a corded rope lure
a napkin
a handwritten note
some trousers (being worn)
a plain shirt (being worn)
You examine the napkin
The napkin is soaked with red wine. You touch it as little as possible.
You go to the east
This is the castle's main living area. A number of rooms lead off
from
here, including stairs up to the family quarters. To the west is
the
dining room you were in before, and sleeping quarters lie to the
east.
Your master and you slept there last night. An exit to the south
leads
back out to the castle courtyard.

You can see a ginger cat here.
You remove the shirt
Best not. Napier doesn't want you going around underdressed.
You give napkin to the cat
The ginger cat doesn't seem interested.

The cat growls, a low, disturbing sound.
You drop the bird
Best not. Goodness only knows what might happen then, given how the cat feels about the bird.
Wave lure
You already have the horrible creature.

For a moment you think the cat is about to leave, as it turns on
the
spot. But just as quickly it is back on guard, its hackles raised.
Pet cat
The cat hisses at you, and you think better of touching it.
You get the cat
Sure you like picking things up, but I don't suppose the ginger cat would care for that.

The cat growls, a low, disturbing sound.
Go upwards
You'd better not. That's Logan's own area, and you're pretty sure
he
wouldn't want you snooping about.
You examine table
Made from a dark wood, the long table provides eating space for up
to
eight diners.
You look at what you're carrying with you
You are carrying:
a large black bird
a corded rope lure
a napkin
a handwritten note
some trousers (being worn)
a plain shirt (being worn)
Go east
This is the castle's main living area. A number of rooms lead off
from
here, including stairs up to the family quarters. To the west is
the
dining room you were in before, and sleeping quarters lie to the
east.
Your master and you slept there last night. An exit to the south
leads
back out to the castle courtyard.

You can see a ginger cat here.

For a moment you think the cat is about to leave, as it turns on
the
spot. But just as quickly it is back on guard, its hackles raised.
Go east
This is the sleeping area for guests to the castle. Your master and you slept here last night, him in the bed, you trying to get comfortable on the floor. The only exit is back out to the west.
You drop the bird
The bird hops around a bit, but still seems to be paying you attention.
You go west
This is the castle's main living area. A number of rooms lead off
from
here, including stairs up to the family quarters. To the west is
the
dining room you were in before, and sleeping quarters lie to the
east.
Your master and you slept there last night. An exit to the south
leads
back out to the castle courtyard.

You can see a ginger cat here.

The cat glances up, but pays you little attention.
You go south
The cat relaxes, sits down, and starts washing itself. It seemingly has no interest in you any more, and you are able to pass.

Here you find yourself in the open air again, in part of the castle grounds partially enclosed by other buildings. To the west is the kitchen, a small building, but essential to the castle's well
being.
The main part of the castle rises up to the north, by far the best built part of the castle complex. Other than that, the only way you can go from here is to the east, where you see the edge of the
castle
platform.
Go west
A gloomy stone-lined chamber, this is where the castle's food is prepared. A fire and hearth are in one wall, with a chimney
reaching
up. A table is pushed against the opposite wall, and pots, pans and cooking utensils hang around. Exits lead to the west and east, and
you
can smell fresh air from both directions. Steps lead back down to
the
castle cellar.

You can see a cook here.
You ask the cook about cat
"Oh that monster!" she says, shaking her head. "If he wasn't such a good mouser I'd rather he was in a pie." She pauses, her finger on
her
lips as she thinks. "Here, take this. The cat likes it. Give it to him." She hands you a piece of beef steak, which you handle
gingerly.
Some diet this cat must get, at the lord's expense.

The cook glances up at the kitchen tools, either deep in thought,
or
more likely trying to decide what tool she needs next.
Go east
Here you find yourself in the open air again, in part of the castle grounds partially enclosed by other buildings. To the west is the kitchen, a small building, but essential to the castle's well
being.
The main part of the castle rises up to the north, by far the best built part of the castle complex. Other than that, the only way you can go from here is to the east, where you see the edge of the
castle
platform.
Go north
This is the castle's main living area. A number of rooms lead off
from
here, including stairs up to the family quarters. To the west is
the
dining room you were in before, and sleeping quarters lie to the
east.
Your master and you slept there last night. An exit to the south
leads
back out to the castle courtyard.

You can see a ginger cat here.
You give the steak to the cat
The cat glances up, but doesn't seem interested right now. Maybe
try
again when it might be feeling more hungry?
You go east
This is the sleeping area for guests to the castle. Your master and you slept here last night, him in the bed, you trying to get comfortable on the floor. The only exit is back out to the west.

You can see a large black bird here.
Wave lure
Using the lure, you reluctantly tempt the bird over to you. It
comes
over, and seems willing to come with you. You now carry the bird.
You go west
This is the castle's main living area. A number of rooms lead off
from
here, including stairs up to the family quarters. To the west is
the
dining room you were in before, and sleeping quarters lie to the
east.
Your master and you slept there last night. An exit to the south
leads
back out to the castle courtyard.

You can see a ginger cat here.

The cat growls a low, worrying growl as you enter again with the
bird.
You give the steak to cat
The cat looks up eagerly, and takes the meat from you. It glares at the bird before starting to eat the meat. You take this opportunity
to
escape back outside - with the bird.

Here you find yourself in the open air again, in part of the castle grounds partially enclosed by other buildings. To the west is the kitchen, a small building, but essential to the castle's well
being.
The main part of the castle rises up to the north, by far the best built part of the castle complex. Other than that, the only way you can go from here is to the east, where you see the edge of the
castle
platform.
You go west
A gloomy stone-lined chamber, this is where the castle's food is prepared. A fire and hearth are in one wall, with a chimney
reaching
up. A table is pushed against the opposite wall, and pots, pans and cooking utensils hang around. Exits lead to the west and east, and
you
can smell fresh air from both directions. Steps lead back down to
the
castle cellar.

You can see a cook here.

The cook shakes out some flour, and starts to pound some dough.
Go downward
You retrace your steps back down to the cellar.

sits
on. It is not a large space, but probably large enough for the
storage
needs of this small castle. In the nooks and crannies around here
you
glimpse bottles of wine, barrels of ale and other supplies.

You can see a heavy wooden chest (in which is a round ball of multi-coloured glass) and John Napier of Merchiston here.
You give bird to Napier
Napier takes the bird gratefully. He places the lantern on the
ground,
and steps into the area outlined by oil spots. "Show the way, my familiar!" he cries, releasing the bird. It flies around
uncertainly.
There is a moment of silence, then Napier raises his arms, and
starts
chanting. You know not what he says, or even what language he is speaking. The lantern flickers, and the bird swoops down
repeatedly,
flying back up each time, before diving down again. "Come on,
bird!"
he cries. But the bird just keeps swooping down through the air,
then
rising again. "Ach, it's not here!" says Napier, lowering his arms, dejectedly. "But it must be below this level somehow." He reaches
out
an arm to the bird, which settles on him, and caws quietly. Napier rubs his face, puzzled, then exclaims loudly "We need to speak to Logan!"

again,
with you beside him. "Well, have you found it!" demands Logan. "No,
my
lord, but I believe it is below the level of the cellar. What is
down
there?" asks Napier. "Just the sea, man. Though, now I think about
it,
there is a cave below. It can only be reached by sea - the tides
and
rocks are treacherous," says Logan. "But Ralph could take you there
by
boat." Logan bellows for his servant, who appears suddenly. "Napier needs you to take him by boat to the cave beneath the castle. Do
it,
man!"

edge to a narrow inlet, where a rowing boat is moored. You climb in carefully, dragging aboard the chest that Napier insisted you
bring.
He sits at the front of the boat, wrapped in his cloak, the wind blowing his hair and beard wildly. Most bizarre of all is the black bird sitting calmly on Napier's leg, looking keenly ahead, as if
it,
too, knows where you are going. Ralph pushes the boat into the sea, jumps in, and starts rowing with a confident stroke, belying his
age.

You are in the boat, bobbing alarmingly on the water, which is all around you.

You can see Ralph and John Napier of Merchiston here.

A wave of nausea rolls over you. Please let this boat journey end soon.
You look at the boat
The boat is worryingly small, or at least not large enough for you
to
feel secure. It bobs unnervingly in the water, which splashes
against
the timber. You remember how much you hate being on water.
You look at Ralph
Ralph is an old castle servant, probably in his fifties or so, and rather bent over with age. You wonder what secrets he has witnessed over the years.

You hear the sound of gulls all around.
You examine napier
Your master is tall and imposing, with a fiercely intelligent gaze. Now in his forties, his brown hair and long beard are speckled with grey. He wears his usual outfit: a long, black robe. Often he
reminds
you more of a rook than a man.

The boat edges slowly around the castle promontory. You suddenly
see a
dark opening in the rock. "Aye, that's where we're headed," says Ralph, as he steers the boat towards the cave.

"Come on," says Napier, climbing nimbly out of the boat. The bird rises into the air and flaps after him. Ralph helps you lift the
chest
onto the rocks. Internally cursing, you pick it up, and follow
Napier
into the cave.

You stand at the entrance to a seemingly large, dark cave cut into
the
rocks under the castle. Behind you, the sea water laps against the water-rounded rocks around you. Ahead, to the north, you can see little, and the place fills you with unease.

You can see a heavy wooden chest (closed), Ralph and John Napier of Merchiston here.

Napier stands leaning on a staff, a tall figure buffeted by the
winds
whirling around. He lights a lantern and passes it to you. "Go on then, see what you can find in there." You shiver.
You ask Ralph about the cave
"It's an eerie place indeed," says Ralph. "I'd rather stay out of there."
Go north
You stand just inside the entrance to the cave. Behind you is the
sea,
with the sound of water lapping against the rocks. Above you the arched cave entrance rises up. You can continue into the cave to
the
north and west from here.
You look at the entrance
The entrance is a ragged arch shape, rising above you. It reminds
you
of an animal's mouth. Maybe best not dwell on that thought.
Go north
This is the heart of the cave, and here its roof rises to the
highest
point. You can just barely feel the breeze from the air outside.
The
overall impression is a strange combination of space and an uneasy sense of claustrophobia, how you always feel going underground.
From
here you can go east and south, but a mound of rubble blocks
further
access to the north.
You look at the rubble
The mound of rubble blocks your way further in to the north. You
might
be able to clear a way through though.
You move it
You start moving rocks aside. It is hard work, and takes time, but eventually it pays off. You can now go north, further in to the
cave.
You go to the north
Here the cave ends, at its deepest and darkest point, at a stone
wall
reaching upwards. Again you are uncomfortably aware of the mass of rock above you. Of course it should not suddenly fall onto you, but you can't help thinking uneasily of the possibility. From here the only obvious exit is back to the south, though your eyes are drawn
to
the stone wall leading upwards.
You examine the wall
Running your hands over the rocky wall you can almost make out handholds. It might be possible to climb up here.
You climb the wall
You try to climb up, but your foot slips and you fall back quickly. Maybe give it another go?
You climb the wall
Feeling a little more confident this time, you tackle the climb afresh. It's not easy, but you make it!

This cramped space is above the back of the cave. There is little
room
to move here, and the only way out is back down where you came
from.
You notice a small shelf jutting out from the wall.
You look at the shelf
You reach in tentatively. There is something here! But you can't
quite
reach far enough to pull it out.
You check what you're carrying
You are carrying:
a lantern (providing light)
a corded rope lure
a napkin
a handwritten note
some trousers (being worn)
a plain shirt (being worn)
Wave lure
You wave the lure around, rather ineffectually.
You jump
You jump on the spot. That was fun!
You climb the shelf
Little is to be achieved by that.
You go to the south
This is the heart of the cave, and here its roof rises to the
highest
point. You can just barely feel the breeze from the air outside.
The
overall impression is a strange combination of space and an uneasy sense of claustrophobia, how you always feel going underground.
From
here you can go north, east and south.
Go east
This part of the cave is a cramped area at the eastern edge. It is
a
tight space, with a pile of rocks that have fallen down lying next
to
the wall. From here you can only go back to the west.
You examine the rocks
The pile of rocks have fallen here, and lie against the wall.
You move the rocks
It is fixed in place.
Go west
This part of the cave ends abruptly at a craggy wall of rock,
rising
above you. The only exit from here lies to the east, back towards
the
cave entrance.
You examine the wall
The rocky wall reaches up here, at the western edge of the cave.
You climb it
The wall is a sheer surface, with no signs of handholds. You can't
go
up there.
You go upward
This cramped space is above the back of the cave. There is little
room
to move here, and the only way out is back down where you came
from.
You notice a small shelf jutting out from the wall.
You go to the south
You stand at the entrance to a seemingly large, dark cave cut into
the
rocks under the castle. Behind you, the sea water laps against the water-rounded rocks around you. Ahead, to the north, you can see little, and the place fills you with unease.

You can see a heavy wooden chest (closed), Ralph and John Napier of Merchiston here.
You tell napier about the shelf
"This might be useful?" he asks, looking puzzled. "Take it then."
He
hands the staff to you.
You examine the shelf
You reach in tentatively. There is something here! It is just out
of
reach, but using the staff you can just poke in further to pull it out. It is a silver box. You pick it up carefully, feeling a
strange
tingle as you do.
You look at the box
Obviously of some age, the silver box is just under a foot long,
with
rusting metal edges.
You open it
You try to open it, but nothing you try works. It stays resolutely shut.
You give the box to Napier
"You found it!" exclaims Napier, his hands reaching out eagerly for the box. He cradles it, lovingly. "We must get back to shore.
Come!"
and he strides over towards the boat.

Ralph rows you back to shore. As you approach the beach you see two figures waiting there. It is Logan and Bothwell! You feel a chill inside, and looking over to Napier he looks alarmed too.

"Well, did you find it?" thunders Logan. Napier nods, trembling.
"Well
come on man, let's go indoors and see what you have."

Soon after you are all gathered again in the castle's dining room. "Hand it over then," says Logan, reaching out his hand fiercely. Napier pulls the box shakily from his pocket. "Here, my lord," he says, as he hands it over.

"Is that it?" asks Logan, wonderingly. Bothwell also reaches
forward
to have a look. "That's quite something, Robert," he says to his cousin. "What's inside, I wonder?" Logan picks it up, and scrabbles
at
the box, trying to open it, without success.

"Let me, my lord," says Napier. Logan nods, and your master
stretches
his hand over the box, closes his eyes, and mutters an incantation. There is a pause, then a click, and the box opens. Napier's eyes
shoot
open again as he pulls his hand back. You all peer towards the box,
to
see what is inside.

Underneath old crinkly paper is a hint of gold! Logan reaches in eagerly. "Bullion maybe, or coins?" he says, then goes quiet as he fumbles among the cracking paper. Then his hand emerges, holding an ornate gold cross. About six inches long, it is exquisitely
crafted,
with rich decoration, and even jewels embedded in the gold. It must
be
centuries old, you think, and the most beautiful thing you have
ever
seen. "A Christian cross!" says Logan, laughing loudly. "And to
think
what the local minister says of me." He rubs his chin, thinking.
"Ah,
but it's a bonnie item. Maybe I'll no sell it or melt it down after all."

"And my fee?" says Napier, shakily. "Aye man, I'd no forgot," barks Logan. He reaches over to one side, and brings out a small bag. "Here's the money I promised. I keep my word! Now begone, and
remember
say nothing of Bothwell here, if you value your lives."

With the treasure found, your master and you are free to leave.
Though
you enjoyed the treasure hunt, and found what you were seeking, you are glad to put Fast Castle and its owner far behind you. Even if
part
of you thinks yet of that cross ...