Scene I Immediately thereafter. An open place
decorated in an earthen theme.
Enter The Party.
We appear on an open plain, in a cold and wintry land, under a clear
and starless night sky. The ground is muddy with a little mould
for local colour. Scattered across the landscape are cylindrical
plugs of earth -- the "tailings" from tunnelling spells cast on many
different planes. These appear and disappear as we watch. We plan
to find a
tailing from Alusia, or from a plane where we know a portal home may be
found.
Our plan is given considerable urgency as Dawn begins to take
damage
merely from existing here -- the place appear inherently inimical to
Air
mages. Braegon puts a trollskin on Dawn, and then he, Serendipity
and Roke use DA to hunt for a likely tailing. Pent creates a dais
of ice to try and insulate Dawn from the ground, this does not prevent
damage but it does appear to attract more tailings. We feed Dawn
healing
potions, made more difficult by her choosing to become gaseous.
Finally
a tailing appears from Alusia. We run to it. Braegon
tunnels
into it, and then counters his tunnel with us inside, and once more the
world goes away.
Scene II Freyasday 4th Frost. An open grassy
plain, somewhat arid and decorated with cattle, an hour before dawn. Enter The Party.
We appear at night, but near dawn, on dry grasslands, under bright
(but not unnaturally bright) stars. There is no sign of the mage who
made
the tunnel we hitched a ride on. There is evidence of many cattle
having passed recently and some can be seen in the distance, along with
a campfire. Our position as calculated from known stars appears
to
put us some 16-17 degrees North, though we cannot tell our longitude.
From
the geography we guess either south-west of Araby, or far south-east of
the
Lunar Empire and well into terra incognito. We decide to send
ambassadors to speak with any people at the campfire.
[Exit Amelia and Roke]
[Offstage, a campfire conversation]
At the small camp-site, consisting of a single tent of fragile design
and some four primitively dressed persons, Roke and Amelia engage in
halting conversation. The locals appear to understand the little
Roke knows of the language of the Lunar Empire, and the apparent
leader, says something about horses while shaking a spear. He
also tells Roke that there
is a town to the south-east, and then Roke and Amelia depart, returning
to the party.
Scene II continuedThe grassy plain, a short
while later.
[Re-enter Amelia and Roke]
Our ambassador recount their conversation, and based on this
information, and after a short conversation the party elects to fly
north-west for
an hour, to use the remaining duration on our flying magics and to put
distance between us and our arrival point.
[Exeunt]
Scene III Reapsday 5th Frost. Elsewhere on the
grassy plain, more arid and with an Acacia tree, dawn. Enter The Party, flying.
The Party lands and make camp. Braegon moves earth to build a
credible hill-fort, complete with latrines and bathing area. Roke
produces sackloads of fresh food and fills the bath with milk, and
Serendipity bathes. There are suggestions that future historians,
stumbling on this fort,
may mistakenly believe an army passed this way. In keeping with
Braegon's
complex watch schedule, Pent goes on watch, along with Roke pretending
to
be Dawn. There is some discussion about the events of last night,
our
employer's sudden portalling to a safe distance, the manner in which we
were
compromised. Suspicions are aired that our employer was
responsible for the raid. Dawn speaks to an uncultured and
provincial wind and gets little information. We camp for six
hours and then depart, flying north-west and hoping to find the coast
south of Araby.
[Exeunt]
An Aerial Interlude Reapsday 5th Frost. Flying over
arid terrain, afternoon.
The party spends the afternoon flying over arid terrain and covers
some 300 miles to the north-west. We pass large but nearly empty
riverbeds, and begin to see signs of habitation -- white, flat-roofed,
adobe or stone houses, with rather mangy looking horses and ridiculous
animals that some in the party identify as camels. We pass small
villages
and a town or two, choosing to stop and camp for the night couple of
hours
after dark, with the plan of visiting one of these settlements in the
morning.
Scene IV Sunday 6th Frost. An earthen fort on an
arid plain, near a dry river bed, dawn. Already present The Party, sleeping or on watch. Around dawn our pickets observe two local goat herders approaching
with some three dozen goats. A few unintelligible words are exchanged
and
they move on. We discuss the possibly of storm calling to procure
a cloud for Dawn to arrange transport but are concerned that given the
climate
a dust storm is possible. We decide to continue flying, pack and depart.
[Exeunt]
Scene V Sunday 6th Frost. Outside a town in
Araby, morning. Enter The Party, flying.
The party lands a half mile from a town and walks closer. Guards
with recurved bows are observed on the walls. They fire, the arrows
falling some 10 yards short. Braegon and Roke move a bit closer
and two horsemen ride out from the city to meet with them. There
is a halting conversation in several languages. The locals confirm that
we are in Araby, and that this town is "Al Shabab". They claim
that it is six days ride to the coast and then three days sail to
Carzala. The first figure sounds plausible, the second less so.
Braegon attempts to claim Araby for the Duke of Carzala. The locals
become agitated and we decide to leave.
[Exeunt]
An Aerial Interlude Sunday 6th Frost. Flying over arid
terrain, afternoon.
The party spends the morning and afternoon flying over arid terrain and
covers several hundred miles to the north-west. We pass over
dust, sand, wilderness, some small towns and a couple of large but
nearly empty rivers. By mid-afternoon we see clouds in the distance. A
bit later we can see blue water in the distance, and clouds over the
coast. We angle towards a likely looking coastal town and stop a
mile or so away. The party makes camp, and Amelia, Pent, Roke and
Mortimer head for town.
Scene VI Sunday 6th Frost. Outside a coastal town
in Araby, twilight. Enter Amelia, Pent, Roke and Mortimer,
walking.
Heading towards the town we see goats, cattle and camels. Arriving at
the gate we are stopped by guards. They send for a translator, who
turns out to be our very good friend (that we didn't know we had),
humble "Ali". He generously offers to help us, even taking care
of the payment
to the guards on our behalf. We explain that we wish to seek
passage
on a ship and fortunately several of his friends and relatives are in
the
trade. He does appear to get a little confused though as he leads us
around
town by a most circuitous route, even crossing his own tracks.
Eventually we arrive at some form of meeting room with a lot of
steam and poor ventilation, where he introduces us to two sea captains
who might take us to Freetown in the Isles of Adventure. We proceed to
a less steamy environment to have dinner and discuss terms, and Ali's
name becomes "Ahmed". The Captain of the Golden Eye offers to
take us tomorrow for 4lbs of silver, and the Captain of the Rising
Phoenix offers terms of only 1/3 of that, but cannot depart for a week.
We tell Ahmed that we will discuss with our companions and
return. He leads us out of the city, and I give him a small purse
to ensure that there are no outstanding debts. We return to the
camp.
[Exeunt]
Scene VII Sunday 6th Frost. Outside a coastal
town in Araby, later that night. Enter Amelia, Pent, Roke and Mortimer,
walking.
We arrive back at camp to find an unusual edifice. Braegon and
Serendipity have constructed a pillar of stone, within a ring of stone,
within
a rink of starlight as a defence against the myriad of scorpions and
other
desert dwellers. Dawn is ensconced on top of the pillar engaged
in
a ritual to summon a cloud. After further discussions, and the
decision
not to use a ship to return home, we embark upon Dawn's cloud, rise
high
into the air, and fly off north-north-west.
[Exeunt]
An Aerial Interlude Beginning Sunday 6th Frost and continuing
for several days. Flying over ocean and later land.
[This scene can best be staged with the use of a large map and perhaps
some large pages of the nature of a calendar, the pages being carried
on stage-left and off stage-right while the party's progress is marked
upon
the map in some fashion].
We fly all through Sunday night, and then through Moonday 7th and that
night switch to a freshly summoned cloud in mid-air. We have
passed over an immense stretch of water in this time. We continue
travelling by cloud through Moonday night and into Duesday 8th.
Around mid-day we sight land and touch down to renew spells
around dusk. We follow the coast rather than heading inland to
avoid the Dark Circle, and continuing on through W'nsday 9th we again
switch clouds around mid-day and see the cities of the Five Sisters
laid out below us. Thr'sday 10th brings
unfavourable winds and we use Mage Wind to continue north. Around dawn
on
Freysday 11th we cross into Carzala and touch the cloud down just
outside
the guild, having travelled some 2000 miles to get home.
Scene VIII
Freysday 11th Frost. A room at the Guild. Early
morning.
Enter The Party and Smith .
The party enjoy an early morning breakfast and debriefing. Smith of
Guild Security informs us that Princess Garsenda arrived in Carzala a
few days ago and took up lodgings at His Grace's palace. He also
informs us
that the Duke would be grateful if she would leave -- and that if we
could
arrange that His Grace might see his way clear to not raise our taxes.
We
discuss the situation and propose possibilities as to the actual
identity
of the "Princess". We make arrangements for "Her Highness" to be
invited
to the Guild as some of us are invalided and unable to travel to the
palace.
[Exit Smith]
The party discusses events, and particularly Servette and how we were
located in the cellar. Dawn considers leaving the party after her
rather
unpleasant experience with, as she calls it "that Hell place";
believing that she had indeed died there. It is obvious that Dawn
is severely traumatized, and, in this healer's opinion, possibly mad.
Mortimer takes Dawn back to his house for a ride in the fresh air and
sky on a nightmare. The rest of the party go about their business
until the Princess can arrive -- at the elegant hour that nobles arise.
[Exeunt]
Scene IX Freysday 11th Frost. A room at the
Guild. Later that day.
Enter The Party.
The party reconvenes to meet with the Princess, who arrives in Duke
Leto's second best carriage.
[Enter Columbina, disguised as the Princess]
We are not surprised to find that the "Princess" is indeed Columbina.
We return her the locket and she returns Serendipity's brooch. She had
heard of the arrest attempt on the South Coast, though no reason for
it. She
tells us that since our sudden departure, Il Capitano has been arrested
and thrown into Dom Daniel. Zanni has disappeared and not been
heard
from, and that an earthquake is held responsible for the collapse of
the
house next to Il Capitano's. Columbina informs us that since we agreed
to
go into Dom Daniel we are honour bound to follow through. We
inform
Columbina that Il Capitano employed us to minimize mime activity and
that
entering Dom Daniel, whilst part of his cunning plan, was never agreed
to.
Columbina is nonplussed.
Columbina's Story: Columbina works for Princess Garsenda, whose
aims are generally at odds with those of Scaramouch. The Princess
wishes to inherit the throne, (soon), and would also like to see her
father
(although not in Dom Daniel). The Kingdom has gone rather downhill
since
Arturo retired, and there are now many more Artistic Enforcers (perhaps
120?). The Princess wants Arturo out of Dom Daniel, but does not
wish
to release the demons held therein. She does however wish to
conduct
a review of all cases in the last year as some people may have been
sent
to Dom Daniel incorrectly. Il Capitano is part of the Princess's
circle and "shadow court" and was chosen to employ us as "he is a man
of
action". Il Capitano felt that we could in some way "break" Dom
Daniel,
but may have been concerned that we might also break Proscenia (?) or
interfere
with succession.
Columbina tells us more of mimes and of the history of Proscenia.
It appears that mummery is illegal because it is unaesthetic and
hence immoral. That many nobles possess some ability in it merely
highlights that nobles are often immoral -- but they take care to only
use their abilities away from the public eye. It appears on
Proscenia that aestheticism equals morality, and performing mime in
public may be equated to tupping
in public, or indeed Morris dancing. Assassination on the other
hand
is considered morally neutral. Columbina also tells us that it is
possible
some mimes travelled through from Proscenia with her and outlines her
cunning
plan:
Columbina's Cunning Plan: Dressed as mimes we accompany
Columbina back to Proscenia, break out of the customs arrival area, fly
to Calenture and cast ourselves into Dom Daniel. (Apparently our
equipment will end up on the lake shore -- something Il Capitano may
have neglected to
mention). We then try to free ourselves and Arturo, but no demons.
The party agree to discuss this and all parties depart upon their
business.
[Exeunt Omnes]
A Philosophical Interlude Freysday 11th Frost until Moonday
14th. Various places.
The party arranges for secure lodgings for Columbina at the Guild. Dawn
arranges a most interesting astrology reading (by way of bibliomancy)
regarding
the non-existence of Dom Daniel, which sparks considerable discussion,
and
another on the whereabouts of Zanni that proves most interesting..
Braegon
and Roke research in the library. Pent and Amelia investigate
Columbina's
almanac. Mary-M is contacted and in turn attempts to ask a
question
of her patron Sammael. Upon receiving the unusual message she is
heard
to remark "Oh no, not again". Mortimer and Dawn depart to seek
advice
from some off-plane contacts.
Scene X Moonday 14th Frost. A room at the
Guild. Mid-morning.
Enter The Party.
We discuss our various findings. We discuss possibilities as to
the nature of Dom Daniel. We discuss the issues of the Princess
inheriting, quoth Pent: "We could put my belt on her and kill her and
she'd come back as a guy". We examine the now somewhat mangy ear
that Patch gave
us and heal it. Speaking to the ear we ask mimes to meet us in
New
Seagate square an hour after noon -- near the apple-cart. We depart for
the square.
[Exeunt]
Scene XI Moonday 14th Frost. The main square in New
Seagate. An hour after noon.
Enter The Party.
We examine apple carts but find no mimes. On the way back to the
Guild we stop and have a picnic and speak to a local street performer
who tells us nothing of interest.
[Exeunt]
Scene XII Moonday 14th Frost. A room at the
Guild. Later that afternoon.
Enter The Party.
We discuss ways of getting through the customs office at the Proscenian
end of the portal. We discuss wings, winds, mammoths, carpets and
chickens, and eventually arrive at a cunning plan. We send
message to the New Seagate guard that it might be perhaps best if
merchants were warned out
of the main square an hour or so after noon tomorrow, and that there
would
be an oration.
[Exeunt Omnes]
Scene XIII Duesday 15th Frost. The main square
in New Seagate. An hour after noon. Enter The Party and Columbina, also a
Woolly Mammoth.
The party arrive in the square in time for the oration. Five members
of the party -- all but Amelia and Pent -- are dressed in head-to-toe
black outfits and appear human, Mortimer having grown to five feet for
the occasion. Accompanying the party is Columbina (dressed in
normal clothes), and a woolly mammoth, courtesy of Pent's magics.
The square is unusually quiet though there are some merchants
with barrows of rather suspect vegetables, and some persons of the
lower variety. Shortly after we arrive however a murmur goes
around that it's "not that Guild" and people begin to disperse.
Apparently throwing rotten vegetable at members of the
troubadours guild is expected. Columbina begins a majestic
oration on hats. A wide beam of light arrives and the world goes
away.
Scene XIV Immediately thereafter. An open place
of no known location.
Enter Each of the players separately.
In a reprise of Act I, Scene IV, each of the party find themselves
utterly alone, in a place of emptiness with no sight or sound or
tactile
sense, though they can still feel the existence and position of their
bodies. Slowly sight returns and other members of the group, initially
far off, draw closer with no feeling of movement. All of the
party, Columbina and mammoth are present. We await the end of the
journey, and when, in the distance a light appears, we roll Columbina
in a carpet we
procured for the purpose, loosely tie Amelia and Pent's hands, Mortimer
takes the mammoth's halter and we wait for the world to reappear.
[Exeunt]