[We’re in the Bone Garden on the Plane of Shadows]
We learn from Sir Varris that if we manage to heal ourselves from the disease than we become immune to the bane.
3 ways the undead can leave this place (we’re only told one by the undead creature we save from an eternal killing):
1: The windmill of woe : An artifact of great power that fell in to the bone garden. It’s said the windmill can destroy the barrier that keeps undead within the bone garden (and free all undead). The undead can’t touch the key to the windmill, which is in the Rose Garden.
We sleep for the night. For the mortals among the party, the night is filled with the sound of the windmill, disturbing the sleep. [-2 to hit unless you have the Endurance feat].
We’re on the search for the Sensates. Following the tracks we find a pool of goo – centuries of accumulated flesh that’s dripped from the bone and sunken to the lowest part of the plane. Yuk. We traverse the goo as best we can. Gabe is attacked by an acidic, amorphous creature.
Investigating the acid riddled scene we deduce that the Sensates lost a couple of people to the living goo, possibly in the pursuit of some psychedelic berries that we find next to the swamp. We recover an arm from the acid swamp that’s grasping a broken gem stone. The gem stone seems to be part of a larger whole but whatever that is isn’t clear.
A detect magic shows an artifact of overwhelming magic within the goo-swamp. We retrieve a magical chisel (+6
to chiseling) and another part of the gem stone – an item possibly shattered in to a number of pieces, probably 2 parts of 5.
Travelling to a large graveyard we encounter a Succubus, both demonic and undead. The shadows on the gravestones all point in different directions. The Succubus is one of the Sensates.
The Succubes describes Lord Varris as “your Memir”. A “Memir” is a skull that’s escaped the first plane of Hell – one of the great sages, but one that’s escaped from the pyramid of skulls.
One of the people, Kazadine, accompanied the Succubus before it was slain.
The way to get back through the portal, to Sigil, we entered through is any spell of healing. To open the gate (the gate in the fence), you have to channel divine power.
Following the trail of the last remaining Senstate takes us to a graveyard. The shadows of the graveyard all point in different directions. We find a Succubus (Senesate) and have a brief chat before being surrounded by hundreds of zombies and ethereal creatures. Red, Tar and Gabe fall in the fight. The rest of the party flee and escape to a tomb (not a tome!) to rest.
Getting up in the ‘morning’, we talk to the necromancer fated to fight his creation each day. We talk to it about the graveyard which he describes as “the mass graveyard” and the woman who stole Gabe as “the mistress of decay”. Turns out the Blood Baron has dominion over the plane but he leaves dominion over the graveyard to the MOD, suggesting she’s a bit tough. Searching the graveyard for clues of a more substantial mausoleum reveals nothing. We give up that line of investigation for now and head towards the Rose Garden.
We learn from our tame Succubus that we need a High Priest who can cast positive power to enable us to leave the prison. We decide the dissolved High Priest is our best option for escape and move to regain the body from the swamp. We cast Raise Dead on the body. Unfortunately, the spirit fails to return. We conclude the spirit has been slain by a creature such as a wraith and can no longer form a union with the physical form. Slightly depressed we head off to the Rose Garden.
We meet the gardener who offers us the key to the windmill in exchange for feeding his roses. The roses feed on life essence in the form of blood. Charity sates some roses with her blood. Giro, reluctantly, offers some of her blood. The garden itself is very Al-Hambra-like. To aid the negotiations we’re told the key “can only be seen in shadows”. Tar finds out that the key is “at the feet of Poseidon”. After a bit more whining and a bit more blood letting we’re given the key to the windmill. The key is invisible to undead and mortal alike, though the living do appear to be able to touch the invisible object.
We travel back to the mass graveyard and talk to one of the undead creatures (“talk to dead” on beaten up undead). It reveals that we cannot get a message to the MOD, or call for her attention. Perhaps another “talk to dead” would reveal someone who could get a message to the MOD.
We remove some of the earth from where we thought Gabe was taken beneath the earth. However, Gabe’s corpse isn’t obvious. Shortly after we move the earth aside, the ground starts to move back to its original form.
We go back to our tomb to rest for the night. In the morning Gabe returns with a tale of the past 24 hours:
The MOD is a follower of Telona, the mistress of disease and poison. “Telona is sleeping at the moment”, the MOD mentioned. The followers of Telona are secret spreaders of disease and were the original creators of the bane Gabe is carrying. As the bane holder, Gabe can’t be healed using the deathx2 method. MOD offers to take back the bane, which Gabe agrees with.
We decide Giro and Charity must die. The Succubus obliges and in exchange offers to cast a raise dead on Tar, when the time comes. After Gabe is slain he’s brought back, via reincarnation. The spell works better than we thought and Gabe returns as normal.
While about to rest in the tomb, the Blood Governor appears and offers us a compact. He reveals the following :
Zorfintal is the name of the Great Game, a game the Peddlar (shown as a black dragon in human form) plays. The hunchback we see on the back of Peddlars cart is, according to the Blood Governor, a high priest.
The Blood Governor wants to leave the plan of shadows as an undead. But he requires a gem of sufficient size to contain his soul. One such gem exists within the Windmill – which the baron cannot access. The second is contained within the Valley of Bones, brought by “one of your kind” (looking at Mezzanine). We need to bring the gem to the Blood Governor. The Governor will open the portal so we can leave. All we then have to do is to carry the gem outside the portal and break it. At that point the governor would show us his “generosity”.
After resting for the night we move on to the Windmill of Woe. We have a slight issue, in that the only living one of us is the only one that can use the key, which is the only one who is to afraid to approach the windmill. While we ponder, an elemental swarm arises and attacks. Many scorching rays,acid balls and beatings later and the swarm is banished.