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MOURNLAND VILLAINS M O U R N L A N D ADVEN T U R E H O O K S
Few people have reason to spend time anywhere near d6 Adventure Hook
the Mournland. Among the exceptions are those who A Gatekeeper druid wants a rock sample from the
seek to plunder the riches of lost Cyre, such as Ikar's Glass Plateau.
Salvage (described below). These treasure hunters are 2 A magewright from House Cannith wants the party to
also the kind of people who make interesting villains, escort him to a warforged colossus (see page 223).
teaming up with adventurers one day and betraying The magewright wants to retrieve the docent network
them the next. from the colossus before an unscrupulous House
In addition to these salvagers, the Lord of Blades Phiarlan operative does so.
(described in more detail earlier in this chapter and 3
in chapter 6) is a major force in the Mournland. The On her deathbed, the visionary artist who designed
Mournland Villains table suggests other possible evil the lightning rail station at Metrol reveals that she hid
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schemes and influences that might arise in connection a treasure map with n a lamp in her old office.
with the Mournland. 4 A wealthy eccentric asks the party to go into the
Mournland and retrieve his most prized possession
M O U R N L A N D VI LLAI N S (a letter from a lover, a mechanical caterpillar, or any
d 6 Villain thing else you devise) from his mansion.
The Lord of l ades maintains a detention center 5 A young Cyran paladin is morose because she was
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where experiments are performed on adventurers and away from Cyre on a m i ssion when the Day of Mourn
scavengers that his forces capture in the Mournland. ing occurred and never got to say goodbye to her fam
2 The leader of a cult devoted to Belashyrra, the Lord of ily. She longs to retrieve her father's sword.
Eyes, uses daelkyr-made tentacles to tear out the eyes 6 An elderly knight is strapping on his armor one last
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of victims and attaches them to members of the cult. time so he can ride n to the Mourn land and die on
3 A powerful me m b er of o use Cannith hopes to find the battlefield where his companions perished and
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something in the Mournland that will guarantee the "where I should have been."
ascendancy of her branch of the house.
4 A Karrnathi bone knight (see chapter 6) wants to raise ENCOUNTERS AND TRINKETS
The Mournland is a dangerous place full of bizarre,
up an undead army from the corpses in the Mourn
inexplicable, and often localized magical effects-liter
land. ally anything can happen in this place. The Mournland
5 A rakshasa works to free a fiendish overlord trapped Encounters table and the Mournland Trinkets table offer
in a whirlwind of stone and sand somewhere in the just a glimpse of the weirdness that adventurers might
Mournland. come across in their travels into the ruins of Cyre.
6 A servant of the Lords of Dust maintains an extensive
collection of severed heads and continues to draw on M O U R N L A N D E N C O U N T E R S
the knowledge in their brains. d6 Encounter
The party meets flickering images of their future
ADVENTURES AND N C O UNTERS selves who are trying desperately to communicate,
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In contrast to the salvagers and treasure hunters who but their message is garbled.
undertake most of the expeditions to the Mournland, 2 The party encounters a revenant who was murdered
some individuals enter the churning mist with good by o use Cannith assassins after she learned too
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intentions in mind. Most of these adventurers are dis much about the house's secret research. The char
placed Cyrans or are hired by such people, ranging from acters can appease her by promising to help her get
common folk hoping to retrieve family heirlooms to revenge.
servants of Prince Oargev, who hopes to recover the lost 3
regalia of the Cyran crown. A tiny kitten mews from inside a hollow log. Within
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Two of the dragonmarked houses, Orien and Cannith, a few hours after being freed, it grows n to an adult
also have vested interests in investigating the Mourn displacer beast.
land's ruins and often hire adventurers to pursue those 4 The apparition of a parent searches for their lost
interests. House Orien wants to restore the lightning child. As soon as the two are reunited, parent and
rail line that crosses the Mournland, which would re spirit child both vanish.
connect the western and eastern halves of Khorvaire. 5 The mist congeals into the form of a long-lost love
House Cannith wants to recover trade secrets, exper of one of the adventurers. The mist apparition (use
imental artifacts, and magic items from the creation the ghost stat block) wants the character to stay here
forges, foundries, and secret laboratories it lost on the forever.
Day of Mourning.
The Mournland Adventure Hooks table includes a 6 The characters come across the skull of a buried
range of potential opportunities that could lead a group warforged colossus.
of adventurers into the Mournland.
C H APTER 4 I BUILDING EBERRON ADVENTURES
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