Mournland healing [Archive] - Wizards Community

Post/Author/DateTimePost
cyberpunk

08-19-04, 07:16 PM
I have a question and don't feel like searching the big mournland healing post to answer it.

Does supernatural healing work? The book says natural and spells from the healing sub-school, so I would assume that a paladins lay on hands ability would function.
gamemaster000

08-19-04, 07:40 PM
Um, no. Apparently the consensus is that NO healing will work.
cyberpunk

08-19-04, 07:50 PM
if they meant no healing why didn't they say that?

I suppose the reason why I want this defended is because my PCs are in the mournland and they were thrashed by the carcass crab in Shadows of the Last war(even though they are already level four) I have a player who dms in FR and we alternate every month and he brought up the fact that it says natural healing and spells of the healing sub-school. So I let it happen. The paladin was able to heal a total of 24 points of healing, and they don't have a food supply to stay in the mournland long enough for them to heal fully that way(besides I would make sure to inflict more than 12 points of damage every day.). I'm not sure that without that minor bit of healing they will survive white forge(especially with the fighter significantly hurt((still)) and his ac down 2 from 4 dex damage thanks to poison).
Edymnion

08-19-04, 09:14 PM
I wouldn't have let them heal.
The whole point is that you can't heal in the mournlands, so you have to be EXCEEDINGLY careful about which fights you pick, and which you run away from.

Entering the Mournlands should be the last thing any non-warforged character ever wants to do. Even Epic level characters should fear that realm.
cyberpunk

08-19-04, 09:53 PM
I tend to agree with you, but there are some issues I'm having with "my Eberron." One no one knows much about the mournlands, period, the people who do aren't talking. Two even if the PCs wanted to do research, they were in Rakeen Draal(I have no idea how to spell it) before they even read the letter from Lady Elaydren (meaning they wouldn't have much luck learning about it) and three they ****** off Failen already so he's driving them around but he's not helping(he's in it for the cash).

For that reason I'm constructing this idea, the party doesn't actually have a paladin but gloves of lay on hands(home brewed, a little story award for a party lacking any real healers, basically allows the lay on hands ability of a paladin using the players charisma and character level, must be worn for 24 hours before it can be used). So what I'm gonna do is now that they've been there for three days, the gloves will be half effective, after the fourth day 1/4th and the fifth day won't work at all. The gloves will also be turned dark and when they get out of the mournland they will have the opposite effect, having picked up the taint of the mournland.

Next I'm seeing the mournland as an "intelligent" waste land. It has puposely chosen to be a wasteland that only the warforged can survive in. (I intend to at some point run a campaign that tries to seek out the origin of the catastrophe that caused the mournland and it will be linked to creating the ultimate "forged".} Therefore it will have "learned" of this supernatural healing of the coarse of about a week and "fixed the problem." Of coarse my PCs will just think that i'm a mean vendictive dm untill we actually do that campaign, but oh well, if they're not having fun because they can't heal in the mournland than they shouldn't go there anymore, and should leave now.