In the halls of Castle Fenton...
Niklas, holding up his creation for all to see, walks to the king's chambers, noticing that Påt appears to be getting suspiciously lighter as he moves along. Eventually he gets there - a sort of living room awaits him, where the king himself appears to be sitting all alone in a massive armchair, smoking a sizable pipe ponderously. His eyes look oddly hollow in the dim light of the room.
"You're here. At last," the king says, standing up from his seat. "For future reference, when I call you up, you come immediately. Otherwise we may have some problems. Speaking of, do you have any kind of questions before we begin? Better to clear up any confusion now," he gestures with his pipe.
In the wilderness outside Eckledun...
Sigmund, as the final step of his plan, slowly brings the stone jar down to the depths of the pit, then scoops his bloody remains into it. Turning the jar to face upward to prevent spillage (at least until his bloody entrails decide to coagulate and dry out, at which point that presumably won't be an issue), he then decides to climb a tree while levitating the jar up to a certain point.
[Climbing roll: 1]
Levitating the jar upward to the treetop, Sigmund tries to be as delicate as possible, all the while following it with his own body. He gets almost to the very top, stabilizing the jar up high, when suddenly he loses his grip! Damnable slippery branches!
[Recovery roll: 1]
Hitting a branch, then another, then about ten more, Sigmund's badger form plummets to the ground, planting itself headfirst into soil.
[Endurance roll: 5]
Nothing breaks, fortunately enough - in fact, he is almost stupendously unharmed. A spot of luck just at the right time, it seems!
[Will roll: 5]
In fact, he feels so perfectly alright, it's almost hard to believe he's fallen fifteen meters just now. Of course, his fall was broken by a bunch of branches, so there's that.
Deep in the earth...
Scott makes good on his escape, unwilling to find out what exactly an exploding magical artifact could do to him. He flaps, he ascends, he zooms!
He fails to get anywhere of significance. Maybe his regular mode of locomotion is a tad too slow for dramatic escapes. Not that this will dissuade him from trying, obviously.
On another note, the earth around him starts to taste a little pinkish. This is slightly odd, because Scott doesn't recall having anything to taste stuff with. Also, he feels like he might have left something behind, a certain two-dimensional vector of his body that feels conspicuously missing. Once again, not quite sure how he's sensing this. Probably foul sorcery.
In the backstreets of Eckledun...
Mark and Morton both appear to have a similar idea now - get the hell out of this terrible place. Wilma is all too willing to follow, and so, it seems, is Mr. T - though perhaps he's just following by default. They get out into the street, where a whole bunch of anomalies appear to be present - this is probably not quite good. So they continue moving at a brisk pace, suspecting strongly that this entire town may not be quite as safe as previously suspected.
Some distance down the street, however, they suddenly find themselves... nowhere. Looking ahead and to the sides, the party sees nothing - looking behind them, they see the path leading back deeper into town. And that, it seems, is all they can see. They hesitate to look under themselves for fear of sudden gravitational attack.
In the village of Rugish...
Kevin, witch-blessed and conspicuous, vacates the immediate neighborhood of the inn and goes to investigate the river, as it seems that his plans of leaving are probably much more urgent than he may have suspected.
And as luck would have it, about a mile outside of the village proper he does find what seems to be a shallower, narrower part of the river - though he'll likely need to wade in neck deep or slightly deeper, it should presumably be traversable. It seems to be a specifically constructed crossing - although in poor repair, hence the depth, it may in fact do for his needs for the moment.