Mournland? No thanks, I'll go around. [Archive] - Wizards Community

Post/Author/DateTimePost
Tyryt

06-22-06, 12:36 PM
Now, other than going into the mounrland to recover something there (or assumed to be there, person place or thing), why on earth would any party travel through the Mournland?

There are plenty of ways around, and those was are undoubtably much safer, and you don't have that annoying chance of getting lost and wandering the mists forever, or at least until some abberation or undead or just plain madness get you.

Can anyone out there think of a good reason to go through the Mournland instead of around?
Kreistor1

06-22-06, 12:43 PM
Nope. No one with half a brain willingly travels through the Mournland when there are perfectly good altrenatives.
DragonWatcher

06-22-06, 12:48 PM
Unless what you seek is in the Mournland, there is NO GOOD REASON to enter that place. I mean, there should be dangers in there that would even challenge a party of 20th level characters. It would be just plain foolish for anyone to go through just because "the shortest distance between two points is a straight line".
Sythion

06-22-06, 12:54 PM
Well, airship travel in the mournland is relatively safe. Perhaps the party is forced to travel through the mournlands by airship because there if they go any other route the just won't make it in time. Something happens with the airship and now the party not only has to find a way out of the mournland, they have to find an alternate way to solve whatever problem they were originally encountering and racing against the clock for.
Pocket Ace Pretender

06-22-06, 01:39 PM
Airship travel through the Mournland sounds like the perfect setup for a Bermuda Triangle sort of thing. House Lyrandar lost one it's airships that passed over the Mournland, and the PCs are sent to investigate in an airship of their own. Who knows what they'll find...?
DragonWatcher

06-22-06, 02:11 PM
Airship travel through the Mournlands:

Mourners, Wraiths, etc.
Dead-Gray Mists that make navigation next to impossible (twice... once coming in, and once going out)
Unnatural Weather (including Shardstorms)
and just about any other horrific hazzard that isn't restricted to ground based travel (I would include Beholders, Harpies, Insane Air Elementals, etc).

Airship travel through the Mournland should not be relatively safe. It's really only limited to the imagination of the DM.
Crystalforged

06-22-06, 03:38 PM
Don't forget though, the mists only go up so high. I don't know if there is any official statement on how high they rise, if your DM says you can get above the mists in your airship without having to deal with altitude sickness you're going to be relatively safe. After all the horrors of the Mournland usually stay IN the Mournland, in other words, behind the mists. Of course the key word there is "usually" but I wouldn't think it would be any more dangerous than skirting the edges of the mist nearer to the ground.

However on the topic of the origional post I can think of a two "good" examples of why someone would enter the Mournland. For example the party might need to get somewhere in a hurry and not have time to go around it. Another would be to get away/hide from someone (say, the authorities). After all, whatever you did, they probably don't want to catch you bad enough to follow you into the Mournlands.

I thought of lots of bad example of why someone would enter the Mournland but most of these included phrases like, "It'll be fun!" "Whats the worst that could happen?" "Hey, it'll cut a couple of days of the trip." "It can't be as bad as they say." "I bet we can grab some good loot in there." or "Should be lots of monsters to kill, that means lots of XP. Just a note, if you hear another player use any of these terms to justify entering the Mournland either kill them in their sleep or start preparing new character sheets.
DoveArrow

06-22-06, 04:12 PM
Can anyone out there think of a good reason to go through the Mournland instead of around?

There are only two reasons that I can see for why someone would willingly go through the Mournlands: 1) They are trying to escape from someone or something else, or 2) They want to make absolutely sure that they won't be followed. Beyond that, I can't think of a reason.
Cutlass

06-22-06, 06:12 PM
What strikes me as one of the more obvious reasons hasn't been mentioned. We know that there are several powerful groups of people who are trying to figure out just what caused the Mourning. Given that relatively little information on this can be gleaned from outside the Mournland, that means that they must send people into the Mournland to collect data.

So, if the GM decides that he wants the PC's to be either all or part of a research party that has been hired to investigate (or simply loot) the Mournland then that could be enough of a hook to get the adventure rolling. This is one case where a group of composed entirely of warforged PC's could really come into its own. The "social stigma" aspects wouldn't matter that much, because just about anything they encountered in the Mournland could be reasonably assumed to be hostile. But the advantages they would have in not needing sleep (unless artificer and wizard types needed to renew infusions and or spells), food or water would make an all warforged PC group a natural for this sort of mission.

If that doesn't strike people as reasonable, another way to go would be for the group to be of high enough level that everybody who needed one could have a ring of sustenance. Again, that takes care of food, water, and sleep (except for spell casters who will need the full amount). Healing could be handled psionically, through having several paladins using the lay on hands ability, and by bringing a LOT of goodberry wine along. Also, a wand of rope trick or other suitable spell could come in really handy.

So, while I agree with the general consensus that most people in their right mind wouldn't want to go anywhere near the Mournlands, it is not too unreasonable to suppose that there might be people willing to fund expeditions composed of well equipped highly trained groups to go into the Mournland for any one of several different reasons. Sounds like a job for a group of PC's to me :)
Just another user

06-23-06, 04:35 AM
Unless what you seek is in the Mournland, there is NO GOOD REASON to enter that place.

Of course that would be true for any place.

"unless you have a reason to go there, you don't have a reason to go there" :rolleyes: ;)
ArcTan

06-23-06, 04:48 AM
Of course that would be true for any place.

"unless you have a reason to go there, you don't have a reason to go there" :rolleyes: ;)

Well, no. If I'm from Aundair I might decide to go check out Thrane on vacation next summer, just to see what it's like. If I'm making a perfectly ordinary trip from Aundair to Thrane I'll just go straight through Breland without thinking anything of it.

Neither of these is true for the Mournland.
DoveArrow

06-23-06, 11:15 AM
What strikes me as one of the more obvious reasons hasn't been mentioned. We know that there are several powerful groups of people who are trying to figure out just what caused the Mourning. Given that relatively little information on this can be gleaned from outside the Mournland, that means that they must send people into the Mournland to collect data.

But the question was not whether or not PCs would ever have motivation to venture into the Mournlands. The question was, would the PCs ever have motivation to go through the Mournlands on the way to somewhere else. Motivation for going into the Mournlands is easy. Motivation for going through the Mournlands is hard.
Kreistor1

06-23-06, 11:34 AM
Dove is right. That is the OP's question.

When going somewhere, one always has choices of path, but you have to take some path. Would anyone choose to go to from Breland to Talenta via Karrnath? Sure, if one didn't like the Valenar/Q'barra route. You have to take one or the other, unless you pass through the Mournland. In Karrnath, you can visit some old Galifar historical sites and get some excellent cuisine. So, yes, one may very well choose to go through Karrnath. Or, you may have relatives in Valenar, so you want to pass through there to visit them instead.

The OP's question was more or less "Are the players forced to go through the Mournland if they are going between any particular two points on the map?" And the answer is no. There may be cases where it is specifically more desirable to risk the journey, but there is nothing inherently forcing the journey.
ChimericalWolf

06-23-06, 11:52 AM
Don't forget though, the mists only go up so high. I don't know if there is any official statement on how high they rise, if your DM says you can get above the mists in your airship without having to deal with altitude sickness you're going to be relatively safe.

"Cap'n, y'know how you said we'd be fine if we stayed above the Mists?"

"Yes, we're perfectly safe."

"Yeah, cap'n, they're comin' up after us."
VVill

06-23-06, 04:45 PM
If you follow the Broken Path you would go to the Mournland to fix it.
sag3

06-23-06, 07:23 PM
Outlaws, have a reason. My party is currently outlawed in Thrain. If you racked up a number of charges near the Mornlands and didnt have a second way out of there via air ship or sea. Crossing the mornlands might be consider the only survival path.
Also undead, mornlands has no sun can be a real bonus for powerful undead (Vampires).

A member of LoB's group could be given two tasks one after another that require a crossing of the mornlands. Leaving one side returning then leaving the otherside.

High level PCs wishing to make a Major name for themselves. We are bright spear. We have crossed the mornlands Breland to Karrnath I am sure we can handle your problems in Xen drik.
People do stupid stuff all the time just to say they have done it. Look at people who sail around the world solo, climb mountains etc. The question is not why but why not. If there isnt a good enough why not then PCs will do it. Lack of information can be why there is not a why not.

Its important to remember people are stupid and the PCs are people.
shironiku

06-24-06, 06:51 AM
If time was of the essence, I can see a party traveling through the Mournlands.

Also, if the party is being hunted and they fear other routes are being watched, they might choose to cut through the Mournland.
Ringmereth

06-24-06, 06:00 PM
The idea of a group traveling through for the sake of time doesn't make much sense, in my opinion. They know that it's nasty in there, and with monsters, the mists, and general ruin within, it's unlikely they'll make it through any quicker--if they make it through at all.

However, I could see an all-warforged party deciding to venture through the Mournland. The lack of healing magic isn't a problem, and if need be they could travel for days on end without rest. Of course, they'd have LoB followers to worry about as well as the usual horrors, but since they aren't properly living, some of the monsters within might be less inclined to bother them.

I also like the idea of traveling over the Mournland via airship. Crashing halfway through and being forced to find a way to escape or repair their vessel would make a great adventure. I can see a zombie-horror style game being set here with a low level party and a city filled with the undead... among other things.
Telos_Savant

06-24-06, 08:58 PM
if u are an avenger of cyre you may go in on your own accord, and if you are looking to investigate things like the weird disapearences of everyone in seaside city of sails, maybe to challenge yourself and find the strongest opponent you can jsut to test yourself and maybe someone is ignorant to believe that it is all just a big hoax put on by new cure to keep people out of beautiful cyre and they think it would be fun to live in beautiful cyre so they travel throught the mists :P
Edymnion

06-24-06, 10:09 PM
Can anyone out there think of a good reason to go through the Mournland instead of around?For normal people? No, they avoid the Mournlands in the same way we avoid active volcanoes.

But then, normal people avoid haunted mines, monster filled dungeons, and typically don't try to challenge dragons just to get gold (in a normal setting).

So, are we asking if there are any good reasons a normal person would go into the Mournlands, or why a PC would go into the Mournlands? They *ARE* full of priceless works of art, very powerful magic items and weapons, and is an all-around treasure trove for those strong and brave enough to claim it. Which is essentially the same as every other dangerous location the PCs blunder into every single game. :)
yrogerg

06-25-06, 02:59 PM
The idea of a group traveling through for the sake of time doesn't make much sense, in my opinion. They know that it's nasty in there, and with monsters, the mists, and general ruin within, it's unlikely they'll make it through any quicker--if they make it through at all.


Dire consequenses if the party gets to wherever they're going too late?

What if every other route is held by enemies, as well? Think Moria in LotR.


However, I could see an all-warforged party deciding to venture through the Mournland. The lack of healing magic isn't a problem, and if need be they could travel for days on end without rest. Of course, they'd have LoB followers to worry about as well as the usual horrors, but since they aren't properly living, some of the monsters within might be less inclined to bother them.

Specifically, the aforementioned LoB followers. :P
The Livewire

06-25-06, 09:28 PM
Airship travel through the Mournlands:

Mourners, Wraiths, etc.
Dead-Gray Mists that make navigation next to impossible (twice... once coming in, and once going out)
Unnatural Weather (including Shardstorms)
and just about any other horrific hazzard that isn't restricted to ground based travel (I would include Beholders, Harpies, Insane Air Elementals, etc).

Airship travel through the Mournland should not be relatively safe. It's really only limited to the imagination of the DM.

Or maybe it will seem safe... (See Tales of the Last War. I'm making all my players read that story before they go airship riding.)
JayDubya

06-26-06, 02:18 PM
In the absence of a significant plot hook or purpose (picking a fight with the Lord of Blades can be a purpose, though more likely your purpose is suicide), and barring the closure of alternative transportation routes, I don't think I as a player would go into the Mournlands, and as a GM I would never expect my players to.

The lightning rail runs all the way from the Mror Holds to Sharn, and relatively cheap. You can also charter a basic Lyrandar boat, or an airship. You can stick to Orien trade roads and hoof it as well. No one sane goes into the Mournlands without purpose or dire need, and that is as it should be.
ArcTan

06-27-06, 03:26 AM
Specifically, the aforementioned LoB followers. :P

You're less likely to be killed on sight, but that doesn't mean you're safe.

Racial messiahs like the LoB don't take kindly to members of their race who reject their teachings and follow the laws of mainstream society. Plenty of LoB-serving NPCs have been written up with instructions to be extra angry at any warforged they encounter who don't profess to serve the LoBster.

Think being a well-known moderate, law-abiding liberal Muslim and traveling through al-Qaeda held territory. Sometimes you'd rather be an infidel than an apostate.
yrogerg

06-28-06, 12:18 AM
You're less likely to be killed on sight, but that doesn't mean you're safe.

Racial messiahs like the LoB don't take kindly to members of their race who reject their teachings and follow the laws of mainstream society. Plenty of LoB-serving NPCs have been written up with instructions to be extra angry at any warforged they encounter who don't profess to serve the LoBster.

Think being a well-known moderate, law-abiding liberal Muslim and traveling through al-Qaeda held territory. Sometimes you'd rather be an infidel than an apostate.

True, but that's the point at which you lie like crazy. Those Wis and Cha penalties work both ways, after all.
Fordel

06-28-06, 04:09 AM
Plenty of reasons to go into the mournland... but to go through?


You'd either have to be desperate to cut travel distance (and that, in itself is iffy... what happens if you get stuck in the mists, or get lost in some crazy patch of the mourning... or you know... get eaten?), or your desperate to get away from someone or something scarier then the mournland.

Guess the third option is that your PC's are just plain crazy :D