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LEB Discussion Thread '09

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Elecgraystone:

If you are asking about where the survivors of the Day of Mourning who lived in Cyre went, most (from the stories i've read) have moved to Brelland. I have read about alot of them, specifically, going to Sharn.

If you are asking about what happens to people when they go INTO the Mournland (past the grey mists and into the actual area) I can't really say for 4e. In 3.5 e, healing powers only had a 50% chance to work (including potions), and you didn't receive HP when you rested. If you died in the Mournland, you would not decay. In essence, you were perfectly preserved for all eternity as long as your body never left the Mournland. There was also a good chance that some necromantic energy (possibly in the form of a living spell) would raise your corpse as a zombie/skeleton. You also might have ended up as camoflauge/decoration for Corpse Crabs (huge sized crabs who covered the top of their shell with dirt and grass and weapons and corpses and would then lie in wait, looking like a battle had taken place on a hill. Fun stuff!

Anyway, is that the kind of stuff you were looking for?
 

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I got the ECG and it has the "mournland sickness" in it which is basically a disease with no final (IE Killing) stage.

It's pretty cool. Other then that the overall effect of the mournland is that healing doesn't work once you are bloodied.
 


If you are asking about what happens to people when they go INTO the Mournland (past the grey mists and into the actual area) I can't really say for 4e.
That would be what I'm wondering.

I got the ECG and it has the "mournland sickness" in it which is basically a disease with no final (IE Killing) stage.

It's pretty cool. Other then that the overall effect of the mournland is that healing doesn't work once you are bloodied.
Yeah, this would be what i was looking for, thanks!
 

I don't remember what exactly, but there was stuff in the EPG that counteracted that Mournland effect on healing - was it just the healing dragonmark? Or maybe the paragon path for that one?
 

I know their is a mournland ED that counteracts it. I dont have my book in front of me to check otherwise.

And yes, even resting will not heal you once yur bloodied in the mournland I think, but again no book atm so don't take this as gospel, I just scanned it. BTW the ECG has a sweet pull out poster style map of Eberron!
 

(boy is ENWorld messed up...)

I've been talking to CaBaNa about our gnome twins and we should soon have them up in the wiki, entering the tavern, etc. Hooray! (If ENWorld will stay up that is.)

One last thing, as I'm making the character... since she will be taking the Mark of Scribing, which gives free Ritual Casting, I was thinking to take Alchemist instead of Ritual Caster as the wizard feature. However, this seems like a pretty pointless choice, for two reasons.

First, it does appear that choosing Alchemist means giving up all the free rituals that a wizard normally gets, and you don't get free recipes to make up for it.

Second, since you can freely buy any and all alchemical items at market prices in between adventures (correct?), and there is no price break for making the items yourself instead of buying them (correct?), there's no real benefit at all to being an alchemist.

I suppose it would mean you could make alchemical items during an adventure, but that seems unlikely to come up very often, if at all. Also I guess you need it to take Alchemical Opportunist feat, right?

Is there any other benefit to getting the Alchemist feat that I'm missing?
 

Is there any other benefit to getting the Alchemist feat that I'm missing?
There is no price break, just as there is not one when making magic items. Its main benefit is the creation of alchemist items in adventure when you're far away from civilization.
 

I had the same thoughts ryguy, seems pointless to take alchemist except for fluff and if your DM places you in the wilderness all the time where you can't get back to civilization and buy stuff.
 

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