Mournland Question [Archive] - Wizards Community

Post/Author/DateTimePost
garyb1

04-09-05, 09:42 PM
In Shadows of the Last War I was very surprised to be see the characters take a trip into the Mournland at 2nd level.

Doesn't healing magic not fuction in the Mournland. I believe it says that in the main Eberron book... If it's true how are the characters ever supposed to survive the adventure?
Gnome_Dragon_Disciple

04-09-05, 09:53 PM
I thought healing magic was only half-effective, not utterly ineffective... I know in Marked for Death, those paladins were able to use Lay on Hands, but they commented on how it didn't seem to work as well as it should... And why would the module include an item like Olladra's Chalice when the adventure module is built to be able to run free-standing as well as in the Forgotten Forge-Grasp of the Emerald Claw in a place where healing magic doesn't work?
Crimsonsun

04-10-05, 03:58 AM
In Shadows of the Last War I was very surprised to be see the characters take a trip into the Mournland at 2nd level.

Doesn't healing magic not fuction in the Mournland. I believe it says that in the main Eberron book... If it's true how are the characters ever supposed to survive the adventure?

I think somewhere in the Keith Baker FAQ it was written that the Shadows module was written PRIOR to the no healing stuff being added to the Mournland, and they never changed the module. I know when we did the adventure, we ruled that in Whitehearth itself, healing worked at half effectiveness, and that our Paladin's LoH worked normally

I know in Marked for Death, those paladins were able to use Lay on Hands, but they commented on how it didn't seem to work as well as it should...

IIRC, its only spells of the healing school that are not effective inside the mist. Paladin's LoH is a supernatural ability, so it will work fine
RamblingScribe

04-10-05, 02:19 PM
There have been a number of threads about this, but I know search never works.

The rules say that spells of the healing subschool and natural healing don't work. This is very open to interpretation.

Some people feel that following the rules literally means that Paladin's lay on hands and other magic healing effects work because they are not spells from the healing subschool.

Some people interpret that it is only actual spells, and allow healing potions etc. to work.

Some people feel that the intent is that no healing works in the Mournlands. I am one of those people.

Some people think that this is too harsh and have house-ruled modifications. I am one of those people too.

One modification that is popular is that healing spells work at half strength.

Another is that Whitehearth is exempt from the effect for some reason.

Yet another (although this is more of a loophole) is that healing spells work in extra-dimensional spaces in the mournland (like rope-trick).

My houserule is that you can make a healing effect of any kind work by spending an action point. I allow either the person activating the effect or the person receiving the effect to spend the action point. I even allow PCs to feed potions to other people and use an action point to make the potion work.

I like this rule because it still means that for the vast majority of people in Eberron, healing doesn't work in the mournland

I also rule that people at negative HP don't bleed to death in the mournlands, although if they are taken out without being stabilized, they immediately start to bleed.

My other rule is that creatures native to the mournland heal naturally (actually, more quickly than normal) inside the mournlands, but do not regenerate after death. Basically, my interpretation is that the mournlands creates a sort of stasis field that tries to keep things the way they are, and this causes the 'no-healing' effect.

Craig Shackleton,
The Rambling Scribe

[edit to correct typos. I should really read my posts before submitting them]
Tharivol

04-10-05, 03:20 PM
I have a complicated plan for the way I plan to deal with this, but it's definately a house rule. I agree with RamblingScribe that the Mournland tries to keep things from changing, but I add that it takes a while to take effect on magic items brought into the Mournland from outside or before. Here:

Spells that were cast before they were brought into the Mournland work. This would be things like spell-trigger items like wands (the spell was completed and just needs to be set of) as well as potions.

Spells that were partially cast in advance are at half effect. This refers to spell-completion items like scrolls.

Spells cast within the Mournland fail.

Items that have been left in the Mournland for a long time (namely those that were in Cyre on the Day of Mourning) have been weakened over time by the power of the Mournland. They work as one step less effective (wands and potions at half effect, scrolls fail).

By exerting heroic effert, characters can force the spell to be one step more effective (one AP to make scrolls brought in or potions or wands left within work fully, one AP to make spells cast within or scrolls left within work at half effect, and two AP to make spells cast within or scrolls left within work fully).

I also don't plan to tell the PCs the rules in advance: I'm going to tell them not to assume that their spells will fail, and when they try to cast the spell/use the item I will let them know that they can feel it failing and that by exerting heroic effert (AP) they can increase the spells effectiveness.

I've seen the idea on the forums that Whitehearth, being underground and probably having magical protection, was unaffected by this aspect of the Mournland (an explanation for why healing will work for the PCs while they are in the building).
Bluebrush

04-10-05, 04:34 PM
I know in Marked for Death, those paladins were able to use Lay on Hands, but they commented on how it didn't seem to work as well as it should...

Well, Marked for Death makes a few weird deviations from the canon rules and even the setting facts. This may be attributed to either writing it different to suit the style or not having a psychic link to the setting creator.

Anyway, healing in the mournland depends on your GM. They could drop the no-healing entirely or allow some kinds of healing but not others.

Allowing lay on hands to work isn't too powerful, and might even be flavourful. (Even here, in a dead land of horror, there is hope.)
Streamweaver

04-10-05, 04:57 PM
I was originally going to run it that you cast healing magic if you had a supply of unused dragonshards of a small value. When it came to actually running the adventure I decided I wanted to make the players first trip into the Mournlands more encounter intensive so I decided to go with healing spells being half effective. In my mind I'd have them be fully effective with a dragonshard of small value but the players have not yet discovered that.

My group is 3rd level and I'm not sure I see them surviving the adventure without healing.
Bluebrush

04-10-05, 05:08 PM
Another thing which has been suggested is that healing works in certain areas or when certain events happen.

For example at least one poster (Might have been KB, but I could be wrong) has suggested that you could rule that healing spells function when it's raining blood. Which is understandably more common.
Takasi

04-11-05, 01:16 AM
I ran Forgotten Forge first. Afterwards the players were 2nd level so I ran Queen with Burning Eyes. They were 3rd level when they started Shadows of the Last War. Since there are no options for scaling EL's, I had to beef everything up a bit.

For the Mournland encounters I kept everything as is. I suggest that if your players are first or second level then you should decrease the ELs rather than change the nature of the Mournland. Reduce the number of wolf skeletons, allow the PCs to avoid the carcass crab, reduce the number of fire elementals, etc.

If worse comes to worse, don't feel bad if the PCs die. Treat it like an intro to Eberron. When your players roll up new characters they might actually FEAR the Mournland!