Tarrasque as major plot (BBEG?) and not just gimmick any thoughts? advice?


Homebrew and House Rules


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From what I know and have seen Tarrasque is a cool kick ass monster, but also "Gimmick" . Seems to be used mostly in One shot adventures

Has anyone used Tarrasque as major plot theme, perhaps sages see signs that suggest Tarrasque will be active again after 1000 years of hibernation?

Any thoughts / advice on how to use Tarrasque as final BBEG in campaign that builds up to final combat with Tarrasque?

Anyone done this in their home campaign?

Is Tarrasque mentioned any any adventure paths?

Thanks

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

1. I'm sure someone has.

2. Watch a lot of Toho movies, in particular the Mothra series.

3. No.

4. No. and don't hold your breath waiting for one.


4. Yes, but only tangentially. Legacy of Fire's bad ending has... something related.


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Have you checked out Final Fantasy X?

Step 1: The Tarrasque shows up.
Step 2: Adventurers race across the land, working on behalf of a semi-corrupt religion, questing for fabled Zamarkand.
Step 3: Once there, one member of the party volunteers to become fuel for a dream entity powerful enough to stop the Tarrasque. Another member magically summons this new horror, dying in the process.
Step 4: The Tarrasque is defeated, until one day the fuel guy goes mad in his eldritch prison and becomes the Tarrasque.

Hilarity ensues.

No, seriously, I thought that game did a good job of basically having the Tarrasque be around, and having society shape itself around it. I almost felt bad that it had to end and then the most powerful warriors wore bear costumes. Such is life.


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Relevant.


Gods of the inner sea has a herald tarrasque which im told is significantly more threatening.


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In my first pathfinder campaign, I dropped hints about the ultimate weapon being kept somewhere. When the players encountered severe setbacks, they decided to search for this ultimate weapon. What they eventually found the storage facility for the Tarrasque. It was literally the ultimate weapon, as the ancient civilization that had originally inhabited the world had devised it as a "reset" button, to be used if the world every got out of hand. The players had a brief discussion, deciding to try the portal nearby to look for where the ancient ones went, and see if they could offer any assistance, but as they prepared to leave, one rather impulsive player activated the release mechanism.

I had made a few changes to the beast as well, doubled the HP, and gave it a planet wide panic aura (DC 60). Also, it was storing the spirits of every creature it consumed, basically acting as a life essence battery from which the world could be refilled.

After journeying through a couple of parallel worlds, the party eventually met with the surviving ancient beings, and came back to face the ultimate weapon, which by that point had killed all but maybe two dozen creatures in the entire world.

So, I would agree that it can work well as a plot point. :)


Scythia wrote:
but as they prepared to leave, one rather impulsive player activated the release mechanism.

And the Shiny Red Button/Lever rule holds true.

RPG Superstar Season 9 Top 16

The Tarrasque going on a rampage should be the least of your worries, because if he's woken up, then daddy's coming home soon.


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I heard about a DM who used his real cat as the Tarrasque's miniature.

I cannot confirm the veracity of that story.


There's a suggestion or two in Mythic Adventures about this.


Orthos wrote:
Scythia wrote:
but as they prepared to leave, one rather impulsive player activated the release mechanism.
And the Shiny Red Button/Lever rule holds true.

This was the second such player that I've had with that particular trait.

They can be helpful, because you can always count on them to jumpstart plot.


christos gurd wrote:
Gods of the inner sea has a herald tarrasque which im told is significantly more threatening.

As I recall, it's significantly less threatening with its changed alignment. Paladins and any group capable of fighting evil or chaos, which is a good chunk of them, can take it down much more easily.


I used the tarrasque as the focus of a prophecy.

In essence (and ages past), a particular nation of my campaign world was ravaged by it, until a champion came along and sent it back into "slumber" with a stroke of his mighty sword. He became monarch and the sword became the symbol of the monarchy. The sword was passed down to each successor and the beast remained in slumber.

Fast forward a few hundred years and the sword has been stolen in the middle of a dispute over succession after the death of the most recent king. Earthquakes are occuring, strange weather, and the mountain dwelling (re: inactive volcano) of the beast has suddenly become active again.

Recovery of the sword and placing a successor on the throne were the focus of the adventure.

If successful, the beast never need wake (ideal), but if they fail to recover the sword and so on, it's time to either find a new place of residence or toe to toe.

Was a fun campaign.


137ben wrote:

I heard about a DM who used his real cat as the Tarrasque's miniature.

I cannot confirm the veracity of that story.

We used a rather large Anguirus toy.


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The main problem with the Tarrasque is that it's stupid. Oh sure it's a giant unstoppable killing and eating machine, but it can't fly, it can't cast spells, it has the brains of a slow chimp, and no greater thought or plot development than, "big scary eating machine." BBEGs are Evil and they're People, the Tarrasque is more of a force of nature, like a tidal wave or a fire. It doesn't make plans, it doesn't have plots, it's just a beast.

Also you can do BETTER than kill it by level 15. A soul gem full of Tarrasque is worth a pretty penny on the open market. I mean it's scary if you have to fight it up close and unprepared, but it doesn't take much Batman Planning to work out a fairly unbeatable "take down the Tarrasque" ploy.

So it's not a character, it's a tool. We can work with tools, we just have to work AROUND them.

Little Bad Evil Guy is a lich, but not only is he a lich, he's a lucky and tricky little *&%$. While he was alive he managed to find the Tarrasque, feed it a trigger object, and watch it fail its save against a Trap the Soul spell. He then took this big, expensive Diamond (which turned blood red because magic) and crammed his OWN soul in there by crafting it into his (rather large) lich phylactery. Now the level 15+ wizard baddie is sharing soulspace by the Chaotic Evil Embodiment of monstrous, mindless, devouring destruction.

Unsurprisingly this leads to blood cults, a lich with super powers, and the promise that when you STOP the kill-crazed bony mofo and crush his phylactery so he stops coming back you (or rather the PCs) end up releasing the freakin' Tarrasque upon the world.

And it's not like this has to be a secret. Even knowing full well what is going on the PCs are going to have one heck of a challenge. The lich will NATURALLY have amazing special abilities, perhaps facing the PCs multiple times. Sometimes he can be a brawling monster mired in his own insatiable hunger for violence, sometimes he can be a calmer, spell-throwing bastard who is still really physically tough. And since he's got his own blood cult and is probably trying to awaken Rovagug from its prison you can't just IGNORE him. The PCs HAVE to deal with him, and thus they have to deal with the Tarrasque.

The plots of chaotic evil cultists, the betrayers who think they can USE The Beast (the lich's new name), the other Rovagug cultists and two nations gearing up for war (psychic bleedoff from the trapped monster's rage has side effects) all wrap themselves rather nicely around this central theme.

And as mentioned above, it has parallels to what they did with Legacy of Fire.


The monster is not hard to defeat(not necessarily kill) if you know it is coming. Putting the players on a short timer to deal with it is more effective because while it is not as stupid as a golem, it is not much better. I would probably just remake it so that it is sentient and loves to destroy everything. It does not need genius level intelligence. Average intelligence should be good enough.


I'm fairly sure you don't have the DC necessary to Trap the Soul of the Terrasque at level 15.
And you can't use the trigger item version anyway because it requires the name of the target inscribed on the gem. Fairly sure the terrasque doesn't have a name. After all "terrasque" is what everyone else calls it.

And just a reminder, the "wish it dead" thing doesn't work anymore. They removed that line from it's regeneration power.

As for using him as a BBEG, I think it should be a conditional BBEG. As in, the campaign is about stopping big T from waking. If they fail, then it becomes about finding a way to send him back to sleep/remove him from the area/killing him.


I've done a variant on the Tarrasque City, and it's been working out well so far. Players only have hints so far though.


Natan Linggod 327 wrote:

I'm fairly sure you don't have the DC necessary to Trap the Soul of the Terrasque at level 15.

And you can't use the trigger item version anyway because it requires the name of the target inscribed on the gem. Fairly sure the terrasque doesn't have a name. After all "terrasque" is what everyone else calls it.

That's a rather presumptive call. Whether or not the Tarrasque has a name and whether the name is simple "tarrasque" is arguable and in the realm of DM fiat. Names are pretty easy to get when you have time and divination magic of fairly high level. And if you DO have the name DC and SR don't matter, the spell just works.

But let's assume it doesn't. Tarrasque Will save is +12, MINIMUM DC on Trap the soul is 22 (8th level spell, minimum 18 to cast it). It used to have a +20 (back in 3.0) but apparently someone editing the Bestiary wasn't paying attention. The SR is still a b!&#& but since TtS isn't a ray, cone, energy missile or etc. the worst that happens is it fails and you have to Make Whole the gem and try again. You should be Flying, Greater Invisible, Freedom of Movement'd, and running a contingency teleport for obvious reasons. At worst you have to take a few days to make a few tries, it's not like you don't have access to teleport and while it sucks for the rest of the world when you fail (repeatedly) for the first 4 weeks...too bad for the world. The gods (GM) decided that's the way it's gonna be.

NOT that this is a big deal. We all know our favorite pet way to kill Mr. T when we have time to set it up and git'r'done.

Alex Smith 908 wrote:
I've done a variant on the Tarrasque City, and it's been working out well so far. Players only have hints so far though.

Nice. Much better and more complex than, "evil cult is just trying to awaken the Tarrasque out in the middle of whatever formerly-blasted wasteland it's sleeping in." I'm trying to decide if I like this better than the lich idea, though they certainly have parallels.

What angles are you playing? Is the blood magic causing ripples in the fabric of magic? Is the Tarrasque's absence causing some natural imbalance? Or is it just a gold mine and economic powerhouse which has a lot of hubris/rebellion business?


Evil priest of Rovagug -> wants to revive tarresque.

Tons of evil cults with clues as to the actual location of this priest's ritual.

Dungeon crawl ensues, penultimate boss fight with evil cleric.

Turns out, death of cleric was the final trigger awakening the tarresque, engage final boss fight.


If living greyhawk had not self destructed, I was going to write an adventure path where ex keolanders awakened the Tarrasque and fed all the giants to it. In other words, the PCs are all Tarrasque cultists.


boring7 wrote:
What angles are you playing? Is the blood magic causing ripples in the fabric of magic? Is the Tarrasque's absence causing some natural imbalance? Or is it just a gold mine and economic powerhouse which has a lot of hubris/rebellion business?

The Tarralaquans have found that good meat is only produced after the Tarrasque has been fed recently. As a result they raid areas around them to get sacrifices. Unfortunately the Tarrasque is the favorite creation of the Gods of Life and as such cannot die. However his "not dying" means that the Tarrasque cannot lose life force of any kind, including that of the creatures it eats. As a result its mass feeding is putting a stopper in the cycle of life.

This has caused a growing radius of wasteland around the Tarrasque, driving the raiding parties further and further is search of sacrifices. They only reach the PCs nation after decades of Tarrasque feeding and as a result all the soldier are rapidly regenerating reptilian pseudo godzillas. They use the stats of 3.5 war trolls in fullplate (tarrasque carapace statwise is mithril). Players have heard myths of "demonic invaders" that triggered various mass migrations in the past.

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