Legend has it that green skins are immune to the bane, that they caught the disease early and eventually out-bred the disease.
Dog takes the invisible key to the windmill and locates a keyhole, opening the door in the process. We move up through the doorway and encounter chaos beasts whose form changes quickly over time. When the chaos creatures attack they threaten to change peoples form. When people hit the creatures they threaten to change peoples weapons. Several weapons are lost. Gabe’s leg and Charity’s arm and chest are also struck by the chaos beast and morph in to something weird.
A creature shouts down during the fight that the place is its alone. After slaying the creatures we venture up the stairs.
As we venture up the stairs, dog decides to crush one of his green items in the mill. Dog realizes that as he destroys
the item he can use the windmill to perform a variety of highly powerful spells such as elemental storm. The windmill is creating a Nightmare spell and provides those inside the windmill with a mind-blank spell. Dog is thrown back against the wall and takes a large amount of damage. The windmill can also move planes (though there’s something that’s currently stopping the plane travelling from working), though given it’s binding the undead here then this may not be a great idea. An artifact level Discern Object can also be used. Most of these abilities are once per day. The full abilities of the windmill can be learnt from touching the grindstone. It also destroys items though there may be a backlash of power. Behind some curtains is a window that allows clairvoyance.
During Dogs flight he has a vision of archways and a valley below, in a snow bound landscape with a strange creature within the valley.
We’re assailed by some elementals. and a very large efreet. Red and Charity fall. Dog gets a heal and devours the remaining foes.
The Winter Haradrin – is the bane that Dog is now admitting to following, or at least doing its bidding.In some way. This Winter Haradrin was released by us from the bane warrens and rolled over dog, freezing him in ball of ice. It looks like at this time a connection was made between them and now dog seeks to be reunited with the creature. When we saw the Haradin it looked like a ball of ice. Now, in dogs visions, it appears to be a white dragon. Dog had a vision of him venturing past some very large undead (that we may have encountered before). Dog opens up a portal and then through to another land where another portal is opened up using some melting ice. Through this portal are snow laden valleys. Climbing up a valley and then down, dog sees a snow free glade within which is the Winter Haradrin with a massive claw atop a large iron bound chest.
Searching the windmill, and casting a shadow upon some funny looking marble, we find a dimensional hold with numerous items within.
Rag doll with a demonic head
Small shield, ringed with large pearls
Copper statuette of a dog with 3 legs
Human sized sarcophagus – inlaid with silver and gold – had a vampire
Femur – unusually heavy, with a cap – contains something magical
4 x short spears – magical
Stuffed Raven – rubies for eyes
Cut red stone the size of a fist
Small clay pot – contains magical stuff
Large black litter – as could be pulled by a couple of slaves – magical – Travois of Terror
One of the items is the final part of the rod-of-three-parts, alas, and forms a powerful healing artifact that mesmerizes Tar.
After resting for the night we meet up with the Blood Governor. We’re told that when we crush the gem to release the Governor he’ll slowly manifest. We don’t need to prepare a body of any sort. The Governor will come back after a certain period of time anyway but we don’t know how long that is.
[The second rule of Sigil is that one doesn’t attempt to usurp control of the gateways]
We consider utilizing the Discern Location spell in the windmill to locate the other 3 parts of the red gem. We believe the 5 gems form of a controlling rod for the windmill. We touch the mill wheel and 5 red lines extend out. Four of the strands extend through the portal and on to other planes. The 5th red line extends to the Peddler who notices our scrying and looks directly at Gabe.
We play with the Travois of Terror by putting Mezzanine on the litter and drag it behind a magical mount. The travois turns in to a chariot, the mount in to a nightmare. Noxious green smoke billows behind the chariot. The whole visage is a thing of terror (DC 30!) but looks well cool. The show lasts for an hour.
Opening up the sarcophagus we find a vampire, complete with billowing red/black velvety cloak : Aranak Del Salvatori. The vampire says ‘hi’ then turns to smoke and flows away. Turns out the vampire thought we were on a prime material plane and was happy to hear he was now on a plane of shadows.
We travel to the portal. There’s a scroll written by the dustmen who make it clear that we need to perform a deed for them in exchange for using the portal. Harrumph.
The Blood Governor appears and casts his invocations and enters the large gem.
The Peddlar also appears to say goodbye. We offer the gem with the Blood Governor in it in exchange for the peddlars part in the windmills controlling arm. He would be happy with the exchange but we decide against it. We offer the healing staff, but he refuses – a game he’s happy to watch from the outside.
The dustman wants us to travel to The plane of fire. There are dead people returning to life and being put in place in different religious organisations. Even those who were made are returning sane. Some of the dead have had small pieces of paper in their left ears that describe which deity they actually server. We’re offered to be sent across to the plane of fire on gurneys, to have feint death spells cast or the guild have potions that mimic death.
There’s a citadel on the far side that incinerates those who worship no gods but it’s from this place that the people are being re-purposed. The citadel is guarded by undead but the guild of dustmen can’t harm undead, as part of an ancient pact, so the guild need our help in investigating the citadel.
Adon Beshwick is the traitor who escaped through the newly found portal
The portal to return from the plane of fire is to the north of the citadel, on a stone platform. The platform projects out from the citadel and is well defended. We’re given a gem with a Passwall spell within it. The spell is the key to the portal.
Dog asks if he can use the portal to the plane of ice as part of the cost of us performing this task.
We get an illusion to make us look poor and take a drug to make us mimic the dead and are then wheeled through the portal on gurneys. The plane of fire looms large as we’re wheeled up towards a citadel that seems to form out of a large cone of smoke. Large undead and fire elementals in metal armour patrol the area.
Gabe gets brought back from his state of paralysis and taken through to a throne room. A divine female crone sits atop the throne. Other divine beings stand in attendance. “You are to be given a second chance. Your reward will come in the future. Will you serve me?”. “Yes”, replies Gabe.
“You will join the transcendant order and rise through its ranks. When the time comes you will receive my mark and obey the carrier. Now sleep …”. Gabe falls asleep.
The party eventually meet up. Dog locates Red and Gabe teleports back to Tar. The alarm goes off and we’re attacked by some acid-resistant undead and a huge zombie.