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CowardlyPaladin
2014-06-02, 11:49 AM
So I read about this idea on this thread (http://forum.rpg.net/showthread.php?261519-D-amp-Dish-The-city-built-around-the-tarrasque) and I thought this was the coolest thing ever for a city, and I though to myself "I totally need to steal this and expand on this, this could be the new Pltous.

The Premise

"Once apon a time a nation decided to end the threat of the tarrasque once and for all. An army was assembled, led by the greatest heroes of the age. Most importantly, a number of powerful magical weapons were created for the battle. The monster was lured into a tight canyon and the battle began.

"At terrible cost, the tarrasque was defeated. But not slain. It was impaled by fourteen Immovable Harpoons (like an immovable rod, but spikey), each attached to a thick adamantine chain sunk deep into the canyon walls by magic. The tarrasque was restrained.

"A fortress was built around the tarrasque, to watch over it. Every day it's watchers hack away at the tarrasque with powerful magic weapons to keep it weakened in case of escape. Even so, there are casualties as they misjudge its reach, or as it's angry thrashing causes rockfalls.

"Of course, being a powerful magical crearture, the tarrasque's blood, flesh and other body parts have certain useful properties. A side effect of keeping the tarrasque imprisoned like this was a neverending supply of powerful magical components. A city grew up around the fortress to house the various wizards, scholars and alchemists that came to exploit the tarrasque's bounty. Eventually, it was almost as if the neverending stream of tarrasque blood, flesh and bone was more important than imprisoning the beast itself."</i>

I'm picturing decadant nobles made immortal by their continuued consumption of tarrasque flesh. Warrior-butchers wielding vorpal greatswords to hack away at the tarrasque and channels cut into the stone underneath the beast to channel the valuable blood away. The tarrasque's distant screams and roars would be a continuous background noise for the people in the city, with "tarrasque-quakes" common. Almost an industry of ludicrously expensive magic items crafted from its body parts - tarrasquehide armour, tarrasquebone spears and potions and other alchemical miscellania of course.

You could play up the creepiness of the whole thing, maybe eating the flesh and blood of the tarrasque has unwanted side-effects. I'm thinking of tarrasque blood being analogous to the spice from dune - in this city the blood's used in just about everything and it has unusual effects on the populous.

Even with the tarrasque mostly restrained, getting close isn't a good idea and there'll be pretty frequent casualties amongst the butchers. Because of its reflective carapace, mnagic is a no go so it has to be someone getting in close with a big knife. Every now and then the chains will need to be re-planted to make sure they've not been loosened by the tarrasque's thrashing about - what fun that'll be.

And there's the whole hubris angle - maybe the pressure to cut away more and more of it lets it pull free of one or more of the immovable harpoons. And an inevitable tarrasque-worshipping cult that is covertly planning to free their god.

And if you want to play up the "tarrasque as force of nature" thing, maybe its imprisonment is throwing the natural order of things out of whack. The tarrasque is a necessary part of the ecosystem and plays "natural predator" to something really nasty. Without the tarrasque killing off the nasties every X years they've had time to grow into their adult, even nastier form.

I mean, come on; a fortress built around a chained godzilla who's constantly being butchered is dripping with adventure hooks and just plain cool.


So here are my adjustments

Make Mr. T bigger. I know that seems absurd, but for my game I want it to be possible to explore through this guy's veins like they were sewer tunnels, so he needs to be bigger. Also this is the Legendary Tarraquse, the creature who is suppose to be the single largest and most powerful monster inD&D (I know he isn't but shut up) but he is built up to be, so I am making this guy like Godzilla in the latest movie (except less boring obviously). A comparison here is that if a human is an ant, the Tarraquse is a human 8 month baby. This guy is huge

Now according to 2nd edition, the Tarraquse has gemstones and other magical substances that grow inside of its body, worth a great deal.



"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 1,000 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."

So that's ~55,000 gp worth of gems and ~67000 gp worth of magical items per 1d6 minutes, assuming the carapace regenerates totally within 1d6 minutes."
That is 50 million a day. PLus another 100 million per day for the organs and body parts that can be used in crafting magical items/potions/etc. Now since i've boosted up the size, extracting this is not easy. In fact you have to have massive construction jobs in order to extract the organs and diamonds from the creature, huge cranes and scaffolds to life digging/cutting equipment to get into its body, with workman teams of thousands to get into to find the money. So a massive amount of that revenue isn't able to be gotten (obviously to get all 150 million GP you would have to have it not regenerate so you could cut it apart at your leisure) but also you have to pay the costs of construction, mining equipment, and a large percentage of the money goes to providing the city with clean water, which the city doesn't have on its own. Large holes are dug into the Tarraque, and metal and stone are put in to slow the regeneration (I figure with a creature this big, it regenerates at a lower rate) and you need to have specalists dig their way into the craeture to harvest food, organs, and diamonds. It is dirty, filthy, ugly work, as you have to cut your way into the creature and try not to drown in its blood, get crushed by the materials, or as one of the most grizzly fates, get trapped in its regenerating flesh and suffocated. The fact that parasites, both those who use to live in its body before hand (like ticks and somewhat but for scales) and are attracted to the meet often can be found inside only makes things worse. Sometimes leaks lead to miners being killed by stomach acid, burned up by the fire it can breath, killed by its venom sacks, or crushed under the weight of its flexing muscles. one in six miners dies per year due to various accidents, and the various corporations take most of the wealth for themselves. Extracting the eye (which due to the fact it takes about a month to regenerate is a big deal) is a very complicated and delicate operation involving machinery, magic, and at least 5,000 workers The city is divided into 8 districts, based upon the mining operations there. The Head, Chest, Stomach, Tail, Legs, and Arms, each owned by a different company (with the head owned by the state). Each leg produces about 10 million GP per month (a great of that is lost in the payments they have to make), the tail produces 5, the stomach 15, the heart 20, and the Head 50, assuming their are no accidents. There are always accidents though, so profits regularly shrink and every so often the beast stirs mightily and causes all of the mines to fall apart entirely, killing thousands and forcing them to rebuild from scratch. An emergency profit chest was made for that purpose. The quakes happen every few years. The workings live in houses built on the creatures back shell, with the company headquarters built on more permanent structures on the head (The only place save from the quakes). The rest of the city live outside the canyon (the middle class essentially) with the lower class living in houses built into the canyon face. The extreme poor live in hovels built into the creatures side, which are short term homes at best. The bottom of the canyon is where...the mutants live....people don't go down there.

Now the location the adventurers chose to trap the beast was in the middle of a giant steppe, image central russia. They figured that it would be out of the way and wouldn't hurt anybody. This means of course that there is very little in terms of fresh water and non giant monster based food in the area, which means that for all of the city's wealth, massive amounts of money have to be spent upon ensuring food. Tarresque meat is free, and is given out to the citizens every morning and evening (to prevent riots) however all other forms of food must be bought. The City outside the canyon is divided into two districts, stinkside and Breeze Side. The wind generally blows west to east, so the wealthier part of the city live on the West where they won't have to put up with the smell of the Tarrasque. East side isn't so lucky.


"Something else...even if you can produce a mountain of gems from a tarrasque carapace, that doesn't mean the local authorities have to allow their expenditure in the city. Lots of African diamond camps never allowed people to trade in their finds for anything but barter goods, or they had to cash them out at what the camp/syndicate was paying for them and then spend their money locally. but buying with local stones was strictly verboten. Same thing here. The nobility, made fabulously wealthy off their tarrasque monopoly, and with the legion of guardsmen and magic items and culture of fear in their favor, simply make it a capital offense for anybody to use tarraque gems (or any precious stone, for that matter) as currency or for barter in the city. You have to buy and sell in gold, which can be obtained through city-sanction currency exchanges (they run a local mint, so even neighboring gold gets exchanged, for even more profit to the bosses) or wholesale of the gems to specially licensed gem brokers who kick 90% of their take upstairs. The whole thing is hugely corrupt,though, and there is a healthy blakc market in gemstones, something that the local guards, noble police forces,and freelance bounty hunters all go after. Even in acity as fabulously wealthy as this one, there is still rich and poor, and under the right circumstances, the poor will break the law so they can be like the rich. This could be one of those pressure cooker situations that enemies of the city might seek to exploit to overthrow it. Not to release the tarrasque, but to affect the kind of "regime change" that would place them in power instead of the old, debauched lords who used to run the place."- on the economy from the thread

Organizations- THe city doesn't really have a centralized government so it is divided into multiple groups


1) The Knights of Blood. THis order of Knights have their fortress on top of the creatures head and their concern is that the monster stays pinned, as far as they are concerned the city can go to hell as long as the harpoons are maintained, the best is stablized, and they get regular upkeep in tax. So they send their agents out to investigate the city looking for eco terrorists, people who plan to harness the beast, and to investigate the flesh mines to ensure that none of the operations are hurting the integrity of the harpoons. They have the right to arrest anybody if they feel they are a threat to the city, but they use this sparengly, as if they annoy the major power brokers too much they might find themselves removed
2) The Adventurer's guild. Sort of like the Pinkertons, they are a group of detectives, explorers, mercenaries, and protectors who flock to the city due to the job opportunities and magical items you can get. Many are employed by the companies in order to steal secrets, fight over mining right, fight in the terf wars, or protect their interests, even as Union busters. Others are employed by the Sages to map out the body and anatomy of the great beast or to try to get at particular body parts before the companies do. Due to being the most powerful (and due to the beast well equipped) fighting force in town, with the possible exception of the Bloody Knights, they are in constant demands by the various factions and serve as the main king makers in the vicious world of corporate double dealing and backstreet politics. The guild is run loosely by a band of a dozen elder adventurers, who are elected by members who have been employed for at least a decade. The guild takes a 10% take on all adventurer's take and in turn provides them with jobs, protection from abuses, and paid for advocates for the inevitable legal disputes.
3) The Baron. Despite what it might seem, there is an actual city government, made up of the Baron and his council. By law the 7 companies, the Adventurers Guild and the Knights each have a delegate on the council the remaining 3 councilmen are chosen by the Baron from among the Citizen body. Technically the Baron can make any decision he wants regardless of what the council says, however considering they represent powerful interest groups, he rarely does so. The City pays for the Health Exilars distribution (see below), the City Guard (who keep law and order in the public parts of the city) and international diplomacy. The state government has exclusive rights to mining in the head, whose wealth are used to finance the various functions of the city. In fact, 30% of the state's money made through the mining goes to buying essentials to the city, such as water, spices, perfume, disease presentation, and non horrifying meat (Wheat, vegetables etc). They are also responsible for putting down the mutants when they arrive. Now the head alone, if properly managed, produces more wealth than any other part of the body, however almost all of that money goes to public finances, such as the aforementioned meat doll, commanding the City Guard, and the water supply, so the city government is almost always on the verge of going broke and any major project needs either then nobles or the companies to give loans

4) The nobles. There are 14 major noble families, each of which has an estate located next to one of the 14 harpoons. They are called the Word-Bearers and are responsible for maintaining their harpoon. Over time, they were the first to build on the beast and while they don't command vast mining operations, they do have exclusive control over trade. Any company that tries to trade with the outside world without going through the Word-Bearers will find their mines destroyed when the nearby harpoon "accidentally" moves about six feet, causing the creature to move and destroying all of their mines. Thus the Word-Bearers make a great deal of money through trade and don't have to spend it on the mines. This makes them deeply unpopular, but as long as they control the harpoons they are untouchable. All of them have manors on Breezeside properties, where they actually live, the 14 harpoon fortresses are strictly guarded and no talking is allowed in case somebody somehow says the command word to turn the harpoon off.

5) The 7 Companies. These are the mining industries who rule over the city and as the largest employers, they are the main powers in the city. Each happens to control exclusive mining rights to a certain part of the body, a system that took 70 (out of the cities 130) years to figure this out, mostly through vicious turf wars. The current system came about after said wars became so disastrous that it threatened to end the mining operations entirely, and the noble families backed the current 7 companies. Every so often a company will fold and another will take their place, however the territories have been clearly established and have not been violated since. The companies different in goals and primary resources but they all have the same methods. They are notorious in how they mistreat their workers, paying them far below what they deserve while keeping the profits for themselves, giving only the bare minimum for safety concerns and abandoning injured workers without a thoughts. THey live in extreme luxury, though they do give money to charity, public works, and the city as a large, and have a very effective properga....i mean PR department working for them.

I haven't fleshed out the companies. All I know is that the stomach is owned by a "New Man" halfling Edmund Burrows (his company is called Burrows CO) the only one of the 7 leaders to have actually made his own money working in the mines before rising through the ranks. He hopes to take over the other 6 companies after overthrowing the nobles and to take over the entire city under a city
If other people want to flesh out the 6 companies i'd love that

6) The Unions....HAH HAH HAH. The worker's union have attempted to come about and were declared an illegal organization and got slaughtered en mass. Now the Union are an underground organization focused on getting worker's rights and undermining the power of the companies, using extremely violent methods in order to do so. They are the main resistance group in the world, but they don't want to take away the city or the monster, they just want to keep the circumstance the same but with more pay...or at least they say so. THe leaders of the resistance, or at least some of them feel, that they enjoy more power in this position then they ever could as workers
7) The Mob. With the Union not able to provide for the workers, a group came to fill the void. The Mob serves as the servitors of control and power for the every day people. If you want your living conditions to get improved, you broke your arm in the mines and want a pension, you got some sick kids? Come to the mob (I need a nifty name for them) they will provide for you, if some of those diamonds...go missing. Or a certain foreman has an...accident. Or some product get moves into the city. The mob deals with smuggling (to the annoyance of the nobles) theft (to the annoyance of the companies) and extensive drug use (to the annoyance of the government). They present themselves as friends of the people and the common man, though they use that to hide the fact that they are ruthless crimes looking out for their own interests.

8) The Doomsday cults

"The lords of the city are blind! They cannot see that the Blessed Destroyer was sent by the gods, not as a scourge, but as a gift! A fire sweeps through the forest, and the tall and proud trees become naught but smoke. But when the smoke clears, new seeds sprout, growing into new trees, taller and prouder trees! So it is with the Destroyer! He is to sweep away the trash of the old world to make room for the new, as he has swept away worlds without number before. But the lords of the city keep the Blessed Destroyer chained like a beast! They break the cycle! Look around you! Can you not see the world is sinking into decadence and stagnation? The world thirsts for the Destroyer, but they deny it! They deny the gift! It falls to us! We must free the Blessed Destroyer from their pit of evil!"

- Last sermon of Brother Athol

these people hope to awake the beast, who they worship as their lord and god. The number one main threat to the entire city. Sometimes they work with outside Druids who want to end the creatures torment or kill it, sometimes they work with rival cities who want to bring down a rival city.

9) The Mutants. It turns out, consuming the meat of the beast is not good for you. If you consume other food you can avoid it, and constant consummations of Elixirs of health (Which are distributed by the city daily) helps people avoid mutations, but working in the mines and constantly being exposed to the blood and organs people start to...change. Some of these changes can be reversed via expensive clerical treatments however you only have a limited amount of time to get healed. Mutants are feared because some of them are contentious, they look creepy and becomes...after awhile many of them continue to transform, the monsters regeneration starting to effect their own flesh. And then..they become trolls. Trolls are born form the beasts flesh, with different types coming from different body parts. When they aren't killed, they are confined to the bottom of the caverns, where they will occasionally crawl out to attack those above them.



Races-



Humans: Humans are the primary races in the city, making up about 50% of the population

Dwarves: The second largest population within the city, the dwarves were drawn here because of the demand for the complicated machinery and construction needed to operate the mines. Dwarf immigrations were offered nice places to live in Breeze town, and good jobs, and so they are resented among the non Dwarven workers. The fact that they are rarely miners but instead work as foremen, or constructor workers compounds to this resentment.

Goblins- The other major race in the city, the canyon was home to a large tribe of goblins. The Adventurers didn't see them as people so they happily let the monster crush their homes. The goblins, emerging from their caves to find Godzilla sleeping outside, were understandably a little shocked. The goblins were the first to realized the fact that they had a free food supply and their large population made them an instant underclass for the mines. Goblins and humans are the main workers in the mines, but unlike the humans the goblins have little representation in the upper class, for the most part they are seen as a cheap labor source and used as such

Other Races- These races combined make up 15% of the city through they can be divided into a few distinct groups.

Gnomes: With the Dwarves came the gnomes, as the dwarves didn't trust the nobles of the city to not screw them over and brought along the gnomes as their administrators, Bureaucrats, and specialist engineers. Thus the gnomes have the distinction of being the most loathed race by all but the dwarves, often called parasites or charlatans by the population, because lets face it nobody likes Bureaucrats and if they all happen to be gnomes well... the exception are the dwarves, who seem them as loyal servants and their little brothers, doubly so in a city full of dwarves enemies like goblins or orcs.

Kobolds- These industrious little workers flocked to the city when the chance for more work came about and their small size, claws, and and industrious nature have made them very good miners, and many of them took on the specialist jobs such has harvesting certain parts of the brain or cutting the diamonds out of the flesh. However, two things work against these guys. Firstly, their stealing jobs from the human and goblin population made them no favors. Secondly, the gnomes HATE them, and with the aids of the dwarves tried their best to keep them from gaining ANY respect in the city. With the help of the mob, Kobolds now have a degree of status among the community but even so the scars run deep

Elves- Everybody hates elves. Goblins, dwarves, gnomes, kobolds all hated elves from the get go and humans weren't sold on them either. The fact that many of them were allied with the druids didn't help. Elves aren't outlawed and Half-Elves are tolerated, however elves are advised to stay out of certain districts because...accidents happen. Drow and other "evil" elves are killed on sight, or after a brief trial and there have been many cases where the natives "accidentally" mistook a wood elf or wild elf for a drow. Whoops

Orcs, Hobgoblins, and Bugbears- The newest wave of migrants come from the orc and goblinoid tribes who are seen as the dangerous savages who plan to take our jobs and steal our lovers (for all of its faults, the city actually does quite well with Gender equality, something I want to play up), and the fact that they are "savage monsters" means people don't like to give them the time of day. But workers are always in demand, so Bugbears often find jobs as porters or laborers, Orcs as guards and constructor workers (their great height makes miner difficult) and Hobgoblins even have a small community in stink town due to their organized bent and work as shop keepers.

Halflings- One of the conditions of the Word-Bearers having a monopoly on trade is that outsiders could only trade through special stores (not counting smuggling and the black market). This is where a local community of halflings came in, offering their services as the merchant class. Like the gnomes they play the role as middlemen and support the status quote, but they shift it around a tad by the fact that they are very careful when it comes to PR, being 3 feet tall does that for you. The fact that the Word-Bearers and the Companies are great scapegoats for all of the major problems, and people tend to see the Halflings as the good guy to the companies bad guy. One of the common tricks is "well company policy says I can't pay less than 40 GP, but I will make an exception for 35 GP". When they speak to their bosses its always the opposite story "Good News Boss, your idea selling the goods for 30 GP was great. Now where is my cut again?" Do to the fact that most merchants are halflings neither side has really gotten into the fact that they are being gipped.

Giants- Giants are not allowed into the city because they are seen as a threat. Despite the great potential for labor, the fact is they could tear the city apart and release Mr. T In fact at one point a band of giants attempted to free him, thinking he would lead to the return of the Titans and their new age of the Giants. Giants are not allowed in this city at all or in fact within 20 miles of the city, the local nomadic tribes are told to kill any giant who comes anywhere near the city. The giants race or culture makes no difference, giants are not allowed in this city.


What do you guys thing? Any suggestions? NPCS? Enemies? The other Companies?

dragonjek
2014-06-02, 09:03 PM
That poses an interesting problem for a good aligned character... completely killing the tarrasque would result in this society likely collapsing into civil war, freeing it is... well, freeing the freaking tarrasque with an entire city right at hand, but leaving it alone is contributing to the hundred-and-more years torture of a semi-sentient, non-evil living being, the mining of which is a deathtrap.

Morality and the paladin's dilemma aside, wouldn't the market be flooded with tarrasque goods by this point? The price for tarrasque products would drop by a lot once they become available--even if they're expensive, sheer numbers would drive the price down as such goods move from "all but impossible to obtain" to "buy from the mountain-sized mine of endless tarrasque parts". And you'd also have the value of diamonds fall, if they're so readily available and easy to find in much larger pieces than the small stuff you find in a normal diamond mine.

Also, I'm afraid I didn't see the part about the meat doll. Where is it?

CowardlyPaladin
2014-06-02, 09:20 PM
That poses an interesting problem for a good aligned character... completely killing the tarrasque would result in this society likely collapsing into civil war, freeing it is... well, freeing the freaking tarrasque with an entire city right at hand, but leaving it alone is contributing to the hundred-and-more years torture of a semi-sentient, non-evil living being, the mining of which is a deathtrap.

Morality and the paladin's dilemma aside, wouldn't the market be flooded with tarrasque goods by this point? The price for tarrasque products would drop by a lot once they become available--even if they're expensive, sheer numbers would drive the price down as such goods move from "all but impossible to obtain" to "buy from the mountain-sized mine of endless tarrasque parts". And you'd also have the value of diamonds fall, if they're so readily available and easy to find in much larger pieces than the small stuff you find in a normal diamond mine.

Without getting too much into economics (after all this is D&D not Consumers and Providers) I kinda imagined this much like a really rich mine. You do get stuff from it, and a lot of stuff at that, but the difficult in extracting it and the massive pay offs mean that the amount that you pull out eventually gets old. The Tarralsque items are mostly consumables (magical reagents etc) so those will be in constant demand, and while the diamond prices will eventually drop, I figure that at this point the amount of time it takes to get the diamonds out of the "mine" and the limited amount means that this will take awhile for that to take effect. After all, how long does a really good diamond mine go on before the price starts to fall? Or should the leaders of the nation keep the diamonds in a safe to keep the price of diamonds up?


as to the morality....I really have no idea what is the best choice. I would think a paladin would try to put the beast on some sort of super painkillers so it wouldn't feel the pain

CowardlyPaladin
2014-06-10, 01:44 AM
nobody interested?

JeminiZero
2014-06-10, 08:19 PM
From a mechanics perspective, the story of harpooning the Tarrasque (as cool as may be), is less than optimal. There are easier ways to imprison the creature, available even to a level 7 Wizard. More specifically, the Tarrasque is immune to ability damage but NOT ability drain. Anything that can drain its Str/Dex to 0 will leave it paralyzed (with no chance of recovery without magical help). Anything that can drain its Int/Wis/Cha to 0 leaves it comatose.

Allips (http://www.d20srd.org/srd/monsters/allip.htm) (summonable by Summon Undead 4) can deal Wis damage, and as incorporeal beings, they cannoy be hurt by the Tarrasque (http://www.d20srd.org/srd/monsters/tarrasque.htm) (the Tarrasque weapons count as magic for the purposes of overcoming damage reduction, but not for striking incorporeal). So a level 7 wizard can summon a couple of these to Wis drain the Tarrasque to 0, while the Wizard flies safely overhead, out of reach.

So as an alternate setting component, instead of holding it in place with harpoons, the organization responsible for keeping it in place are a cabal of morally questionable Necromancers controlling a swarm of Allips which keep draining it, just in case some clown decides to try casting Restoration on it. and of course, they probably take a cut of Tarrasque components for their own magical experiments.

(P.S. you might want to spell Tarrasque correctly in the title).

Milo v3
2014-06-11, 06:21 AM
Snip
Wait.... Constantly summoning allips is somehow more optimal than holding it in place once? :smallconfused:

Allips would just have been used Just to render it immobile for the immovable harpoons.

JeminiZero
2014-06-11, 08:39 AM
Wait.... Constantly summoning allips is somehow more optimal than holding it in place once? :smallconfused:
Tippyverse self-resetting traps.

Also, you don't have to constantly summon Allips. You can perma-command Allips via rebuke undead, periodic castings of Command Undead, Simulacrum, or even a custom item of continuous summon undead 4.

dragonjek
2014-06-11, 10:57 PM
I know this isn't supported by the rules, but the Tarrasque is a primordial engine of destruction with effectively infinite healing abilities. I think that after being subjected to a type of special effect like an Allip would inflict, it would eventually just grow an immunity to it. It's healing means there's a lot of mitosis going on, which has the opportunities for mutation. I'm pretty sure that if even a single cell develops a trait that would improve the Tarrasque, it would spread to the rest of the beast (super-regeneration being the culprit). And even apart from that, the Tarrasque is usually shown as something made by (a) god/gods, and I think developing a resistance or immunity would fall in line for such a creature. It already has damage resistance, so you could say it has already developed a resistance to physical damage.

Besides which, if this is the Pathfinder Tarrasque (is it?), then it's immune to ability damage/drain and energy drain, making the Allip pretty useless.

And if this Tarrasque is Rovagug's (or a Rovagug-equivalent's)... Rovagug is going to break out, and I personally doubt that the Armageddon Engine can be permanently trapped, either. I wouldn't be surprised if the Tarrasque's regeneration wound up increasing in response to its incessant mangling... it's already even bigger than the normal Tarrasque, and this version is basically Godzilla (but bigger and meaner and even more unkillable).

But then again, I'm a big fan of the Tarrasque (especially since Paizo titled it as "the Armageddon Engine". Awesome.), and I tend to... over-play its importance.

CowardlyPaladin
2014-06-13, 03:40 PM
I think the reason why the orignial adventurers didn't use the allips is that they never imagined they would actually build a city on/in this thing so they didn't want a solution that would require somebody to stand around constantly summoning allips. Maybe now, the allips would be a more human way to keep the city intacted.

Also I do think this monster of pure destruction will break out, but the gods will wait until its own good time. They can keep it imprisoned for a thousand years and it will break out eventually

also fair point about the title, my bad