Page 220 - Eberron -Rising from the Last War_Neat
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have wandered in circles, unable to find their way either
            through the mist or back outside it, until their food or           THE  KORRANBERG
            water ran out or they blundered into the path of some
            mutated terror. The DC for Wisdom (Survival) checks          <C M � O N �<C l l
            to avoid getting lost in the mists is 15. (See "Becoming
             Lost" in chapter 5 of the Dungeon M a ster's Guide.)
              Patches of mist and less oppressive fog dot the inte­    CAT A CLYSM
            rior of the Mournland, but the worst effects of the mist
            are confined to the border region.
              Glowing Chasm. The northern part of the Mournland            I N   CYRE !
            is dominated by a great crack in the ground that emits a
            cold purple light. This supernatural glow emanates from   A magical catastrophe of unknown origin engulfed the
             deep within the Glowing Chasm, so far beneath the sur­  nation of Cyre yesterday, bringing a century of war to an
            face that its source hasn't been identified. The mutated   explosive climax. Surely when the children ofKingJarot
            monsters that roam the Mournland seem drawn to this   began their squabbles over succession a hundred years
            location, and those that spend any significant time near   ago, they could not have foreseen the horror that would
            the Glowing Chasm mutate further, becoming more    engulf the home of Q u een Mishann.  Our reporters are
            twisted and misshapen than before.                 still sifting through accounts of what has happened,
              Crimson  W a ter.  Before the Mourning, a spring in the   but it is clear at this point that beautiful Cyre, the jewel
            eastern part of Cyre fed the Rushing River as it traced   of Galifar's vast holdings, has disappeared behind a
                                                               churning cloud of dead-gray mist.
            a short but fertile path south to Kraken Bay. The bed
            of the Rushing River is now as dry and barren as the
            rest of the Mournland, and the location of the spring
            is marked by the Crimson Water, a stagnant lake of   CREATURES OF THE MOURNLAND
            blood-colored liquid.                             Many creatures were slain outright by the Mourning.
              The shores of the Crimson Water are littered with   Others were mutated as the land was transformed.
            the remains of animals and travelers that have strayed   Sometimes the result was an entirely new life form; any
            into the Mournland and sought to slake their thirst with   previously unseen monster could appear as a spawn of
            a drink from the lake. At the lake bottom is the ruined   the Mourning. Other creatures retained a semblance of
            town of Eastwood Springs, which once served as a re­  their original physiology while taking on some sort of al­
            sort for the leisure classes of Cyre. As yet, no one has   teration. The Monstrous Mutations table has options for
            been brave or foolish enough to search for lost treasures   altering existing monsters to reflect this phenomenon.
            in the depths of the Crimson Water.                 Most warforged were unaffected by the Mourning, and
              U n usual Locations. At places smaller in scale than   the race as a whole seems immune to many of the lin­
            the major features described above, explorers in the   gering effects that plague the Mournland. As such, the
            Mournland might encounter any kind of terrain feature   warforged who follow the Lord of Blades constitute the
            with bizarre magical properties. The Unusual Locations   closest thing to a humanoid society that can be found in
            table offers some ideas.                          the Mournland. Similarly, golems and other constructs
                                                              were largely unaffected by the Mourning.
            U  N U S U A L   LOCATIO N S                        The Mourning had no effect on existing undead, and a
              d6   Location                                   large number of new undead came into being when the
                                                              cataclysm occurred. Various spirits (such as ghosts and
                  A pool of glowing water sits in  the  middle of a ruined   specters) linger near the places where they died, and the
                  and abandoned village. Anyone who looks into the   corpses that litter an abandoned battlefield might rise
                  water sees brief reflections of the long-dead villagers   up to continue fighting whenever a living creature comes
                  going about their lives in harmony and joy.   near. Some of these entities are similar to undead that
              2   I n   the middle of the wreckage of a carnival stands a   might be encountered outside the Mournland, but others
                  perfectly preserved carousel. If the carousel is ridden,   have alterations that are tied to the unusual manner of
                  the characters doing so see visions of Cyre as it was   their deaths. You can use the Monstrous Mutations table
                  before the Last War.                        (page 220) to generate some details. Many of the muta­
              3   All the trees  and  plants in  a forest have been turned   tions on this table might increase a creature's challenge
                                                              rating by 1 or 2. Use the guidelines in chapter 9 of the
                                            b
                  to objects of glossy white stone with  l ood-red flecks.   Dungeon M a ster's Guide to determine whether its chal­
              4   The battlefield before the characters contains no bod­  lenge rating should increase and by how much, or you
                  ies, only the clothing and weapons of thousands of   can simply increase it by 1 or 2 as you see fit.
                  missing soldiers.                             Many Mournland creatures have mutations that are
              5   The broken bodies of soldiers lie scattered across a   purely cosmetic and don1t change their stat blocks. For
                  battlefield, refusing to decompose.         example, one might have eyes that look like gemstones
              6   The characters find a fallen warforged colossus   or might display glowing patterns on its skin or fur.
                  (described later in this section).




                                                                       CHAPTER 4  I  BUILDING EBERRON ADVENTURES
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