CHAOS - October 28, 1371


The night is a cold one, with the temperature hovering around the freezing point. October 28th dawns chilly and overcast. Breaking camp, you hurry on your way.

Late in the morning you arrive at Eagle Cliff. It is a small village (population 600) perched atop a high cliff overlooking the ocean, at a crossroads. At the crossroads, you pause and read the obligatory signpost -

North: To the Victoria Peninsula, Inspiration Point.

East: To Demon's Neck, Portsmouth.

South: To Koltalla, Drugger's Rush.

"We head east," says Vardui. "Demon's Neck is a town or something. Portsmouth is a ruined city, but I think we turn off onto another road before we get to it. Do we need to buy anything here, before continuing on?"

"I am alright, what about you, Brother Orlon ?" Al replies and then asks.

"No, I'm OK," replies Orlon.

The others quickly agree with the cleric.

So, you turn right at the signpost and leave eagle Cliff, bound for Demon's Neck.

After leaving the village, the forest - which has been quite open for as long as you have been near the coast - begins to change. It becomes more dense, and is composed mostly of tall conifers. Ahead of you, many miles distant yet, you see a range of high, snow-clad mountains.

As midafternoon approaches, Phil notices a large chest off in the weeds at the side of the road. It looks as if it fell off of somebody's wagon. It is locked, and looks to have lain there for awhile.

Stiff pipes up. "I know I've not done much lately, so perhaps I could be of some help today. Any suggestions? Or does it look easy? I do know that treasures have been found in this manner, but so also has trouble."

Stiff readies his magic missile finger (or whats left of it) and sees what the others want to do.

"Oh great Thor, allow your servant to see the aura of magic." Al intones as he casts Detect Magic and then views the chest.

There is no magical aura.

With Stiff covering him with his dreaded finger, he then approaches it and tries to open it.

The chest is locked. There is no padlock. The chest does not open.

"Hold on," says Vardui from atop his horse, and fires a knock at it. The lock clicks and the lid flies open.

Inside the chest are a lot of coins. Counting them out, you find you have 22,000gp, 100pp, 40 small gems (60gp ea.) and a scroll.

Richer but no wiser, you hoist the chest up onto your wagon of holding, and continue on your merry way.

Less than an hour later, the road ends at another road, which runs north-south. To the north, this new road runs off into the woods. To the south is a small river, bridged. On the other side of the river is a village: Demon's Neck.

You pause to read the obligatory signpost:

The Elven Coast Road: North: To Portsmouth, The Disco Dungeon and Icewater.

South: To Demon's Neck, Kolumbus Bridge and Frisco.

West: To Eagle Cliff.

You turn south and cross the bridge into Demon's Neck.

Demon's Neck seems to be a fairly prosperous place, with several large temples (Tyr, Mielikki, Thor, Frigga, Untamo). The people you see seem to be well dressed, and smile and wave to you as you ride past. However, the castle overlooking the river is deserted. In the centre of the village is another intersection, where two great roads meet. Again, you pause to read the signpost:

The Elven Coast Road: North: To Portsmouth, The Disco Dungeon and Icewater.

Southwest: To Kolumbus Bridge, Frisco, Omlet.

The Devil's Road: South: To Tarn Olath, Dortleburg and Dead Man's Pass.

Vardui points down the Devil's Road.

"That's the way. It turns east after a bit. Do we need anything, here?" he asks.

It is late afternoon.

Stiff says aloud. "I think I would like stay here a little, at a tavern perhaps, to take stock of what supplies I have and what I might need."

Stiff looks towards the deserted castle and wonders what's up. He thinks about it and then gets thirsty for a good ale.

"Why don't we check out the castle? Could be a place of interest." Al suggests to the party, noticing Stiff's interest.

Vardui nods. The village is surrounded by a tall, well-maintained wall. The castle is attached to the wall but on the outside of it.

"Maybe we should take rooms at an inn, and make some inquiries of the locals about the castle," he suggests.

"Sounds good to me," Orlon nods. "Besides, I'm tired of all this walking lately."

Stiff looks around at the the town and checks for taverns that don't look too seedy. "We may not have a lot of choice, and I'm sure we won't be the first to ask questions about the castle. But, we can always act like the standard goofy travellers that we are. Now I'm getting hungry as well, thinking there might be something going on around here."

"Anyway, we need to look into that chest thing and the scroll in it."

Demon's Neck (population 700), has three inns to choose from, as well as three taverns. You check out the inns. The first one, the Furry White Inn, seems to be a pretty good looking place, so you take rooms there (18sp per night for a private room, 9sp to sleep in the dorm, includes breakfast). The rooms are rather plain, but are clean and comfortable.

Once you are settled in, Stiff opens up the scroll that you found this afternoon. It turns out to not be a scroll at all, but a map instead.

"Hmmm..." says Vardui, "The Baska River. That's east of here."

Heading down to the common room for an early supper and a drinks (roast pork 1gp, turkey stew 1sp; ale 1sp, beer 5cp), you find the fare to be good, refreshing and substantial. All in all, it seems like a comfortable place, especially after camping out for months at a stretch. The arrival of the party immediately fills up the common room, pleasing the innkeeper - a dark haired young man - to no end.

You ask the innkeeper about the castle.

"Ah, the castle," he says. "It used to be owned by the lord of Demon's Neck, but he died childless back in '65. His nephew, the Squire of Eagle Cliff, inherited the place, but he already has a castle over in that town and couldn't afford to keep up two of them, so he put this one up for sale. A few years ago an old mage came to town from somewhere out east, and bought it. Said it would make a great retirement home for himself. For a few years there was great comings and goings there...he had a lot of stuff, believe me! Then, all of a sudden, he vanished and the comings and goings stopped. The place has been deserted ever since...though some folks think monsters is moving into it, now. Anyway, after a year the town foreclosed on it because the taxes hadn't been paid. So, right now it's for sale again. They'll sell it to anyone who will pay the back taxes on it: 100gp."

Orlon whispers to the others, "What do you think? Do you think it's worth the price? I think it would be a small price to pay."

"Brother Orlon, let's buy it and dedicate it to the glory of Thor." Al says with a wide smile. "I have always wanted to be a landowner."

"Great minds think alike," Orlon smiles.

Al turns to the man, "Who do I pay ?"

"See the town clerk," replies the innkeeper.

With a nod, Al turns to Tracey.

"I am a cavalier of Thor, maybe I can help." Al says, with a bright smile and a wink.

"I need training as a cleric...not at THAT, you pervert!"

"Ok, as you wish. But I am available if you want me. And for your information, my dear, I possess clerical abilities as well. I was formerly a cleric, now a cavalier, but fully in the service of Thor. I was referring to clerical training, but glad to see what your mind is on." He says with a very wide grin.

"I will gladly train you, as a cleric of Thor!" Orlon nods to Tracey.

"Thanks, Orlon," says Tracey.

You pass a pleasant evening in the common room of the inn, then sleep well that night.


next day...

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