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Adventuring in the Mournland
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<blockquote data-quote="Marshall Stone" data-source="post: 1663061" data-attributes="member: 21152"><p>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.</p><p></p><p>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... <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> </p><p></p><p>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 <em>Rope Trick </em> 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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Marshall Stone, post: 1663061, member: 21152"] 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 [I]Rope Trick [/I] 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 [/QUOTE]
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