Nentruhn controls many spaces within the depths of the abyss, collectively they are refered to as Nentruhn's realm. Vasts sources of knowledge are contained within this warped, reality-defying realm. Some of these subspaces are tied to the
Black Books of Nentruhn. These spaces bind these powerful artifects to Nentrhum's realm ensuring that they cannot be destroyed in return for anchoring Nenthrun's presence in other realms. As a result, the only way to destroy a black book is to destroy it's core that resides in Nentruhn's realm.
Ink Pattern Lock
Inserted into a number of doors and gates are circular locks that require a special pattern to unlock. The locks are like flat bowls filled with a clear, somewhat viscous liquid. The bowl is attached to the barrier, hanging vertically yet the liquid inside is not affected by the bowl not standing up. Across the lock a number of black points of ink float just below the surface. These points are spread in a pattern of multiple circles, each circle away from the center containing more points. If a creature touches one of these inky spots, it can draw a trace along the water. This trace will disappear after the creature stops making contact with the liquid, unless the trace crosses another spot. If this happens, the trace turns into straight lines connecting the points that it passes. Drawing the right pattern will cause the door or gate to unlock. This is visualized by the pattern shortly lighting up such that the liquid becomes indistinguishable from the rest of the lock. Once the glow fades the liquid is gone and the lock is split through the middle. Some locks will return to their original state once they seize to be observed.
Canvas Plaques
To open the Ink Pattern Lock, a pattern is required that corresponds to that specific lock. The pattern is linked to the room in which is lock is found and can be discovered using the Canvas Room. The Canvas Room holds a device that displays patterns for the Ink Pattern Locks, however, the device requires an object to determine which pattern to generate. These objects are Canvas Plaques. They are spread through Nentruhn’s realm often found in separate rooms than the lock they belong to. A plaque is a circular stone slab with on one side the symbol of their corresponding room and on the other side the circular pattern of points that can be seen on the Ink Pattern Locks.
There is one plaque that breaks away from convention, which is the plaque that holds the complex bridge pattern that unlocks the Globus Archivum. To obtain this plaque, the standard bridge plaque must be modified in the Room of Patterns.
Endless Library
Upon entering Nentruhn’s realm, the party will awaken in the middle of an endless library. Specifically, they stand in the middle of a platform, connected to a floor of rows upon rows of bookcases through four bridges. When gazing up or peering down between the bridges, similar floors appear both above and below the players, with equal platforms repeating as well, extending far past the party’s gaze. Were one of them to drop down or fly up, they would find themselves reaching the next platform, only to notice their fellow adventurer’s standing on it. If the player were to check the platform they came from, they see the same sight. An identical platform with their allies standing on it. From the perspective of those on the platform the other player appears both above them and below them, until they get close to the platform again. A pedestal stands in the middle of the platform. It contains three orbs that are lowered into the stone, facing three of the four bridges.
By crossing one of the bridges the party will wander into the library. The bookshelves surrounding them tower over them from multiple sides. If a player attempts to reach for one of the books, they will perceive the bookcase to be drawn away from them, forever out of reach. To an onlooker this will seem as the creature stopping short of the bookcase. The library is organized mostly orderly, but none of the paths quite align giving it a somewhat chaotic and confusing appearance. Were the players to continue walking in any specific direction from the center platform, they will reach an adjacent room. As there are no poles in the plane, the are no directions to which these rooms conform. However, in a clockwise manner, they are as follows: the
Outside Bridge, the
Changing Falls, the
Isolated Ponds, and the
Withered Arboretum. The bridge that is not faced by one of the orbs in the central pedestal corresponds to direction of the Outside Bridge.
Later on, whenever the party has defeated
Morpheel, Warper of Mirrors in the Space of Endless Reflections, whenever they return to the Stairway Library, the floors above and below them have changed. While there are still multiple layers of platforms visible, when peering beyond them, a large floating bubble of ink can be seen. Around the ink roots and branches seem to be wrapped. By burning the two-sided tree in the Withered Arboretum with the corrupted flame, the pool of ink will grow unstable and start trinkling down drops of ink between the platforms. This will allow the party to create the complex lock pattern for the Outside Bridge gate down in the Canvas Room.
Additionally, whenever the ink pool becomes visible, the orbs in the central pillar will have raised from the pedestal. By interacting with one of the orbs, the corresponding bridge will either be raised (direction of the Changing Falls) or be lowered (direction of the Withered Arboretum and Isolated Ponds) creating a set of stairs each. In a clockwise manner, the elevated or lowered stairs lead to the
Unashened Flame,
Room of Patterns, and
Temporal Workshop.
Outside Bride
Stepping through a large gateway, the party will find itself outside of the
Endless Library and whatever building they were just in. Infront of them stretches a long bridge, connecting the large warped, tower-like structure where they just came from and a smaller, more orderly tower. The tower behind them seems to be made from carved black stone, solid, no bricks. The tower in the distance seems to be made from the same material, yet with veins of white to faintly blue crystal plastered on its surface. The sky seems hallow, covered by a thick black and dark-green fog that faintly resembles an aurora borealis, only without the spectacular colors. Deep down below them, an inky sea stretches out. Faint waves can be seen in the liquid, but apart from that, the body of water is calm. In the middle of the bridge stands a unpolished golden fence gate, dividing the bridge in two. The gate is locked by an ink pattern lock. Near that start of the bridge, a large stone interrupts the cobble structure of the balustrade, on it a symbol is drawn. This symbol references the Outside Bridge.
A small number of Shadow Kargarok circle across the sky, not too distant from the bridge, far away enough not to seem a threat. They will, however, approach and maybe even attack if a creature attempts to fly past the gate or move off the side of the bridge. Additionally, if a creature attempts to pass by the gate without opening it correctly, they will find themselves staring at the side they just came from, their reality warped just to turn them right around.
By inserting the bridge plaque into the canvas of the Canvas Room, the players may discover the pattern that needs to be drawn to unlock the bridge’s gate. Doing so allows them to move on to the
Space of Endless Reflections. If they instead draw the more complex pattern, as found by inserting the modified bridge plaque into the canvas once it has enough ink, a different path will open up to the players. As the gate opens, a different sight spans out in front of the players. Instead of a second tower, they will see a large, floating globe-like building. They can now proceed to the
Globus Archivum.
Withered Arboretum
Adjacent to the
Endless Library lies an arboretum whose plants are sparce and mostly withered. A small bridge connects a cobbled doorframe with a metal gate inside to a circular building. The door in not part of a wall, standing on its own mysteriously. About 5 to 10 feet below the raised bridge and platform stretches a field of thorny and withered vegetation; mainly bushes, ferns, and grasses. As the vegetation goes on, it grows thicker making it impossible to see through. Among the field of withered plants, a singular patch of wheat stands out, its colorful grain contrasting so well with the dying plants around it that it almost appears golden. The sky above appears to be liquid of the selfsame kind as can be seen when looking down at the Outside Bridge. A faint light shines through the waters, distorting it and making the room appear as it lies below the surface.
The building in the middle appears to be structured as a greenhouse, but its shapes are distorted as if not conforming to reality making it hard to look at. The panes of the structure are made from a pitch-dark glass that lets though no light. Only the entrance of the building appears to match the usual image of a greenhouse.
When stepping inside, the interior does not match the outside. The inside of the building looks more like that of a castle or laboratory. It is made up of stone walls along which bookcases are aligned. A wooden half circle follows the edge of the room replacing the otherwise stone floor which lies just a bit higher. In the center of the room stands a strange tree. It appears mostly withered and its branches as well as roots appear to grow both at its top as well as its bottom, intertwining. A hollow opening is carved into the trunk. Inside of it sits a copper bowl, filled with an oily substance. The bowl is stuck to the tree and cannot be removed. Whenever it is emptied it somehow fills up again, being filled whenever someone next inspects it. Behind the bowl, a symbol is carved into the three. This symbol references the Withered Arboretum. Across the room, a number of tables are spread out containing materials, tools, brewing stations, and other equipment.
On one of the tables lies an open book. It is written in an unknown language, unintelligible to any creature that is not from this realm. Fortunately, it also contains images, vaguely describing its content. When flipping through the book, it appears to be about botany. Inspecting its content more closely allow a player to notice a particular page showing a man cutting down a crop of golden wheat with a scythe. While none of the drawings in the book are colored, part of the images are highlighted. In this one, a rich golden color has been given to the wheat and the edge of the scythe has been given a vibrant dark. By making an Intelligence check, the reader can decern that a substance was used to coat the scythe, allowing it to cut down the scythe. When scanning the bookshelves, the players may find an alchemical book. Although they cannot read the text, they will be able to understand the title and any section that is of relevance to them, such as the index. They may then attempt to brew the substance and apply it to a scythe or other item that can be found in the room, or to one of their own weapons. The concoction they brew can be used any time, dealing 1d8 additional Necrotic damage or 3d8 when used against plants or other vegetation, fading after two strikes. With the material in the room, they party can make enough for three usages. When having the concoction applied to a weapon, they may attempt to destroy the golden wheat outside. When trying to cull the wheat otherwise, it will prove impossible to break. Yet, when struck with the concoction, any weapon will cut right through and the plants will wither, leaving a soft patch of dirt. When the party attempts to dig this up, they will find a circular stone plaque with the symbol of the Outside Bridge. They can use this plaque to obtain the pattern that unlocks the gate at the bridge by inserting it into the canvas of the Canvas Room.
When returning to the greenhouse building of the Withered Arboretum after interacting with the bookcases in the Shifting Falls, the adventurers will find the wooden half circle on the floor lowered to make a set of stairs leading down a narrow stone corridor. This corridor eventually widens up to a wooden door with a hallway behind it. To the left of the hallways stands a large wooden door. In its center sits an ink pattern lock. Behind this door lies the
Entrance to the Plane of Hallows. To the right, a slightly smaller archway continues into a short but wide set of stairs, just slightly lowering down to the
Canvas Room.
Changing Falls
Following the
Endless Library, a short hallway leads to a grant room. Past the doorframe, the room widens and a set of steps decent down to a pool of water. Most notable is that this pool also occupies the wall opposing the room’s entrance, where it twists into a giant whirlpool covering most of the water’s surface. In the middle of the stairway, a platform is located. It contains a small pedestal with a pressure plate on it. When pressed, the whirlpool will open up in its center allowing a creature to pass through to the space beyond. Additionally, a number of steps rise up from the pool parallel to the ground, allowing the party to approach the whirlpool.
Passing through the whirlpool brings the party to a different space. They find themselves on a platform. To their sides and below them, waterfalls flow towards them. Above them they can see a dark, stormy sky. The color of the water and the looming sky makes it seem as if they are far out at sea. Looking ahead, they will see a pillar rising up from the water, squeezed between the falls and ending just a bit higher than where they’re standing. On the stone in front of them, a large symbol is carved, referring to the Changing Falls. A metal arch stands opposed to the whirlpool behind the adventurers through which the pillar can be seen. By activating a terminal in front of the archway, it will fill with water, forming a whirlpool that opens up. The opening links up to the pillar.
The pillar itself has a single archway equal to that of the platform. These arches link up together. In the center of the pillar there stands a small basin filled with water. A pattern is drawn just below the surface, giving off a faint glow. Unlike the ink pattern locks, the symbol is drawn freely, not needing any points to connect it. By checking the symbol, the party will recognize it is the same one as was carved on the floor of the platform they were at earlier.
A new symbol may be drawn in the basin, shifting the direction of the waterfalls. These symbols are the ones found in the other three rooms that can immediately be accessed from the Endless Library. The direction in which the falls shift corresponds to the directions of the rooms relevant to the Endless Library. Whenever the waterfalls shift, a whirlpool open up at their basin. Additionally, the edge of the pillar rotates in the direction of the shift. The center of the pillar remains unchanged. Additionally, the archway through which the players passed will empty out, removing the portal to the exit.
When drawing the symbol of the Outside Bridge, once the whirlpool has formed a bridge will arise from it. The bridge will cross half the distance between the whirlpool and the pillar and leads nowhere. Drawing the Withered Arboretum symbol causes the same effect, but instead of a bridge, a set of bookcases arrive from the whirlpool. They are joined in a circle, passing through the whirlpool top orientated the same as the waterfalls. If the players can reach the bookcases, a successful Investigation roll will show them that they can be interacted with. Doing so causes the bookcases to shift further out of the whirlpool in a stair-like pattern. Triggering them like this opens up the stairway in the Withered Arboretum that leads down to the Canvas Room and Entrance to the Plane of Hallows. If the symbol of the Isolated Ponds is drawn, the whirlpool at the waterfalls’ basin will be a lot more violent, yet nothing appears out of it. Instead, during the changing of the falls, gravity will shift with them violently. The players will be dragged down to the new direction, possibly causing an unprepared and unfortunate soul to fall into the whirlpool to be dragged into its abyss. The gravity will be restored to normal upon activating a different direction. Finally, redrawing the symbol of the Shifting Falls causes the falls to return to the state they were in upon entering the space and opens up the archway once more.
In order to reach the bookcases to bring down the stairs of the Withered Arboretum, the players will have to activate the Outside Bridge symbol to bring up the bridge. Afterwards, by drawing the symbol of the Isolated Ponds, the change in gravity will cause the bridge to be drawn out more and slam into the pillar. Due to the pillar rotating, the bridge will rotate towards the direction of the falls. By then drawing the symbol of the Withered Arboretum, the bridge will be rotated towards the bookcases, allowing the players to reach them.
Isolated Ponds
When the players head into the direction of the Isolated Ponds from the
Endless Library, they will find themselves passing through a somewhat narrow hallway of which they cannot see the end. The hallways have a number of arches shaping it as if a small gate should sit withing each of them. After walking through the hallway for a bit, the players will suddenly find themselves standing in a different space. Around them is a shallow pool of black, mildly reflective water. The liquid stretches out into a flat horizon. The sky above transitions from a faint green horizon to an ominous yet gentle darkness above them, seeming more like a fog than a void. Behind them stands a similar arch as were seen in the hallway. Walking through the arch returns a creature to the start of the hallways in the Endless Library. In front of the players is a small piece of land, rising from the water as an island. On it stands a small leafless tree. In its bark is carved the symbol of the Isolated Ponds. Past the tree stands another archway, this one having a door in it. The door is locked by another inky pattern lock.
After collecting the plaque belonging to the Isolated Ponds and using it to unlock the gate, the players may pass through the next archway. Upon opening the lock, the door will burn away in black flames, leaving an empty archway. When passed through, the players will find themselves in a similar space. However, to each of them they will appear to be completely alone. Each of them has been transported to a separate copy of the space before them, like they are in separate realities. There is no second archway in the room nor an island in the middle. Instead, a strange blob of dark slime sits not too far away from where the players enter. After a bit, it begins to take shape, turning into a
Relativistic Monstrosity, which attacks the players on sight. The monstrosity exists across each of the copies of the space. While the players are unable to interact with each other, they each face the same, singular enemy.
After defeating the Relativistic Monstrosity, the space will turn into a stone room and the remainder of the creature evaporates, leaving a dark portal-like spot on the ground. The players will be pulled into the same reality again, allowing them to interact once more. On a table in the back lies the plaque of the Entrance to the Plane of Hallows for the players to collect. By stepping into the portal, the party can reach the
Drifting Castle Ruins.
Drifting Castle Ruins
After defeating the Relativistic Monstrosity, a portal opens, linking up the
Isolated Ponds to the Drifting Castle Ruins. The castle is an old hideout of a group of wizard cultist that had taken an interest in Nintrhum. Due to a failed ritual, the castle was transported to a section of the abyss, which soon caused many of its members to transform into monstrosities and slaughter each other.
The players will arrive in a circular room, much like the one from which they took the portal. The walls, roof, and ceiling are all made from cobblestone and have a clearly different building style than the previous rooms they saw. A small hole in the wall, which is covered by iron bars, allows some light to shine into the room. The view it gives shows a grand castle mostly fallen to ruin. The space in which the castle resides appears to be the same as that in the Isolated Ponds. A wooden door leads out of the room.
The adjacent room is similar to the previous one. In the center, a dark green beam of light coming from a circular opening in the ceiling. A pedestal is standing inside it, a withered flower laying on it. This is a corrupting ray, which twists anything that basks in its light. There are a few objects lying on a nearby table, a coin, a bowl of water, a flower, and a piece of metal. Each of the objects can be placed in the light, demonstrating its corrupting power. The coin will polish and turn shiny, making those who see it compelled to pick it up, even when it’s still in the ray. The bowl of water will turn into poison, the flower will wither and turn into a thorny vine, and the metal will become rusted and brittle. Returning to this room, once the players have collected a piece of the unashened flame, allows them to corrupt it, turning the flame black and disruptive. This corrupted flame can then be used to burn down the tree in the greenhouse of the Withered Arboretum.
By carefully investigating the first room of the castle the players may find a breakable wall. Destroying it leads to a small room that appears to be a study. The wooden door that seems to lead out of the study is boarded up and a skeleton wearing decayed robes lies against a desk. There aren’t many items of interest in this room apart from a book that lies on top of the desk. This book is the
Cultist's Diary. It contains a report on what has happened to the castle and its inhabitants, as well as what the corrupting ray is and how it created the Relativistic Monstrosity the party fought earlier.
Canvas Room
Below the
Withered Arboretum lies the Canvas Room. It is a large circular room made of stone. The edges of the room a raised compared to the rest of the room, creating a few circular steps near the walls. The ceiling is made of a metal dome made of scale-like fragments in a spiral shape. In the room’s center is a large circular table or shallow bowl made of stone. Its content resembles that of an Ink Pattern Lock except that there is a statue in the middle. The statue resembles some kind of aberration with many tentacles and is made from a material not matching anything else in the room. In front of the pool stands a pedestal with a ring-like metal attachment large enough to insert a Canvas Plaque in. When inserting a plaque in this terminal, ink will start leaking from the statue’s tentacles and a pattern will begin to shape in the pool. This pattern can be drawn onto the Ink Pattern Lock that corresponds to the plaque to open it. When a plaque is removed from the terminal, the ink pattern in the pool will dissipate and the pool will clear.
Each of the plaques can be inserted without issue apart from the complex bridge plaque obtained by modifying the standard bridge plaque in the Room of Patterns. Upon inserting this plaque, the pattern will start to generate, however, there seems to be too little ink contained in the device to finish the pattern. To resolve this issue, the players will have to burn down the tree in the Withered Arboretum by burning it by using the corrupted unashened flame obtained in the Unashened Flame room and changed in the Drifting Castle Ruins. Doing so clears the branches and roots holding the ink reservoir in the Endless Library which causes ink to drop down. This ink will reach the Canvas Room as it begins to drip down the ceiling into the pool. With the added ink the complex bridge pattern can be finished.
Space of Endless Reflections
After unlocking the gate in the middle of the
Outside Bridge, the party may enter the tower that lies beyond. After passing through a large stone door, they will find themselves in a dimly-lid room filled with mist. The players will not be able to see the walls or ceiling of the room seemingly fading into darkness concealed by the mist. The floor appears crystal-like It is slightly reflective, however, it is hard to observe the reflection due to the lack of visibility in the room. Walking further into the room leaves the party in a small clearing of fog. Looking down at the crystal floor will reveal a large eye staring up from below the surface. Upon discovering this, the creature will shatter the crystal floor, causing all party members to enter a free fall. Even those who can fly will find themselves unable to, their wings unable to gain leverage or their magical ability seemingly disturbed. After falling a dozen seconds, they will land on a floating crystal platform, taking 3d6 fall damage. The platform is surrounded by shard-shaped crystal mirrors and a heavy fog. From one of the mirror shards
Morpheel, Warper of Mirrors, which triggers combat. Throughout the battle, Morpheel will continuously shatter the platform the players stand on, repeating their free fall. The aberration will also warp between the mirrors, dodging out of the way and requiring the players to break them.
Upon defeating Morpheel, its body will disintegrate into small black shades that disappear only a moment later. What will be left is the
Myria's Mask. Additionally, the creature’s death will cause the Endless Library to be transformed, revealing the ink pool and making available to orbs to control the staircase bridges, thereby unlocking the Unashened Flame, Temporal Workshop, and Room of Patterns.
Unashened Flame
Taking the downward stairway from the
Endless Library leads to a chamber that appears to be a floating set of platforms in a mystical void with a background of green-shaded stardust. The platform where the players arrive overlooks a further away platform with a great green flame on it. The central platform is surrounded by numerous bookcases that spin around the platform at great speed in circular trajectories. The occasional column of bookcases drifts from their spin perpendicular to the central platform circling over and under it, leading to no possible way to approach the flame without a flying creature succeeding on a high Acrobatics check.
The center platform hold the unashened flame. A great bonfire that shines a vibrant green with black undertones. The flames recreate a fraction of the books that are burned in the material plane, turning ash to paper and leather. The books fly out of the flame into the rotating columns of bookcases. These bookcases get cleared out over time, as the books are integrated into Nentruhn’s realm.
By slowing down time in the Temporal Workshop, players are able to jump across the rotating bookcases to reach the central platform. They can take a fraction of the unashened flame. Placing it in the corrupting ray in the Drifting Castle Ruins will change the flame to be destructive. Taking the altered flame to the Wither Arboretum and placing it inside the tree will cause the tree to burn down. This releases the ink pool in the Endless Library allowing for the complex bridge pattern to be created in the Canvas Room, unlocking the Globus Archivum.
Temporal Workshop
Taking one of the two upward stairways from the
Endless Library leads to a large entrance hall. It has a set of 3 braziers raised on pedestal on each side. Piles of black sand that seem like small gemstones are pouring out in between large pillars on the side of the hall. A large metal door stands at the end of the hall. Passing through leads to a grand room with multiple balconies. The room is filled with weird contraptions that go beyond the understanding of the party members. In the middle of the room stands a large hourglass passing above most of the balconies. It is filled with the same black sand that was in the hallway. One of the balconies has a balustrade going over to the hourglass, which has a device on it that is capable of interacting with the hourglass. The device appears to require some kind of interface attachment.
This attachment can be obtained from drawing the Temporal Workshop symbol at the Shifting Falls. This symbol cannot be found in the workshop itself but can be seen in the Room of Patterns. Adding the attachment to the device allows it to operate the hourglass. Doing so lets the party alter the flow of time in Nentruhn’s realm, affecting everything apart from living creatures. This will allow the players to reach the Unashened Flame.
Room of Patterns
The second stairway going up from the center of the
Endless Library leads to a smaller chamber than most of the ones the party has seen. After passing through a stone double door, the party arrives at what appears to be a combination of a workshop and gallery. The space is split up into two rooms. The first room that the players will enter contains a mechanical device. This device ca be used to create the canvas plaques the party has been collecting so far. Connected to the device is a bowl of water matching the one seen in the Shifting Falls. It functions as an interface for the device. A number of blank plaques are placed on nearby tables. It is possible to insert one in the device and use the interface in front of it to draw the symbol of a room, this will cause the device to create a matching plaque. Adjacent lays the second room. It is a circular space that has a number of banners hanging on the wall. Symbols drawn on the banners match the symbols found throughout the rooms earlier, used to operate the Changing Falls. There are banners as well for the other rooms. In front of each banner stands a small pedestal displaying a small sculpture made of black glass matching the room to which the symbol belongs to. The banner for the Entrance to the Plane of Hallows is missing.
The players may note that there are two sculptures with a bridge, one connected to a tower while the other is connected to a globe. The symbol for the bridge with the tower is the same as the party has seen on the Outside Bridge. The other symbol looks similar, but more complex. By inserting the bridge plaque into the plaque creation device and drawing the complexer pattern, the plaque will be transformed into the complex bridge plaque, allowing the players to unlock the Globus Archivum from the Outer Bridge.
Globus Archivum
After creating the complex bridge plaque in the Room of Patterns and noting the matching pattern in the Canvas Room, the party may once again unlock the gate at the center of the
Outside Bridge to head to the Globus Archivum. Once the pass the gate, the building beyond will change from a tower to a grand sphere, floating attached to the end of the bridge. A long hallway leads deeper into the globe. The hallway is relatively empty, with the occasional section lined with bookcases. Once at the central room, the players will find themselves in a massive spherical room. The walls are aligned with circular columns of bookcases. A path leads over to a floating platform in the center of the room. In the middle of this platform lies a large scroll raised on a pedestal. Opening the scroll reveals the symbol of the Globus Archivum. If a player places their hand on the symbol and concentrates on it, they will activate the archive. The columns of bookcases will start rotating rapidly and a number of books will fall down on the platform, closed. After a bit of time, the bookcases will seize moving and no more books will fall down. At this point each of the books one up and a specter-like orb will rise up from each of them, causing the book where it came from to disintegrate. These orbs sprites; manifestations of people documented and collected by Nentruhn. The orbs will shoot out of the archive, spreading throughout Nentruhn’s realm. The players will have to recover these sprites in order to open up the gate to the Plane of Hallows.
As the players pass back through the hallway, they will notice one of the books in the wall-lined bookcases glow with the same light as the sprites. Unlike any other book in the realm so far, the players are actually able to interact with it. Doing so will cause the book to transform into an object. The object relates to the person that has been documented in the sprite. The rest of the sprites might be found in a similar way at different locations of Nentruhn’s realm.
Entrance to the Plane of Hallows
Adjacent to the
Canvas Room lies the Entrance to the Plane of Hallows. It’s entrance is locked by an inky pattern lock, the plaque for which can be found at the Isolated Ponds after defeating the Relativistic Monstrosity. The gateway is a relatively small room. At the end lies a large door that appears to be made of a reflective material that is a bland between metal and crystal. The door has a large symbol carved into it partitioned into 4 to 6 sections. An equal amount of pedestals are placed evenly throughout the room, each of the having a section of the door’s symbol carved into them. The players will have to place the objects obtained from the sprites origination from the Globus Archivus on the pillars. There may be more sprites than pillars, however, any of these objects will active a section of the door. Upon placing an object on one of the pedestal, a section of the gate’s symbol will light up, indicating it is partly unlocked. Once an object has been placed on each of the pedestals, the objects will transform back into books, their pages rapidly turning on their own. At this point the gate will open up, allowing the party to enter the
Plane of Hallows.
Plane of Hallows
The plane of Hallows is a large, empty space, seeming almost endless. It looks a lot like the Isolated Ponds. An endless sea of black water, without waves that allows creatures to walk its surface. There is a green, misty horizon and a darkened sky that will feel ominous to almost everyone that looks at it. It is here where Nentruhn studies the souls it captured, making them wonder the plane like mindless phantoms, reliving key moments of their lives.
When the players placed the objects on the pedestal to open the gate of the Plane of Hallows, they released the spirits of those trapped within these objects into the plane. As the party wanders the plane, they will encounter these souls. When they do, they see a faded version of that person, giving off the impression that they are merely looking at a shade. A scene is playing out around this shade. Something from their past, usually a tragic memory. The shade itself seems unresponsive, having no awareness of the party or the scene that is playing out. As the event progresses, the phantom will eventually get swallowed up by the black sea. When they do, the scene disappears instantaneously, leaving the party standing in the middle of nowhere. However, if the party finds a way to disturb the scene well enough, the phantom will return to their senses. Similarly, the scene disappears, but the shade will acknowledge the players, before disappearing themselves; presumably taking their first step to being released from their mental prison.
As the players keep walking, they will eventually reach a large structure. It most closely resembles an old temple with a great stone gate. As the players approach the temple, from the black waters will arise shadowy versions of the spirits they encountered earlier but could not be safe. The shadows will bend together to stop the adventurers from breaching the temple behind them, which is the
Hearth of the Black Book.
Hearth of the Black Book
After clearing the phantoms of the
Plane of Hallows, the party may enter the temple-like structure before them. The moment each of them crosses the threshold, their allies will disappear in around them. Those behind them, still walking in will simply see their comrades in front of them exactly how they expect them to behave, up until they as well walk into the building. The players will arrive in a small hall with a set of stairs slightly sloping up to another door. The doors behind them have closed and although they may leave, trying to do so will give them the strong feeling they shouldn’t. Up ahead, there is another set of doors. Behind it lies an open chamber. Half of the room is exposed to the Plane of Hallows behind it. In the middle stands a lectern with a closed book on it, looking much like the black book.
The moment the players open the book, an overwhelming amount of knowledge pours into their minds. Each player may learn one feat of their choice. However, once they are drawn away from the book, they will notice a giant eye in the sky ahead of them. This is one of
Nentruhn's eyes. Players may make a DC 22 Insight check to discover the creature’s intent. If they succeed, they will learn that it is only briefly studying them. Soon after it will disappear, leaving the players be. Once it is gone, the players will find themselves reunited, standing near a large tube-like book, its pages violently turning. This is the core of the black book. All the players have to do is destroy it and the realm will collapse. When they do, their souls will be extracted from the book by
Deaderah, and their task is finished.
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