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Last post for Book 4 and a bit of a retrospective:
One thing I really didn't like in book 4 was the ending. Ilvatri's motivations and actions (as either an agent of the Eshtayiv or as a free agent) didn't make much sense to me, and the forced "grows impatient" combat encounter was not my idea of a good end to the book. Plus the idea that the PCs would voluntarily break the Eshtayiv's prison seemed very far fetched. And also the whole of Ezorod was in dire need of some roleplay situations to break up all the combat. So I decided to significantly change up the end of the book.
The innermost chambers of the Illuminant Heart are blocked off by special magic to prevent pyric creatures from entering. Inside these chambers are not only the black bubble generator, but also an ancient immortal creature - the last of Ezorod's monk-guardians, now transformed into a cloaked, multi-armed figure seemingly formed of starlight itself. This being, the Watcher, has been actively maintaining the magic and machinery of Ezorod alone for countless years and has kept the Eshtayiv at bay. Recent incursions by the Eshtayiv's agents, pyric and otherwise, have upset that balance. Although the Watcher is exceedingly magically adept, it has its hands full dealing with keeping Ezorod stable and needs help.
I played the Watcher as a kindly figure, serving the PCs tea and answering their questions about Ezorod. The Watcher's sanctum contains countless eldritch tomes that have recorded everything that has ever happened within the bounds of Ezorod (except for the Gap), including records of the various psychic cries for help that reached Ezorod from Khalannal. The Watcher offers to share the knowledge within the tomes in exchange for the party's help in dealing with the Heliacus, the last and greatest of the Eshtayiv's pyric minions.
Here, the Heliacus was also once one of the monks that guarded and maintained Ezorod, but he was twisted to the Eshtayiv's purpose. The Watcher can fill the PCs in on the familial bond it once had with the other monks to amp up the conflict.
Upon defeating the Heliacus, the PCs are given access to the tomes where they learn of the cries for help from Khalannal, as well as the coordinates of their next destination. Unlike the book as-written, the bubble generator isn't required to make the trip, so the PCs can choose to leave it alone and to leave Ezorod intact.
Ultimately, I think this approach gives some more positive resolution to the whole Book, places coming across the hook to the next book in the hands of the PCs, and let you amp up the eldritch weirdness levels some more. It worked pretty well for my group!