Domyth

Domyth – Land of the 6 Circles
The ground is multicolored; the 6 colors of the path you are on, but merged and blended. What appears fuzzy is a rock, what appears solid moves like liquid.
A frozen wind blows (CON DC 10 of hands frozen, -1 attack 10 rounds) as 2 mud statues (the mud is undulating and pushing back up as it collapses into a goo pile) mark the width of the path ahead. Coming closer, you can tell that the status move, as the heads and eyes stay centered upon your group. Within the heads are bright white marbles constantly knocking together as the mud flows – a creepy sight for those looking and listening closer.
> Sighing, the statues attack! [random 3D4 HD; AC = 5+D10; D3 attacks per action @D6 or D10 – special move: “mud funnel” ] resist slash; immune pierce; try and smother.
Terrain: The path is a black void as party moves – blackens path as you go – no sensation as you walk. Tendrils and eyes are everywhere.
The Messenger: There is a chance that the encounter [The Messenger] happens after the initial encounter.

AS the characters walk, they begin to get numbness all over them.
Eyes appear in the air, facing in all different directions and some weep. They slowly fade and vanish after 30 seconds.

Guardian:
There is an ancient Nothic here who has spell knowledge and Lore knowledge and will trade spells and items for powers. It has a Ring of Invisibility it uses to ambush. It will read memories (+4 more than normal chance) and try and trade things. It is a Diviner 14th level Wizard in addition to its normal powers. It also uses the different weeping of all the eyes in alchemical pursuits – it has a lair inside of a giant eyes it uses to store items in and perform experiments… it can make nearly all potions.