Mournland: A modest proposal [Archive] - Wizards Community

Post/Author/DateTimePost
nevcoup

09-26-04, 01:56 PM
There have been many threads on the issue of healing in the Mournland. I started two myself.

Seems that there are a few "sticking points"

1. Should tricks such as the spell Rope Trick be able to sidestep the ban on healing?

2. Should PC's have 1/2 or 1/4 healing while in the Mournalnd?

Even Hellcow has suggested that some healing, though difficult, would fix the issue of the Mournland being uncontrollably difficult.

I propose the following:
(1) Simply make it so monsters, other than undead, do not heal. This is parsimonious. I know Hellcow said otherwise, but now the poor guy is cornered into allowing healing for PC's because of it.
(2) This makes the undead pretty nasty. However, think of the ecology of the Mournland...lots of Warforged (who repair..not heal). They may have the motivation to rid the undead for many reasons: (1) undead pose a real threat, (2) remind them of the last war, ....
(3) No tricky healing (Rope Trick). Goodberries may work, but will be of minimal help and not to be found inside the Mournland.

So it is simple. No healing. The monsters found in the Mournland will likely be damaged/wounded. They may run instead of fight.

It just seems funny that the errata that allowed monsters to heal has resulted in clamoring for limited PC healing.

The solution is to run the Mournland as it was meant to be run.

Just an idea :D
MojoMonkeyMan

09-26-04, 08:40 PM
I discussed this with my players this week, and they felt comfortable with this soultion. 1st: no tricky healing (rope trick). 2nd: Items that heal (potions, wands, etc) found in the mournlands that were present on or before the day of mourning operate as usual while in the mournlands but not outside.

We felt that this gave them a fair chance at living through the adventure (SotLW), but didn't hinder any plans I might have for them later. Therefore, the Mournlands remain challenging, but not prohibitively so. Furthermore, I didn't want them to turn down opportunities to venture there later because they felt it might be too difficult. This way they can at least tell themselves that they might find some way to heal themselves, even if that way never materializes for them. There is always hope.

This plan has worked well both logically, in that they accepted the premise, and in actual play. They have survived two very difficult encounters.

Just my two cents.
elecgraystone

09-27-04, 03:08 PM
Check out the ask keith faq page #3.
To the best of his knowledge, rope trick allow healing in the mournlands. :D