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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E Sample Combat: The Terrasque
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<blockquote data-quote="Surgoshan" data-source="post: 4269489" data-attributes="member: 61205"><p>Okay, I'm almost embarrassed by this combat, but I went through the effort to gather the info, so I'm going to post it. If nothing else, it shows exactly what happens when everything goes exactly right. Frankly, it got boring by around the fourth round because, contrary to expectations, the damn tarrasque kept missing its saving throw. Well, the first three rounds, it made them. You'll see.</p><p></p><p>I got the characters for this combat from <a href="http://www.enworld.org/showthread.php?t=227877" target="_blank">this thread</a>. They were:</p><p>Ironboot, Dwarven Fighter Kensai Demigod</p><p>Darjin, Dragonborn Rogue Daggermaster Deadly Trickster</p><p>Ea*, Tiefling Wizard Bloodmage Demigod</p><p>Elic Moongrove, Elven Cleric Radiant Servant Demigod</p><p>HP Lovecraft, Half-Elven Warlock Doomsayer Demigod</p><p></p><p>I figured that by the time a group of adventurers get to level 30, they've so altered the realm that they don't have to go looking for trouble; it comes looking for them. Our mighty band, having saved the world from godly peril and the plane itself from ungodly peril, are being fêted in a tall tower in a palace. At the first rumble from the earth, they come to attention and look around. When the tower sways and dust rises from the city, they all stand and draw their weapons. </p><p></p><p>Then the tower falls to the ground and a tarrasque comes to the surface.</p><p></p><p>The tower falling creates an avenue of difficult terrain (marked 't' below). The tarrasque was also going to create difficult terrain wherever he moved... but he never got to move. Seriously.</p><p></p><p>Okay, so the first thing that happens is the heroes fall 100 feet along with the tower. Most of them (the demigods, in fact) have some sort of magical equipment that means they float gently to the ground and land on their feet. Rogue Darjin wasn't so lucky, so she had to make an athletics check to grab hold of Ironboot. She failed her first roll (2+24, DC 38), so she used her sly trickster ability to reroll (41) and succeeded (failure would have meant accidentally stabbing boots and then falling to the ground for 25 or 50 damage). That breaks the ice for ability expenditure; Darjin can reroll dice twice more. And will.</p><p></p><p>So now our heroes are on the ground, facing the abomination.</p><p></p><p>[code] TTTT</p><p>t TTTT</p><p>tt TTTT</p><p>ttt TTTT</p><p>tttt</p><p>ttttt</p><p>tttttt</p><p>tttttttDIAHE[/code]</p><p>D = Darjin</p><p>I = Ironboot</p><p>A = Ea</p><p>H = HP Lovecraft</p><p>E = Elic</p><p>T = tarrasque</p><p>t = The fallen tower, difficult terrain</p><p></p><p>Roll initiative! Darjin's Helm of Battle comes in handy here; +3 to everyone's initiative.</p><p>Darjin: 46</p><p>Ea: 41</p><p>HP: 42</p><p>Elic: 34</p><p>Iroonboot: 33 (uses daily utility power Battle Readiness, +10 to initiative as a free action) 43</p><p>Tarrasque: 36</p><p></p><p>Battle order: Darjin, Ironboot, HP, Ea, Tarrasque, Elic</p><p></p><p><u>Round 1, FIGHT!</u></p><p>Darjin uses her Paragon Path power Meditation of the Blade as a minor action to increase her daggers' weapon size so they'll do d6 for the rest of the encounter. She uses her Belt of Titan Strength as a free action to get +10 damage to melee actions until the start of her next turn. She then moves 3NE adjacent to the Tarrasque and uses the Deep Dagger Wound Paragon Daily Power. Going before the Tarrasque in the first round gives her CA, so +2 for that and +1 for Nimble Blade, 3+33 vs Reflex, miss (Ref 38). Uses another reroll, 12+33=45=hit! 43+24 (sneak attacks are d8s) + 25 from her duelist's dagger +6 - 10 damage reduction = 82 damage. She then uses her action point to use her Steel Entrapment power +32 vs Fortitude. The Tarrasque has Fort 48 and she misses.</p><p></p><p>Ironboot Moves 1NE, 2E, 2NE, misses with Supremacy of Steel (37 vs AC 43) then uses his Daily Minor Stance Force the Battle. Following the use of an AP, he uses his Masterstroke encounter power... miss.</p><p></p><p>HP curses the tarrasque, moves 6S (gaining conceal), then uses his Thirteen Baleful Stars power. 33 vs Will 32. Damage is 40 + 10 - 10 = 40.</p><p></p><p>Following the use of an action point (Doomsayer power gives curse damage that doesn't beat reduction), he uses Strand of Fate, hits with a 43, does 30-10=20 damage and gives the tarrasque vulnerability 11 to all damage (this will help a lot, as it has 10 resistance to all damage) and stun it until the end of HP's next turn.</p><p></p><p>Ea then casts Disintegrate along with his Bolstering Blood ability to take 12 damage and do 53+11+12-10=66 damage. He then uses Blur as a minor action. His AP lets him cast Meteor Storm and miss... no ongoing damage from that, but it does 20 26+11+8-10=35 damage.</p><p></p><p>The tarrasque, stunned, just sits there. Ironboot's Force the Battle lets him attack it with Reaping Strike, which hits and does 53-10=43 damage. The tarrasque then succesfully saves against the ongoing damage (why bother?) and it drops from 10 ongoing to 5. The tarrasque is now at 1112 HP.</p><p></p><p>Elic gets to go. He casts Divine Armor, then marks the tarrasque as a minor action (multiclass ranger). An Action point gives the tarrasque ongoing radiant damage 30, and Elic casts astral storm (centered 2NE of T), hits, and does 38+11+9-10=48 damage and creates a stormy zone.</p><p></p><p>Thus ends round 1.</p><p></p><p>[code] SC</p><p></p><p> TTTT</p><p>t TTTT</p><p>tt TTTT</p><p>ttt TTTT</p><p>tttt D I</p><p>ttttt</p><p>tttttt</p><p>ttttttt E</p><p></p><p></p><p></p><p></p><p></p><p> H</p><p> A[/code]</p><p>SC=storm center</p><p></p><p>More coming.</p><p></p><p></p><p>* This character originally unnamed. Also, the guy what made him neglected half his daily and utility powers. I guess he forgot that you pick two at every level and then choose which to memorize during each extended rest. Whatever, I just assumed the ones he had had been memorized and didn't even try to optimize him for the upcoming fight.</p></blockquote><p></p>
[QUOTE="Surgoshan, post: 4269489, member: 61205"] Okay, I'm almost embarrassed by this combat, but I went through the effort to gather the info, so I'm going to post it. If nothing else, it shows exactly what happens when everything goes exactly right. Frankly, it got boring by around the fourth round because, contrary to expectations, the damn tarrasque kept missing its saving throw. Well, the first three rounds, it made them. You'll see. I got the characters for this combat from [url=http://www.enworld.org/showthread.php?t=227877]this thread[/url]. They were: Ironboot, Dwarven Fighter Kensai Demigod Darjin, Dragonborn Rogue Daggermaster Deadly Trickster Ea*, Tiefling Wizard Bloodmage Demigod Elic Moongrove, Elven Cleric Radiant Servant Demigod HP Lovecraft, Half-Elven Warlock Doomsayer Demigod I figured that by the time a group of adventurers get to level 30, they've so altered the realm that they don't have to go looking for trouble; it comes looking for them. Our mighty band, having saved the world from godly peril and the plane itself from ungodly peril, are being fêted in a tall tower in a palace. At the first rumble from the earth, they come to attention and look around. When the tower sways and dust rises from the city, they all stand and draw their weapons. Then the tower falls to the ground and a tarrasque comes to the surface. The tower falling creates an avenue of difficult terrain (marked 't' below). The tarrasque was also going to create difficult terrain wherever he moved... but he never got to move. Seriously. Okay, so the first thing that happens is the heroes fall 100 feet along with the tower. Most of them (the demigods, in fact) have some sort of magical equipment that means they float gently to the ground and land on their feet. Rogue Darjin wasn't so lucky, so she had to make an athletics check to grab hold of Ironboot. She failed her first roll (2+24, DC 38), so she used her sly trickster ability to reroll (41) and succeeded (failure would have meant accidentally stabbing boots and then falling to the ground for 25 or 50 damage). That breaks the ice for ability expenditure; Darjin can reroll dice twice more. And will. So now our heroes are on the ground, facing the abomination. [code] TTTT t TTTT tt TTTT ttt TTTT tttt ttttt tttttt tttttttDIAHE[/code] D = Darjin I = Ironboot A = Ea H = HP Lovecraft E = Elic T = tarrasque t = The fallen tower, difficult terrain Roll initiative! Darjin's Helm of Battle comes in handy here; +3 to everyone's initiative. Darjin: 46 Ea: 41 HP: 42 Elic: 34 Iroonboot: 33 (uses daily utility power Battle Readiness, +10 to initiative as a free action) 43 Tarrasque: 36 Battle order: Darjin, Ironboot, HP, Ea, Tarrasque, Elic [u]Round 1, FIGHT![/u] Darjin uses her Paragon Path power Meditation of the Blade as a minor action to increase her daggers' weapon size so they'll do d6 for the rest of the encounter. She uses her Belt of Titan Strength as a free action to get +10 damage to melee actions until the start of her next turn. She then moves 3NE adjacent to the Tarrasque and uses the Deep Dagger Wound Paragon Daily Power. Going before the Tarrasque in the first round gives her CA, so +2 for that and +1 for Nimble Blade, 3+33 vs Reflex, miss (Ref 38). Uses another reroll, 12+33=45=hit! 43+24 (sneak attacks are d8s) + 25 from her duelist's dagger +6 - 10 damage reduction = 82 damage. She then uses her action point to use her Steel Entrapment power +32 vs Fortitude. The Tarrasque has Fort 48 and she misses. Ironboot Moves 1NE, 2E, 2NE, misses with Supremacy of Steel (37 vs AC 43) then uses his Daily Minor Stance Force the Battle. Following the use of an AP, he uses his Masterstroke encounter power... miss. HP curses the tarrasque, moves 6S (gaining conceal), then uses his Thirteen Baleful Stars power. 33 vs Will 32. Damage is 40 + 10 - 10 = 40. Following the use of an action point (Doomsayer power gives curse damage that doesn't beat reduction), he uses Strand of Fate, hits with a 43, does 30-10=20 damage and gives the tarrasque vulnerability 11 to all damage (this will help a lot, as it has 10 resistance to all damage) and stun it until the end of HP's next turn. Ea then casts Disintegrate along with his Bolstering Blood ability to take 12 damage and do 53+11+12-10=66 damage. He then uses Blur as a minor action. His AP lets him cast Meteor Storm and miss... no ongoing damage from that, but it does 20 26+11+8-10=35 damage. The tarrasque, stunned, just sits there. Ironboot's Force the Battle lets him attack it with Reaping Strike, which hits and does 53-10=43 damage. The tarrasque then succesfully saves against the ongoing damage (why bother?) and it drops from 10 ongoing to 5. The tarrasque is now at 1112 HP. Elic gets to go. He casts Divine Armor, then marks the tarrasque as a minor action (multiclass ranger). An Action point gives the tarrasque ongoing radiant damage 30, and Elic casts astral storm (centered 2NE of T), hits, and does 38+11+9-10=48 damage and creates a stormy zone. Thus ends round 1. [code] SC TTTT t TTTT tt TTTT ttt TTTT tttt D I ttttt tttttt ttttttt E H A[/code] SC=storm center More coming. * This character originally unnamed. Also, the guy what made him neglected half his daily and utility powers. I guess he forgot that you pick two at every level and then choose which to memorize during each extended rest. Whatever, I just assumed the ones he had had been memorized and didn't even try to optimize him for the upcoming fight. [/QUOTE]
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