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We got a maybe clue that it might have something to do with the nymph's ability to store magic. If so is there a way to use that to store heals? The other thing is when we first entered the Forrest the ex-paladin was still a full paladin and when it's mount was injured every kind of healing spell worked on the mount


One last thing I forgot to mention, one of the Asimar's was badly injured in the first encounter in the woods and a lone nymph appeared and for a promise healed the Asimar inside the Forrest


Michael Talley 759 wrote:
Well.. what caused the curse?

That's the mystery of it. We have no idea and extensive research before entering the wood and after we entered the wood reveals nothing. None of the knowledge skills provide information even when we roll a natural 20


Michael Talley 759 wrote:

O_o well depending on how the GM decided Temporary HP work, the witch might be able to heal themselves with False Life, It's meant to add barrier HP above what the caster normally has, but in many cases temporary HP fade after damage is applied to them. Barbarian is the only one I've seen that has the Temporary HP having damage applied after they fade. This would allow the Halfling to heal with Necromancy. the Psionic Can equally heal themselves with psionic Power as that is normally the body just speeding up natural healing (might cause fatigue or more Fortitude saves given the cursed environment) Shame no one is a Celestial Sorcerer Bloodline then they could be healed with divine power directly from a source instead of a god that has it's link weakened. But it would only heal those of Good Alignment while harming those of evil alignment.

Alchemical healing Balms might work, only one I know of is Padzahr which doesn't restore HP it restores Con-Damage. But I think there was one that healed 1d4 but couldn't be used more than once on the same subject per 8 hour of rest period. Anyone in the group have craft Alchemy?

So the Dwarf, drow, and Halfling are healing alright naturally since they arn't human, but I didn't think Asimar counted has human anymore do to their blood leaning more heavily towards outsider, so wouldn't the only one normally afflicted by the curse be the Half-Drow?

According to the DM the Asimar are just plain touched humans and count under the curse. The dwarf and halfling heal at normal resting speed but can't be healed. The full drow heals full damage as fast as he would normally heal NL damage and the half drow heals at normal speed but can cast healing warmth on itself


Pendagast wrote:

it'd probably be best if you listed all the characters races, classes and levels.

What's the deal with the ex paladin? He has 7 levels of paladin and no access to most of his class abilities (so effectively a warrior?) or is he on the path to blackguard/anti paladin?

You're in a weird place and that ex-paladin is a weird character… I dunno, could have the key in that guy right there.

Some of my favorite characters have been ex-paladins…but that was back in rules sets where they "became" fighters… an ex-paladin in this system is actually worse than a fighter… lol

The ex-paladin was a paladin who throw away his holy symbol and is now on the road to redemption. As he was a full paladin when he entered the wood I can tell you that none of his God given powers regenerated in the wood


Ok specifics on the curse are as follows. The origins of the curse are 1300 years ago the wood suddenly became black and cursed, that is all that is currently known about the origins of the curse. Upon entering the woods the character discovers that there is no light in the woods and unless the character has dark vision (which humans lack) it cannot see without using a torch or other means of light. As soon as you enter the woods the path out of the woods behind you disappears and the characters connection to there gods feels weak. For every week the character is in the murk wood they must do a fortitude save or take one point of wisdom damage. Inside the wood people do not age, there is a village in the centre of the wood. Almost immediately after entering the wood you find this village. It is populated by mindless people that have had thought drained the by curse over hundreds of years. A rough map has been made of the wood and once inside it appears to be endless (or the curse keeps you going around in circles. The only other piece of information we have about it (aside from the healing issues) is that the curse has something to do with the plain of shadows.

None of the healing spells or tricks will work because Nat the core of it, this curse is designed to hurt humans in particular. The only methods of achieving healing are to remove ones self from the wood (to another plain perhaps) or to change the very nature of a character for a while (transmutation spells don't do it because at its core the character is still human)

We have tried all of the clerics healing spells available to us as well as nearly every sort of potion that has healing properties.

The party consists of a level 7 half-drow battle cleric, a level 8 dwarf flight/rough hybrid, a level 8 draw psionics user, a level 6 halfling witch ((which does not possess infernal healing) a level 7 human-asimar ex-paladin and a level 7 human-asimar inquisitor

We have been in the wood for 6 game play sessions (6+ hours each) there are some nasty monsters here we can't avoid and we're not even 1/4 of the way through it. So any suggestions are welcome because even if we play smart small things like failing a high climb check and taking damage from the fall is potentially fatal after a while.


Amakawa Yuuto wrote:

As others have mentioned, I'd advise looking into "Infernal Healing" since it isn't 'real' healing, and since it draws its powers from hell stuff that interferes with regular healing shouldn't matter.

Was the Cleric spell used "Healing Warmth"? Or was it a spell&feat combo like "Glorious Heat" and a fire spell?

The spell is healing warmth. The problem with leaving the dam place is you can't unless the riddle has been solved


avr wrote:

Try going into an extradimensional space (e.g. Rope trick) & doing the healing there. If you have access to the Infernal Healing spell, that might work as it grants fast healing rather than healing directly. If you have a druid try Goodberry, that worked in the Mournland in Eberron.

Also try knowledge checks to figure out what the answer is! And/or talk to whatever local life you can find.

Currently we are only a level 7 party and lack a Druid as well as a sorcerer or wizard (unbalanced party I know) we have an ex paladin, a fighter/rouge, a cleric, an inquisitor and a severally nerfed psionics user and a witch.


My DM has put the party in a cursed wood where healing is difficult at best. Any character who is human cannot heal, we have been told this is because at the core the curse is designed to damage humans in particular. All other races heal at normal rate except they cannot be healed magically. We can only found one exception to this rule. A cleric spell (I can't remember the name of it) that uses fire to power the healing spell. Now this is a massive problem because all the tanks in our party are humans. Transmutation won't work to make humans heal because at there core they are still human but we have been told there is a way to make any character heal.
Does anyone have any ideas at all?
Thanks Rose