Entrance to Seker and the beginning of the Adventure of the Mouth

Theme - Mouth/Friendship Seven Heavens (L.G.)

 

Standing on a bed of yellow moss like vegitation. It stretches to the ends of the huge basin they are in. Crystaline outcroppings can bee seen through the yellow moss. Beyond the limits of the basin rolling yellow hills can be seen. A mile away they can see a low featureless building surrounded by a wall about 4’ high.

 

The atmosphere is dry and hot and they will feel thirsty almost immediately. They will notice that they feel good and light on their feet.

 

The low building they see has a roof of solid glass about 5" thick. The walls are made of stone. Inside, several hundred large eggs, can be seen. They are about 2.5’ in dia. and pure white. The remains of broken shells completely covers the floor of the building. If they look closely they will see that 2 of the eggs have hatched recently.

 

The creatures has yellowish-olive green leathery skin, huge heads, scrawny bodies, long necks and six legs (4 arms, 2 legs). The eyes are located on either side of the head and protrude from the skull. This allows them to focus independently in practically any direction like camelions, and can be directed in the same direction to get stereo vision. The iris is red with a black pupil with white surrounding them. Their ears are cup shaped antenna that sprout from the top of their head. The nostral are veritcal slits in the center of the head. The mouth is wide and lipless. Gleaming white tusks protrude from the mouth and curve up past the nose slits.

 

While the party checks out these little babies, a party of green men are riding toward the rookery of their enemies and are rapidly approaching on their thoats. They will not use their guns at long range as they are curious about how this large group of humans penetrated this far into their lands. They will attempt to talk.

 

There will be one Green Man on a thoat for each member of the party. They will look threatening and will attack eventualy unless the party uses magic, which is very rare (unheard of) and will stop attacking. They will also stop if someone uses their extreame strength to jump. If they continue to attack and the party wins, there will always a survivor to talk to. Obviously if the party kills most of the Green Men they will not try to talk, but will seek to escape to a safe distance and shoot the party down with their rifles.

If they stop attacking, they will talk for a while, then all but one will spread themselves out over the top of the basin rim and prepare to use their rifles to wipe the party out if necessary. The one that is left will speak in a language no one can understand. He will willingly talk with them if a Tounges spell is cast (remember the ½ levels restriction in mages and priests). He will give the speaker of the party one of his copper arm bands and prase the great strength and intelegence of the party. He will offer them a place of shelter if they want. He will want to take them to the city of the green men to talk.

 

PLOT POINTS

They need to go to the Valley DOR and meet the White Martians. Umong them will be found barbarian greldians ruling normal white skin humans by maintaining the theocracy of Issus worshipers.

The greldians are exisles, not permitted to return to Greld because of their barbarous practices. They are at best suffered to live by the greld councils. They will do favors where possible for those who remain on Greld in hopes of being allowed to return. Although they have the means to summon help or to show them the gate which connects with a gate in Myth Dranor. The Greldians will not do this unless they agree to perform the task they assign them. They will direct the party to go to the palace of Helium to be instructed in their task.