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Terror of The Tarasque
Terror of The Tarasque
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Introduction
This one-shot adventure focuses on the titular
monster: the tarasque. Before you begin to prepare for
Running the Adventure
this adventure, please read the “Introduction and Stat To run this adventure, you will need to be familiar with
Blocks” document to review the original legend and get how to use the Fifth Edition (5e) role-playing system.
an idea of what the tarasque is, and how it will behave. If you are unfamiliar with this system, there are many
You should also take the time to familiarize yourself with resources available online, such as the Adventurer’s Guide
the stat block of the tarasque that you will be running in to the Bible: Player’s Guide and Gazetteer, which provides
the climactic combat encounter. a simplified overview of how to play the game, and the
System Reference Document 5.1, which includes the core
Balancing the Adventure rules and a basic list of monsters and spells. This module
A variety of tarasque stat blocks have been included will assume that you have a basic familiarity with the 5e
in the “Introduction and Stat Blocks” document for system moving forward.
you convenience, ranging from hatchling to ancient, so The names of monsters and non-player characters
that you can dial the difficulty and complexity of this (NPCs) that appear in this adventure appear in bold
adventure to suit your party. The following table outlines typeface. This is a visual cue to you, the GM, to prepare
the most suitable monster to use, depending on the level the creature’s stat block before reaching that point in the
of your adventuring party. This table assumes that there adventure. The stats of a creature let you know how the
are 4 player characters in your party, and that your party party is able to interact with it. Spells and magic items
has an average level of combat experience. If your party will appear in italic typeface. The monsters, spells, and
has fewer than 4 player characters, or very little combat magic items that appear in this adventure can be found
experience, you should use a tarasque with a lower than in the appendix of this book, or else can be found in the
recommended Challenge Rating (CR). If your party has System Reference Document (SRD) or The Adventurer’s
more than 4 player characters, or is very talented at Guide to the Bible (AGttB).
combat, you should use a tarasque with a higher than
recommended Challenge Rating. Text that appears in a box like this one is meant to
Party
Level
Recommended Monster CR be read aloud or at least paraphrased at the table.
Usually, it will set the scene for the players when the
1-3 Juvenile Tarasque 2
characters arrive in a new location, but it may also
4-5 Juvenile Tarasque (In Lair) 5
share important information that the players should
6-7 Young Tarasque 9 know during a scene.
8-9 Young Tarasque (In Lair) 11
10 - 12 Adult Tarasque 15
Sidebars and Notes
13 - 17 Adult Tarasque (In Lair) 18 Text that appears in solid-color sidebars like this are for
the Game Master. Usually, these sidebars will provide more
18 - 19 Ancient Tarasque 22
context about the story, information about a location, or
20+ Ancient Tarasque (In Lair) 24 motivations for a character. They will also sometimes provide
helpful tips for how to approach a situation as the GM, perhaps
offering combat strategies for a particular enemy or role-play
Adventure Summary advice for a complex NPC.
This story begins with your party being hired to escort
two sisters, Martha and Mary, from the port of Antioch Content Sensitivity
across the Great Sea to the distant port city of Massalia, It is also important to hold an out-of-game
and on to the city of Avenio in the northern reaches of conversation with your players before running the one-
the Roman empire. A brief combat encounter erupts shot to talk about hard and soft limits for content. Your
shortly after arriving in this new land, which forces the players may have phobias and triggers that you are not
party to work together as a team. aware of. You should also review the material in this
After a Long Rest in the small town of Arelate, the party adventure before running it so that you have time to
learns of a troubling legend, and has the opportunity to make adjustments to the content for your players. If a
gather information about this looming threat. Martha is topic or theme makes a player at your table feel unsafe,
inspired to travel north through the Black Wood to rescue it should not be included. If a topic or theme makes a
a kidnapped victim, eventually bringing the party into a player nervous but they give you consent to include it,
climactic showdown with the tarasque, the monster that do so with care. In a game where the players are hunting
has been terrorizing the region. magical monsters, it is good for them to feel stressed or
The party says their goodbyes to Martha and Mary, anxious about the plot of the story, but a player should
who gift them with the Aspergillum of Martha and a ship to never feel unsafe or in danger of reliving a past trauma
speed them on their way to their next adventure. while playing the game.
The Adventure
Looking for Work?
The cries of gulls echo above you as you make
your way through the raucous shipyard in the port
city of Antioch. You savor the smells of the salty sea
air and the occasional whiff of incense and spices
from Silk Road merchants as they pass by on their
way to distant markets.
Your wounds have almost healed from your
previous adventures, and your party has finished
restocking supplies from the seaside market. You are
ready to embark on your next adventure... if only you
could afford to purchase a ship...
As you stare out longingly at the open sea, a pair
of young women catch your eye. They appear to be
traveling alone, and are in the midst of a heated
debate with the shipyard manager, who is refusing
to sell them a small sailing ship.
Trouble in Arelate
After a long day’s travel, you arrive at the foothills
of a mountainous region in the northern reaches
of the Roman empire. A small town called Arelate
is situated astride the sparkling blue waters of the
Rhodanus river. The quaint little town epitomizes
the beauty of life in the northern mountains, but
there is a sense of foreboding here too. Something in
the way the townsfolk scurry to and fro - their eyes
darting occasionally to the tree line - tells you that
something is wrong; these people are afraid.
d10 Rumors Martha will now reveal to the party that she possesses
the Aspergillum of Martha, a powerful magic item that may
1 “My uncle was attacked a few years ago, but used a vial of acid to
drive off the beast. If you’re going into the Black Wood, you should
serve useful in a confrontation with the monster. She will
buy some vials of acid. My uncle’s shop sells them for a bargain at 50 explain its properties and ask for the party to advise her
gp per vial!” (false) on when the moment is right to use it (if the party is wise,
2 “The tarasque is sensitive to sunlight; that’s why it lives in the shade they will tell Martha to wait to use her item until they
of the Black Wood and only attacks at night!” (false) have determined whether the tarasque has Legendary
3 “I heard the monster is immune to all damage unless your weapons
Resistances). In combat, Martha will try to stay out of
are made of silver or blessed by a priest.” (false) danger while also staying within 60 feet of the tarasque.
Thus, if she is signaled by the party, she can use her
4 “The tarasque can turn invisible, and can move through walls and
doors like a ghost.” (false) movement to draw within 30 feet and target the monster
with the paralyzing effect of the aspergillum. Martha will
5 “The woods of the tarasque are shadowous and deep, with a curse
that hangs in the air as thick as the fog. Those who enter the Black
also command the party to protect her sister at all costs,
Wood are marked for life by its magic.” (false) even if it means she herself behind.
6 “The creature dwells in the shallows of the bog and the thickets of the
forest. It will see you long before you see it.” (true) Facing the Tarasque
7 “The tarasque has poisonous breath that kills plants and animals This short adventure inevitably ends with a combat
alike!” (true) encounter in which the party comes face to face with
8 “It’s as deadly in the back as in the front; its tail has a sting like a the tarasque. The difficulty of this encounter is largely
scorpion, but twice as venomous.” (true) determined by the Challenge Rating (CR) of the monster,
9 “There is a sulfurous gas in the Black Wood that burns like acid to
as discussed in “Balancing the Adventure” on page 3.
the touch. We think the tarasque produces this acidic substance, to However, you can fine-tune the challenge and complexity
which it itself is immune.” (true) of this encounter with the environment and terrain, as
10 “The armor of the tarasque is as hard as dragon scales, but its bulky described below.
frame makes it difficult for it to move quickly form side to side. The Light. This encounter likely takes place in dim light,
creature is strong but lacks agility.” (true) due to the shadows cast by the trees and the looming
mountain range. However, to add an extra layer of
difficulty, you could change this to total darkness. They
didn’t name it “the Black Wood” for nothing!
Terrain. A map of this combat encounter has been
provided for your convenience. However, feel free to use
any map of your choice that depicts a forest, swamp,
jungle, or other appropriate environment. If you have
chosen a tarasque with a difficult CR, then treat the
terrain as standard, flat ground. If you have chosen a
tarasque with a lower CR, then you can escalate the
difficulty by calling this difficult terrain, or by adding
hazards such as sink holes to certain spaces on the map.
Sink Hole (optional hazard). When a creature
enters this space on its turn, or ends its turn here, it
must succeed on a DC 14 Dexterity saving throw or
become restrained as it sinks up to its knees into the
bog. A creature restrained by the bog may be freed if it
(or an ally) uses its action to attempt a DC 14 Athletics
check.
Cover. The provided battle map includes several trees,
both erect and fallen. A creature that hides behind these
trees or logs benefits from half cover (+2 to AC) or three-
quarters cover (+5 to AC), at the discretion of the GM.
The Fate of the Cultists
As the party enters the region of the tarasque’s
lair, they find that the cultists have been killed by the
tarasque.
The smell of decay grows more intense, and as
you enter into a clearing, a grisly sight meets your
eyes. Dozens of human bodies - or what is left of
bodies - lie half submerged in the boggy ground. A
closer inspection reveals that these are members of
the same group of pirates that attacked your ship
and the same cult that had harassing the town of
Arelate. It appears that these cultists were slain by
the very creature that they had sworn to serve.