The Key

The party come into possession of a strange key. What is it for and why them?

Plot points/Scenes

The party is in the Eschbach Shields as always, and approached by Baldwin. He has a strange key the length of a human hand and bright silver. His associates stole it from a nobleman that was passing through heading north. It is a bright glittering silver colour and quite light for it's size. Writing on it is a saying: "When the brightness rusts away then all becomes forgotten".

It was found with a map leading deep within the Central Massive. It points to a tower that appears during the full moon. It has a picture of a book beside it.

When they investigate the region they find that it is the Infinite Library. There, they are watched by rigid human sized beings with blue, black & purple clothed individuals with hoods & featureless metallic masks that are reflective. They carry strange swords, handheld weapons made of crystals that seem to have no working parts and causes psychic damage. A few seem to have wrist mounted tubes that when thrust into bodies liquefies the internal organs.

There is books there that cause psychic damage if read. This causes a DC 20 Wisdom saving throw minimum causing 18 3d12 Psychic damage. A couple will need a DC 20 to 25 to add one Spell or Feat automatically. This will only happen once per character.

The party members may find a clue of some type that leads them to get advantage on one roll later in the campaign, or 1 Inspiration for later use in the campaign.

If they try t o leave the room they are in, the Guardians will prevent them.

Also, they will find the Key starting to rust and after a period of time they will be forced out of the Infinite Library. This will cause them to be kicked out when fully rusted after 2 1d4 hours. This happens automatically and they find themselves back in Eschbach.

The kind of thing they may find out if lucky is:

  • The Pale Queen's people is currently infiltrating Eschbach and caravans passing through the town.
  • Adalwolf has placed Antimagic Fields on and near her lair though not fully to allow kill-zones for her own spells & attacks.
  • Adalwolf is planning to make a move against the town in the next 3 1d6 months leading some of her own agents.
  • Arne is going to be took as an agent for the Raven Queen's court or be killed .
  • Archi will have a secret child bathed in dark magic that may become a dangerous spellcaster. When and where the child is born is another thing.
  • Magnar & Anselma will have two more children but one may eventually turn against Eschbach & Wynsumheord and try to conquer both as a tyrant.
  • Keller will give in to his Dhampir side and become a full-blooded vampire teaming up with the Court of the Pale Queen when he is forced into an impossible situation.
  • Timble may learn that he gives in to his dark side becoming a serial killer haunting his people's old lands. This is caused after his magic is corrupted by dark nature magic.
  • Zadkeil finds that he may turn to leading an army of the dead after being messed with by the Pale Queen's minions.


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