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Quick Question: Seeking a burrowing Humanoid

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.

To be fair, your DM may be drawing from reality here. There are real-world fungi that can infect insect hosts and influence their behaviour, not just in general terms, but in quite astonishingly specific and directed ways. They're pretty horrific, generally speaking.
 

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To be fair, your DM may be drawing from reality here. There are real-world fungi that can infect insect hosts and influence their behaviour, not just in general terms, but in quite astonishingly specific and directed ways. They're pretty horrific, generally speaking.

There's evidence some of the zombie fungi- and certain bacterial and viral pathogens- do the same with mammals. I forget which one it was they were discussing, but there's one that goes after rats: it makes them leave their nests at odd times and lose their fear of cats. Cats get an easy snack, carry then pass the pathogen through stool and it works its way back to rats.

Aahhhh- The Circle of Life!
 

How many of them know the difference between a meal and a medicine,and will let the host consume the one and not the other?

I occasionally go into depressive cycles, and as I look back on what I've written in this thread it really looks like I've been reading a lot more into this than I thought.

Then I look at the e-mail from the other players saying that they've prepared new, 1st level characters for a new campaign, after this scene ends in a TPK.

So maybe I'm not being paranoid/depressive, perhaps things really are as bad as they seem.

At least it's nice to know that I'm not losing it. :)
 

How many of them know the difference between a meal and a medicine,and will let the host consume the one and not the other?

Well, that's the kicker - it wouldn't need to. All it would need to do is prime its host with an impulse to resist being cured. The host's own intellect takes care of the details.
 

I occasionally go into depressive cycles, and as I look back on what I've written in this thread it really looks like I've been reading a lot more into this than I thought.

Then I look at the e-mail from the other players saying that they've prepared new, 1st level characters for a new campaign, after this scene ends in a TPK.

So maybe I'm not being paranoid/depressive, perhaps things really are as bad as they seem.

At least it's nice to know that I'm not losing it. :)
Like I've said- I have seen this before. Some DMs just seem to outclever themselves into a narrative corner, expect their players to be mind readers, construct campaign railroads, or view the game as me vs them. And those are pitfalls even good, experienced DMs can fall into.

This looks like campaign's end, to me.

But as I've ALSO said, let the TPK play out. That might be how the plot goes forward.

I had a campaign in which a huge story arc involved the PCs being killed and adventuring in the afterlife, trying to win their way back to the realm of the living.

And supposedly, the whole Jean-Luc Picard becomes Locutus storyline from ST: TNG was the result of writers thinking they were being fired between seasons. So they "killed off" the main character. Then, when their contracts got renewed, they had to find a way to bring him back...

Perhaps, somewhere in the field or just on the other side of it is someone who is going to help you.
 
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Here's how it played out.

First, we retreated, heading downriver from where we had been, where we had been attacked.

Then we implemented a series of plans.

Plan A: Try again with flying up to find the limits of the AMF. The answer was, at 1500 feet it began to slope in, reflecting that it was a dome. No going over.

Plan B: Summon an Earth Elemental (Large) to tunnel under the fungus field, using the mass of the earth to block "Line of Effect" from the AMF. The Elemental vanished as soon as it got under the fungus field. AMF penetrated the ground. (The DM had privately warned me about this, but in character I didn't know it, and in good faith had to expend the spells/resources to find out.)

Plan C: Cast Awaken Sand to create an animated construct that was friendly to me. (Spell is from Sandstorm, and is part of the Sandshaper PRC spell list). Since that was a full day casting, the other casters in the party created the "stone hamster ball" that Danny suggested, a huge pipe we could ride in while the Huge construct rolled it across the field.. Before we sealed ourselves in we cast an Augry, to determine if this was a good idea. Signs and portents said it was a bad idea, so we stopped there.

Plan D: Cast Shadow Walk and cross over extra-dimensionally. Note that, in our game, that's a walk by the river Styx, not to be undertaken lightly. Again with the Augry, again, the powers above said "Bad idea".

Plan E: Walk away.

The fact that we reached Plan E is telling. We walked away.

Now, what we didn't know (aside from, like, everything):

1) This group, essentially epic in level, had no background we could learn about because they had just dropped in from another dimension. (Even though Knowledge - Planes had brought us nothing.)
2) Merchants had been dealing with them for about seven years. (Yeah, #1 and #2 disagree, roll with it.)
3) If we had bothered to go back and talk to the nice gate guards who had attacked us, unprovoked, several times as we sat in camp, and had killed several of our friends, who were now a day's walk from where we ended up camping after the retreat, we would have found that there was a supervisor on duty who would have been more reasonable and they might have let us walk through unmolested. Along a path lined with that fungus that infects you with an incurable infestation if you even get near it.
4) The fungus was actually a symbiotic relationship between a fungus and an animal. And all we had to do was take a sample of the stuff that kills you if you get near it, put it under the microscope that we didn't have because they don't exist in our world, and then make our Knowledge - Biology roll. That wouldn't have helped us in any way, naturally, but we would have had a little information.

I don't understand how we missed any of that. I must be slipping.

Anyway, because our game runs a "Round Robin" style, a different DM runs the next adventure. I'm covering the interim, since nobody had anything ready. They're sailing to Norway to escort the body of their friend, the Cleric of Baldur, home for a viking burial at sea.

So we survived.

There's a line I've used many times: If you can't lose, winning doesn't mean anything.

The corollary is also true: If you can't win, losing doesn't mean anything.
 


It was kind of sad, actually. He explained about the things we would have found if we'd made the dice rolls we couldn't make, or if we'd gone back to talk to the men who had attacked and killed some of us, and it was like he really thought we could/should/would have done that.

He truly didn't understand why we were walking away.

Now, since I was taking over as DM, my character went into NPC status. So when we hit Cairo, to pick up our ship from the repair yards, My PC asked each in the group for a small donation. He was going to stay behind to pray and offer sacrifice to the river goddess who had asked us to help, to apologize for our failure. One PC didn't have two coppers to his name, and another looked at our dead and said, "We've given enough."

So they set sail. Since I'm winging it, I pulled out the DMG and rolled for a weather effect on the random table. It's a percentile dice roll, and I was going to soften it by five points because they were in the Mediterranean, a relatively shallow, quiet sea.

I rolled 99, one point short of a full typhoon. The comment from the table? "I guess someone should have donated to the sacrifice."

They were a day and some change out of port when their lookout sighted the storm on the horizon. The Druid (our former DM) took to Eagle form so he could get a better look. I described the oncoming thunderheads as being like a line of anvils across the sky.

They decided to try and make for port, before the storm hit. Nearest port was Tripoli, a notorious pirate haven. They decided to make for Crete instead, but without checking a chart. The Druid cast Standing Wave and they were off and running, essentially surfing in their ship, at three times the speed it was made for.

They managed to hit a port before the storm hit, but it wasn't the one they were aiming for.

So wo of the PCs decided to finish a long day on the water by going hunting all night, while a thunderstorm was crashing around them.

And that's where I left them at the end of the session.

I'll finish the side trip next week, then hand the reins to whoever is up next.


In short, we moved on.
 

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