Mournlands, No-Healing, Common Knowledge? [Archive] - Wizards Community

Post/Author/DateTimePost
Marshall Stone

08-04-04, 05:44 AM
I'm going to put my player through the Shadows of the Last War adventure, and the question occurred to me... Is the fact that healing, even magical healing, doesn't work in the mournlands common knowledge?

It's been four years since the mournlands have come into existence right? Even if the whole of Khorvaire doesn't necessarily know about that affect in the Mournlands, how about those communities near the gray mist border? Or how about mercenaries who have gone in and out?

Should I have my players roll a knowledge check or just simply give it to them?

I inclined to have them roll an easy knowledge check, like 10.

Anyways any thoughts would be most apprecaited, thanks.
Alexius D'Cannith

08-04-04, 07:01 AM
if they have knowledge arcane let them roll

Just as they approach the grey wall (as it jogs their memories) DONT let them know ahead of time unless they specificially ask about what dangers the mournlands presents or ask someone who might know or do some research

THEN let them find out through whatever skills might work

Sometimes to not let the players instantly know whats going on i ask them what skills might be appropriate and they think which skills might tell them things and why

if i like the reasoning i let them roll,

But if they just assume the mournland is an ominously named place covered in grey fog let them find out the hard way
Bluebrush

08-04-04, 09:16 AM
I'd assume it'd be common knowledge, but it might be buried in several myths. Mixed in with tales of giant monsters, evil spirits, ghosts and such.

For SotLW, you really should tell your players before they venture in, since that lack of healing is leathal.

But try to do it dramatically. Don't say "Oh, and you know healing magic doesn't work in the Mournlands, right?" Have someone say, in a grave tone something like "The mournlands... That accursed place. Few who go in come out. It's said that horrible beasts roam the dead nation, wounds never heal, corpses never rot, and the sun never really rises. You'd have to be mad to go in there. Even a fool can see that." or something.
lukelightning

08-04-04, 12:43 PM
I'd use knowldege: geography instead. Knowledge Arcana is already turning into too much of a universal "I know everything" skill.

Originally posted by Alexius D'Cannith
if they have knowledge arcane let them roll
Alexius D'Cannith

08-04-04, 07:21 PM
hey if it works,

knowledge geog is good
Gurv

08-04-04, 09:42 PM
The real question here is "What is the DC of a Bardic Knowledge check to know you can't heal in the Mournlands?" I'd say 15, although that isn't on the table...

When Knowledge skills seem to overlap, I sometimes allow the players to roll whatever skill they are best at. Depending on the situation, more than one skill might work, but some may be more appropriate. In those cases, I apply different DC based on the skill used (or place bonuses or penalties on the checks themselves; do the math however you like.)

For this situation, I might use the following:

Knowledge (local): DC 5 [doesn't sound like the PCs are locals though]

Knowledge (geography): DC 10

Knowledge (arcana): DC 15 [I agree that this is a catch-all and don't think it should make everything simple]

Gather Information: DC 15 [If you don't have the skill, ask around until you meet someone who does! Remember this takes time and some maybe some cash]
SornDuskryn

08-05-04, 02:48 AM
I don't think it would be common knowledge, at least not the farther away you get from the Mournlands. The odd rumor, or "new legend" could pop up in Sharn, or other areas. If anything, even the borders would probably only know of "rumors and myths", or hearsay concerning it. Remember, it's creation is a relatively recent event, and there is a lot going on in the other parts of Khorvaire to keep everyone occupied with other rumors and myths.

That being said, I'm sure that it would be possible for PC's to learn of the no healing from others, or even of their own.
Geethree

08-05-04, 03:46 AM
I think the legends would come pretty close. The PCs might have heard stories that wounds in the Mournlands never close, never stop bleeding, and become infected with some ungodly disease. Some of it might be hogwash, but the basic idea is there: Mournland = bad.