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The Gyre as a Campaign setting
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<blockquote data-quote="RangerWickett" data-source="post: 8081880" data-attributes="member: 63"><p>It's amazing what 17th level paladins can do with a smite and a whole hell of a lot of healing. I ended the campaign with them having to beat back a sort of dream avatar of his - not the full god, just a psychic manifestation of his will to awaken - which emerged through a rift in the city of Oppara, capital of Taldor.</p><p></p><p>The combat lasted, I think, eight rounds. I set up a map of the city, with prominent locations to defend and a couple locations where they could get allies to help out. The battle climaxed with one of the PCs using the Worldbreaker (a truly massive cannon some previous king had made to break a siege) as his weapon while smiting, after another PC had lured Rovagug into the cannon's path.</p><p></p><p><strong>ROVAGUG (CR 30)</strong></p><p><strong></strong></p><p><strong>HP</strong> 760 (DR 20/epic), regeneration 100</p><p> Limbs can be targeted to disable certain attack options. If you deal 100 hp to a tentacle, leg, or tail in one round, or 200 hp to the mouth in one round, that attack weapon can't attack on Rovagug's next turn. Damage to limbs also applies to bodies; this is just to give some flavor to fighting a kaiju so it isn't a big bag of undifferentiated hit points.</p><p></p><p><strong>AC</strong> 51, touch 6, flat footed 46</p><p></p><p><strong>Fort </strong>+36, <strong>Ref </strong>+31, <strong>Will</strong> +23, <strong>SR </strong>41</p><p></p><p><strong>Titanic</strong> Use a battle map where 1 square = 100 ft. (The PCs' mounts could all get them at least 1 square, and potentially 4 squares of movement.) Rovagug moves 2 squares per round, and does not provoke opportunity attacks for moving. His body is three contiguous squares - the head which is the only space that can bite, the body, and the tail which is the only space that can tail hurl. His tentacles and stomps can originate from any space of his body. He has reach 100 ft. for his attacks.</p><p></p><p><strong>Weakness</strong> susceptible to song</p><p></p><p>He makes all these attacks each round.</p><ul> <li data-xf-list-type="ul"><strong>Bite</strong> +41 (4d12+50, 18-20/x4, plus grab +41, free action on next turn to swallow whole) plus godkiller and great destroyer</li> <li data-xf-list-type="ul"><strong>Two Tentacles</strong> +36 (4d12+25) plus great destroyer plus knockdown</li> <li data-xf-list-type="ul"><strong>Crushing Leg</strong> chooses an adjacent 100-ft. square and anyone in that space at the start of the next turn takes 100 damage (Ref DC 37 half). If you fail, you’re trapped in an avalanche.</li> <li data-xf-list-type="ul"><strong>Tail Fling</strong> He cracks a building with his tail and hurls it 200 ft., everyone in a 100-ft. square takes 100 damage (Ref DC 37 half)</li> <li data-xf-list-type="ul"><strong>Meteor Strike</strong> target a 200-ft. square: at the end of the next round, 10d6 damage (half fire/half impact)</li> </ul><p><strong>Godkiller</strong> Whenever it hits a target, the target must make a Will DC 37 or lose all divine power for three rounds, and be immune to divine magic.</p><p></p><p><strong>Great Destroyer</strong> Target must make Fort DC 37 or armor is broken.</p><p></p><p><strong>Knockdown</strong> Rovagug makes a Combat Maneuver check with a +36 bonus. If he succeeds, he knocks the target prone, which causes flyers to land.</p><p></p><p><strong>Aura of Devouring Doom</strong> Aura 200 ft., 20 damage per round if you’re on the ground, as it writhes with millions of chitinous carnivorous bugs. (This keeps the NPCs from participating in the fight, but rewards the PCs for their various flying abilities, or for climbing up his body.)</p><p></p><p><strong>Shattering Carapace</strong> When Rovagug is struck with a melee weapon, Fort DC 37 or your weapon breaks.</p><p></p><p><strong>Mighty Cataclysm </strong>When combat begins, an earthquake shakes the region, and a supernatural tsunami will strike in three rounds, hundreds of feet high, knocking everyone to the ground. </p><p></p><p><strong>Susceptible to Song</strong> Use a Perform (song) check to set a Will save DC. On a failure, Rovagug is enraged, and on his next turn he'll move up to 200 ft. toward the singer. The millions of bugs are pacified temporarily, so his aura of devouring doom goes away until he succeeds a save at the start of a turn.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 8081880, member: 63"] It's amazing what 17th level paladins can do with a smite and a whole hell of a lot of healing. I ended the campaign with them having to beat back a sort of dream avatar of his - not the full god, just a psychic manifestation of his will to awaken - which emerged through a rift in the city of Oppara, capital of Taldor. The combat lasted, I think, eight rounds. I set up a map of the city, with prominent locations to defend and a couple locations where they could get allies to help out. The battle climaxed with one of the PCs using the Worldbreaker (a truly massive cannon some previous king had made to break a siege) as his weapon while smiting, after another PC had lured Rovagug into the cannon's path. [B]ROVAGUG (CR 30) HP[/B] 760 (DR 20/epic), regeneration 100 Limbs can be targeted to disable certain attack options. If you deal 100 hp to a tentacle, leg, or tail in one round, or 200 hp to the mouth in one round, that attack weapon can't attack on Rovagug's next turn. Damage to limbs also applies to bodies; this is just to give some flavor to fighting a kaiju so it isn't a big bag of undifferentiated hit points. [B]AC[/B] 51, touch 6, flat footed 46 [B]Fort [/B]+36, [B]Ref [/B]+31, [B]Will[/B] +23, [B]SR [/B]41 [B]Titanic[/B] Use a battle map where 1 square = 100 ft. (The PCs' mounts could all get them at least 1 square, and potentially 4 squares of movement.) Rovagug moves 2 squares per round, and does not provoke opportunity attacks for moving. His body is three contiguous squares - the head which is the only space that can bite, the body, and the tail which is the only space that can tail hurl. His tentacles and stomps can originate from any space of his body. He has reach 100 ft. for his attacks. [B]Weakness[/B] susceptible to song He makes all these attacks each round. [LIST] [*][B]Bite[/B] +41 (4d12+50, 18-20/x4, plus grab +41, free action on next turn to swallow whole) plus godkiller and great destroyer [*][B]Two Tentacles[/B] +36 (4d12+25) plus great destroyer plus knockdown [*][B]Crushing Leg[/B] chooses an adjacent 100-ft. square and anyone in that space at the start of the next turn takes 100 damage (Ref DC 37 half). If you fail, you’re trapped in an avalanche. [*][B]Tail Fling[/B] He cracks a building with his tail and hurls it 200 ft., everyone in a 100-ft. square takes 100 damage (Ref DC 37 half) [*][B]Meteor Strike[/B] target a 200-ft. square: at the end of the next round, 10d6 damage (half fire/half impact) [/LIST] [B]Godkiller[/B] Whenever it hits a target, the target must make a Will DC 37 or lose all divine power for three rounds, and be immune to divine magic. [B]Great Destroyer[/B] Target must make Fort DC 37 or armor is broken. [B]Knockdown[/B] Rovagug makes a Combat Maneuver check with a +36 bonus. If he succeeds, he knocks the target prone, which causes flyers to land. [B]Aura of Devouring Doom[/B] Aura 200 ft., 20 damage per round if you’re on the ground, as it writhes with millions of chitinous carnivorous bugs. (This keeps the NPCs from participating in the fight, but rewards the PCs for their various flying abilities, or for climbing up his body.) [B]Shattering Carapace[/B] When Rovagug is struck with a melee weapon, Fort DC 37 or your weapon breaks. [B]Mighty Cataclysm [/B]When combat begins, an earthquake shakes the region, and a supernatural tsunami will strike in three rounds, hundreds of feet high, knocking everyone to the ground. [B]Susceptible to Song[/B] Use a Perform (song) check to set a Will save DC. On a failure, Rovagug is enraged, and on his next turn he'll move up to 200 ft. toward the singer. The millions of bugs are pacified temporarily, so his aura of devouring doom goes away until he succeeds a save at the start of a turn. [/QUOTE]
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