• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Quick Question: Seeking a burrowing Humanoid


log in or register to remove this ad


Thanks. I don't think we're using that book, and in any case the PC in question would be unfamiliar with that creature.

Here's the problem I'm trying to address: The DM has a field of some purple fungus growing in a barrier a bit over 2,000 feet deep, and stretching as far as the eye can see in either direction. It's a "genetically engineered" fungus that can infect anyone who gets near (DC 22 Fort save to resist), and seems to emit an anti-magic effect that runs straight up for at least 200 feet. Whenever we try a Knowledge check to figure out anything, we're using the wrong skill, and fail. It's always "something else".

Perhaps we need a "Knowledge - Knowledge skills" skill to know which check we should be using? :)

In any case, there is no Teleport in our game world, and we need to get past it. Walking through would be a TPK. DC 22 Fort saves every round, with no magical aid or protections. We can't tell if the infection counts as a disease, a curse, or a poison. It's always "It's something else", and thus we are unable to treat it.

So my idea was to pass under it, using the bulk of the earth to block line-of-effect on the anti-magic, and to let us avoid the spores.

If we can't turn into burrowing creatures that could leave a tunnel, plan B would be to either summon such a creature, or use the Lyre of Building to excavate a tunnel. (The giggle to that is that I don't think any of us have any "Knowledge - Architecture and Engineering" skill, so this will be ugly.)

Our "cure" for the spores, the only one that worked so far, was to kill the infected person, then cast Revivify the next round to bring them back. Even Heal failed. Why? Because Heal cures injury, disease, poison, ability drain, and pretty much every condition in the book. But since this is "something else"...

Sorry, I needed to vent.
 

What level are you guys and what's the group's composition?

If you can cast Heal I assume you have access to 6th level cleric spells. Also, since you're using Revivify and I can't find it in the pathfinder SRD, you're playing 3.0/3.5. Wind Walk can turn the party into vapor going 60 mph for 11 hours. You can go quite high with that. Commune to ask your god for some ideas. Depending on classes and levels, I'm surprised you don't have more options than that.

AR
 

A few other suggestions...

Burn it out.
Get someone with the Craft (Alchemy) skill to develop an antifungal substance and kill it off that way.
Congratulate your DM on 'winning' and then go adventuring somewhere else.
 

Okay, I thought the D&D 3.0/3.5 thread tag was enough, but yes, we're using 3.5.

Wind Walk is/was available. (Our Cleric died, and the player chose not to have him come back.) The tactical issue, I suppose, would be that however high you fly, if you guess wrong about where the AMF ends, you fall to your death.

We tested the height with a different means of flight, and a Dancing Lights cantrip. You send the lights in and see where they vanish. You go up a hundred feet and try again. And you keep trying until the DM gets impatient with you "wasting his time", has his guards roll a 45 Spot check to notice your invisible flyer and generally make it clear that you can't get past that way. You don't need to ask gods or read runes when you can read the writing on the wall.

In any case, the "Ask god for help" spells are not used in this particular campaign. The gods are off fighting a war. Solving that is part of the long term campaign goals.

I'm fairly certain that the DM will shut down any magical attempt to go underground as well. I'm exploring that avenue more or less for the sake of thoroughness.

We've tried burning the stuff with alchemical fire. The fire doesn't spread, and the fungus fills in the hole in less than a minute.

When we pulled out all the stops to cure someone, the best result we got was, "Okay, you stopped it for this round. Mike, make your FORT save for next round."

No Knowledge check, including Bardic Knowledge rolled in the 30s, seems to be the right one. Even "Knowledge Arcana", which is supposed to be "Any non-natural stuff that isn't covered by something else" wasn't the right skill check.
I'm sure the DM has some very clever solution in mind (though he might not), and is waiting for us to employ our legendary "players read DM's mind" ability to figure it out.

At some point, if he continues to stonewall, the PCs will give up and leave. He'll be a DM with an adventure and no adventurers. Don't want to go there, but it's where we're headed.
 

I'm looking for a Humanoid form with a Burrow speed, something available through Alter Self.

Any suggestions?

You could turn into an Asherati (Sandstorm). They have an ability called Sandswim which lets them move through sand, lose dirt and ash.

If you're trying to move through rock though I don't think it will work.
 

Non-magical flight was my first thought - a dirigible balloon would get you across - but you mentioned something about guards shooting down one of your flyers, so that may be impractical.

But what about those guards, though? Are they able to pass through the barrier? If so, set up an ambush, grab one or two, and find out how they do it.

How do you feel about golems? Although they're magical constructs, they're explicitly called out as being unaffected by antimagic fields. Get yourself a cohort of iron golems and a sealed vessel large enough to hold the entire party and several minutes' worth of air, and then the golems can carry you across the fungus and decant you on the other side. Admittedly, this is not an inexpensive option.
 

How do you feel about golems? Although they're magical constructs, they're explicitly called out as being unaffected by antimagic fields. Get yourself a cohort of iron golems and a sealed vessel large enough to hold the entire party and several minutes' worth of air, and then the golems can carry you across the fungus and decant you on the other side. Admittedly, this is not an inexpensive option.

But then you'd have your own army of golems! And who doesn't want that!

Even better, see if you could somehow make a space for yourself INSIDE the golem so you could just ride around in it.
 
Last edited:


Into the Woods

Remove ads

Top