of in the most ancient of myths and legends, the ancient tarrasque
is a terrifying humanoid beast which towers forty feet above you. Two
horns protrude from its head while sharp scales run down its back to a
long, leathery tail. Immense claws and a vast gaping maw could easily
make a roc a light snack. The carapace of the reptilian ravager is so
tough its value towards armor would be inconceivable...
a tarrasque's horn
Pops (always one of the two):
a piece of the tarrasque's hide
a large strip of the tarrasque's hide
|Bring:||1 tank, 2-3 hitters, 3-4 clerics|
|Weapons:||non-bludgeon magic weapons|
|Spells for tank:||basics, shadowform, demonskin, dragonskin, float|
|Spells for others:||basics, float|
The Tarrasque is in Moria ( 8e, 2se, 2s ). The fastest way is to portal from here to the centipede and track the tarrasque, but if that's not an option then the dirs are se, s, 5e, sw, s, se, s, 2e, 5s, 2w, 2s, 2w, n, w, s, w, d, e, n, 2e, 4s, e, n, open rubble, 2w. From here Tarry is north and down (if you don't fall anyway).
Tarry has an entry prog that rakes you with its claws and does about 200-300 dmg and damages your eq, does not actually initiate the fight. Thus, you may wish to enter the room naked. He also has a prog that throws you up to the room above. To avoid this, have float on (that's float, not fly - you may also want to read 'help land') The room above is nofloor, but in any case, it's good to have a trigger that goes down if he uses the prog successfully - the message is "The tarrasque wraps its claws about you and tosses you through the chasm!". If the tank is thrown up then tarry will obviously change tanks. Tarry's attacks are all physical, but quite strong.