Adventuring in the Mournland


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Actually, if you have Unearthed Arcana, you might want to look into the Taint rules. There are objects in there that absorb taint, gradually turning brittle over time until they fall apart and cease working.

That saves you from having to use an activated item... just check off a number of uses per day while it's worn until it runs out of 'charges'. It can be a simple object (jade is used in Oriental Adventures), so perhaps a small Khyber shard?
 

Kesh said:
Actually, if you have Unearthed Arcana, you might want to look into the Taint rules. There are objects in there that absorb taint, gradually turning brittle over time until they fall apart and cease working.?

Agreed, a good option, but the Tear of Cyre has more "personality"...and makes healing a strategic session. Maybe I will try both over two different campaigns, see what works better. :)
 

I think it definitely makes more sense as a house Jorasco item rather than a house Cannith item.

Don't you think it will remove a lot of the horror of adventuring in the mournland though? It just means that after getting very wounded they just whip out their tear and heal like normal. Without that they have the hellish prospect of escaping with their reduced hit points.

Another possibility (which I think I would like better) is that the tear would allow natural healing to take place, while magical healing is still not available. This would give a chance to parties, while still keeping the place risky.
 

First I'd like to write that I like the concept of the Tear of Cyre. The flavor of it fits in with the setting well. I'll definitely note it's stats, and IF my players begin with the thought, "Thier must be something out there that would allow healing to occur in the Mournlands." Then all of a sudden I see a nice little side quest for the Tear; again nice idea.

However, Personally I love it that the Mournlands does not allow normal or magical healing. I think the mournlands demands a great deal of forethought and ingenuity to survive, which makes surviving it all the more sweet. So if the players continue thru the Mournlands without being properly prepared and imaginative, well... :]

Though I also think that relatively simply solutions exists besides needing an item like the Tear of Cyre. For example if one my players realized/remembered that Rope Trick creates a extradimensional space, then I see no problem with them crawling into it, cast healing spells that work, and then climbing out. It's all on how smart and creative they can get. :D
 

I've been thinking of how I'm gonna handle healing in The Mournland a lot as I plan on running Shadows, and I think the whole "absolutly no healing" is too harsh. I just didn't know what to do...
Then on the drive home today I started thinking about how Warforged could still be repaired in the mournlands using craft skills. That led to thoughts of how flesh doesn't decay or breakdown there. So, if wounded tissue doesn't start to breakdown, why not just sew it back together? The flesh wouldn't be "healed", but it would be functional. Get a muscle severed by an axe? Just stitch it and the skin back together. Break a bone, hammer some pins in and wire it back into place or add support bars...
This would play out as allowing the players to "heal" using the heal skill in the same way that craft skills can repair a warforged. The look of this would be quite Frankinstien-ish with unhealed but closed wounds held together with thick black thread and limbs propped up with wires and frames. Then, of course, there's what to do about those "repaired" wounds when you leave the mournlands and normal healing kicks back in....
Blastin
 

Hmm.... I definately like the idea of manifest zones where healing magic is possible (albeit, I would rule at 50% efficiency max), and the idea of special herbs allowing some boosted healing from the heal skill, and the heal skill working 'normally' as well.

The Tear of Cyre sounds really cool, but I would definately want to restrict it's use greatly to keep the Mournland a place of despair and difficulty. I would rule that only the one who holds the tear itself can channel healing magic through the sphere into ppl to be healed. Thus, only one caster can make use of it, and for a limited amount of spells per 48 hour period. Also, I would make the item very rare and difficult to make, maybe requiring Khyber dragonshards recovered from beneath the Mournland itself within which a living spell of healing must be bound or something along those lines...
 

I like.

I see things like shambling mounds, shadows, gibbering mouthers, choas beast, mimics, and ethereal marauder as monsters found in the Mournlands. I think I would like to get (insert name) book of contructions for added fun.
 

I thought of a cool plot for adventuring in the Mournland and thought to share it;

House Cannith, being powerhungry and not wanting to face the possibility of their creations turning against them, installed a mechanism / magic device whatever in each Warforged they created allowing them to take complete control of them. They created a magical item which if held provides the user with complete control over all warforged within an x-mile/foot whatever radius.

It has been lost in the depths of the destroyed Cannith forges deep in the Mournland. Cannith sponsors several groupd to try to find it, without daring to explain what it is they seek. The Lord of Blades gets a wind of what's goin on, and naturally is very keen on getting the artifact himself. Meanwhile, other warforged who would like to remain independant seek to destroy it, or maybe get it to research how to disable the receivers to never have to be confronted with such an artifact in the future...
 

mine:

House Cannith - trying to recover their archives. These are template items for mass producing common magic items (wands and rings), also books. Their biggest fear is that another house may discover them or that the Lord of Blades will.
 

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