Michael Talley 759 wrote:
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:
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:
The spell is healing warmth. The problem with leaving the dam place is you can't unless the riddle has been solved
avr wrote:
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.
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