Adventuring in the Mournland

Basin?

First Post
I'm planning my first Eberron adventure (It's happening tomorrow!) and I'm totally excited. The PC's are going to be venturing into the Mournland, at least that's the plan, but I know that they are going to be there for an extended period of time. The "no healing" aspect of the Mournland is definitely cool, it makes the players think carefully about their hit points, but I've decided that for a long term venture into there, they need some way to get their hp back while still keeping the Mournland feel alive, so here's an item that I've made, feel free to steal it for your game.

Tear of Cyre
This bluish glass orb is exquisitely crafted and adorned with the mark of making. It radiates strong abjuration magic. Outside the Mournland it serves no useful purpose, however when a creature within the Mournland holds the orb and speaks a command phrase, typically "Blessed be the Makers" or some variation thereof, a strong wind rushes out from the orb, temporarily pushing back the oppressive fog of the Mournland and allowing spells of the (healing) subschool to be cast for one minute inside a 10-foot radius. After activation a Tear of Cyre cannot be activated again for at least 48 hours. These items are created exclusively by House Cannith Artificers to aid the House's efforts to retrieve their lost secrets and property in the Mournland. Tears of Cyre are never sold or loaned to outside parties, in fact their existence is a closely guarded secret.

Also, meenlocks (from the Monster Manual II) seem like a perfect Mournland monster, I'm totally using them!
 

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Nice! It may even be a house Jorasco dragonshard item. Personally I am going to make use of the Taint rules for the mournlands, but not tell anybody about it before hand.

I am thinking byesk sucks up taint in the mournlands rather like jade does in Rokugan.
 

Basin? said:
Tear of Cyre
This bluish glass orb is exquisitely crafted and adorned with the mark of making. It radiates strong abjuration magic. Outside the Mournland it serves no useful purpose, however when a creature within the Mournland holds the orb and speaks a command phrase, typically "Blessed be the Makers" or some variation thereof, a strong wind rushes out from the orb, temporarily pushing back the oppressive fog of the Mournland and allowing spells of the (healing) subschool to be cast for one minute inside a 10-foot radius. After activation a Tear of Cyre cannot be activated again for at least 48 hours. These items are created exclusively by House Cannith Artificers to aid the House's efforts to retrieve their lost secrets and property in the Mournland. Tears of Cyre are never sold or loaned to outside parties, in fact their existence is a closely guarded secret

Consider that pinched for my Eberron campaign. :D
 

Oops, I just realized this should probably go in the House Rules forum, if a moderator could move it there that would be swell. (I apologize :\ )
 

I just started an Ebberon game in Sharn, although I plan on having the PCs travel to the Mournland. So anything posted here I will probably rip into my campaign.

Thanks!
Connor
 

ConnorSB said:
I just started an Ebberon game in Sharn, although I plan on having the PCs travel to the Mournland. So anything posted here I will probably rip into my campaign.

Thanks!
Connor

Very cool idea. The Mournland is basically impossible to adventure in without a party composed entirely of warforged or without someone to cast teleport spells...

This item seems pretty useful to any Eberron campaign.
 


I like these a lot. Consider them yoinked!

Actually, I think I'll make their origins part of The Mourning. Something along the lines of, the planar energies that allow positive energy to be conjured to the Mournlands got shoved out. In the process of expulsion, the Tears were created from the displaced manifest zones to Irian. Only house Cannith has discovered their value and attuned them to repulse the mists, but only for a short time.
 

nameless said:
I like these a lot. Consider them yoinked!

Actually, I think I'll make their origins part of The Mourning. Something along the lines of, the planar energies that allow positive energy to be conjured to the Mournlands got shoved out. In the process of expulsion, the Tears were created from the displaced manifest zones to Irian. Only house Cannith has discovered their value and attuned them to repulse the mists, but only for a short time.

That's a good idea, I'm going to use that too. :D
 

Bumped, as I thought this was a great idea for those complaining that the Mournlands was too difficult for low-level adventures like Shadows of the Last War. I am using this to assist the party.
 

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