Question about the Mournlands

Ahrimon

Bourbon and Dice
I recall reading somewhere that no healing works in the Mournlands, not even magical. Can anyone point it out to me, I just can't seem to find where I read it. Or was I just dreaming?

Thanks

Ahrimon
 

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You heard right - no healing, spells or natural happons with in the Mornland. The note of it canbe found on page 188. Government and Politics, Last sentance of the first paragraph.
 



Kabol said:
You heard right - no healing, spells or natural happons with in the Mornland. The note of it canbe found on page 188. Government and Politics, Last sentance of the first paragraph.

Awsome. Thanks. Boy are my players in for a surprise when they go there. I might allow magical healing at half though. Otherwise they are in for a world of hurt. Nah. It's too much fun to watch them sweat. And when you can't heal, you fear every attack made against you. Muahahah.

Ahrimon
 

Ahrimon said:
Awsome. Thanks. Boy are my players in for a surprise when they go there. I might allow magical healing at half though. Otherwise they are in for a world of hurt. Nah. It's too much fun to watch them sweat. And when you can't heal, you fear every attack made against you. Muahahah.

Ahrimon

Keith Baker's suggestion before has been to allow half healing or some other form of minimal healing - in fact, according to his FAQ thread at WotC's web forums, his adventure Shadows of the Last War was written before the "no healing" clause was finalized! Otherwise, several things in that adventure are quite dangerous for 2nd level characters.

I myself would leave the "no healing" in; or, say that any creature native to the Mournlands can heal normally inside it, but cannot heal normally outside of it. That way, there will be more left than just constructs and undead and living spells roaming about.
 

Henry said:
I myself would leave the "no healing" in; or, say that any creature native to the Mournlands can heal normally inside it

One trick you can pull is allow healing inside extradimensional spaces; the party can use a rope trick climb in and heal.

This is hard to pull off with a 2nd level party though. My impression of the mournland was that it was a place for higher level parties to play when they can use things like Mordenkainen's Magnificent Mansion for rest periods. (and can afford to manufacture this if they do not have a wizard/dragonmark character to cast it)
 

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