Help me run a Jurassic park spinoff

iwatt

First Post
I posted this in the Modern section, but I wasn't getting anywere with it.

Our regular D&D group can't get together this weekend, and the DM has been hinting for a long time that he'd be interested in checking out Modern. Since I currently run a Modern campaign for another group, I "graciously volunteered" to run a one shot adevnture for him. We're going to use the opportunity to introduce RPG to his new girlfriend as well. Since three days is a little short for planning, I was hoping enworld memebers would help me flesh out the adevnture I want to run.

The basic premise is simple. An international Consortium wishes to obtain the advanced research on cloning techniques used to develop the Dinos. Therefore, they've hired a company of mercenaries to land on Isla Sorna, reach the reasearch facility, and gain access to the databanks which store backups of all the research. After securing the data, and possibly establishing a satelitte uplink, they've gotta get out.

Of course, I'm going to throw a couple of curveballs, Hurricane Percy, will be arriving earlier than expected, hindering the extraction. There will also be a rival multinational corporation asiming for the research as well. Finally, one of the mercs is a turncoat, working for the other company.

I want to run this in aabout 5 hours, so It can't be too long. For the same reason, I'm going to come in with 10 pre-generated characters, from which the 4 players will choose who to play. Those not chosen will be used as rear guard and as early victims too the dinos. I'm thinking on running them as 6th level characters, although that may seem a bit high.

I'll be asking for a lot of help. What I need help on is the following:
1) Team Composition. I need to fill the following requirements
- Leader
- Field Medic
- Demolitions Expert
- Heavy Weapons
- Scout (Ranger type)
- Tech guy (computers)
- Communications.
Am I missing something? Also, I believe that the SAS trains their teams with redundancy (i.e the demo guy is also the backup comms guy).
2) Character Generation: Suggested character builds for the different roles. This is what takes the longest so your help will be greatly appreciated.
3) Additional Dino stats. Raptors and T-Rexes are allright, and probably compromise most of the dangers, but I'd loke some more.

4) Any ideas for cool encounters.

I know this is a tall order, but anything you guys come up with cuts down on what I have too do myself. Besides, I'm still getting a feel for Modern characters (too much freedom in character creation ), so this is the are I need the most help.

I already found some cool maps to use in this link
 

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Well,basically I have the encounters planned out, but I still need help on character creation. Am I missing any essential team members. There's going to be a chopper pilot NPC, so I believe that's covered.

But please, help me!
 

I can't help you much, but damn if that's not a great idea!
Wish I could play in that game.... :(

Broncosaurus Rex had some alternate dinosaur stats, and I think Gaming Frontiers magazine had a few....

I've got sauropods statted for 3E on my site....
 

Dinosaur stats, ready to serve. Note: these were designed for DnD, so you might want to adjust the CR a little.

Dilophosaurus
Large Animal
Hit Dice: 7d8+14 (45 hp)
Initiative: +6
Speed: 50ft
AC: 16 (-1 size, +2 Dex, +5 natural)
Base Attack/Grapple: +5/+14
Attacks: Talons +10 melee, bite +8 melee or acidic spittle +7 ranged touch
Damage: Talons 2d6+5, bite 1d4+2 plus poison
Face/Reach: 10ft/5ft
Special Attacks: Acidic spittle, poison
Special Qualities: Darkvision 60ft, low-light vision, scent
Saves: Fort +7, Ref +7, Will +4
Abilities: Str 20, Dex 15, Con 14, Int 2, Wis 15, Cha 11
Skills: Listen +7, Spot +7
Feats: Ability Focus (poison), Improved Initiative, Multiattack
Climate/Terrain: Warm forest, hills, plains and marshes
Organization: Solitary or pair
CR: 4
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large), 15-21 HD (Huge)

Dilophosaurus are large carnivorous dinosaurs that have evolved several unusual hunting strategies. A dilophosaurus stands about five feet high at the shoulder. It is unusually slender for its size, and its legs, arms and tail are all quite long. Its head is its most unusual feature; the lower jaw is unusually thin and weak for a creature of its size, and the upper jaw has a distinctive kink near the tip of the snout. Two bone plates run along the length of the head. In males, a colorful frill lies along the neck, and it is extended by bony supports in mating displays.

Combat
Dilophosaurus are not particularly stealthy hunters, but they do not need to be. They rely on their speed to chase down potential prey, and rake at it with their strong hind legs. On particularly large and strong prey, they deliver a venomous bite and retreat, waiting for the poison to take its effect before finishing off the wounded animal. When threatened, such as by a kill-thief or well-armed party of adventurers, it uses its poisonous acidic spittle and flees, trying to take as much of its kill as possible.

Acidic Spittle (Ex): Once per day, a dilophosaurus can spit a caustic missile of stomach acids, sticky bile and venomous saliva at a foe. This missile has a maximum range of 60 feet, with no range increments. A foe hit with the missile takes 3d6 points of acid damage and is entangled (-2 penalty to attack rolls, -4 penalty to effective Dexterity). The opponent must also make a Fortitude save (DC 17) or be affected by the dilophosaurus’ venom. A dilophosaurus who uses this attack cannot make poison attacks for another 8 hours, and so adult specimens rarely use this attack unless grievously threatened.

Poison (Ex): A dilophosaurus delivers its poison with each successful bite attack (DC 17) This poison causes fatigue and intense muscle pain. Initial damage 1d6 temporary Strength and permanent blindness, secondary damage 1d6 temporary Strength.

Scent (Ex): A dilophosaurus can detect approaching enemies, sniff out hidden foes and track by scent.

Demiurge out.
 

There's quite a few new dinos in MMII, IIRC. For character builds, I can only offer generic advice. Sixth level isn't too high: my first d20 Modern session was six level too.

1) Leader -- Charismatic hero seems to be a must for this one. I'd give him a few levels of tough, fast or strong though; you want a capable leader, not just a likable one.
2) Demolitions -- you could go anywhere with this, really. To make the player more well rounded, i'd expand his role to "arms" expert -- maybe a fast hero that moves into Gunslinger, but give him an occupation that lets him pick Demolitions as a class skill and max out his ranks every level.
3) Heavy weapons -- soldier occupation (can't remember the exact name) with all kinds of weapons proficiency feats. Tough hero is probably the best class, or strong maybe, multi-classing into the Soldier advanced class.
4) Scout -- I'd say tough hero again. If you can get there, Soldier would be a good advanced class. Look for an occupation that has survival as a class skill, and take a feat or two like Track. This is actually fairly easy to build with just putting ranks in a skill or two and taking a feat or two. Remember, modern Rangers are army men, so they're soldiers first, outdoorsmen second.
5) Tech guy -- that's easy, Smart hero. Exactly what tech do you need to run around a jungle island, though?
6) Communications -- do you need a seperate guy for this?
 

demiurge: Thanx for the stats, really needed them :D . I was going to end up running only raptors, and a T-rex only if they screwed up big time.

Joshua: I'm going with the following team composition. The chooper will land, and 4 guys will stay behind(pilot, copilot, mechanic, security) securing the landing site. The infiltration squad will be:

Leader: Cha2/Fast4 or Cha3/Fast3 (probably build him up as sniper)
Scout: Fast3/Tough3
Demo: Smart2/Tough4 (He'll have the additional techie skills as well)
Doc: Ded2/Fast4 (More of a Field Medic with Combat skills type)
Heavy Weps: Strong3/Sold3
Str2/Tough2 Ordinary (Kinda of like the Security officer in Star Trek, he'll ptrobably be the first to go, with the T-Rex eating him up :D )

I'm going to need stats for the pterodacyl though. Anybody know were I can find them? Or maybe reccomend an MM entry I could use?

By the way, I've got the following encounters lined up, depending how they decide to run it:

Secure LZ Mode: Take the Blackhawk up to the heliport on the top of the hill. This involves scaring off the pterodactyl with the M-60s.
Advantages: Once the LZ is secure, the chopper will be secure
Disadvantages: Long trek, they'll probably be attacked by a Dilophosaurus pack (thanx Demiurge).

Close LZ: Once the chopper lands and the engines are cut, a Triceratops will charge, probably taking the chopper out.
Advantage: Short trek to lab, no Dilophosaurus encounter.
Disadvantage: No chopper, they must then go to the Docks, repair a small Boat. This implies trekking through the T-Rexes hunting ground :D )

The rest of the encounters are pretty generic: The lab is close to the Raptor hunting grounds.

Encounter 1: The road the Pcs follow is cut because previous flash floods have taken out the way. A small game path can be traversd single file at half speed. A lone Raptor is hiding down wind, and will attack the last group member to begin crossing, using Pounce to it's full ability. It will robably escape f it's fired on.

Encounter 2: The PCs will be shadowed by a pack of 6 raptors, that will attack once tehy ealize th Pcs mean to enter the biulding. The research lab has only one entrance, which is shut (Disable Device 25, 1d3+1 rounds) or demolitions (2 rounds, but door will not be shut).

Encounter 3: Fix the computer, set up satelitte uplink.

Get out of dodge. See LZ.
 

Gotta agree with Reaper, looks like a great game.

I may have to boorow some of your ideas if I need a random Mondern game in the near future. :D

IF I didn't have my on games to plan I would try and help you out with characters. :(
 


JDragon said:
Gotta agree with Reaper, looks like a great game.

I may have to boorow some of your ideas if I need a random Mondern game in the near future. :D

IF I didn't have my on games to plan I would try and help you out with characters. :(

Borrow away, maybe I'll post what I've developed here once it's finished. At least the character, since it's such damn hard-work statting them out.
 

iwatt said:
I'm going to need stats for the pterodacyl though. Anybody know were I can find them? Or maybe reccomend an MM entry I could use?
how big do you need it to be? i'd suggest using the dire bat from the MM. (i think it's Large.)
 

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