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SSoM Eberron Campaign Notes - Meepites stay out!
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<blockquote data-quote="Solarious" data-source="post: 2742618" data-attributes="member: 27346"><p>You are very welcome. I believe that threads like that defines the Mournlands, not that silly chapter in Five Nations that allows, abliet restricted, healing. I like it dangerous and lethal in there: life has ended, hope failed, the bad ending happened. The End. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" />Bwahahahaha! Your players are a little more intelligent than they sound. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> It's amazing how the smallest details freak people out. I mean, everything is there, you just don't see anything. How scary is that? I mean, without the sound. The sound of a farmer drives out a band of skilled adventurers! A farmer, even the phantom of one, can't hurt much... at least, one is not entirely sure. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" />When the Sunken initiate a grapple, the turn spent grappling doesn't count against the time required to go back. Tone the Sunken down to some extra-tough, fast healing zombies that come back to life when they fall apart, and they don't try to kill anyone, just keep'em with them on the etheral plane of water... Watch the heroes flail when Sunken simply dogpile on caught characters and then become more Sunken who wish to have more company... <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" />Protection from Evil is always good. Healing damages the ghost without save. Among other possible solutions. But once a ghost establishes a hold on a character... even <strong>once</strong>... the ghost can thereafter try to possess the character when they're in the Mournlands, even if it is later exorcised... there is no way to get rid of the ghost without laying it to rest. Which is the entire point. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p></blockquote><p></p>
[QUOTE="Solarious, post: 2742618, member: 27346"] You are very welcome. I believe that threads like that defines the Mournlands, not that silly chapter in Five Nations that allows, abliet restricted, healing. I like it dangerous and lethal in there: life has ended, hope failed, the bad ending happened. The End. :]Bwahahahaha! Your players are a little more intelligent than they sound. :] It's amazing how the smallest details freak people out. I mean, everything is there, you just don't see anything. How scary is that? I mean, without the sound. The sound of a farmer drives out a band of skilled adventurers! A farmer, even the phantom of one, can't hurt much... at least, one is not entirely sure. :]When the Sunken initiate a grapple, the turn spent grappling doesn't count against the time required to go back. Tone the Sunken down to some extra-tough, fast healing zombies that come back to life when they fall apart, and they don't try to kill anyone, just keep'em with them on the etheral plane of water... Watch the heroes flail when Sunken simply dogpile on caught characters and then become more Sunken who wish to have more company... :]Protection from Evil is always good. Healing damages the ghost without save. Among other possible solutions. But once a ghost establishes a hold on a character... even [b]once[/b]... the ghost can thereafter try to possess the character when they're in the Mournlands, even if it is later exorcised... there is no way to get rid of the ghost without laying it to rest. Which is the entire point. :] [/QUOTE]
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