4th ed Mournland:

Post/Author/DateTimePost
#1

skrap-san

Sep 15, 2008 15:44:00
OK so I'm starting up a new campaign using 4th ed. Now I haven't planned anything yet, but I'm bound to be sending them into the mournland sooner or later. So I figured id rather be prepeared for it when the day comes. Now what I want to know from you guys is: How do you sugest the "no healing" part of it should work.

On a personal level I'm inclined to saying that you don't regenerate normaly through a nights rest, and that you don't get new healing surges after a nights rest.

But how does one handle warforged? and is there other ways to work with the no healing rule?

(oh and first post on new forum it would seem )
#2

nymrohd

Sep 15, 2008 16:27:37
Well ruling that you do not regain healing surges on an extended rest while in the Mournland would make some sense. It would severely limit healing, and it would give a slight edge to warforged since warforged resolve can still heal them.
#3

Ogiwan

Sep 15, 2008 16:31:14
Isn't there some place in FR that's like the Mournland?
#4

Nived

Sep 15, 2008 16:39:38
There are two trains of thought I've had on the subject, one which is no regaining healing surges. Which is certainly deadly in its own right, there is one hickup in it.

As one never really gains anymore healing surges (well there is the dwarven feat), the risk is the same for high characters as well as lower tier characters. Because they'll be going up against encounters properly balanced against them they will go through their healing surges at roughly the same rate.

Another solution, one I've been tinkering with is making a disease track for the Mournlands. Or at least using it as a base, a skeleton as you will.

This disease track has a rules exception, so long as you are in the mournland you can not go left on the track. Your endurance check sees if you fall further to the Mournland's devestating effects.

First stage of the Mournland malaise would be like filth fever. Lose one healing surge. You'll always be down one healing surge, if you fail your endurance check the next day you'll slide further to the right, which would impart the original condition, not losing your healing surges, but no longer being able to gain them back. The final stage of the effect would leave you completely unable to regain HP in any way (again similar to the effects of filth fever) and lose all healing surges.

Make it a DC 20 or so. With a note that it does not effect constructs.
#5

misterfido_dup

Sep 15, 2008 16:55:03
http://forums.gleemax.com/showpost.php?p=16413228&postcount=18

Here's Hellcow's view on the matter =P
#6

grug_the_just

Sep 15, 2008 23:31:04
I think overall I prefer the Disease route on this one.

Also, this doesn't quite hinder a cleric's ability to heal without surges though.

Ah well, it's easy enough to be playable and not clunky.
#7

skrap-san

Sep 16, 2008 0:07:46
Well I must admit that Nivideds disease route is quite interesting. Well ill have to tinker a bit with it in my head before I find any conclusions.
#8

Dargurd

Sep 16, 2008 0:08:00
This disease track has a rules exception, so long as you are in the mournland you can not go left on the track. Your endurance check sees if you fall further to the Mournland's devestating effects.

First stage of the Mournland malaise would be like filth fever. Lose one healing surge. You'll always be down one healing surge, if you fail your endurance check the next day you'll slide further to the right, which would impart the original condition, not losing your healing surges, but no longer being able to gain them back. The final stage of the effect would leave you completely unable to regain HP in any way (again similar to the effects of filth fever) and lose all healing surges.

Make it a DC 20 or so. With a note that it does not effect constructs.

I really like this idea and in the absence of official 4Ed stuff yet im certainly going to use this - consider it swiped !
#9

nymrohd

Sep 16, 2008 6:37:14
The problem is that 4E is far more balanced than 3.5 ever was. Whatever special terrain the Mournland gets, it should be assigned an XP value so it can be taken into account for encounter building. Simpler solutions are the best.
#10

Alas

Sep 16, 2008 7:38:07
The problem is that 4E is far more balanced than 3.5 ever was. Whatever special terrain the Mournland gets, it should be assigned an XP value so it can be taken into account for encounter building. Simpler solutions are the best.

XP for Mournland terrain? I can see a few routes to this:
  • At the most basic, the party should have a good reason to even enter the Mournland. Quest XP for going in and coming out alive!
  • Certain features of the Mournland could be treated as traps of an appropriate level. These features could be Mourn-twisted vegetation, necrotic mini-realms where healing surges slip away (I'm suddenly picturing the Swamps of Sadness from Neverending Story), or places where the earth has literally gone insane. Overcoming them earns encounter XP, same as for a trap.
  • If learning to keep yourself alive in the Mournlands isn't a skill challenge, I don't know what it. The "survival" challenge should happen early on so that the characters understand the badness of the place. Failure puts them at a severe disadvantage (lost healing surges, etc) while success allows them to treat the Mourning as background noise while they pursue the main plot. The challenge should involve lots of Arcana and Endurance checks, naturally, but History could really come into play when comparing the current terrain to old Cyre, and refugees could invoke Streetwise in ruined settlements. The great thing is, just because the players complete the challenge and adjust to the Mournland this time, it doesn't mean they get a permanent EZ Pass. The Mourning could fluctuate over time, and vary from place to place, requiring a new challenge whenever the DM decides its dramatically appropriate.

In any event, the idea is to make the Mourning a complication for the heroes' adventure, not a barrier to it.

(Well, depending on the level of the challenge. A DM could set DCs for the periphery of the Mourning as heroic, "hot spots" as paragon, and "ground zero" as epic.)