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Ah! Tarrasque!

Here's some ideas:

Don't fight it in melee. It'll eat you!

IIRC, it doesn't have any ability to attack at range (apart from jumping!). Lure it outside, fly, pepper it full of ranged stuff. Time to steal some magical bows, I guess? Perhaps Planar Ally in something(s) who can use a bow? Hope it doesn't burrow. :)

Use lots of no SR magic. Hunt through the splat books for amusing stuff. Think Comet from CD might be a good one for the druid?

Try and lure it away from the mine? Is there a nearby kingdom you don't like?

Get the NPC wizard to cast the epic 'Slay All Monsters' spell.

Let sleeping tarrasques lie?

Use a Thermonuclear warhead.
 

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Start an order. Recruit people. Start a cult. The purpose of the cult/order whatever is to stop anyone from waking the terrasque. Train different sects in the various different classes for good balance. Buy magical items and such that will aid in concealing a location. Line the room the terrasque is sleeping in with lead... limited wish the lead there if you need to. Fabricate might also help. Silence if absolutely nothing else will work.

Line all the corridors with lead as well.

Dimensional Lock as large an area as possible.

Equip your currently low level order with as powerful magical equipment as you can find/buy/make.

Give your order the means to contact you wherever you are, say with a scroll of message or something. Make certain you have the means to teleport back to the entrance to the location as fast as possible. If tall dark and dangerous political leader shows up, defy him. If you can't kill him, at least attempt to drive him off. The objective is not to kill the leader (though if that happens, tough crap) but to PREVENT HIM ENTRANCE.

The lead will keep even an epic wizard from scrying the terrasque. At that point, he's working off of discriptions you've given him. A dimensional lock will thus keep him out, forcing him to go thruogh you and your men.

Collapsing the entrance might help, but even you could open it back up again and so if you think he's more powerful than you, he'll have no trouble. But maybe it'll slow him down anyway, so give it a try. Your order and the collapsed entrance might give anyone he SENDS to wake the terrasque a run for their money anyway.

And even better... make it impossible for the big evil dude to SEND anyone... ANYONE to wake the thing up. Make it ABUNDANTLY CLEAR to him that if he wakes it, he's going to be the first one it tries to eat. The dimensional locks will ensure he can't run away. If you go in after him and collapse the exits, he'll have to spend time... too much time... clearing them away again, so the terrasque will undoubtably eat him. This won't help the world, but if you let this leader KNOW what you are doing, it'll give him cause to pause and think about it.

If all this fails... well, then you go into the strategies others will detail for you here. But hopefully it won't fail.
 

He asked for it, so let him wake it up. If he wants to destroy his kingdom in the process its his fault or rather the DMs one who isn´t evaluating your chances properly and forces you to do dumb things using such a contrived way to do it.
 

Try this. Challenge him to a game. If you win, he and all his decendence must guard Big T for all time to keep him from waking. If he wins, you'll fight Big T, and grant him "broadcast" rights. If he's really into games, he shouldnt turn that down.
 

I'd take that leader down. For the greater good - the greater good being a greater chance of success. I mean, you can actually harm him with weapons, he won't regenerate a ton of hit points per round, he doesn't have a megaton of hit points, he has much worse saves, you can kill him without a wish. You could probably even kill him in his sleep.
 

Of all the ideas, I like Sarellion's the best. Call the DM's bluff on this one. It would be interesting to see what he does with that. The cult idea is good, too.

That said, if you really have to fight it, fighting it from the inside out is the best way to do it. Get swallowed up (acid resistance helps) and then hack its insides up from the inside out. The armor class is far less on the inside.

Another suggestion I've heard is to go ethereal, walk into his brain, and leave an armload of swords, daggers, and other pointy objects. Drop the etherealness. You'll get shunted, but all the weapons should stay in his brain. Insta-death.
 

Forget the naysayers. Charge!

I haven't heard a good "we were eaten by the tarrasque!" story in awhile, so hopefully next week Jdvn1 will check back in to let us know how it went...
 

I'll say that you should try and take the leader down. The fact of the matter is that with proper preperation taking an epic level mage down will probally be easier then killing the tarrasques. Also I think the consquences of the wizard dying are less the the consquences that come from the tarrasque waking up.

The other thing to consider is how long do you have to kill the tarrasque before the wizard wakes it up. If the wizard is on the ball he could probally wake it up to fast for you to be able to find a scroll of wish, and without such magic its entirely pointless to try and kill it.
 

Well I was going to say have the Druid use Wild Empathy LOL but unfortunately the Tarrasque has 1 too many intelligence points. Is that new in the SRD that Wild Empathy only works on magical beasts with an intel of 1 or 2? I don't recall that little rule from the books. Looks like if you must tackle it you're gonna need arrows of slaying and a scroll of either wish or miracle.

I suppose if you got creative there are other ways of dealing with it. To start get a Silence on it/near it. An extended Hold Monster, then repeated castings of Baleful Polymorph until it finally fails its save. A Charm Monster, then have it follow you to another plane. Or if the wizard really wants to have fun, Magic Jar the thing and go on a rampage yourself! The Druid could hold the "magic jar receptacle" while riding the tarrasque's back. :D
 

What kinds of outsiders can you conjure? Solars, planetars, pit fiends, and efreet all have wish/miracle capability. (Though planetars can only cast it as a cleric spell, so they might not have it prepared if you can't ask them in advance.)

An efreeti has 10 HD, so you can get one with planar ally/binding (6th-level Clr/Wiz spells, respectively). Pit fiends and planetars can be had with greater planar ally/binding (8th level); solars only with gate (9th level).


Otherwise, I recommend mind control. Make the tarrasque your slave (at least until you can dispose of it). It's tough, but not impossibly so - the tarrasque's defenses are its high Will save, acceptable* SR, and creature type (i.e., magical beast, meaning it's immune against "person" spells). Again, tough but not impossible at your level (assuming access to appropriate spells, obviously) - and, more importantly, definitely more feasible than killing it without a wish/miracle.

*Compared to its CR.
 
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