Invasion From The Planet of Tarrasques
Invasion From The Planet of Tarrasques
Invasion From The Planet of Tarrasques
With the clock ticking, the characters have a chance
Introduction to prepare for the battle by mustering their allies.
Chapter 2. In “Battle for Waterdeep” the
What’s more fun than one tarrasque? How about characters face-off with the invading titans, defend
multiple tarrasques stomping across Waterdeep? Waterdeep, and fight for their lives.
How about a whole planet full of tarrasques ready to Chapter 3. In “Falx, Ho!” the characters travel
rumble? If that sounds exciting, then Invasion from through a portal to the planet of Falx to face Halaster
the Planet of Tarrasques is for you. and his army of tarrasques atop a stone tower made
Invasion from the Planet of Tarrasques is an from pieces of Undermountain.
adventure for a party of four to six level 20 Appendix A. Appendix A contains the statistics of
characters. It takes place in the Forgotten Realms in creatures in this adventure not found in the Monster
the city of Waterdeep, but you can set the adventure Manual.
in any fantastic city by changing a few proper names. Appendix B. Appendix B features maps of
The adventure is meant to be a continuation of the Waterdeep and Halaster’s tower in Falx.
Waterdeep: Dragon Heist and Waterdeep: Dungeon of
the Mad Mage adventures, but can be played on its We Didn’t Play Dungeon of the Mad Mage
own or integrated into any campaign. If your group didn’t play through Waterdeep: Dungeon of the
Mad Mage, fear not! You can still play Invasion from the
Adventure Background Planet of Tarrasques. Halaster need not be motivated by
Halaster Blackcloak, the Mad Mage of revenge. The following alternative motivations for sending
Undermountain, always has a contingency in place. tarrasques into an urban area could be given to Halaster:
As long as Undermountain remains beneath the city • After failing to become the Shadow Lord of Waterdeep,
of Waterdeep, Halaster can never truly die within its Halaster wants to see the city destroyed.
walls, for the dungeon rebuilds the mage’s body on • Halaster wants to add a new level to Undermountain and
the rare occasions when adventurers “kill” Halaster. fill it with tarrasques, but he’s bringing them in via the city.
Halaster realized that if adventurers destroyed all • Halaster knows an invasion of enormous monsters will
of Undermountain (a nigh impossible feat more draw powerful adventurers to Waterdeep. He can then
difficult than even slaying the mage), he would lose coax those adventurers into Undermountain to further his
own goals (see the “Halaster’s Goals” sidebar in
his immortality. To further protect his life, Halaster
“Undermountain Overview” in Waterdeep: Dungeon of the
took some of the rooms and halls of Undermountain
Mad Mage).
and flung them across the multiverse, including
• Halaster is bored.
other worlds of the Material Plane. With
Undermountain spread across existence, the task of
permanently killing Halaster is even more difficult.
Battling Tarrasques
Unfortunately for the mage, a party adventurers Battling a single tarrasque should be an epic struggle
recently killed him in his dungeon beneath the City in which the characters question their survival every
of Splendors. When Halaster’s body reformed, he round. Battling more than one should seem like
found himself in Falx, another world of the Material insanity, no matter how strong the characters. If the
Plane inhabited entirely by enormous, carnivorous characters are having an easy time battling one of
monsters with endless appetites. These scaly bipeds the monsters, you can increase an encounter’s
are closely related to the tarrasque, an infamous difficulty in the following ways:
monstrosity feared across the worlds of the Material • Increase the tarrasque’s hit point maximum (up to
Plane. Halaster, now obsessed with punishing the 990).
adventurers who killed him, began to hatch a plot. If • Give the tarrasque a “surprise” ability chosen from
one tarrasque could level an entire city, what could a the Tarrasque Variant Characteristics table.
planet’s worth of the beings do to Faerûn?
• Add another tarrasque to the battle.
Adventure Overview
This adventure is divided into three chapters.
Chapter 1. In “Giff You a Hand” a platoon of giff
arrive in a spacefaring vessel and warn the
adventurers about a coming invasion of tarrasques.
Breath Weapon
Debris Hurling The tarrasque can use its action or spend 3
All tarrasques in this adventure gain the following legendary actions to breathe energy in a 90-foot
action option, which they can use in place of a claw cone. Each creature in that area must make a DC 27
attack when they use the Multiattack action or by saving throw, taking 91 (26d6) damage on a failed
spending 1 legendary action: save, or half as much damage on a successful one.
The ability used for the saving throw and the type of
Hurl Debris. Ranged Weapon Attack: +19 to hit, range damage are different for each tarrasque and chosen
600/2,400 ft., one target. Hit: 24 (4d6 + 10) or rolled on the Tarrasque Breath Weapon table. The
bludgeoning damage. If the target is a creature, it must tarrasque also gains immunity to the damage type of
succeed on a DC 20 Strength saving throw or be its breath weapon if it does not already have it.
knocked prone.
Tarrasque Breath Weapon
Tarrasque Variance d6 Saving Throw Damage Type
1 Dexterity Acid
Over the course of this adventure, the characters 2 Constitution Cold
battle multiple tarrasques. To keep the battles fresh 3 Dexterity Fire
and surprising, you can choose or roll for one or 4 Dexterity Lightning
more unique characteristics for each tarrasque on 5 Constitution Poison
the Tarrasque Variant Characteristics table. 6 Constitution Thunder
Legitimate Factions
The characters could approach the Emerald Enclave,
Harpers, Lord’s Alliance, Order of the Gauntlet, and
Zhentarim to ask for aid.
• If at least one of the characters is a member of the
faction in good standing, a successful DC 13
Charisma (Persuasion) check convinces the faction
to help.
• If none of the characters are members of the
faction, the DC for the check rises to 18.
• If the characters have secured the backing of
Laeral Silverhand (see “Meeting with Laeral”), the
check is made with advantage.
• This check could instead be a Charisma
(Intimidation or Performance) check if the
characters attempt to scare the faction to action
with stories of the tarrasque’s violence and
descriptions of a possible leveling of Waterdeep.
• If all else fails, a faction is willing to aid in the
defense of the city in exchange for 10,000 gp.
Mark Hyzer
Actions
Multiattack. Jalester makes two weapon attacks.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10
+ 2) slashing damage when used with two hands.
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
2) piercing damage.
Reactions
Riposte. When a creature that Jalester can see misses
him with a melee attack, he can use his reaction to
make a melee weapon attack against that creature. On
a hit, the target takes an extra 4 damage from the
weapon.
Legendary Actions
Jarlaxle can take 3 legendary actions, choosing from
the options below. Only one legendary action option
can be used at a time and only at the end of another
creature’s turn. Jarlaxle regains spent legendary
actions at the start of his turn.
Quick Step. Jarlaxle moves up to his speed without
provoking opportunity attacks.
Attack (Costs 2 Actions). Jarlaxle makes one attack
with his rapier, +3 or two attacks with daggers created
by his bracer of flying daggers.
Actions
Multiattack. Mirt makes three attacks: two with his +1
longsword and one with his +1 dagger.
+1 Longsword. Melee Weapon Attack: +9 to hit, reach
5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, or
16 (2d10 + 5) slashing damage when used with two
hands.
+1 Dagger. Melee or Ranged Weapon Attack: +9 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d4 +
5) piercing damage when used as a melee weapon, or 7
(1d4 + 5) piercing damage when used as a ranged
weapon.
Actions
Blackstaff. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6
(1d8 + 2) bludgeoning damage when used with two
hands. Vajra can expend 1 of the staff’s charges to deal
an extra 3 (1d6) force damage on a hit.