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Quick Question: Seeking a burrowing Humanoid


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Regarding the Nile tributary: How would extending the local drain line to the field help flood it?

Well, it does depend a bit on which is on higher ground...

But the idea is to get the water- a LOT of it- closer to the field. Do that, and you're halfway to causing your flood. If the field is higher ground, you may need to use something like an Archimedes screw.
 


Lure it in with food.

Then move it like anything else heavy, especially a boat you're portaging from one river to another: hirelings and/or draft animals, possibly with the aid of mechanical devices like logs or wheels.

I just have this image of the PCs luring the ooze onto a catapult and firing it at their enemies.
 


As a general thing, we have neither the time nor the means to go out looking for monsters, magic or special gear for the job.

Our current resources are: The gear we have with us, mud, sand, water and a few rocks.

Oh, and a DM that will accept only the solutions he's already planned for, and no others.
 

As a general thing, we have neither the time nor the means to go out looking for monsters, magic or special gear for the job.
OK.

Our current resources are: The gear we have with us, mud, sand, water and a few rocks.

Can you expand on your list of gear...and spells?

Oh, and a DM that will accept only the solutions he's already planned for, and no others.
So the only solutions that he'll accept are ones he's planned for...and has already decided won't work?

Sounds a lot like an impassable barrier to me.

It may be that he actually wants a TPK. It may even be integral to the furthering of the plot- rare, but not unheard of.

OTOH, try this: build a Texas A&M style bonfire on the edge of the fungus field, as tall as you can- one that is intentionally unstable towards the field's side. Light it, then knock it over. Have some PCs use their weapons to flip burning logs outward to clear yourself a path down the center, while the others add fuel to the fire as you progress.

The flames and rising smoke should, by simple physics, keep the spores off of you for a while








(You should make it about halfway before a TPK!)
 

I wasn't being entirely flippant when I listed our resources as mud, sand, water and a few rocks. No significant resources of firewood available.

Now I have several Quall's Feather Tokens that become trees, 6o feet tall, 40 feet across at the crown with trunks 5 feet thick. We could get wood from one or more of those, but it would be green.

I have tried Alchemical fire on the stuff. The area you hit with it burns away, and immediately begins to grow back. Responded the same way to Alchemical Acid. And Ice (except it didn't burn away, it just froze and died.)

When it infected the party member and we were trying various cures, it resisted. As in, it tried to take him over to keep him from drinking potions. Did I mention that it has a +19 on its Will save? Yet the DM insists that it's mindless, a fungus.

I was thinking about his "explanation" that it was genetically engineered, designed to be able to stop armies and be proof against just about anything.

Think of it as a spell, or an item. It would be Epic, no question. There are deities that can't do what this stuff is doing.

So what would be the target DC for creating it, presuming that there was a "Craft Epic Life Form" feat or skill? Epic spells have Spellcraft DCs to design them, and you frequently have to make trade offs to bring that number down to something achievable. This apparently has no trade offs, no weaknesses.

My plan for tomorrow's game is as follows:

1) Fly up as high as I can, to see how high the AMF effect goes. The answer will be "Higher than I can fly".
2) Summon an Earth Elemental to tunnel under it, on the theory that Line of Effect rules will apply. The answer will be, "They don't."
3) Leave.

I wonder who the next DM will be?
 

Rather than burning it or freezing it, have you tried squishing it?

Can you stone shape something up just outside the the field? As high as you can go with several castings. Then just knock out the base with either disintegrate, another stone shape or an adamantine axe. You could then either run along the top of your fungus squisher or you could even stone shape the inside out to make a tunnel. Though given how your DM feels about anti-magic the tunnel option may not work. You could try it with Wall of Stone, which is an instantaneous conjuration and IIRC shouldn't be affected by AMF.

Is it the spores that are the big problem? Can you somehow get access to the Desmodu breath masks in MM2? They provide hours worth of air via alchemy. I think in Sandstorm there is a similar piece of equipment. What about a wet cloth wrapped around your face?

If that doesn't work, stage a coup. Get the rest of the party together and go fight pirates. Or low level goblins. Make it known that in no uncertain terms that you are never going back to the fungus. And then, at the end of the session, ask the DM what you were supposed to do.
 

I wouldn't just leave. I'd go for the TPK, personally, just to see how he would react. Like I said, it IS possible that the next step in the campaign requires the death of your party.

If the TPK is not part of the script, he will become flummoxed and ask you something like "Why in the hell did you guys do THAT?"

At which point you can slowly turn to him and tell him exactly why.
 

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