What to do with an unconscious Tarrasque


Pathfinder First Edition General Discussion

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Ok, so you managed to get your characters to level 20ish. The Tarrasque is down to -1391 (just a calculation - see spoiler). Anyway, what do you do with it in the 35 rounds that it is KO'd? Is that long enough to asphyxiate it to death? Or otherwise kill it with things that (most people agree) avoid/overcome the whole regeneration thing? And if you do, does it just rise in 3 rounds instead of 35? So just keep hitting it over and over?

Spoiler:
3 CL 16 sorcerers (Actual Level 12, cl 16 with Shocking Grasp), Ranged+3, Quicken +0 (Spell Perfection SG), Intensified (to 10d6+20), Then another maximized ranged, intensified (80) in the same round = 55+80 = (135/rnd * number of sorcerers) * .8 (80% get past SR) - 40/round. So they may need 5th level slots (5 or 6 depending on stats, let's say 6). Improved Invisible (avoid detection at all costs for safety's sake). Now, they could take their time and say 2 of them do 160 -40 a round, 120 * 5 rounds is -75 HP for poor T. Only 80% get through it's SR (36 vs modified CL of 16+15, sets min roll of 32, or 80% success), so you get 96*6rounds is more definite at 576 (-51 for T). Once it goes down, unload maximized intensified magus shocking grasps on it at point blank (CL 11, 55% success rate, but 80 damage a pop from all 3, so (240 * .55) -40 = 92/turn * 3 spells, plus all the 2nd level Sorcerer spells at CL 16, so (240 * .8)-40 = 152 * 7). All that mess leaves the T at -1391. Side note: The Spines it shoots: Range of 600 feet, not 1200 feet, right? Even with invisibility and a range of 1040 feet (continuous from 3rd spellcaster using Dimension Door to move/keep up with it) the +43 Perception is rough. +1/20 feet = 52 + 20 Invisible, or 72 at max range, but then he's going to knock 10 off that if he moves at you (200'), and then roll D20+43, so he's actually got a 10% chance of locating your square...


Put a bag of holding in his mouth, then use a long stick to push a portable hole into said bag of holding... Just to see what happens?

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VoodistMonk wrote:
Put a bag of holding in his mouth, then use a long stick to push a portable hole into said bag of holding... Just to see what happens?

That might suck him into another plane. I always thought the "magic jar" and swap bodies with it was a decent idea. But his saves are insane and its not permanent. I had set up a group of 20 flying folks with mirrors of life trapping to get it one time, and trap it in a mirror - take 20, he's going to roll a 1, if not the first round, then 14 more rolls the second round after he's killed 6 of them... it should work without too much loss of life. But the cost is 200k a mirror or something stupid like that. 4 million... you wouldn't be saving many kingdoms with a cost to benefit ratio like that. better off crafting a ring of unlimited wishes for 2.74 million and just wishing it away once a round until it was gone. Saved ya 1.26 million. :)


Sending it to a different plane may have to be good enough. I read somewhere that there may only be one Tarrasque that comes and goes as it pleases, so a bag of holding and portable hole is a $22,500 fix. All you have to do is get him far away from you. He will come back to life, he will find his way back to the material plane when he pleases, but I've never heard of him coming back immediately to seek any sort of vengeance on the party that put him to rest.


Cut it's body into 100 pieces large enough so each regenerate into full Tarasque


I'm a fan of bricking things into a permanent kennel, cementing over the bricks, and using a wish to turn the whole lot into adamantine and a second wish to get that portable prison headed up at about 15x the speed of sound in the general direction of the sun or Pluto, whichever suits your amusement.

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Shiroi wrote:
I'm a fan of bricking things into a permanent kennel, cementing over the bricks, and using a wish to turn the whole lot into adamantine and a second wish to get that portable prison headed up at about 15x the speed of sound in the general direction of the sun or Pluto, whichever suits your amusement.

We did this with part of the dragon crown. Poured on liquid Addy and buried it in the middle of the ocean. I don't know if it would work on the 37 STR Tarrasque as well. If it gets an attack when it wakes, it will whittle it's way out over time. I also wouldn't suggest sending it to the moon, as the deity that lives there might get upset (or use it). The sun? That might be an option, even in space it wouldn't have propulsion. But that would be one hell of a second Starfall... lol.


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Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

... Why waste a perfectly good Tarrasque?

Use some teleportation mojo (or just get some sufficiently strong flying creatures/machines) and take it someplace where it can do some good!

Air-drop it onto Abrogail Thrune's current residence, dump it into the Worldwound, send it underground to say hello to the drow, punt if off to Aucturn to keep that planet even more screwed up, seriously...

If you're powerful enough to knock down the Big T, you've got enemies. So introduce them to your new best friend!


The City Built Around the Tarrasque

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Cole Deschain wrote:

... Why waste a perfectly good Tarrasque?

dump it into the Worldwound,

Tarrasque + Worldwound = possessed intelligent Demon Tarrasque.... hmmm... GM wheels turning... muahahaaa.

Grand Lodge

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Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

Draw penises on its forehead and take pictures.

-Skeld


too bad you don't have an ovely large portable hole to stick it in and keep like a pet to threaten to unleash on enemies.

but yeah. sticking in another plain seems like the best idea.

or just run like hell


Dispatch a Tarrasque suppression force of 2 Annilliator, 8 Myrmidon, and 16 Gearsmen robots to back up the new owners of the Iron Mountain. Once the Tarrasque is down, have 4 of the Myrmidon use their force lashes to keep the Trrasque down and the rest of the surviving robots make sure nothing disturbs your Tarrasque while you set up a warehouse, work shop and restaurant with gift shop around it.

Now start carving up that carapace and extracting bones and claws to make weapons, armor and souvenirs for the gift shop. Looking for epic armor for that special nephew heading for the Worldwound? Tarrasque Plate is the economical choice of a generation! Try the Tarrasque tartar while you're here. Take some home, we've got tons of it!

Think of all the Tarrasque recipes you could come up with. No seriously, think about it. The meat is immune to fire and acid...but its an unlimited supply! Just hope nobody tries to steal your Tarrasque...


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Everyone talking about imprisoning and exploiting the Tarrasque are cruel and demented. It's just an animal, and despite its destructiveness it is not deserving of being continuously ripped apart for its captors' advancement.

Even if I was in the party that took it down, if others wanted to do the things being brought up, I would defend it with my life against my own party.

If I came across the City Built Around a Tarrasque, I would do everything in my power to free it and kill everyone who enjoyed or profited from its misery.

Exile it, send it home, you already won, leave it alone. You don't even need to technically kill an enemy to defeat it, and defeating enemies is how you get experience, and experience is how you advance. Exploiting an imprisoned dinosaur is beyond the scope of player advancement.

I probably sound like a animal loving PETA person, and I do love animals, they're delicious. I have no problem killing monsters. But exploiting anything in such a manner is something every single one of my characters would have killed someone for.


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You do know it's the spawn of THE chaotic evil god of absolute destruction. Not just a little destruction. No, it's Rovagug's spawn. It has an insatiable hunger for destruction that is as large as it's effectiveness against a level 20 party of adventurers is small.

It is out of pragmatism that people suggest using the body to keep it down.

It's irresponsible to let it go to cause destruction. You're forcing an unyielding problem onto someone else's doorstep. Just because it's a trivial problem for you to deal with doesn't mean it's the same for others.

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Meirril wrote:
Dispatch a Tarrasque suppression force of 2 Annilliator, 8 Myrmidon, and 16 Gearsmen robots

Hmmmm.. Tarrasque KO'd AC is still 37,

Gearsmen: +10 Spear (the only thing that will hurt is the 1d6 lightning). +4 to hit unconscious. So +14. They need a 23 to damage it. So that's not gonna help much ("on a hit" being the important part of the charged weapon (Ex)).

Annihilators come closer to harming it: +28 Claws, Need a 5 or better. So 75% success rate. 2d6+12, though. 19 average is going to knock T down 4 points per claw. 6 damage a turn average. Regens 34. Two Chain guns: +19 (14 or better to hit, unless they go vs touch at 1st range increment, but no feats to indicate this) 8d6, infinite ammo is a good call. 3.5 x 8 = 28 - 15 = 13 with each, 26 damage * .35% = 9.1 ave damage. Regens 25. T is still winning.

Damage output (average) for non-crit (that only happens 5-10% of the time, but so does missing, but would be somewhat statistically significant with 4x multiplier - the actual average damage for 20 rolls is 14 according to excel, so it wouldn't even average out to getting past T's DR): 15.1 damage each per turn. T is still healing 9.8 damage a turn... Uh oh! It's waking up!

Quick, hit it with the force lance 20d6 - 120 max damage, half is fire (immune) so 60 max, 35 average. Times 2. OK. Now we're talking. 70 damage every 3 turns... wait... it just healed 120 (well, about 30 actually). So we are keeping it under at this point.

In context it could eat a solo annihilator for breakfast without breaking a sweat. Nice.

<edit: I think I am 5 off on the AC, 37 - 5 for 0 Dex = 32, +4 to hit = 28 effective>

What we really need here is something with an infinite supply of bombs or some other touch attack. Suggestions?


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Claxon wrote:

You do know it's the spawn of THE chaotic evil god of absolute destruction. Not just a little destruction. No, it's Rovagug's spawn. It has an insatiable hunger for destruction that is as large as it's effectiveness against a level 20 party of adventurers is small.

It is out of pragmatism that people suggest using the body to keep it down.

It's irresponsible to let it go to cause destruction. You're forcing an unyielding problem onto someone else's doorstep. Just because it's a trivial problem for you to deal with doesn't mean it's the same for others.

Pish Posh. It spends most of its time in a deep torpor in an unknown cavern. And most of its time, for something immortal is probably longer than any living thing can remember the last time it was awake. So... Chances are, it doesn't immediately go on another rampage, as it does NOT spend most of its time rampaging.

It woke up. Raged its little heart out, got put down by some bad@$$ adventurers and now it's nap time, see you all in a thousand years.

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VoodistMonk wrote:
I probably sound like a animal loving PETA person, and I do love animals, they're delicious. I have no problem killing monsters. But exploiting anything in such a manner is something every single one of my characters would have killed someone for.

So your characters have never ridden a horse nor wore spurs while doing so? This is why RPGs are fun. You can do things that you wouldn't normally. Now, if I were the 20th level characters, and they were using annihilator bots to keep it sedated, I might exploit the town's exploitation by threatening to destroy one of the bots... CN is a b+@@+ that way. Gimme my annual "I didn't wake your pet Tarrasque tax."

I agree, though, personally, that exploiting anything in the manner expressed would be LE at best, NE and CE at worst (though, given Golarion's penchant for LE, that would be my call).


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maouse33 wrote:
Meirril wrote:
Dispatch a Tarrasque suppression force of 2 Annilliator, 8 Myrmidon, and 16 Gearsmen robots

Hmmmm.. Tarrasque KO'd AC is still 37,

Gearsmen: +10 Spear (the only thing that will hurt is the 1d6 lightning). +4 to hit unconscious. So +14. They need a 23 to damage it. So that's not gonna help much ("on a hit" being the important part of the charged weapon (Ex)).

Annihilators come closer to harming it: +28 Claws, Need a 5 or better. So 75% success rate. 2d6+12, though. 19 average is going to knock T down 4 points per claw. 6 damage a turn average. Regens 34. Two Chain guns: +19 (14 or better to hit, unless they go vs touch at 1st range increment, but no feats to indicate this) 8d6, infinite ammo is a good call. 3.5 x 8 = 28 - 15 = 13 with each, 26 damage * .35% = 9.1 ave damage. Regens 25. T is still winning.

Damage output (average) for non-crit (that only happens 5-10% of the time, but so does missing, but would be somewhat statistically significant with 4x multiplier - the actual average damage for 20 rolls is 14 according to excel, so it wouldn't even average out to getting past T's DR): 15.1 damage each per turn. T is still healing 9.8 damage a turn... Uh oh! It's waking up!

Quick, hit it with the force lance 20d6 - 120 max damage, half is fire (immune) so 60 max, 35 average. Times 2. OK. Now we're talking. 70 damage every 3 turns... wait... it just healed 120 (well, about 30 actually). So we are keeping it under at this point.

In context it could eat a solo annihilator for breakfast without breaking a sweat. Nice.

<edit: I think I am 5 off on the AC, 37 - 5 for 0 Dex = 32, +4 to hit = 28 effective>

What we really need here is something with an infinite supply of bombs or some other touch attack. Suggestions?

Or you could assume the robots all use the Coup de Grace action, since it hits (and crits) automatically,

Liberty's Edge

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You take it to whichever war torn city is having issues with food. You charge some people with keeping its hit points low enough, and you provide Terrasque burgers. Forever. It's unconscious and can't feel, and think of all the suffering you are mitigating!

PCs: solving world hunger, one abomination at a time.


maouse33 wrote:
Meirril wrote:
Dispatch a Tarrasque suppression force of 2 Annilliator, 8 Myrmidon, and 16 Gearsmen robots
Hmmmm.. Tarrasque KO'd AC is still 37,

What difference does AC make? It's down, you can auto-hit a non-resisting creature (think of a coup de grace attack--if you can do that you can likewise hit without rolling simply to do damage.)

Furthermore, so long as you have an appropriate weapon I don't think it would even require conscious action--something like waterwheel could keep hitting it.

As for those who feel it's cruel to exploit the downed tarrasque--such tactics are based on keeping it down. I don't see how any action you take against him at that point can be cruel. There is no suffering and no lasting harm (as he'll regenerate anything you do.)


Regarding the Tarrasque's alignment: the standard Tarrasque is true Neutral. It's only in the Golarion setting - where it's a Spawn of Rovagug - that its alignment is CE.


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"//What do we do with the unconsious Tarrasque?// Early in the morning?"


Give it back to Rovagug, telling him it's an utterly awesome work of destruction but perhaps he could give it some better defense so adventurers weren't constantly asking "what now it's unconscious but????" Perhaps something for those flying range attackers perhaps? Just a thought, where would you like me to put him for now?

Ta ta.


Temporal stasis and put him somewhere for later when you need to threaten people.


You could greater mind swap it to claim it's body for your own and effectively "kill" it. Requires a semi elaborate setup tho.


The Tarrasque is immune to mind-affecting effects. Mind swap won't work. Major Mind Swap requires the target to be your same race, and still won't work, as the Tarrasque is immune. The Psionic's Mind Switch will not work, either, as it is a mind-affecting effect, too.


RE -Immune to mind-effecting : Noticula Simulcarum for her mind effecting removal aura

Spoiler:
Seductive Presence (Su)

Unlike most demon lords, Nocticula does not possess a frightful presence ability. Rather, she has a seductive presence that she can activate as a free action whenever she speaks or uses a spell-like ability. Anyone within 180 feet who fails a DC 43 Fortitude save loses any immunity to mind-affecting effects, charm effects, and compulsion effects, and becomes fascinated by Nocticula for 5d4 rounds. A creature affected by a mind-affecting effect while within this aura remains affected even after leaving Nocticula’s seductive presence. Creatures that succeed at this saving throw are immune to this ability for 24 hours. The save DC is Charisma-based.

RE -Same Race : Instant enemy to treat it as my favored enemy (which happens to be my race) for all purposes

Spoiler:
With this spell you designate the target as your favored enemy for the remainder of its duration. Select one of your favored enemy types. For the duration of the spell, you treat the target as if it were that type of favored enemy for all purposes.

Worth noting this lets you effectively become whatever you want


Righteous.


Create a permanent demiplane (lesser is fine) with the Portal trait (and optionally, lawful+good traits) and rig the portal with a bunch of mundane explosives. Stick the unconscious Tarrasque in there, hit it with Imprisonment, add the dead magic trait and leave. Then throw in something to set off the explosives you left and smash your side of the portal. It's now trapped in an instantaneous prison it can only be freed from with high level magic, on a plane where magic doesn't work and nobody can reach anyways. The plane can't be dispelled because you need to be on it to dispel it and magic doesn't work on it.


maouse33 wrote:
Meirril wrote:
Dispatch a Tarrasque suppression force of 2 Annilliator, 8 Myrmidon, and 16 Gearsmen robots

Hmmmm.. Tarrasque KO'd AC is still 37,

So why do you ignore the whole part where I say 4 Myrmidon are going to keep it down and the rest of the bots are used as guards? Each Myrmidon has 2 force lashes that do force damage and hit on touch. Normal Tarrasque is a touch of 9, 4 for being immobile. 2 Myrmidon are enough to keep it down on an average round, 4 is just overkill. Each month they 4 units keep doing damage is another month the Tarrasque needs to recover if the entire force is wiped out.

If you think something someone else writes doesn't work, try reading it more carefully before you demonstrate how bad your reading comprehension is.

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