Mystara specific Godzilla...or lack thereof

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Gravesguardian
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Mystara specific Godzilla...or lack thereof

Post by Gravesguardian » Sun Apr 08, 2018 9:24 pm

With Mystara having suffered both a Great and Lesser Rain of Fire it's lacking a "Godzilla"-type creature born of all that radiation. So I'm throwing together an attempt to fix that oversight. Yes, suggestions are always welcome.

https://drive.google.com/open?id=1ElZH9 ... dAGjdYk-hH

It's still a work in progress, of course.

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Re: Mystara specific Godzilla...or lack thereof

Post by Sturm » Mon Apr 09, 2018 11:25 am

Interesting. There is also the Behemoth mentioned in the Poor Wizard's Almanacs. It is a sea creature and stats are not given, but it could be related to past cataclysms/Blackmoor experiements indeed.

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Re: Mystara specific Godzilla...or lack thereof

Post by Gravesguardian » Mon Apr 09, 2018 3:41 pm

True. A pity they never provided any kind of stats for it.

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Re: Mystara specific Godzilla...or lack thereof

Post by Cthulhudrew » Mon Apr 09, 2018 8:54 pm

There is a sort of Mystara "King Kong" in module X9: The Savage Coast (a Gargantuan White Ape).
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Re: Mystara specific Godzilla...or lack thereof

Post by Gravesguardian » Mon Apr 09, 2018 9:00 pm

Cthulhudrew wrote:
Mon Apr 09, 2018 8:54 pm
There is a sort of Mystara "King Kong" in module X9: The Savage Coast (a Gargantuan White Ape).
Cool, I'll have to look that one up since it escaped my notice.

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Re: Mystara specific Godzilla...or lack thereof

Post by Mike » Mon Apr 09, 2018 10:03 pm

Cool idea. The gargantuan amber dragon seems appropriate. Godzilla is basically a wingless dragon with a radiation breath weapon. Not sure about the carapace... it feels very "tarrasque" and more realmsy than mystaran. In place of a carapace, Godzilla has those glowing spinal plates, sort of like a stegosaurus. He's not invulnerable... he takes a beating and seems defeated, only to come back madder and stronger than ever, sort of like the Hulk. Sometimes godzilla even takes blows to the back that seem injurious.

Idle Thoughts
  • What if M-Godzilla is somehow related to Ka the Preserver? Maybe Ka only pretends to be ancient but is actually a radiation immortal like Ixion. Or maybe godzilla is himself an insane energy immortal who has forgotten he is immortal and remains trapped in his mortal avatar.
  • If M-Godzilla has a carapace, maybe he is an gargantuan storm-giant-sized Tortle...
  • Should M-Godzilla be somehow linked to the Radiance?
  • What is M-Godzilla the protector of?
  • If radiance-based, maybe he is a land-based monster and the protector of Glantri? Or protector of the NoS? Maybe he was awakened during the assault on Glantri City during WOTI, or maybe the meteor that caused the great crater opened his prison.
I feel like if there is an m-godzilla, we also need a few others like m-mothra...

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Re: Mystara specific Godzilla...or lack thereof

Post by Gravesguardian » Mon Apr 09, 2018 10:12 pm

I would like to eventually see a write-up for each of the Godzilla-era monsters. If they were created due to Blackmoor's nuclear program or the GRoF, then none of them actually need to be "protectors" of anything other than their lair (w/ possible young or eggs). Rodan might've been the best to have started w/; but, Godzilla is generally the first to spring to peoples minds. This thread, and my initial attempt, is an attempt to kickstart better minds than mine towards this idea.

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Re: Mystara specific Godzilla...or lack thereof

Post by JamesMishler » Tue Apr 10, 2018 5:17 am

I placed Gojira Atoll on my Ochalea map for good reason.

In my Mystara, in the time of Blackmoor, Ochalea was owned by a bioengineering corporation, a la Jurassic Park.

They brought back extinct animals and monsters, created new monstrosities, created gene-altered humans, etc.

Their greatest creations were the Kaiju... gargantuan versions of many extinct species, as well as species that never existed. All sold to the highest bidder, usually off-world.

Of course, they reserved the best for themselves to guard their lands.

Thus, when the GRoF hit, and most of Ochalea was scoured by NBC warfare, all that survived was the most powerful of their creations.

Life returned to the isle when the Immortals scoured the world of (most of) the effects of the GRoF, but no civilizations settled there for the longest time, as the surviving Kaiju had been programmed to protect the isle (and nearby waters and islets) from invaders.

Only when the Nithians arrived in the region were they able to defeat the Kaiju... they could put them to sleep, but had not the power to kill them.

And so the Kaiju slept, until the Nithians were destroyed, and their wards and guards greatly weakened.

From that time to the modern, the Kaiju awaken now and again. After their long sleep, their "programming" is such that they recognize each other as "invaders," and thus must battle every time they interact.

The "M-Mothra" however, has had her programing alter such that she seeks to protect all life... thus she seeks to bring peace whenever the other Kaiju, or other forces, threaten Ochalea.

Beitung is a center of all Kaiju activity, when they awaken, because it was built atop the ruins of the capital of the company that created the Kaiju.

Whenever spectacular, global events... such as meteor showers and the like... occur, there is a 1 in 6 chance of a Kaiju awakening. And if one awakes, a 1 in 6 chance of another awakening, and so forth.

Plus, there are magic items out there, artifact/relic level, that can be used to control the Kaiju.

Not to mention there are the alien Kaiju, from the other worlds (in-system and elsewhere) that bought Kaiju for their own purposes.

Some of these are inimical to the modern residents of Ochalea and Mystara... and under such circumstances, the Ochalean Kaiju work in the favor of the people of Ochalea... though no few get caught underfoot during the battles, anyway.

Thus, M-Gojira is a protector of Ochalea... even against the modern Ochaleans!

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Re: Mystara specific Godzilla...or lack thereof

Post by JamesMishler » Tue Apr 10, 2018 5:22 am

As far as stats go, the old AD&D Oriental Adventures book had reptile, insect, and humanoid "gargantuas" (not the same as D&D gargantuas).

That might make a good start.

If you are using 5E or Pathfinder, there are also some good Kaiju sources out there on DTRPG/RPGNow that would fit the bill...

I am unaware of any Labyrinth Lord Kaiju sourcebooks... hmmm... now there is something to think about!

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Re: Mystara specific Godzilla...or lack thereof

Post by Gravesguardian » Tue Apr 10, 2018 3:42 pm

Interesting way to insert them into the game. System-wise I'll be sticking to BECMI/RC. Should I use the Allosarus HD (16) or Amber/Brown HD (22) as base, since Gargantua HD are 8 times the base? Also, what should be a good average for HP per HD? If I go w/ the Allosarus then he could have a MAX of 1,024 HP or the Amber/Brown dragon w/ a MAX of 1,408 HP. That doesn't even begin to answer the question of how often he can use his breath weapon, since in the movies it's his primary method of attack. I'm thinking of having him "recharge" between attacks, which is when his spinal plates will glow.

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Re: Mystara specific Godzilla...or lack thereof

Post by Robin » Wed Apr 11, 2018 6:40 pm

I have the Tarrasque as best suited for this purpose.

I have created the following compilation and readjustment to BECMI D&D of this creature...maybe it suits your purpose.
There are scars of the Tarrasque in the mountains north of Alfheim of its appearance in the Known World. (the Valley Gordo di Tarask(Elvish; Scar of the Tarrasque), The Hidden Crystal Valley, and the Valley of C'Kag..see http://pandius.com/m_cbrth1.html


Unique Dragons
Tarrasque (Tarrasqueus Uniqua)
Ancient, ageless, and unstoppable, all know tofear the unrelenting devastation that is the tarrasque. A creature of legens, associated with the greatesty of heroes and the darkest of times, little is known of the beast widely held as the greatest of monsters. Reports of the monstrosity’s powers and ways to slay it have changed over time, but tales of its brute destructive force remain ever constant. Yet even the beast likely rumors and purported banes are comforts for those who must face that which is ruin unleashed.
Dragon| Tarrasque
Type| Dragonkin
....... |Biological Construct
Climate |Any
Terrain |Any
Frequency| Unique
Organization |Solitary
Activity Cycle| special
Diet |Omnivore (literally)
AL |N
NA |1
Languages |0
Spellcaster Limits; |na
Length| 50' long 30' high 20' wide (not including 36'tail)
ST |26
IN |2
WI| 4
DX |8
CO| 26
CH |6
AC |-3
AV|9
HD |70********
HP |300
MW |90'/30'
rush |150'/50'
THAC0 |-3
Attacks |1 bite
Damage |5d10 + sharpness
Attacks |2 claws 5' long
Damage |1d12 each
Attacks |2 horn attacks 7'long
Damage |1d10 each (x2 if Rush)
Attacks |1 Tail lash 36'long
Damage |2d12 + push away
Special attacks |Sharpness (negate AV)
................... |Cause Terror
.................... |once/T rush = trample 4d10
.....................|Crush 3d10 damage on anything steppped upon
Special Defenses; | Regeneration
Immune to; |0
Extra Vulnerable to; |0
Awake |1 on 30 chance (1 week onlY)
AM |0
Save as;| F36
ML |12
XP |112,750
TT |special
Body Weight 107.000 LBS


History
The Tarrasque is a legendary destroyer, but it was originally a biological construct. Around 3500 BC there was no Great One to guide and protect the Dragons, they had been nevertheless gaining power and knowledge through the Cerimony of Sublimation, and their breeds had continued to evolve, becoming larger and wiser. Magic became even more a part of their very being. A fellowship of powerful Dragon sorcerers was formed (The tale of the origin of the Gemstone Dragons comes from the Dragonlord Trilogy, where it’s related by the Great One himself: “In this time, there was a fellowship of powerful Dragon sorcerers who had observed the slow advancement of their race and wished to gather and direct the magic they would need to accelerate that natural process. They wished to evolve into higher forms rather than be content to wait for their descendants to inherit the power and wisdom that would be their birthright”. “I must confess that I was a part of their band, at first, for I was a cleric in the service of the Immortal Terra, and I supported anything that might benefit the Dragons. At first their desires were pure and noble. But in time they came to believe that they could become Immortals, and that became their ultimate goal. I argued with them, warning them that they expected too much, but they would not listen. And so I withdrew from my company. Many of these dragons travelled to and from a specific Outer Plane Veydra and found a source of powerful magic there; gems. In time these Dragon sorcerers worked this great magic upon themselves, but their experiment failed. They did not become true Immortals but were instead transformed into the gemstone Dragons.
Believing that they had the right as the most powerful being in the world to rule the world, they became to force lesser nations to their will. Eventually they made war with Blackmoor. They had observed the slow advancement of their race and wished to gather and direct the magic they would need to accelerate the Ceremony of Sublimation. They wished to evolve rapidly into higher forms rather than be content to wait the completement of the stages needed to inherit the power and wisdom that would be their birthright.
Embittered by the failure of their spells but emboldened by the fact now they were the most powerful creatures on the planet, the Gemstone Dragons began to think that, if they couldn’t rule the Multiverse, they had at least the right to rule the world. With time, words of the power of the Gemstones spread, and they began to force lesser nations and races to their will. Eventually, they realized that the main hindrances between them and the achievement of their goal were other Dragons and the Blackmoor Empire, which ruled most of Skothar and parts of Brun around that time.
Around 3200 BC the Gemstone Dragons devised a plan to eliminate both their adversaries at the same time, causing a war between the Dragons and the Blackmoor Empire. In the last years, the Blackmoor Empire had been battling against the Beastmen and had pushed them toward the North Pole; during the decades of war against the Beastmen, the Blackmoorian armies had passed through Dragons’ territories many times, and isolated squabbles against some Dragons had became frequent during the last years of the campaigns against the Beastmen. Thus it was even too easy to instil in the Dragons’ minds the fear that the Blackmoorian strategy was in the long run to get rid of the Dragons once and for all. On their side, the Blackmoorians thought they were the most advanced civilization on Mystara, and thus arrogantly felt they had the duty to gather together all nations and races under their own empire—and to crush those who opposed them. The men of Blackmoor were arrogant; history agrees on that point. They believed that the world would be best served if all nations and races were gathered together into a single large nation, and they naturally believed that nation should be their own. The Dragons wanted no part of such plans. They fought back and quite possibly found that they were stronger than they had expected.
War eventually broke out on a large scale. For the first time in thousands years, the Dragons were united against a common enemy and poured all their rage against it, ravaging cities, laying waste to fields and killing the human population. In their opinion, after millennia of scattering and decline which had allowed the human civilizations to grow, they were finally retaking what was theirs. Against the full fury of Dragonkind, Blackmoor’s might was in check, and the Empire found itself on the defensive for the first time in centuries.
The Emperor of Blackmoor, frightened to discover that his armies and weapons couldn’t defeat the Dragons, entrusted the war to his wizards. The men of Blackmoor employed their most powerful arcane skills to create armor and weapons capable of turning any physical or magical attack the Dragons could muster. Using their most powerful arcane skills and lores, they created a terrible biological construct, the Tarrasque. They used the bodies of several slain dragons, copiuous amounts of Gems, metal ores and biomatter, the combined hearts of Geonids and Rockmen, a tremendous amount of energy from magical and technological origin, and the summoning of an unknown (now at least) entity to posses and animate the body. And so the Tarrasque was created. With the destruction of Blackmoor the exact secret was obliterated, and luckily the creature could not ever be recreated. However, the creature could not be defeated eather, as it spawned itself anew everytime it was defeated (there are some mentionings in history where heros defeated the beast). The creature, being a construct is also unable to evolve, or spawn offspring. Whenever fully defeated, it will be gone forever. Some wizards, clerics and even Immortals have battled with the idea of destroying the ultimate destroyer, and only recently they devised that it needed a correctly worded Wish spell (as this is actually the only spell mortals and Immortals get from the Old Ones) is needed to banish the soul of the entity within from this plane back to its home plane (wherever that might be).
The body of the Tarrasque then will remain, where nature will erode and rot it away in time. No other creatures or constructs could ever be created from these remains, as they not only contain magic but also highly unstable energy from unknown technological or even technomantic (fusion of technological and magical) sources. It is certain that this technique will work, however, the Tarrasque is now somewhere hidden in sleep and won't resurface for some decades. And any attempts sofar failed because some parts of the creature (bits of blood or chopped-off flesh from the battle) recreated the creature after the heroes went away.

Description
By its physical build alone, a tarrasque might be mistaken for a dinosaur, towering more than 50 feet tall and measuring at least 70 feet from nose to base tail. It stands upright on its powerful hind legs, with its body thrust forward and its tail providingh a counterbalance. In general, it move much like a Tyrannosaurus, although its front limbs are significantely larger; while a tyrannosaurus has stumpy forelimbs unable to even reach its own head, the tarrasque’s arms are long enough to touch the ground as it stands erect, and in fact the creature has been known to “knuckle walk” in the manner of some apes.
Covering the tarrasque’s dorsal half is an exceptionally thick, highly reflective armored carapace covered in massive spikes, while twin horns of similar size and shape jut forth from the creature’s head. The horns are used offensively, while the carapace serves a defensive role—not only against physicals attacks, but also against many maghical attacks as well.
This carapace has been described as looking like “molten diamomd”(by those lucky enough to have encountered the creature and lived to tell the tale.), which accurately describes the carapace’s toughness, reflectivity, and overall smoothness. In truth, the tarrasque’s carapace is not made from diamond—molten or otherwise—having an unique composition.
The bodily processes of a tarrasque can readily digest all organic matter, living or dead, creatures and plants—even wood that has been painted or varnished. The lone destroyer’s immunity to poison leaves it unharmed by dyes, molds, other growths on decaying organic matter, and so on. A tarrasque has an expanding gullet that holds creatures and objects swallowed whole, which tumbles such devoured items around in a continuous spiral, working them down into a succession of three stomachs. These stomachs are among the most effective destructive engines in the Multiverse and little—even the most magical and powerful artefacts—can survive within. The uppermost stomach is a hot, wet place of tumbling stones and internal spines (the stomach wall seems lined with thousands of bony knife-blades) that breaks down large objects; its walls are durable and very strong, with moving knots of muscle that can literally punch, squeeze, and claw (with the spines) at swallowed items. This stomach can shatter large rocks down into smaller stones, break clods of earth into scattered motes, crack bark and bones, dismember, and puncture containers so as to spill out and separate the contents. Belts, fabrics, and ropes are typically sawn into shorter pieces in this stomach, and glass is shattered. Metal and glass shards are typically moved on swiftly to the deeper stomachs.
The middle stomach of a tarrasque is a churning, energetically pulsing fleshy cauldron of corrosive acid. Unique in all the planes, this fluid possesses a disjunctive property, capable of stripping the magical powers from consumed magics. Here everything breaks down.
The last stomach of a tarrasque is a long, winding, rhythmically-thrumming tune of great heat, where anything that surbvives the prevous stomachs—typically only the strongest and rarest metals and gems—meet its end. The acidic slurry boils of and is absorbed by the creature.

Combat
The tarrasque is a highly destructive creature. It needs to eat constantly and savors its desire to destroy in order to survive. As a result, it has many combat methods. It can attack with its tail, its claws, its spikes and horns, by stomping, by grabbing and by slamming its massive 130-ton body into opponents. The creature does not have a breath weapon, but it can swallow victims whole. It can inspire terror in people by charging or rushing. Its armor, in addition to giving excellent melee protection, can also deflect all manner of offensive spells, and the tarrasque has some regeneration abilities.
The only monsters that are more feared in combat are Immortals, the largest and oldest dragons, certain powerful outsiders (such as demon lords) and epic monsters.
The tarrasque is a killing machine and when active (see below) eats everything for miles around, including structures, all animals and vegetation.
Normal Attacks
Normal attacks are with its two forelimb claws (1d12 points of damage each), a sweeping tail lash (2d12 points of damage), a savage bite (5d10 points of damage plus acts as a sword of sharpness—negating any Armor Value—severing a limb on a natural attack roll of 18 or better), and two thrusting horn attacks (1d10 points of damage each).
Rush
Once every turn, the normally slow-moving tarrasque can rush forward at a movement rate of 150’/50’, making all horn attacks cause double damage and trampling anything underfoot for 4d10 points of crushing damage.
Fear Aura
The mere sight of the tarrasque causes creatures with less than 3 levels or Hit Dice to be paralyzed with fright (no saving throw) until it is out of their vision. Creatures of 3 or more levels or Hit Dice flee in panic, although those of 7 or more levels or Hit Dice that manage to succeed with a saving throw vs. paralyzation are not affected (though they often still decide to run away).
Extreme Damage Hitroll versus bad Armor Class
As the Creature has a negative THAC0 of -3, the damages are increased on creature having a worse Armor Clas than that. Use the following table todetermine if a character is hit and what extra damage is sustained with each attack. It is best for a DM to note the current AC of the playing character together with the extra damage to be sustained, for it is easy to lose track of this as characters often have different defensive spells at hand. From this total the Armor Value may be deduced with each attack if the character has any Armor Value, as normal.
Immunities/Defenses
The tarrasque’s carapace is exceptionally tough and highly reflective. Bolts and rays such as lightning bolts, cones of cold, and even magic missiles are useless against it. The reflection is such that 1 in 6 of these attacks actually bounces directly back at the caster (affecting him normally), while the rest bounce off harmlessly to the sides and into the air.
The tarrasque is also immune to all heat and fire, and it regenerates lost hit points at a rate of 1 hit point per round. Only enchanted weapons (+1 or better) have any hope of harming the tarrasque. The Tarrasque is totally immune to all psionics.

Habitat/Society
It takes a tarrasque mere moments to force what it consumes through its devastating digestive process. Despite the swiftness of this metabolism, the vast majority of energy is stored. While it takes a great deal of food to keep an actiber tarrasque sated, tarrasques are actually quite docile—this stored energy sustained them through deep, decades-long hibernations.
When preparing for such a hibernation, a tarrasque employs one of its most unusual and rarely witnessed abilities. Once fully glutted and ready to go back to its sleep, a tarrasque gains the ability to merge in the eart in much the same way as Xorens do; it burrows through stone, dirt, or any sort of earth except refined metal or continuous veins of pure metal as easily as fish swim through water, without disturbing or dislodging anything or leaving a tunnel or hole in its wake.
This lets the beast access subterranean caverns its bulk would normally not allow it to reach. Lacking a large enough cavern to lair in, it can become completely buried to be one with the stone (sharing space with solid rock, a condition referred to as ärnstone” by some dwarven sages. This is a way there is so much debate and mystery surrounding the location and nature of a Tarrasque’s lair.
While in ärnstone state, the beast does not suffocate, but sinks rapidly into a torpor in which its bodily processes slow and it hibernates until need for new nourishment aweakens it into the ”burrowing” state again. In damp rock, where mineral laden water percolate, and with as belly filled with the ruins of a lartgwe town or city, this need might not arise for as long as 50 years. In dry or caustic rock, or if the beast is disturbed by tremors (including the relatively minor vibrations of nearby rock or creature movements in the earth), shifts in temperature, or actual wounding (direct damage from the pick of a dwarven prospector, or the weapon of an adventurer, for example), awakening might come much sooner.
A tarrasque’s carapace and outer hide are clearly visible to earth merging or wuarrying creatures who reach one’s immediate vicinity. Earth merging creatures cannot merge into or through the volumne of earth or rock occupied by an arnstone tarrasque; its body seems “solid” to such creatures, who are deflected aside from it (this includes dwarven and nithian magical vessels that can travel through the ground).
A tarrasque comes out of torpor with astonishing speed if distiurbed, typically taking only 1d4+1 rounds to become fully aroused. While awakening, a tarrasque has the same propertoes and vulnerabilities as when sinking into torpor. A waking tarrasque is unpredictable; it might move away from the disturbance, turn to confront it, or “flee” at high speed for some time and then try to settle down into torpor again.
A tarrasque’s actions are all driven by one need; nearly insatiable hunger. It has an intellect just above that of an animal and instinctively sees other creatures as food, buildings as food, rocks and dirt as food, and so). Given its powerful regenerativbe abilities, it has little to fear from combat with most creatures, and even those that have the capability of killing it—like high-level spellcasters—don’t register as anything other than another potential source of food. Thus, a tarrasque never retreats from battle, no matter how events might turn against it.
A tarrasque is by no means an evil or vindictive force. It is no more a source of evil than a hungry wolf or lion, although this view is difficult to maintain by those whose homes, families and entire lives have been destroyed by such a ravenous beast. The only real enmity the tarrasdque ever feels towards its living victims is reserved for creatures capable of flight. Since the tarrasque has no method of ranged attack, any creature capable of flying beyond its reach has nothing to fear—a fact that annoys a hungry tarrasque to no end.
Once the tarrasque has its fill—a process that can normally take up yo a week, during whjich time it remains completely awake and continually alert—the creature begins to get drowsy and prepares for a long sleep. So long as it is not currently in battle (as its primitive brain refuses to allow it to depart from a fight while there is still living morsels to ingest), it finds the nearest chunk of solid rock big enough to support its massdive bulk and settles down for sa lengthy hibernation.
The tarrasque is a greatly feared creature. However, it spends most of its time dormant, sleeping deep in an underground lair . Its sleeping periods range from two to four months, to up to sixteen years. After these periods, the tarrasque awakes. Erupting from its underground lair, the behemoth starts on a rampage, terrorizing the nearby area, smashing every structure, devouring both plant and meat alike, killing anyone who opposes it, and ultimately turning the area into a barren wasteland. Only when the Tarrasque has been killed, or once it returns to its lair to sleep, is the land safe again.
The older the tarrasque gets, the longer its periods of sleep seem to last, sometimes eventually lasting for hundreds of years. Never, however, does the tarrasque weaken or lose its lust for destruction.
It is hoped that the tarrasque is a solitary creation, some hideous abomination unleashed by the dark arts or by elder, forgotten gods to punish all of nature. The elemental nature of the tarrasque leads the few living tarrasque experts to speculate that the elemental princes of evil have something to do with its existence. In any case, the location of the tarrasque remains a mystery, as it rarely leaves witnesses in its wake, and nature quickly grows over all remnants of its presence. It is rumored that the tarrasque is responsible for the extinction of one ancient civilization (Mogreth), for the records of their last days spoke of a "great reptilian punisher sent by the gods to end the world”.
Various mortal explanations of the tarrasque's origins exist: some claim it is a curse from the gods, while others say it was created by evil wizards.
In the Spelljammer series, the accessory Practical Planetology suggests the tarrasques soul originates from the planet Falx. Several hundred tarrasques live there in a docile state, where they are silicavores (rock eaters); upon removal from their homeworld their temperament changes to the violent, rapacious one better known elsewhere in the Dungeons & Dragons universe, it could be that the entity came from here.

Ecology:
Slaying of the tarrasque is said to be possible only if the monster is reduced to -30 or fewer hit points and a wish is then used. Otherwise, even the slightest piece of the tarrasque can regenerate and restore the monster completely. Legend says that a great treasure can be extracted from the tarrasque’s carapace. The upper portion, treated with acid and then heated in a furnace, is thought to yield gems (10d10 diamonds of 1000 gp base value each). The underbelly material, mixed with the creature’s blood and adamantite, is said to produce a metal that can be forged by master dwarven blacksmiths into 1d4 shields of +5 enchantment. It takes two years to manufacture each shield, and the dwarves aren’t likely to do it for free.
It is hoped that the tarrasque is a solitary creation, some hideous abomination unleashed by the dark arts or by elder, forgotten gods to punish all of nature. The elemental nature of the tarrasque leads the few living tarrasque experts to speculate that the elemental princes of evil have something to do with its existence. In any case, the location of the tarrasque remains a mystery, as it rarely leaves witnesses in its wake, and nature quickly grows over all remnants of its presence. It is rumored that the tarrasque is responsible for the extinction of one ancient civilization, for the records of their last days spoke of a “great reptilian punisher sent by the gods to end the world”.
It is fortunate that the tarrasque is active only for short periods of time. Typically, the monster comes forth to forage for a week or two, ravaging the countryside for miles around. The tarrasque then seeks a hidden lair underground and lies dormant, sleeping for 5d4 months before coming forth again. Once every decade or so, the monster is particularly active, staying awake for several months. Thereafter its period of dormancy is 4d4 years unless disturbed. The ratio of active to dormant states seems to be about 1:30.

Real World Mythology
The Tarasque is a fearsome legendary dragon from Provence, in southern France, tamed in a story about Saint Martha.
Last edited by Robin on Wed Apr 11, 2018 9:33 pm, edited 3 times in total.
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Re: Mystara specific Godzilla...or lack thereof

Post by Gravesguardian » Wed Apr 11, 2018 7:14 pm

Nicely done

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Re: Mystara specific Godzilla...or lack thereof

Post by Robin » Wed Apr 11, 2018 7:28 pm

Thanx♥
:oops: :mrgreen:

It is unknown where the creature currently rests.
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Re: Mystara specific Godzilla...or lack thereof

Post by RobJN » Wed Apr 11, 2018 11:45 pm

Now we just need a group of five kids, in their color-coordinated clockwork beast-contraptions, that combine to form the Mighty Clockwork Defender!
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Re: Mystara specific Godzilla...or lack thereof

Post by Gravesguardian » Thu Apr 12, 2018 12:16 am

Such a notion is far too insulting for Mystara........ship that idea off to FR where it belongs.

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Re: Mystara specific Godzilla...or lack thereof

Post by Cthulhudrew » Thu Apr 12, 2018 3:19 am

Something else this thread reminded me of- from Dragon Magazine #158, where an N'Djatwa is describing nearby lands in Davania to Haldemar:

"Most surprising was the old female's mention of the lands that lie farther to the east. Ngezitwa said that it was the realm of the titans, huge creatures that seem to spend their time fighting and destroying each other."

The lands to the east of of N'djatwa is more or less Vulcania. While other canon suggests that this is the land of the Earthshakers- giant robot/mecha creatures- I've always kind of pondered the idea that there may be other gigantic creatures there as well, like Kaiju. Perhaps Vulcania is Mystara's equivalent of Monster Island.

There is always the question, too, of where the Mad Wizard Gargantua might fit into the scheme of things. Are the Kaiju his creations, are his Gargantuas just made in the image of Kaiju he had encountered in his lifetime, or is it just a case of parallel evolution?
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Re: Mystara specific Godzilla...or lack thereof

Post by Gravesguardian » Thu Apr 12, 2018 3:23 am

never got to read of the Princess Ark stuff so I didn't know about that little chat. I like the idea of it being Mystaras version of Monster Island, though. As for the MWG....I'm more inclined to think he created his versions after the real things almost had him for a light snack.

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Re: Mystara specific Godzilla...or lack thereof

Post by Mike » Thu Apr 12, 2018 3:42 am

I like the vulcania-as-monster-island idea. (The earthshakers could be imitations of kaiju, or devices to defend against them.) Maybe an artifact in the region (similar to the NoS) causes or attracts kaiju there? Such an artifact could even be a deliberate device created as part of someone's quest for immortality, to draw the kaiju to the region. The kaiju could leave for a time, going on some legendary rampage, but ultimately would be drawn back, causing them to disappear from history again.

Gargantua might have studied the kaiju and discovered some magical growth-principle, which he used to fashion his own creations. If the principle is quantized or perhaps only certain formulations are stable, that could explain why gargantua are always a multiple of x8 hit dice.

An interesting location might be Gargantua's long-lost workshop, complete with weird magic-tech lab devices and a library with research notes and books. Of course Gargantua was mad (a side effect of the magics?), so most of these notes should be indecipherable gibberish, but there ought to be enough information for some enterprising wizard to build on Gargantua's research, creating new spells.

If the kaiju are somehow bound to a region such as vulcania, Gargantua's creations would lack that restriction which is why they are found elsewhere. I've always wondered why gargantua are found in odd locations without apparent reason. Did he unleash some phenomenon that strikes randomly, or do people find scrolls he wrote, or was he a mad world traveler. I think he must not have done it himself, otherwise why are the monsters still alive centuries later?

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Re: Mystara specific Godzilla...or lack thereof

Post by Cthulhudrew » Thu Apr 12, 2018 6:24 am

The Gargantua Virus. I like that idea.
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Re: Mystara specific Godzilla...or lack thereof

Post by Coronoides » Thu Apr 12, 2018 7:44 am

I converted the AD&D Gargantua which include the Godzilla and Mothra rip-offs in the 5e sub-forum here. I needed them for my Council of Wryms project.
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