A note: I forgot to mention it during the most recent session, but animals (other than Souffle and Big Red) don't seem to like you guys much anymore. Elan had to go to some lengths before Tidefell would let him ride him, and dealing with the mount Etale summoned was even worse. You didn't have too much trouble with Lord Morgan's animals, which seem generally apathetic and broken-spirited. You think they're used to negative energy auras since the stable was Unhallowed. Answers to Etale's questions: > It seems that the negative energy contamination (if that is all it is) > will be semipermament at least. Do we know the effects of prolonged > exposure to it? You've never heard of a case before where the contaminated items couldn't be uncursed with undead turning. The only effect you have noticed is that you're not healing naturally. > Dan, can we try taking the equipment off one another when the subject is > asleep/immobilized ? It 's worth a shot. Even if a few layers of skin, > muscle bone have to come off too ... well, gridley can heal us up. Gridley can't actually heal that: replacing lost body parts (other than, presumably, blood) requires Regenerate, which is a seventh level spell. If you lost just a little skin you might be okay, but the clothes-stuck- to-you effect seems to go deeper than that. You also might consider the wisdom of spilling that much blood and gore onto something contaminated with that much negative energy. A final note - I don't think anesthetics have been invented yet. ------------- > We could try pretending to be powerful evil forces that overthrew Lord > Morgan if all else fails. "Pretending"? ^_^ ------------ > What is a mohrg? I rolled K:Undead for you and got a 22: "A mohrg looks like a gaunt, nearly skeletal corpse and is easily mistaken for a zombie or ghoul." The most deadly feature of a mohrg is its tongue, which makes touch attacks in combat. An opponent the tongue touches makes a Fort save or is paralyzed. Standard mohrgs are approximately CR8. ------------- > Dan, are there any spells in the spellbooks that could help remove/weaken > the curses, or that are cheaper than identify? I only have two identify > pearls. Dispel Magic is forbidden, but probably wouldn't work anyway :-( If Remove Curse didn't have any effect, it's unlikely that any of your magic would either. A cleric with the Magic domain could cast Identify (as a second-level spell) without using a pearl. Boccob and the Necromancer both offer Magic domain to their clerics. But with the amount of money the party has now, it's probably less effort just to use the pearl. ------------- > What are the capabilities of Hat of Disguise? Can it hid the evilness > maybe? Even if not, then it could still be valuable for having one of our > fighters fully ready for combat even in safe areas. The Hat of Disguise gives you the Change Self ability (as the spell). It doesn't seem to conceal your evil aura.