The Dinosaur Race

THE DINOSAUR RACE

What follows is a more concrete version of the racing

rules that should help lead to some exciting and memorable

moments.

This scenario uses a lot of the same rules as on page

32 of the Tomb of Annihilation book, with a few differences:

• The "feet" of movement are tallied as "points",

but the first rider to 300 does not win the race.

Whoever has the most "feet" at the end wins.

• The race occurs in 8 stages, each in a different

area of the city.

• At the end of the 81

h stage, whomever has the

most "feet" accumulated is the winner.

SIDE RULES

Jumping on Another Dinosaur. Make a DC 1 O Wisdom

(Animal Handling) check. If you fail, you have disadvantage

on the following check. Make a DC 13 Dexterity

(Acrobatics) check to land mounted on the dinosaur.

Fail: Make a DC 10 Dexterity saving throw to

hang on to the side of the target dinosaur or fall to the

ground.

Casting Spells: If the spell requires somatic compo-

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nents, it requires a DC 13 concentration check.

Fail: The spell is not cast, but is not lost.

Dangling From the Side of a Dinosaur. This

might happen a few times during the race. Riders

who dangle are considered prone, and at the start

of each of their subsequent turns they can try a DC

10 Strength check to get onto the saddle and in

proper riding position.

Stages. The riders go through one stage per

round. This is somewhat abstract. All riders are

considered to be in a clump and fairly close to

each other throughout the race.

Abstract. This is a loosely-run event. You will

need to make quick judgment calls. In general, riders

shouldn't fall too far behind and you should try

to allow cool ideas to happen in some form. This

should feel like an action scene from a movie.

CREATING THE RACE COURSE

You'll want to break out the map of Port Nyanzaru

on page 19 and plot your course.

In each round of this race, the riders will enter

into a different section of the city with its own obstacle

to overcome.

TOMB OF ANNIHILATION COMPANION 1

OTHER RACERS

Here are some NPC riders:

• Kwilgok, the tortle who rides Deadly Treasure

(from Tortle Package pg 4).

• Tiryki, Ekene-Afa's son, riding Banana Candy.

• Faroul and Gondolo, the guides (ToA pg 34) riding

Zongo, the flatulent triceratops

• Canker Keel, an albino dwarf riding a

stegosaurus named Juicy Stakes.

• Dark, the female rock gnome who co-captains

the Brazen Pegasus (see ToApg 21). She's riding

an Allosaurus named Batton Down the Hatches.

NPC Rolls. When it comes to the other racers, I recommend

either making all of their racing rolls in advance

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or handling them in a narrative fashion. You can

"attach" them to characters and keep them roughly

in front or behind them.

NPC Stats. The scout (MM pg 349) stats work

pretty well. You might want to make one stat block

to cover them all so you don't have to juggle 5 different

sets of stats, plus the dinosaurs.

5TAGE1:GOLDENTHRONE

The race begins at area 4, Goldenthrone (ToA pg

20).

A large, cheering crowd is assembled at Goldenthrone

to watch you line up with the other dinosaur

racers. The beautiful and mysterious

Kwayothe addresses the crowd, establishing the

rules and describing the course, which is marked

with bright paint on the street. She wishes good

luck to the riders and shows off the prize - a sack

full of gold.

A horn blows and the riders tear off, heading onto

an elevated walkway above the Merchant's Ward,

where a throng of people cheer from below.

Pushing Riders Off the Bridge. Riders can

make an opposed strength check to try to knock

one another off their dinosaur. The loser of the opposed

strength roll must make a DC 10 Dexterity

save or fall off the bridge into the crowd below.

Anyone who falls over the side of the bridge

takes d6 damage, as the crowd catches them and

mostly breaks their fall. The citizens quickly sets

up a tall ladder, which allows the rider to climb up

and get back in the race, but gain only half their

minimum speed in this stage.

STAGE 2: THE TEMPLE OF SAVRAS

Dust clouds rise up behind your mount as you

tear around a grand temple with a domed roof

that resembles an unblinking eye looking skyward.

Happy priests line the streets, ready to cast

spells to aid you.

The riders go around area 7, the temple of

Savras.

Gaining a Boon. If a rider succeeds on an additional

DC 12 Wisdom (Animal Handling) check,

they can pull close enough to gain the benefits of a

TOMB OF ANNIHILATION COMPANION 2

random cleric spell:

Roll a d4

1. Guidance (PH pg 248) A priest reaches out and

touches you. You can roll a d4 and add it to an

ability check of your choice.

2. Resistance (PH pg 272) One time in this race,

you can roll a d4 and add the number to a saving

throw of your choice.

3. Shield of Faith (PH pg 275) +2 bonus to AC for

the rest of the race.

4. Bless (PH pg 219) For the rest of the race, the

rider can roll a d4 and add the number to attack

rolls and saving throws.

STAGE 3: THE TEMPLE OF GOND

You round the temple of Gond, where many clever water-

powered contraptions are on display. A number of

water jets spray intermittent streams across the road that

could knock you right off of your dinosaur!

The riders are rounding area 8.

Avoiding Water Jets. In addition to making their normal

Wisdom (Animal Handling) check, each rider must

make a DC 10 Dexterity saving throw. Success means

that the rider is able to remain mounted. Failure means

that the rider falls off and gains only half of their minimum

speed.

STAGE 4: THE TEMPLE OF SUNE

You are about to race underneath the elevated causeway

that leads to the temple of Sune. Beautiful followers of

Sune are ready on the overpass, preparing to dump

shiny things on you that will make you appreciably

more attractive.

The riders pass under the bridge that leads to area 9.

The DM decides who must deal with one of these two

falling hazards:

Streamers. Make a DC 13 Wisdom (Animal Handling)

check. Fail, the dinosaur is blinded for this stage

and you gain half your normal speed.

Glitter. Make a DC 13 Dexterity save. Fail: You are

blind for the next section and you gain half your normal

speed.

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STAGE 5: SWARM OF FLYING LIZARDS

The group is going to ride right through the words

"Merchant's Ward" on the Port Nyanzaru map.

Crowds line either side of the street. Suddenly, a

cloud of flying lizards swoops out of an alley to

your left, zooming directly into the path of you

and your fellow racers!

The flying lizards obscure the area, effectively

giving everyone +5 to their AC.

Navigate in Chaos. Everyone must make a DC

11 Dex save or be blinded for this stage.

If you fail your animal handling check, your dinosaur

slows down to eat some flying lizards, subtracting

10 feet from your total.

STAGE 6: OLD CITY

Your dinosaur roars as you ride through the gates

of Old City. A huge crowd looks down on you

from the elevated walkway that connects two of

the ziggurats. You will need to make two sharp

turns as you round the fighting pit at executioner's

run. You can't help but notice that there is

a crabby triceratops lurking in the pit.

Knock a Rider Into the Pit. Opposed Strength

check. The loser can make a DC 13 Dex save to

hold onto the side of their mount dinosaur and prevent

falling in.

Falling In. Anyone who falls in the pit takes

2d6 bludgeoning damage. They must make a DC

13 Dexterity save to avoid being gored by the

Triceratops (MM pg 80).

Triceratops AC 13 HP 95 Speed 50

+9 to hit, 24 (4d8+6) piercing dmg.

Escaping the Pit. To get out of the pit, the rider

can run toward one of the knotted ropes dangling

down the sides of the pit. Their dinosaur will continue

racing, so it is possible to climb out and

jump back on their mount and not lose any position

at all.

STAGE 7: THE GRAND SOUK

You rocket back into the city proper and head

right inside the Grand Souk. People sit on crates

TOMB OF ANNIHILATION COMPANION 3

and animal cages, rooting you on as you navigate the

narrow lanes between fully-stocked stalls.

A rider can grab and use an item from a stall if they like.

Tej. With a DC 10 Dexterity (Acrobatics) check, the

rider can grab and drink a bottle of tej, giving them inspiration

and the favor of the fans.

Canoe. The rider can make a DC 13 Strength check to

plop a canoe in the path of another rider. That rider must

immediately make a DC 13 Dexterity save or lose 15 feet

from their total.

Free a Monkey. A rider can unleash a caged flying

monkey (page 220) with a DC 10 Strength (Athletics)

check. The flying monkey will appreciate the gesture and

does the rider's bidding for the rest of the race.

Get Another Mount. There are many leashed dinosaurs

for sale here, all itching to be involved. A rider

can Make a DC 11 Strength (Athletics) check to jump on

another mount of their choice from the list on page 32.

The rider will need to make an animal handling check using

the DC of that dinosaur. Failing means that the dinosaur

is hard to control, but it ultimately falls in line and

the rider loses 20 feet from their total.

STAGE 8: THE ARENA

The finish line is in sight - it's in the Arena! The stands

are completely full of cheering citizens cheering. Who

stand up to get a better look at who is in the lead.

Water Trench. There is one final obstacle to be overcome.

A water-filled trench 10 feet across that must be

jumped over. Jumping it will require a DC 13 Wisdom

(Animal Handling) check. If this check is failed, the rider

and the dinosaur fall in and do not win.

Whoever didn't fall into the water and has the most

points at the end wins!

VICTORY

If a character wins the race, read the following.

Beautiful, scantily-clad men and women hand you a

gleaming medallion as the crowd chants your name.

Your dinosaur roars in triumph and regards you with respect.

You are given a number of gifts.

Here are some possible rewards:

The Key to Port Nyanzaru. For one week, this key is

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yours. With it, you get free lodging at either inn,

free food anywhere you go, and you have advantage

on charisma-based checks in Port Nyanzaru.

The key might also open a secret door in a merchant

prince's dwelling.

Ubtao's Ring. This bejeweled ring is engraved

with a tiny, intricate maze. It gives you advantage

on Wisdom (Survival) checks and gives you advantage

when making Wisdom (Animal Handling)

checks with dinosaurs.

Passes. You receive five passes for a free day at

a public bath house.

Jewels. You receive a total of 5 agates and 5

emeralds worth 5 gp each.

Invitation to Dine. The character is invited to

dine with a merchant prince of the DM's choosing,

possibly Jobal or Kwayothe.