In our last game the party used the Clockwork Labyrinth to return to the sewers of Sigil, retrieve their portal gate coins, and do some footwork. It was very much an interlude section as they prepare for a trip to the Beastlands in search of a ritual that can revive someone from death (no matter how long they've been dead, no matter what condition the body). The ritual is known be the Horned Lord Cerunnos, master of the Wild Hunt.
Some fun snippets from the game...
When leaving Mechanus via the Clockwork Labyrinth there was a rain of springs, oil, and bolts which the Minotaur monk avoided by leaping off the edge of the cog and holding on to the underside. The modron artificer deduced a puzzle to repair the labyrinth (and thereby it's portals), and the halfling rogue used his roguery skills to get the gears working again. Once again the rogue modron managed to escape The Law - this time, however, he was branded with a "return to Regulus courts for judgment in 37 days" badge.
EDIT: I have Jon Roberts' great map to thank for bringing the clockwork labyrinth to life...
Oh and the pixie's and modron's fascination with the clockwork gargoyle toys continues. A funny moment when they learned to activate it required feeding it... a feather.
"Well it makes sense. Gargoyles eat pigeons."
"Yeah they compete for the same habitat practically."
Good times
Back in Sigil the pixie cavalier & wilden Druid met with the group's benefactor Karadja (who they now have questions about), and got information about their new quest and a new portal to the Beastlands - a well in the courtyard in the back of a butcher's shop where he keeps goats, the gate key is chewing cud.
They've got supplies, portal info, a book on the Beastlands, and some truffles of animalistic polymorphing. Next session: the Wild Hunt!