The tarrasque is meant to be a legendary destructive force in any campaign, a monster so terrible that it can’t be destroyed by mere mortal ability, even mortals as powerful as the adventurers. The characters must acquire something special to deal with this impending threat, whether divine (or infernal) intervention, artifact-level magic items, or simply finding the tarrasque’s favourite snuggy which will help it fall dormant once more. Even with this aid the creature often can’t be destroyed, simply forced back into dormancy until the time is right for it to wake again.
All of which sounds amazing, right? But too often the tarrasque is used as just another bag of hit points for the characters to face. Or worse, the DM throws it in as some sort of weird prize/punishment for reaching high character levels. But used properly, the tarrasque can be the lynch pin of your campaign. Here are three suggestions for including this awesome force of nature in your game.
1) Knowledge is Power – Decide how much information is available to the average person about the tarrasque. Will the party have to research in hidden libraries full of ancient tomes, or simply consult the latest edition of the Tarrasquenomicon? In most campaigns the tarrasque is a recurring threat, appearing over and over throughout history. Obviously it would be a big enough event for someone to write it down, but that doesn’t mean an unbroken string of information exists. Books molder or go missing, libraries can burn, and even if an ancient account survives to get in front of the characters, it may be damaged or just poorly written. Also keep in mind, the people best suited to comment on the tarrasque and its abilities are the people who fought it. More often than not, though, they aren’t around after the fight. This leaves the characters with second- and even third-hand accounts, with all the inaccuracies that implies.
Maybe this is the tarrasque’s first appearance in your campaign world, and there simply aren’t any historical accounts to pull from. This doesn’t mean there is no information about the creature. But it does mean the characters will have to go further afield for their knowledge, travelling to other planes or summoning planar allies for a study session.
2) Scary is in the Eye of the Beholder – The “classic” tarrasque is an enormous beast, all teeth, horns, and claws. But that doesn’t mean your tarrasque has to look that way. Maybe your tarrasque always takes a different form, depending on the circumstances of its summoning/wakening. You could borrow a page (film frame?) from Ghostbusters, and have the tarrasque appear in the first form someone thinks of as it appears. Imagine the scene: the party waits near the site of the tarrasque’s awakening, weapons at the ready. As the time draws near a voice barks a demand in the minds of the characters, “Choose the form of the Destroyer!” Without thinking, a character’s thoughts flash back to his youth, and the voice bellows, “DONE!” In a flash of lightning and fire, the horrible creature appears…as a twelve-year-old boy. One of the characters instantly recognizes the boy as Genry, his bullying tormentor from school…
For that to work, of course, the final form of the tarrasque should have little to no effect on the creature’s abilities. Genry, for example, should hit just as hard as the stock tarrasque and be just as hard to damage. If you’re like me, the thought of taking the characters apart with a middle-schooler should fill you with warm fuzzy feelings.
3) Don’t Hold Back – There are times, as a dungeon master, when it is right and correct to adjust the encounter currently facing the players. We want to challenge our players, after all, without murdering them at every turn.
This is not one of those times.
The tarrasque is a terrible and epic threat in your campaign world. The players should have been given every opportunity to have their characters prepare for the tarrasque’s arrival and you should take the effect of those preparations into account. But once the creature is awake, it shouldn’t pull any punches. It needs to be just as scary as promised, if not scarier, or the players are going to feel cheated. They’ll feel doubly cheated if they actually catch you fudging things. So don’t do it. This should be the ultimate fight of their adventuring careers to this point. Characters may, and likely will, die. So be it. If you’ve done a good enough job of building toward the fight, the players should feel immensely satisfied if their victory results in character death. What better way for an adventurer to go, after all.
How do you run the tarrasque in your campaign? Let me know in the comments.