| Post/Author/DateTime | Post |
|---|---|
| Gorgonzolla08-23-05, 11:42 PM | I'm reading Shadows of the Last War, and in the section that sends the PCs into the Mournlands there's no mention made at all about the effect on natural and magical healing. The encounters seem rather harsh given the lack of healing also. Does the adventure not take into account the effect on healing? |
| Edymnion08-23-05, 11:47 PM | Nope, that part seems to have been totally overlooked. To the point it includes healing potions, which you can't use, as treasure. |
| Crimsonsun08-23-05, 11:50 PM | IIRC, someone had posted a thing that said the module was written before they decided to add the "no healing" effect.... I solved it really easilly. Threw in a jug of Goodberry wine, and allowed healing within whitehearth itself |
| misanthropictodd08-23-05, 11:50 PM | it does not seem to. just finished playing through it it went ok, we all survived but we had two warforged to help things along. you just have to be cautious with your tactics. |
| misanthropictodd08-23-05, 11:52 PM | Nope, that part seems to have been totally overlooked. To the point it includes healing potions, which you can't use, as treasure.the potions i assumed were there from before the day of mourning, never considered it might be odd. |
| InfinityStar808-24-05, 12:00 AM | it does not seem to. just finished playing through it it went ok, we all survived but we had two warforged to help things along. you just have to be cautious with your tactics. That makes me think, no healing in Mourland but do "Repair Spells" work normal when 'healing' a Warforged? |
| Cutlass08-24-05, 12:15 AM | A repair spell is not a spell of the healing subschool, so those spells will work just fine in the Mournland. |
| Edymnion08-24-05, 12:30 AM | the potions i assumed were there from before the day of mourning, never considered it might be odd.Yeah, its just that by the rules, you can't use them in the adventure. They might as well have been Potions of Air Breathing. :P |
| InfinityStar808-24-05, 12:52 AM | Yeah, its just that by the rules, you can't use them in the adventure. They might as well have been Potions of Air Breathing. :P What, they expire? Save them for the next adventure. |
| a_psh08-24-05, 01:31 AM | One way to do it (not necessarily the best) is to house-rule that natural healing still works (not entirely nonsensical, as the Mournland beasties do somehow find a way to heal back up between fights; I'd rather just do this than use the long list of exceptions that Five Nations allows). The natural chambered shape of Whitehearth makes it very easy for the PCs to rest inside. Personally, I would take a few of the encounters that only exist to annoy or weaken the PCs and toss 'em, in favor of making another encounter or two beefier. E.g. the set of lightning traps. Are they really interesting at all? Do they do anything but knock half the party down to half their hp, which just makes them overly inclined not to keep going? Meh. |
| Gorgonzolla08-24-05, 01:40 AM | Thanks for the replies, interesting that the module was released with what seems to me a glaring inconsistency. One way to do it (not necessarily the best) is to house-rule that natural healing still works (not entirely nonsensical, as the Mournland beasties do somehow find a way to heal back up between fights; I'd rather just do this than use the long list of exceptions that Five Nations allows). The natural chambered shape of Whitehearth makes it very easy for the PCs to rest inside. Personally, I would take a few of the encounters that only exist to annoy or weaken the PCs and toss 'em, in favor of making another encounter or two beefier. E.g. the set of lightning traps. Are they really interesting at all? Do they do anything but knock half the party down to half their hp, which just makes them overly inclined not to keep going? Meh. What exceptions are in Five Nations if I may ask? I don't have that book yet. I'll have to change something, either tone encounters down or allow some healing, I don't think my party will be able to survive with no healing whatsoever with the encounters as written. |
| ChronosCrow08-24-05, 05:17 AM | I play Cyre has having hot spots. In some places, no healing, some places, 1/2 healing, some places less, and in very rare cases full healing. |
| Kalanth08-24-05, 05:34 AM | When my crew went through the Mournlands we survived by the skin of our teeth. The two warforged where at full, but they could repair themselves, while the two Rogues and my Psion where pretty bad off. We huddled in the safe rooms of the area while the forged did all the hard work. We survived the final encounter with Garrow because I simply walked forward, surrendered the Schemas and myself, and the bad guys left. Made the filler a bit more interesting too. :) |
| InfinityStar808-24-05, 06:52 AM | One other thing, have them 'fight' a Living Cure XXX Spell. When they get hit, they are healed, and because it is a living spell I can kinda still see it working in the Mourland. |
| DarkWarriorKarg08-24-05, 06:53 AM | Thanks for the replies, interesting that the module was released with what seems to me a glaring inconsistency. What exceptions are in Five Nations if I may ask? I don't have that book yet. I'll have to change something, either tone encounters down or allow some healing, I don't think my party will be able to survive with no healing whatsoever with the encounters as written. Goodberry Fast Healing Leaving the Mournlands (extra and non-dimensional spaces count, like rope trick) Paladin's healing touch Monk's self-heal Psionics Fast Healing Basically, any healing that is not strictly from the healing subschool or natural healing. |
| DragonWatcher08-24-05, 09:23 AM | One other thing, have them 'fight' a Living Cure XXX Spell. When they get hit, they are healed, and because it is a living spell I can kinda still see it working in the Mourland. Actually, I did this. I used a Living Mass Cure Light Wounds. I know that it seems a little cheesy, but this is how I handled it: My group had just faced the Carcas Crab encounter, and they were about to enter Whitehearth. They decided to make camp for the night first (mainly to replenish spells). The party had not settled to sleep yet when they heard the rapid pounding of footsteps and the clanking of armor. They ready their weapons, and out of the south come six humanoid figures with weapons in hand running toward the party's camp. As the group gets closer, the party recognizes them as a group of skeletons (Karnathi Skeletons, to be exact... though the party doesn't know that). The skeletons run though the camp, not even stopping to fight when the party takes attacks of opportunity on them (confusing my players). Then they see a shimmering blue light coming from the south, and it seems to be getting closer (as if following the skeletons). The living spell enters the camp and envelops two of the party members (healing them as it does). As the party realizes that is healing them, they try to take some of it, which just oozes through their grasp. Eventually the spell moves on. Now my plan is this, should the group tell anyone back in Sharn about this living cure spell, the word will likely get to folks at Morgrave University, as well as other interested parties. The PCs will likely be given some sort of magical apparatus and hired to go back into the Mournland to try to find this living spell and capture it. Meanwhile agents of the Emerald Claw are likely to be looking for it to destroy it before it can destroy anymore of their undead agents. I figure something like this would spur a decent adventure hook. |
| Atch08-24-05, 09:43 AM | Sorry I am a little slow this morning, but where did it say that you can't heal in the mournlands? Was it ECS or Five Nations? Thanks. |
| Lujayne3408-24-05, 10:42 AM | Sorry I am a little slow this morning, but where did it say that you can't heal in the mournlands? Was it ECS or Five Nations? Thanks. ECS is the first mention of it. There might be references in Shadows of the Last War (I'm too lazy to look at the moment). Five Nations actually lists several ways around the healing problem. |
| Gorgonzolla08-24-05, 10:48 AM | Sorry I am a little slow this morning, but where did it say that you can't heal in the mournlands? Was it ECS or Five Nations? Thanks. In ECS it's kind of buried in the Mournland listing, last sentence of the first paragraph in the 'Government and Politics' section on page 188. |
| MarkB08-24-05, 10:49 AM | Sorry I am a little slow this morning, but where did it say that you can't heal in the mournlands? Was it ECS or Five Nations? Thanks. It's in the ECS, in the description of the Mournland. As I recall, it's tucked away somewhere odd - the Government and Politics section, or something - which makes it easy to miss on a brief read-through. |
| Atch08-24-05, 12:24 PM | ok thanks all! |
| Thrincold08-24-05, 12:37 PM | May I put in that that white hearth facility itself is actually a mordikiens magnificent mansion effect? So you are in a nondimensional space within parts of the facility. I know it exits on the other end directly outside, but read the text on the entrance shaft. |
| Salla08-24-05, 12:49 PM | May I put in that that white hearth facility itself is actually a mordikiens magnificent mansion effect? So you are in a nondimensional space within parts of the facility. I know it exits on the other end directly outside, but read the text on the entrance shaft. Thank you for mentioning this ... that's going to be important very soon. :) |
| makeshiftwings08-24-05, 12:50 PM | Actually, I did this. I used a Living Mass Cure Light Wounds. I know that it seems a little cheesy, but this is how I handled it: My group had just faced the Carcas Crab encounter, and they were about to enter Whitehearth. They decided to make camp for the night first (mainly to replenish spells). The party had not settled to sleep yet when they heard the rapid pounding of footsteps and the clanking of armor. They ready their weapons, and out of the south come six humanoid figures with weapons in hand running toward the party's camp. As the group gets closer, the party recognizes them as a group of skeletons (Karnathi Skeletons, to be exact... though the party doesn't know that). The skeletons run though the camp, not even stopping to fight when the party takes attacks of opportunity on them (confusing my players). Then they see a shimmering blue light coming from the south, and it seems to be getting closer (as if following the skeletons). The living spell enters the camp and envelops two of the party members (healing them as it does). As the party realizes that is healing them, they try to take some of it, which just oozes through their grasp. Eventually the spell moves on. Now my plan is this, should the group tell anyone back in Sharn about this living cure spell, the word will likely get to folks at Morgrave University, as well as other interested parties. The PCs will likely be given some sort of magical apparatus and hired to go back into the Mournland to try to find this living spell and capture it. Meanwhile agents of the Emerald Claw are likely to be looking for it to destroy it before it can destroy anymore of their undead agents. I figure something like this would spur a decent adventure hook. Haha... I like that encounter a lot. |
| Gorgonzolla08-24-05, 12:59 PM | May I put in that that white hearth facility itself is actually a mordikiens magnificent mansion effect? So you are in a nondimensional space within parts of the facility. I know it exits on the other end directly outside, but read the text on the entrance shaft. Actually it's a Mordenkainen's Private Sanctum, so no extradimensional space. However, it's an easy thing to change so the adventure, the Whitehearth part anyway, can run as written without the Mournlands mucking it up. ;) |
| Zemyla08-24-05, 01:41 PM | This is where spells like Vampiric Touch and powers like Hostile Empathic Transfer come in handy. |
| thebassu08-24-05, 04:55 PM | One of the other players in my campaigne found an interesting loop hole for the healing issue. Cast Rope Trick. Then have a healer and the injured climb the rope, cast the healing spells and come back down. We have started using this Trick rather often, since those in the extradimentional space are also hidden. Of course if you have more people or weight than the rope can hold someone must be left outside. %d is good for that. |
| MarkB08-24-05, 05:28 PM | One of the other players in my campaigne found an interesting loop hole for the healing issue. Cast Rope Trick. Then have a healer and the injured climb the rope, cast the healing spells and come back down. We have started using this Trick rather often, since those in the extradimentional space are also hidden. Of course if you have more people or weight than the rope can hold someone must be left outside. %d is good for that. It also can't hold other extradimensional spaces - so no portable holes, bags of holding or handy haversacks (including the one the players are given at the start of SotLW). So it's a good healing post, but how many parties are willing to camp for the night with their belongings left outside? |
| KMFDM08-24-05, 05:33 PM | Thats what the warforged guard is for. |
| Realmsrat08-24-05, 06:28 PM | Or you could just dig a hole. |