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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

