Twenty Ways to Nowhere

Twenty Ways to Nowhere, or How to Enter the Null Path Dungeon There is a hole at the top of the Black Mountain that can be reached by bribing the Hawkmen of Calhoun to carry you there. The road through Zendahar, the City of Skulls, is known to be very treacherous, but its the most direct route to the Gate of Nothing, beyond which lies the Null Path Dungeon. Fall asleep under the tree of the Lily Knights, in Old Gabhur; as long as the knights are away you will awaken within the Null Path Dungeon. If the knights find you though, they will slay you for trespassing. Speak to the wizard council known as the Blind Triumvirate. They will have you complete a difficult task, after which they will teleport you inside the dungeon. The bite of the negative viper is painful, but not deadly. Within 1d4 days, you will appear inside the dungeon. Find the Tree of Yearning in the Forest of Errond; convince the tree it still has worth, and it will open up an entryway that leads into the dungeon.