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.