Of Red Tooth and Maw: Dinosaurs in H2O- Pocalypse
Dinosaurs are awesome. This is a fact, so of course they can be found in H20-Pocalypse!
I always intended them to have thawed from the ice caps and for there to be a Blue Hole in the ocean leading to some forgotten lost land where they all still thrive. I also see some kind of Spire-funded Ark-like initiative to preserve all DNA that ever existed or a facility that was working on their own dinosaur park that was swallowed by the Big Wave, and life found a way. Regardless of how we get there, I can't wait to hear tales of people dark-sliding down a Terrordactyle (that's their name in this game) mid-flight.
Dinosaur Dungeon Generator
Generate your own Dinosaur Dungeon by rolling randomly on this table.
(d12)
1. A blood-drenched dark hallway illuminated by a single fluorescent light that once hung on the wall. Eyes appear in the shadows and a low growling is heard all around. Some dude's severed hand drops from a vent, above you! Raptors attack!
DCC:
Raptor: Init +3; Atk bite +2 melee (1d6) or claw +2 melee (1d4); Crit M/d8; AC 16; HD 3d8 (hp 12); MV 40’; Act 2d20; SV Fort +0, Ref +4; Will +0; AL N.
NL:
Raptor:
Alignment: Neutral
Movement: 40ft
Armor Class: 16
Hit Dice: 3
Attack: Claw and Bite
Damage: 2D4+2 Claw or bite 1D6 Bite
Save: Grit:14 Agility:18 Resolve:12 Death: 10
Special: Clever Girl
Clever Girl: Can smell hidden or invisible targets
2. This room is covered in exotic plants and purple light, the floral smells are overwhelming, and you hear in the distance an extremely tall person mumbling to themselves, as you get closer you realize they are a new form of Meta spliced with reptilian genes, they have a lizard-like face and a large maw for a mouth, they only have 3 fingers on each hand that end in claws. They look up at you and say "Are you my mommy?"
DCC:
Dino Meta: Init +2; Atk bite +3 melee (1d8) or claw +2 melee (1d6); Crit M/d8; HD 3d10 (hp 17); MV 30’; AC 16; Act 2d20; SP crits on 19-20; SV Fort +4, Ref +2, Will -1; AL C.
NL:
Dino Meta:
Alignment: Neutral
Movement: 30ft
Armor Class: 16
Hit Dice: 3
Attack: Claw and Bite
Damage: 1D6+2 Claw or bite 1D8 +3 S
ave: Grit:8 Agility:14 Resolve:8 Death: 12
Special: Primal Rage
Primal Rage: Can make an extra attack but loses -4 to AC
3. This room is brightly illuminated by soft neon lights, it is damp and smells of rotten eggs. Old-world tech lines the walls, monitors, workstations, and scientific instruments. I. the middle of the room are 3 cylinder chambers that reach from floor to ceiling the bottom of these chambers has a multitude of buttons and nobs, and the top half is glass allowing whoever looks through it to see a nest of fist-sized multicolored eggs, all of the eggs appear broken in every chamber but one. As you approach the chamber with the intact eggs, one of the eggs starts to hatch. Searching the room the PCs have a 1-6 chance of finding something cool and making a Look What I Found roll.
DCC:
Baby T-Rex: Init +2; Atk bite +1 melee (1d4) or claw +1 melee (1d4); Crit M/d8; AC 14; HD 1d8 (hp 6); MV 30 ft’; Act 1d20; SV Fort -1, Ref +3; Will -2; AL N.
NL:
Baby T-Rex:
Alignment: Neutral
Movement: 30ft Armor Class: 10
Hit Dice: 1
Attack: Claw and Bite
Damage: 1D4+1 Claw or bite 1D6+1
Save: Grit:8 Agility:12 Resolve:8 Death: 10
Special: Cry of the Wild
Cry of the Wild: If Hurt or in distress it will cry out causing nearby dinosaurs to come to its aid.
4. You enter a large completely dark room, after illuminating the room you notice you are in a viewing theater mezzanine. Rows of scattered seats surround you, after making your way past the seats you can look down on the rest of the theater, it appears you are about 30 feet up looking down on some kind of giant animal exhibit, through the darkness a loud roar is heard accompanied by thunderous footsteps. The T-rex is hungry!
DCC:
T-Rex: Init +2; Atk bite +4 melee (2d12); Crit M/d16; AC 16; HD 3d12 (hp 20); MV 60’; Act 3d20; SV Fort +3, Ref +3; Will +0; AL N.
NL:
T-Rex:
Alignment: Neutral
Movement: 60ft
Armor Class: 16
Hit Dice: 4 Attack: Bite
Damage: 2D12+3
Save: Grit:16 Agility:18 Resolve:8 Death: 10
Special: RIP and Tear
RIP and Tear: If the Trex deals damage with a bite attack then the target must make a Death save if failed take an additional 2d6 damage.
5. This hallway is littered with trash, piles of pizza boxes, soda cups, and burger wrappers decorate the ground. The smell of an unattended litter box permeates the air. Amongst the trash, a faint clicking noise can be heard. 1d10 tiny bipedal bright green lizards appear out of the trash, they look at you with curious intent. Anyone picking through the trash can make a Look What I Found roll.
DCC:
Little green Dinos: Init +2; Atk bite +1 melee (1d4) or claw +1 melee (1d4); Crit M/d8; AC 16; HD 1d8 (hp 6); MV 40 ft’; Act 1d20; SV Fort -1, Ref +3; Will -2; AL N.
NL:
Little Green Dinos:
Alignment: Neutral
Movement: 40ft
Armor Class: 16 Hit Dice: 1
Attack: Claw and Bite
Damage: 1D4+1 Claw or Bite 1D6 +1
Save: Grit:10 Agility:18 Resolve:8 Death: 10
Special: Pack Hunter
Pack hunter: If 2 or more Little Green Dinos successfully attack the same target they must make a burliness test not to be knocked prone.
6. You enter an aquarium-like observatory, the whole left wall of this 30ft by 30 ft room is one large viewing glass for a giant fish tank. The rest of the room is a dozen workstations with monitors and scattered notebooks. At first glance, the blue waters beyond the glass seem void of any life. But when you look back you now see nothing but a large mouth filled with rows of teeth taking up the entirety of the glass and you think you hear the glass cracking.
DCC:
Meg: Init +2; Atk bite +4 melee (2d12); Crit M/d16; AC 16; HD 3d12 (hp 20); MV Water 60’; Act 2d20; SV Fort +3, Ref +2; Will +0; AL N.
NL:
Meg:
Alignment: Neutral
Movement: 60ft Water
Armor Class: 16 Hit Dice: 3
Attack: Bite Damage: 2D12+4
Save: Grit:16 Agility:18 Resolve:8 Death: 10
Special: Devour
Devour: If the Meg does damage the target must make a Death save or be swallowed whole
7. This sterile-looking white room is filled with shelves wall to wall of viles with red liquid inside, each liquid is coded with a sequence of letters and numbers. An injection device is found lying on the floor next to one of the shelves, there is an empty vile in it a telltale sign it was used.
8. You step into a gigantic room with a 50ft vaulted ceiling, you hear squelches with every step as the ground is covered in a sticky foul-smelling white slime. There are 4 rows with 4 People sized holes each about 20 ft above the ground. Any noise will awake the 1d6 sleeping Terrordactlys roosting in their holes. Every hole has a 1in 6 chance of allowing for a Look What I Found roll.
DCC:
Terrordactyl: Init +2; Atk bite +1 melee (1d6) or claw +1 melee (1d4); Crit M/d8; AC 14; HD 3d8 (hp 12); MV fly 60’; Act 3d20; carry away; SV Fort +0, Ref +3; Will +0; AL N.
Carry away: If both claw attacks hit, the victim must make a DC 12 Strength check or be carried away.
NL:
Terrordactyl:
Alignment: Neutral
Movement: 60ft Fly
Armor Class: 14
Hit Dice: 3
Attack: Claw and Bite
Damage: 2D4+2 Claw or bite 1D6 Bite
Save: Grit:14 Agility:18 Resolve:10 Death: 10
Special: Carry Away
Carry away: If the Terrordactyl successfully hits with both attacks, The target must make an Agility Saving Throw to avoid being carried away.
9. The door shuts and locks behind you, the buzzing of fans and metallic clicking of computer servers can be heard in the pitch-black room. The only illuminations are thousands of small blinking red and blue lights and a single computer monitor connected to a computer station. After 5 seconds a robotic voice sounds out through speakers. Alarm-activated dispatching bots in 1 minute.
At the computer station, the monitor has the prompt "Password:" The desk has a filthy keyboard on it and is littered with toys, 5 of the toys are action figures of a buff warrior with long blond hair holding a gigantic sword. One of the 5 buff warrior figures speaks and says, "With Might and Muscles your evil ends!" Typing in the words Might and Muscles will end the alarm and bot attack to stop as well as causing a hidden door to the west of the room to click open and allow more light into the room. If the Alarm is not stopped 1d12 flying attack bots will descend from the ceiling vents. If the password is never solved the PCs can use the ceiling vents to get out.
DCC:
Destroyer bots: Init +0; Atk laser blast +1 missile fire (1d8, 60’ range); Crit M/d6; AC 14; HD 2d6 (hp 8); MV 30’; Act 1d20; SP immune to mind-altering spells; SV Fort +0, Ref +2, Will +0; AL C.
NL:
Destroyer bots:
Alignment: Neutral
Movement: 60ft Fly
Armor Class: 14 Hit Dice: 2
Attack: Laser Blast Damage: 1d8 60’ range
Grit:10 Agility:16 Resolve:10 Death: 10
Special: Real Steel
Real Steal: Takes half damage from none missile attacks
10. This Vault door opens to a laboratory, 6 workstations with various scientific equipment are spread all around this room, At one of the workstations is a humanoid that is a meta-like humanoid that is a mix between a man and a Terrordactyle. He introduces himself as Doctor Mani Act. He could have cured cancer but decided turning people into dinosaurs was cooler. Every workstation has a 1in 6 chance of allowing for a Look What I Found roll.
DCC:
Dr. Deathbeak MD: Init +2; Atk bite +3 melee (1d8) or claw +2 melee (1d6); Crit M/d10; HD 3d10 (hp 17); MV 30’/30’ fly; AC 16; Act 2d20; SP crits on 19-20; SV Fort +4, Ref +2, Will 0; AL C.
NL:
Dr. Deathbeak MD :
Alignment: Chaotic
Movement: 30ft/30ft fly
Armor Class: 16 Hit Dice: 3
Attack: Claw and Bite
Damage: 1D6+2 Claw or bite 1D8 +3
Save: Grit:8 Agility:14 Resolve:14 Death: 12
Special: Dino Serum
Dino Serum: If he strikes with the Dino Serum Syringe the target must make a death save or be turned into a mindless Dino meta.
11. This musty-smelling room is covered in old newspapers and various fake tree branches, underneath a pile of newspapers is a scared child-sized creature that resembles a cross between a human man and a monkey. If the PCs offer him food he will befriend them.
DCC:
Glug Glug: Init +1; bite (1d4) +1 melee; Crit M/d4; AC 12; HD 2d6 (hp 8); MV 30’; SV Fort +0, Ref +2, Will -1; AL C.
NL:
Glug Glug:
Alignment: Chaotic
Movement: 30ft
Armor Class: 10 Hit Dice: 1
Attack: Bite Damage: 1D4+1
Save: Grit:8 Agility:12 Resolve:8 Death: 8
Special: Useless
Useless: During attack or stealth roll a d6 on a 1 he trips making the most noise and becoming prone.
12. This dark long narrow hallway is lined with glass-like walls like a zoo exhibit, the copper smell of blood mixed with an unknown sweet smell plays through the air. One of the glass walls is smashed open. A strange cooing is heard from the distance and 1d6 6 ft tall bipedal dinosaurs with short arms narrow heads and an umbrella-like flap on their neck appear running toward the PCs out of the darkness! It spits acid! after the spitters are defeated the decomposing bodies of 6 lab coat-wearing humans can be found amongst the Spitter nest beyond the broken glass exhibit. The PCs can make a Look What I Found roll for each body.
DCC:
Spitter: Init +2; Atk Spit +1 Ranged 60’ (1d6 Acid) or claw +1 melee (1d4); Crit M/d10; AC 14; HD 3d8 (hp 12); MV 35’; Act 3d20; SP Acid Spit (DC 14 Reflex save or suffer 1d3 damage); SV Fort +0, Ref +3; Will +0; AL N.
NL:
Spitter:
Alignment: Neutral
Movement: 35 ft
Armor Class: 14 Hit Dice: 3
Attack: Claw and Spit
Damage: 2D4+2 Claw or Spit 1D6 Acid
Save: Grit:14 Agility:18 Resolve:10 Death: 10
Special: Acid Spit
Acid Spit: If the Spitter successfully hits with its acid attack The target must make an Agility Saving Throw or take 1d4 additional damage and be blind for 1 round.