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