Act VI - Proscenia Again: O for a Muse...

Scene I  Duesday 15th Frost.  Proscenia customs house, and streets, early afternoon.
Enter
All the Party, disguised as Artistic Enforcers and Prisoners with Mammoth, and Columbina rolled in a carpet. 
A squad of five Artistic Enforcers in shadow forms and wings (one of whom is bearing a rolled carpet), two halfling prisoners, and a woolly mammoth appear in a warehouse and immediately begin to step off the enormous set of scales on which they have arrived.  An official tells them to wait as the weighing is not complete, but when he looks up at what he is weighing he utters an expletive and pales.  The five Artistic Enforcers begin to move off with their halfling prisoners and mammoth, when, in a carefully rehearsed action, the mammoth encircles with its trunk the smallest of the enforcers-- the one holding its halter -- and flings him across the warehouse, where, with a great wail he rockets out of a window.  At this, the halfling prisoners begin yelling "It's loose!" and a general panic ensues.  The Enforcers leave the mammoth on the scale and (with their prisoners) make their way in good order towards a wall.  The largest of them turns to the local guards and indicating the mammoth commands them to "arrest that!".  The mammoth stamps and trumpets (quite damaging the delicate scales) and in the confusion the carpet is dropped amongst a pile of other luggage.  The Enforcers open a wide hole in a wall (allowing many to escape), and walking into the street beyond, spread their wings and, grabbing their prisoners, take to the skies and leave.
[Exit The Party]
The mammoth casually walks through the now deserted customs warehouse and ambles towards the river a couple of blocks away.  Once there is jumps into the water and begins to swim down-stream.  A few minutes later it transforms into a huge pile of snow that melts in the river as it is washed downstream.
[Exeunt]

[An Aerial Interlude]
The party flees Proscenia city on wings, but over the next few minutes change to flying by winds in order to loose the thirty foot black position markers.  They are pursued by unknown parties on wings, some distance behind.

To slow, or hopefully prevent pursuit Mortimer calls a storm which due to an ill thought out spell write-up, or a numerically literate GM, but most probably theatrical conventions, causes the storm front to cross the party's flight path at supersonic speeds.  Most of the party, flying with their own winds, are largely insulated from effects.  Braegon is thrown several miles off course.  Mortimer is apparently disintegrated... but gets better.  Dawn exults.  Pursuers decide they have better things to do.  Regrouping takes some time -- hampered by party members being unseen.

Party flies hours to the north-east until dusk. After tea, rituals and moon-rise the party flies on, and upon sighting mountains angles east to the end of the chain, landing as the flying magics expire. Braegon builds a fortified cave and in rebuttal to some comment about his appearance quoth: "I'm smarter than most Earth Elementals".  We decide to camp for 8 hours but as Braegon's complex watch schedule cannot handle this we try something even more complicated. Dawn pretends to be Dawn for half a watch.

[An Investigative Interlude]
W'nsday 16th Frost.  It is cold and bleak. Dawn speaks to a rather provincial "gulley" wind. Braegon has a pointless conversation with an Ash tree. The party trys to contact mimes using ear, and while some contact is made there is no useful communication.

Continuing their travels the party sights a wall that stretches many miles from a large town in the north, nestled in the tail of the mountains and a smaller town in the south by the coast.  Flying to halfway the party examines the wall.  The stone appears to be facade over crackling disintegration energies held in check at top and bottom.  The area below the wall cannot be tunnelled through, the area above the wall is something like solid wall of air. Released energies make insects and other creepy-crawlies grow to immense size.  We observe giant worms and spiders.  The whole appears a seam, stitching a planar rift together. Dawn speaks to birds who state that the wall cannot be flown over.

[A Conversational Interlude]
The party fly to the north city and observe a wagon train entering the keep -- presumably bound for Calenture.  Party discuss options for getting through.  Consider speaking with a carter.  Decide to check out smaller southern city.  Discuss more options. Discuss going over mountains.  Party observes the northern town and engages in discussion of many cunning plans involving hiding in barrels, tunnelling, mammoths and skin change.

[Cunning Plans]
Eventually Braegon summons an earth elemental and, from half a mile out the party tunnels under the town emerging in the cellar of a warehouse.  Sneaking out into the street we follow Roke's locate to the "Chicken and Yolk", a carter's pub.  There we purchase beer and stew and, in order to relieve the frosty atmosphere, several rounds for the pub.  Braegon, Mortimer and others engage the carter's in talk about Calenture getting horror stories about colleagues eaten and oxen sucked into the ground, and beleaguered farmers in kraals.  In the meantime Dawn talks to the barmaid and finds that Calenture may be visited as a day trip without papers, at the cost of 1 penny per person.  Abandoning our cunning plans we decide to be tourists.

Locating a deserted house in the town we break and enter and spend the night.  Scrounging the house we manage to put together a couple of picnic baskets.

Scene II  Th'rsday 17th.  Calenture Portal and Calenture, morning.
Enter
All the Party, disguised as Nobles on a Picnic with Guards. 
Dressed as a party of nobles and bodyguards out for a day trip, the party proceeds at 9am to the gate house and pay over our 7 pennies.  We pass through the fortifications (containing the usual array of portcullises and murder holes) into a courtyard and thence through a tunnel into the mountain.  It becomes dark (even for magical sight), the ground slopes down and we pass through a tingly area that DAs as being under the effects of disintegration magic.  Continuing through the dark tunnel we reach closed doors and opening these see bright sun, grass, and a stone road.  There are also guards in fortified posts watching the sky, arrows nocked.  This end of the portal emerges just below the brow of a hill, surrounded by forest and covered by blue sky.  The area around the portal appears mown and edged by a stone wall through which the road passes.  There are more guards.  Looking further afield we notice an odd visual effect. Some 10 miles off we can see farm cottages and people working -- one has a blue hat.  In a different direction some 12 miles away is a lake, with four ducks... and two drakes.  Checking these unusual optical effects with a spyglass reveals only blurriness.

Dawn attempts to speak to a bird.  The magic does not appear to work properly leading to suspicion that it is not a real bird.  Braegon takes root.  The earth feels nearly dead.  The dirt has a magical aura, nature being "creation". We head down the road and the archers offer dire warnings to "be back by nightfall".

Dawn and Mortimer take to the air and scout. We quickly discover that the plane has a ceiling at about 200 feet -- some form of wind barrier, much like the top of the inter-dimensional wall.  The party flies to the lake and Dawn and Mortimer swing closer to the cottages, which on nearer inspection alters in appearance until it is a fortified kraal, and then rejoin the party at the lake edge.  The lake appears huge, the far side cannot be seen.  Braegon roots, the earth is barren and bleak.  Lake edged by 200 feet of swamp. Pent constructs an ice bridge to the water's edge. Dawn flies in and tries to land on end of ice, misjudges, attempts to pull up and inadvertently flies out over lake.  Suddenly she disappears and all of her gear falls to the ground as though the water's edge were a solid wall.  Amelia (with enhanced vision and an item) views the lake and sees formless spirits in the "lake" and "air" above.  To normal sight it appears to be a lake with sky above, but under Amelia's sight it appears to be a wall with spirits beyond.

Dawn reappears from the lake edge some distance away, unclothed but apparently unharmed, and recovers her gear.  She says that she appeared to be under water in greyness and headed for a blue edge.  All spell magics (save a Lesser Enchantment) appear to have been removed, but ritual magic was not affected.

Braegon builds an earthen jetty to the water and we spend a long while examining the edge of the lake. Thrown objects hit the invisible wall and bounce off in random directions (similar to the ceiling). The only things that do not bounce off are people, and cream pies from Pent's gonne -- and these only pass through if intact.  DAs show the pies to have mummery magic. Taking a bite from a caught pie results in the remaining pie bouncing.  Ducks waddle out of lake and Dawn again tries unsuccessfully to converse with them. Under another magic a duck says "Quack!". We use Skin Change to transform a duck into a rat.  Serendipity tries to talk to it (as a creature of Night and Shadow).  It is confused, but give odd reactions that are not like an animals.  We throw transformed rat into lake, Amelia sees it revert to a spirit duck shape and then a duck waddles out of the lake.  We tie a stick and a pie to a duck and then use Damnum Magnatum to transform it into a frog.  Into the lake it goes.  The curse comes off the frog reverts and the possessions are ejected.

Mortimer fails to divinate the lake (there is nothing to divinate) so while he divinates Dawn, she in turn speaks to winds.  Dawn contacts a Proscenian wind that came through the portal. It tells her that while there are seasons here there is no moisture at all.  Also that the ducks exist and that the local creatures are either small or huge.  The wind says that it cannot get over the lake and that the area that appears to be lake is the edge of the world.

Pent fails to freeze lake water.  We use magic to purify it -- it still cannot be frozen.  We use a magic removal effect on the magical water -- no effect.  Braegon digs huge spiral pits and drains off water.  Serendipity suggests that perhaps there is no air here and then collapses, not breathing.  Braegon helps her recover.

More time is spent fooling with lake edge.  A magically created net bounces off.  A darksword dagger bounces off.  An iron dagger at close range rebounds and injures Amelia.  Dawn and Pent go into lake.  It is a grey area, with a blue entry area.  They cannot see each other, cannot hear, spells seem to be cast but have no apparent effect.  They are pulled by current.  The blue begins to fade and both head towards the "shore".  Eventually both come out.  Roke kills a duck.  Pent attempts to take dead duck in, the duck bounces.  More discussions.

The party sees an approaching family.  As they get closer their appearance changes, becoming a cavalry patrol, then a platoon, a company, and finally of troops of battalion strength, heading cross-country at speed towards the lake.  The party takes to the air unseen and circles around.  Getting closer the numbers dwindle until it appears to be one couple, holding hands and skipping towards the lake (at some 15 mph).

[Enter Two Mimes dressed as Proscenian Nobles]
They stop and observe Braegon's pond.  We wave, they bow.  Picnics are arranged and we talk, sort of, as they seem to be mimes, dressed as Proscenian nobles.  By signs they tell us that they know of the lake and can go in a small way, but too far and everything falls to the floor. When questioned about why some objects enter and others do not they show us a posy, as opposed to a bunch of flowers. Pent gives a javelin to the man who twirls it like a baton before returning it to Pent and keeping an exact copy. They offer to trade a picnic basket to Pent in return for his gonne, but he decides against it. They cannot copy people.  The mimes indicate that they know Arlechinno. Serendipity signs Brighella's song which they deny knowing but do appear to recognize. They are keen to have some people released from Dom Daniel.  They tell how a night here there are fierce creatures. Finally they tell us that they do not resist persecution by the Proscenians because they would become worse than their tormentors. They mount up imaginary horses and leave.
[Exit Mimes]
We briefly visit a kraal that on closer inspection resolves into a stone barn.  It appears to be a guard post.  They point crossbows at us and say that they are paid to be here and that we should go away.

Returning to the lake Roke enters.  His DA talent appears to work but give very odd answers suggesting that his generic true name is "Roke" and that the plane of origin of the cream pie he carries in is "Cream Pie".

More discussion occurs.  Finally we determine that those who so desire will enter the lake and try to enter (and then jail-break) Dom Daniel. Serendipity, Amelia, Dawn, Roke and Mortimer will enter the lake.  Braegon and Pent will return to Proscenia with all of the party's gear and stay within locate range until the Carnival.

There will not be a rescue party.

Quoth Roke: "On with the face paint and into the lake."

[Exeunt Omnes]

End of Act VI

Act V - Foreign Climes: There and Back Again Index
Act VII - Dom Daniel: Another Fine Mess...