4th level party in Mournlands? [Archive] - Wizards Community

Post/Author/DateTimePost
GoodGuy89

08-24-04, 10:20 AM
In a few weeks, my first Eberron campaign ever will go online (ooooh!)
Now, I have quite a few ideas for quests, but I particularily like the idea of being hired by the Cyran prince, Oargev ir'Wyrnan, to venture into the Mournlands (Metrol) and retrieve the Cyran crown from the wrecked palace. I got this idea from the adventure hooks in the end of the Breland entry. (In the ESC)

Now, my question is: Is this possible for a 4th level party consisting of:

1 Wood Elf Ranger 4 (rolled uber stats, we're talking three 18's here!)
1 Human Artificer 4, dragonmarked member of House Cannith (medium stats)
1 Dwarf Fighter 4 (medium stats)
1 Human Cleric 4 [Sovereign Host] (meduim stats)
1 Warforged Fighter 4 (tank, DMPC provided by the Prince)

Surely, they wouldn't encounter LOBster himself, or a living Cloudkill, but would probably clash with some hobgoblin scavengers, as well as some minor living spells.

Would they be able to do it, or should I hold on with this adventure? And, if so, what are your suggestions for a more fitting adventure?

Thanks in advance.
cyberpunk

08-30-04, 09:18 PM
I'm currently running a 4th level group( of 6) doing the shadows of the last war adventure, and they're having a hard time surviving, they don't have high acs so they get hit, and take damage and can't healso they may have to leave and heal, if they can make it out. I would say if you want to do that run cr 3 encounters and give xp for cr 4.
Mentat55

08-30-04, 09:36 PM
Cyberpunk makes a good point. I would probably add bonus XP for each successive encounter they survive. Another option is to allow the party to try lots of non-combat solutions to avoid or defuse encounters, since healing is such a problem in the Mournland.

I am going to run a trio of characters through a Mournland adventure soon, they are all level 3. Fortunately, it will be a short trip distance and time wise, and the main tank of the party is a warforged cleric of Dol Dorn, so the artificer will be able to heal him. I think the Mournland can be a great place to adventure at almost any level (other than 1st), so long as you tailor the encounters and duration of the trip appropriately.
elecgraystone

09-04-04, 11:59 AM
I'd avoid sending any party into the mournlands unless they have some way of healing or someway of very quickly leaving (teleport, flying ship ect.).
Or a whole party of warforged!
It's too easy to get hit with a lucky crit or miss a trap or not spot an ambush.(look at the crabs hide!)
Even something as simple as a failed climb check can put a dent in your HP!
No matter how short a trip you make into the mournlands, you have to be in good enough shape to make it back out.
Also remember the survival check to find your way out of the mists.
An unlucky party could end up right back where they started!
I know that as a player, I wouldn't go in without healing or a teleport spell.
There are too many other places to adventure in!
Even 1/2 HD or less creatures can end up killing you. (goblin with pick that crits=4D3-1, max 11HP, now subtract that from the wizards HP!)
a 1st level warrior with a Long bow crit=3D8=max 24HP!
Cr 1/2!
Even using a warforged to take the brunt of the damage will not help if the artificer is the one to take the unlucky shot!
Just say NO!
atanhel

09-04-04, 12:37 PM
well,
you're the DM and you're allowed to cheat ( meaning, when they should die, give the a uncanny score of luck :) ) and scaling down the chalenge is also a very good idea!
futhermore, provide them with a quick way out ( say a airship they can call, or teleportation!), unless you want them to walk back the whole damn end ( faceing enough trouble as it is!)

also: distain from you warforged DMPC! sure it seems a good idea and the hook is great and all, but you PC will feel robbed of an oppertunity to prove themselves!
four times I've seen the use of them ( once by myself, 2 times agains myself and once during a 'observation') and never would the plyers accept the presence of one!
please don't do it, it's for your own good!

but realy... I would wait with it, if I where you! the mournlands are a great place to go, and the crown an great quest, but if you'd scaled it upo a little?
a quick, no dannger quest in the mournlands, a drop in, drop out ( use of teleport from the Orien house, i don't know!), where the crown was sepose to be!
this way, they've ben inside, but no with the great dificulties!
and you got yourself a great story!

anyhow: good luck with the campain ;)
Justicar 347

09-04-04, 02:32 PM
I'd say a adventure to the Mourlands would be OK, but would require some tailoring. Monsters of CR than what the party would normaly face with bonus xp because they couldn't heal after the fight. Also the party should have access to spells and items that inrease con or grant temporary hp. It's also agreat opertunity for PCs to use alternatives to combat: stealth and diplomacy( I'm having my group receive aid from a group of warforged that don't see eye to eye with the MoB).

________________________________________ _________________________

"This is supose to be an adventure dambit! We're suposed to receive monotary rewards for acts of homocide!"- Escalla
cypherdragon

09-04-04, 02:57 PM
The whole effect of the Mournlands is a pain to work around, I lost my Shifter ranger to the Carcass Crab. We actually ran out several times to have our Cleric heal us. All in all pretty interesting concept, especially effective against parties that rely heavily on magical healing.
Brastan

09-04-04, 03:11 PM
I ran a 4th level group of 3 in Shadows of the Last War, at the time I didn't know about the no magic or natural healing. They didn't really need it though, expect for the traps which I would have removed or modified had I know. By the end they got to 5th and bit.

Don't forget monsters also suffer from the Mournland. Many times my villeins come with additional healing potions or sources (The PCs get them so can villeins). This makes them last longer and are on par with their CR most times. Include a creature that usually has fast healing or regeneration. This penalizes the creature in a similar way to the PCs. A Troll for example probably would not like the Mournland very much.

If things are getting to close to ending it unpleasantly try using the Churning Chaos, I like that plane its a get of bad situation anytime card. Other wise Defensives Stance and Combat Expertise takes on a whole new meaning.

The Mournland means the PCs have to be couscous or paranoid (as my group is). Non-native creatures will like wise be hesitant to engage in combat, probably preferring to talk with intelligent creatures when given the chance. Even native monsters don't usually attack unless you get within 30 feet or so.

Also about the Hobgoblin savagers. It you have a brief encouter inside the Mournland hopefully leading to party surrender(or something like that) you can move the action to the Hobgoblin "Base Camp" just outside of the Mournland.
nevcoup

09-04-04, 03:16 PM
Don't forget monsters also suffer from the Mournland. Many times my villeins come with additional healing potions or sources (The PCs get them so can villeins).

But healing potions are not supposed to work in the Mournlands anyway.
Brastan

09-04-04, 03:24 PM
But healing potions are not supposed to work in the Mournlands anyway.
Yes, that is very true. I usually give them to Villeins when they are outside of the Mournland especially important NPCs. This means for my games major Villeins are hampered by the Mournlands just like the PCs. See Edit above for useful contribution.
ChrisTheS

09-04-04, 06:26 PM
You might also want to try giving out XP for avoiding combat as well as for engaging in it. Like, in the encounter with the carcass crab, the characters go "*gulp* we're in trouble now" and run away; the experience of realizing that they're totally out of their depth should be worth something.
cyberpunk

09-05-04, 01:31 PM
yeah my pcs fought the carcass crab, but that's because they didn't know there was no healing in the mournland(the cleric has an int of 9 so he hasn't invested in knowledge arcana, and no wizard/sorcerer). Now they're at the entrance to the cave and are not in very good shape for the adventure. They're definately gonna have to go out and heal.
GoodGuy89

09-06-04, 07:45 AM
Thanks for all the answers! I really appreciate it! :)
I currently do not own SotLW, but I do not mind spoilers. As said above, I use an idea from the book. Still, if a second level party could make it there, it wouldn't seem too hard for a 4th level party.
I hadn't really given "getting out of there" much thought, but now that you all mention it, please give me some ideas on how to avoid a TPK there.

On dropping my warforged: By this, do you mean dropping a DMPC entirely, or just the warforged? I could easily create another character for them, it's just that the NEED that tank!
GoodGuy89

09-06-04, 08:21 AM
It seems that my previous message was deleted, so i'll opsumize here:

Before the update, someone made a comment about giving the captiol of Cyre away to easily, after which I changed the scene to Elton, on a quest for House Cannith (starting out with the Bloody Bridge encounter from ECS, using the Foundry and the encounter with Saber, too, all modified for 4th level). I would scale the adventure appropriatly, and even allow them healing. To get it, they would have to clear out an old church of the hobgoblin scavengers. Somehow, this place still allows magical and natural healing inside it. This could be a place to fall back on, in case things got messy. They would also need to prevent living spells from entering, or vengeful hobgoblins from regaining it.

In the light of this, what would you suggest?
elecgraystone

09-06-04, 09:25 AM
Don't forget monsters also suffer from the Mournland. Many times my villeins come with additional healing potions or sources (The PCs get them so can villeins). This makes them last longer and are on par with their CR most times. Include a creature that usually has fast healing or regeneration. This penalizes the creature in a similar way to the PCs. A Troll for example probably would not like the Mournland very much.
Edit]

Not true.
Monsters have the homefield advantage!
Creatures from the mournlands can heal for some unknown reason! (it's in hellcows posts!)
That's why the crab from the first adventure had full HP after he was in fights before the party.
That troll is more deadly than before because your party can't heal.

Our party of 3rd level had a rough time with the first adventure and we healed in the mournlands! (haversack+reduce personx2+cleric)
I'd leave the mournlands for much higher level.


well,
you're the DM and you're allowed to cheat ( meaning, when they should die, give the a uncanny score of luck ) and scaling down the chalenge is also a very good idea!
futhermore, provide them with a quick way out ( say a airship they can call, or teleportation!), unless you want them to walk back the whole damn end ( faceing enough trouble as it is!)
Edit]
Access to teleporting and airships would mean a much higher level than we are looking at here!
I don't like having to cheat, and you would have to a lot in the mournlands.
Or make an unrealistic adventure where you can avoid 95% of the encounters.
i'd have to make some kind of healing workable.
Or use CRs much lower than the party.(at least half)
The mournlands isn't the place for an intrigue module where you can talk and bluff your way out of fighting.
The only things that might talk to you are OTHER outsiders to the mournland. (they are trying to avoid combat too)
Monsters from the mournland don't avoid combat. (they can heal)
Irishevil

09-07-04, 12:11 PM
I thought I read somewhere that The Mournlands were going to be errated to healing spells having 50% effectiveness... I am currently running SotLW, and am just about to send the party to the Mournlands. As they have already got the hell beat out of them, too many times, I'm letting them have 50% healing.
elecgraystone

09-07-04, 07:13 PM
I thought I read somewhere that The Mournlands were going to be errated to healing spells having 50% effectiveness... I am currently running SotLW, and am just about to send the party to the Mournlands. As they have already got the hell beat out of them, too many times, I'm letting them have 50% healing.
I heard that too, but I havn't seen anything yet.
We'll see.
GoodGuy89

09-10-04, 11:22 AM
No ideas of ruined cities?
Loca`ne

09-10-04, 11:42 AM
My DM threw us into the Mournland at lvl 3... we lived but only because of an NPC that randomly came out of nowhere (ponders DM god card being dealt) and saved our sorry selves :P

lol was fun though ;)

Loca
Mentat55

09-10-04, 07:01 PM
I ran my group through the Mournland in our most recent adventure. The party consists of a warforged cleric 3, a changeling rogue 1/monk 2, and a human artificer 3. I decided that magical healing (including healing potions, wands, psionics, etc.) has a 25% chance of working in the Mournland, decreasing down to as low as 0% near certain areas.

They had to make a 4 day round trip through the Mournland. On their way to the ruins of a town, they fought three wolf skeletons, an immature carcass crab (both from SotLW), and a living sound burst, which they killed rather quickly, before I could do anything to the cleric, whom I had just engulfed. They made it to the town, managed to find a relatively safe house to rest in, did what they needed to do, then on their way out, they fought a warforged fighter and this strange undead/warforged hybrid (based off the mechanithrall from the Monsternomicon, Privateer Press), and then a two-headed horrid fastieth with Powerful Charge, who did 2d3+2d6+2d8+4 points of damage on its initial charge attack, nearly obliterating the cleric.

Afterwards, the party was delighted to be out of the Mournland. The whole experience left a bad taste in their mouth. They used four scrolls of alarm and two scrolls of Leomund's tiny hut during the trip.

Overall, I thought the experience was a success. They actually managed to avoid taking alot of damage, but the 25% healing really hurt and pretty much made combat healing a bad idea. And most importantly, it left an impression on them: they don't want to go back there anytime soon.

Too bad I want to go very soon :D
GoodGuy89

09-12-04, 07:31 AM
So, what you're saying is that starting the campaign in the Mournlands is a bad idea, but sending them there later is fine, right?
Alathayn

09-12-04, 09:33 AM
huh, the leomund houses spells and their like are great for trips to the mournlands. They create an extradimensional space, that isn't part of the mournlands, thus enabling healing spells. Goodberrys are a great idea as well, they aren't from the healing subschool.
GoodGuy89

09-15-04, 01:47 PM
Good ideas Alathayn! I'll make sure to drop the party's druid a hint.

So, tomorrow is the big day! My changed party consists of:

- Human Cleric 4 of the Sovereign Host (No 18s, but well-spread and balanced stats)
- Wood Elf Ranger 4 (same char, stil uber stats)
- Elven Druid 3 (went down a level to reroll stats, got both 18 and 17)
- Another character on level 3 with good stats too.

The adventure plot-line:

1. The PC's encounter Cutter on the Bloody Bridge.
2. The PC's meet Elaydren de'Vown and recieves the quest. Hooks up with my Warforged Fighter 4. (Sorry atanhel, but they NEED that tank)
3. The PC's join up with a trade-caravan traveling to New Cyre. This wil help them cut their teeth and get a feel of their characters.
4. The PC's reach New Cyre and travels to the Mournlands after recouperating.

So, what do you think?
Saurenda

09-15-04, 02:03 PM
Good ideas Alathayn! I'll make sure to drop the party's druid a hint.

So, tomorrow is the big day! My changed party consists of:

- Human Cleric 4 of the Sovereign Host (No 18s, but well-spread and balanced stats)
- Wood Elf Ranger 4 (same char, stil uber stats)
- Elven Druid 3 (went down a level to reroll stats, got both 18 and 17)
- Another character on level 3 with good stats too.

The adventure plot-line:

1. The PC's encounter Cutter on the Bloody Bridge.
2. The PC's meet Elaydren de'Vown and recieves the quest. Hooks up with my Warforged Fighter 4. (Sorry atanhel, but they NEED that tank)
3. The PC's join up with a trade-caravan traveling to New Cyre. This wil help them cut their teeth and get a feel of their characters.
4. The PC's reach New Cyre and travels to the Mournlands after recouperating.

So, what do you think?

I warn you the PCs might hate you for it. I gave my level 1 party of adventures in Karnath the services of a FREE cleric level 1 warforged adamantine body feat. They did nothing but complain. He's too strong, he is making us look bad, we are the heroes! I told them they are indeed the heroes but I didn't want them to die on the first adventure and have a healer. They persisted to tell me where my place was as a DM. To which I thought, yes screw you too. I provide hours of free enetertainment and you complain. Go to Khyber.

Well it wasn't pretty I can say. They were also indimidated by the fact he was so well developed compared to thier freshly made piping hot characters sheets. They don't want to admit they were intimidated but they asked me to keep all NPCs in the back ground form that point on. I told them to try and do somethign next time, and act like heroes rather than idiots. Fighting ensued. Needless to say I won. Feelings were hurt, and then I realized. I was pretty forceful with them and did put a bit too much effort into the NPC because I realized quite sadly I wasn't playing.

Don't let this happen to you. I had always let the players act first, but even if they are slow witted, an NPC shouldn't "steal the show".
Saurenda

09-15-04, 02:05 PM
My DM threw us into the Mournland at lvl 3... we lived but only because of an NPC that randomly came out of nowhere (ponders DM god card being dealt) and saved our sorry selves :P

lol was fun though ;)

Loca

Who was this mysterious NPC?
GoodGuy89

09-15-04, 02:38 PM
Betcha he was Warforged :rolleyes:

But seriously, what other race would you suggest as tank?
Saurenda

09-15-04, 02:41 PM
Perhaps a Half orc Barb or a Dwarf Fighter? Give them an Eberron Flavor and connect them with an organization that has something to gain from helping beside money.
Topolla

09-15-04, 03:12 PM
Eberron is about intruige. If you have to add an NPC to help them, do like Saurenda said and flesh him out so that he isn't "just some mercenary." But then also set up some options for that NPC to burn the party later. The players might not be so angry about having an NPC helper if that helper later leaves them in a lurch (granted, they'll still be angry for the backstab, but that is plot).

An idea: In their dealings, they meet a Professor from Morgrave. He knows of their mission and asks that they take along Half-orc barbarian who is going to collect some info about the Day of Mourning for the professor. The Professor actually has hired the Barbarian to retrieve the crown for some magical properties it possesses (BBEG building an eldritch machine!). The Barbarian, however, is a member of the Ashbound and is seeking to destroy the crown. Everybody is playing everyone else, and the PC's are caught in the middle.

Something like that will really flesh out the flavor of Eberron. It displays the setting and the intruige.

peace out.
toxilious

09-15-04, 04:41 PM
I have a party of 4th levels doing the exact same mission that GoodGuy89 did. Except I told want them to suceed. I wasnt them to get hurt(and only hurt, not killed) by NPCs that will soon become reoccuring enemies. They will have to do research to find ways to heal in the MOurnlands (I have ideas of my own of ways around it, but I wont post any because Im not sure who is reading this). It should be and interesting and fun night.