TEXT: Issue # 14 
  Aug 2016
  
  The Hex Map of
  Dinotastic Park!
  Hexes 100-134 are in this issue
  and the rest will be in issue #15!
  For the blank Hexes, use the 
  random generator in this issue
  or make up your own mayhem!
  
  Crawling Under A Broken Moon
  Welcome to the fourteenth issue of Crawling Under A Broken Moon! 
  The contents of this issue can easily be summed up in one word: 
  DINOTASTIC!!!!
  This issue is the first part of a semi-hex crawl across the remnants of an 
  abandoned, dinosaur live attraction theme park from another dimension. 
  If that does not sound awesome, please contact your physician for 
  immediate assistance. 
  Still here? Good! Strap in for a wild dino-filled experience and do not 
  forget to keep your arms and legs inside the ride at all times.
  Reid “Reidzilla” San Filippo
  This product is based on the Dungeon Crawl Classics Role Playing Game, 
  published by Goodman Games. This product is published under license. 
  Dungeon Crawl Classics and DCC RPG are trademarks of Goodman 
  Games. All rights reserved. For additional information, visit www.
  goodman-games.com or contact info@goodman-games.com
  
  Contents
  The Mysterious Glowing Dome ....................................................................3
  Rumors and Legends 
  Welcome to Dinotastic Park! .........................................................................4
  Common themes and background info
  Hex Descriptions .............................................................................................7
  Pre-populated hexes for characters to encounter
  Random Hex Tables  .....................................................................................11
  Tables to populate black hexes on the fly
  Saurian Character Classes  ...........................................................................16
  The Sorceraptor, Sky-Sneak, and Battle Chanter PC classes.
  Twisted Menagerie  ......................................................................................23
  Once-Men, Pure Breed Dinosaurs, Dinosaur Aberrations, & Proto-Saurians.
  Cover Art by 
  Claytonian
  Interior Art by 
  Nate Marcel, Claytonian,  
  Matt Hildebrand, Diogo Nogueira, 
  H-Box, plus LOTS of unattributed 
  Dinosaur clip art!
  Written By 
  Reid San Filippo 
  Additional Material By 
  Jon Carnes 
  Edited By 
  Davic VC, Sean Ellis, and Gilbert Isla
  Designed and Published by 
  Reid San Filippo, Shield of Faith Studios 
  © 2016 Shield of Faith Studios
  Submission Guidelines
  Original submissions are welcome. Anything published will belong to the 
  author, artist, and creator. For art submissions, please send a link to some 
  samples. Old school style black and white line art is preferred. Anything 
  post apocalyptic is always welcome. All contributors will get a free print 
  copy of the zine. Email: crawlingunderabrokenmoon@gmail.com
  
  3
  The Mysterious 
  Glowing Dome
  No one knows when the giant green glowing dome appeared or where it came 
  from, but legends say this world is not its original home. For those who have 
  studied the remaining maps of ancient Umerica, the dome encompasses the 
  majority of the area that used to be called New Mexico. 
  At its highest point the dome reaches roughly 5 miles into the sky and the width of 
  the dome is over 200 miles, which is also roughly how far away it can be seen from 
  ground level. At the base of the dome is a 150 foot wall of metal that is seamless 
  and featureless other than six entry gates, which are evenly spaced around the 
  circumference. Standing guard at each gate are two large robots with obvious 
  armaments.
  Here is a list of rumors the character may run across as they seek information 
  about the dome. Roll a d12 to determine which they hear:
  1 
   There is nothing but toothy monsters inside that accursed glowing hell! (partial truth)
  2 
  Anyone who goes into that alien place never comes out! (false)
  3 
   I hear that a wily group of raiders make a monthly run into the dome through a secret 
  entrance and came out with treasures beyond imagining. (partial truth)
  4 
  That place comes from another world! It’s not safe to venture within! (truth)
  5 
   I’ve heard tales that someone seen folks that look like two-legged lizards coming out of 
  that thing! Not that such things are the strangest stuff I’ve heard about it. (truth)
  6 
   I remember a wealthy merchant that said he had seeds from plants that grow inside the 
  dome. He said the place is full of lush greenery but also scaly beasts! (truth)
  7 
   No one can get into that place because of them big, ancient warbots that guard the 
  place! Why, you’d be a fool to even try! (false)
  8 
   The place is a resort for them aliens! My pappy said he done seen one of them space 
  saucers fly straight through the dome one night! (partial truth)
  9 
   Why, good traveler, I know quite a bit! My uncle explored a bit of the dome. I’ve even 
  got a magic pass that allows you to get in, not that I’ll show you without being treated 
  to a good meal first. (truth - 3d12sp and a Per check (DC 12) will net the person an 
  E-Ticket)
  10 
   Beware going in the dome as the gods themselves cannot pierce its glowing walls! 
  Expect no prayers to be heard or miracles granted! (false)
  11 
   My son went up to one of the gates to see if he could go in. He said the robots did not 
  try and hurt him at all! They just asked a bunch of strange questions. He was walking 
  through the gate but got scared and ran home. He went back a few years later and I 
  have not seen him since. (truth) 
  12 
   Deep within the dome there is something that calls to me at night when I sleep. I cannot 
  hear what it is saying but I am afraid to find out! (truth)
  
  4
  Welcome to 
  Dinotastic Park!
  Getting In
  The gates on the eastern section of the dome are all locked, damaged, or obstructed. 
  The three to the west are functional and each has two robot guards standing watch 
  at all times. The robots will address anyone approaching within 200 feet in a very 
  loud, enthusiastic voice, “Welcome to Dinotastic Park! Please form a line by the 
  gate and have your Ident cards ready!” The robots will repeat this until they 
  cannot detect anyone within 200 feet or the gate is approached. Once the party is at 
  the gate, the robots will announce that everyone should present their Ident cards 
  and that all Ident card scanners are currently offline, sorry for the inconvenience. 
  If the party mills around discussing how to move forward for more than a minute, 
  the robots will begin cheerfully asking random survey questions. They accept any 
  answer and will continue asking questions until the group enters the gate. They 
  will not hinder anyone from entering as their orders are specific to only being 
  concerned about not letting any park animals leave. Unfortunately, they have a 
  10% chance of incorrectly identifying anyone leaving by a gate as a park animal. 
  What is a Semi-Hex Crawl?
  The layout of the interior of the park is set up as a hex crawl style map in which 
  only some of the hexes have static encounter text. The others will require rolling 
  on a few random tables to determine what is contained within. This is the first of 
  two parts detailing the park interior and focuses on the eastern half of the grounds. 
  Common Themes Throughout the Park
  Movement
  Each hex is roughly 16 miles across. A party moving cautiously or searching 
  everything will only be able to move one hex a day on foot. At a regular pace, two 
  hexes may be traversed a day. Traveling at speed by foot, the group may be able to 
  move up to three hexes in a day. Using a vehicle, a group could move two to three 
  times faster depending on the terrain and occupants of each hex. 
  Terrain and Scenery
  The majority of the park is covered in dense, rich foliage with sparse forests of 
  enormous trees dotting throughout. Wild fruits, berries, grains, and edible tubers 
  grow in hexes intended to contain herbivores. Many hexes will have at least one 
  or more paved roads that are in varying states of disrepair. Hexes that have public 
  buildings and entertainment attractions will have several roads and other possible 
  public transportation means. Research and maintenance hexes will also have more 
  roads and security features.
  
  5
  The park is divided roughly in half (with the western half being larger) by a 
  large artificial sea, named the Hammond sea after one of the parks investors. 
  It originally was designed to house many aquatic dinosaurs and also featured 
  several water attractions for the guest to partake of. Now it serves as a significant 
  barrier between the east and west sides of the park.
  Major Inhabitants
  There are three major factions that are vying for control of the park:
  The Dinosaurs - These are descendants of the original creatures used as attractions 
  of the park. Most of them roam freely across the park as few of the original barriers 
  that separated the dinos into species appropriate enclosures are still in place. While 
  not unified by any sense of the word, these beast are very territorial and will fight 
  to expand their natural habitat to the very edges of the park grounds.
  The Scale Empire - While most of the Dinosaurs are “natural” the park did 
  engage in a great deal of genetic research and performed many gene modification 
  experiments. The most successful of which are the present day Saurians, highly 
  intelligent humanoid descendants of several species of dinosaurs. They consider 
  the eastern half of the park to be theirs and only have halted their thirst for 
  conquest there as the sea that runs through the middle of the park makes the large 
  scale conquering of the western half very difficult. 
  The Once-men - These are the descendants of the park guests that were trapped 
  inside when the dome was ripped from its home dimension and deposited in its 
  current location. Due to many safe guard failures, a large portion of the mutagenic 
  compounds that escaped from the research labs during the relocation flooded 
  the hotels and other “secure” tourist locations that were used as refuges by the 
  stranded humans. This resulted in a rapid biological development of the refugees 
  to a pseudo-neolithic state. More on these peoples will be covered in Part Two, 
  next issue.
  Random Encounters
  If the group is running into a lot of ho-hum hexes or it just seems like a good 
  random encounter would spice up the session, roll 1d12 to see what the group 
  runs into.
  1 
   A flurry of carnage explodes into the scene as a large pack of raptors (2d4+4) and two 
  adult and one juvenile T-Rex are in the midst of a running battle for control of the area. 
  The group is right in their warpath.
  2-3  The party finds a group of Once-men that have just killed a large herbivore and are 
  starting to skin and butcher it. They will be wary of their kill being stolen but will be 
  willing to trade if approached peacefully.
  4 
   In a clearing, a small team of aliens (see CUaBM #8, A is for Aliens) is hypnotizing 
  random dinosaurs and probing them. If approached, they will teleport away, leaving 
  2d3 probes and a hypno-rifle (Will save DC 18 vs total unconsciousness for 3d3 turns, 
  range 50 feet, has 3d4 charges)
  
  6
  5 
   The area is littered with the corpses of dinosaurs, each with their head and spine 
  removed. There are no tracks or signs of any other creatures in the vicinity, just an eerie 
  feeling like you were being watched.
  6-8  The party comes across the remains of some sort of funeral pyre. Rooting through the 
  pyre will unearth the bones of several saurians. There is a 20% chance of finding an 
  undamaged magic item amongst the remains. Anyone defiling the site must make a 
  Will save (DC 13) or lose one point of Luck as the spirits of the dead consume it.
  9 
   A small rest area here has not been consumed by the wilds. In the center is a food stand 
  with an 8 foot tall mascot statue. This is an Avatar Golem of a lesser Mascot god (See 
  CUaBM #12, pg 26). Make one up or use the example one: Coney.
  10 
   I nside of a dino-habitat you find a small, hidden observation chamber. Everything 
  within is ruined except a roughly one foot wide disc of technological origin. This is 
  a Data Disc of a 1st level hologram (see CUaBM #11, pg 23) that is in sleep mode. 
  Touching the disc will reactivate it. 
  11+  Two herds of Triceratops are facing off over the meager picking in this area. They are 
  bullying each other with loud bellows and shoving matches with locked horns. They 
  will be oblivious to the party’s presence and the chance of being trampled is high.
  
  7
  Hex Descriptions
  Hexes without a number are open for the GM to populate as they see fit. If a 
  random result is desired then use the Random Hex Tables, later in this issue.
  100  At the end of the tunnel, the group is dumped into a large, open lobby that 
  is now overgrown with lush plant life. There are the remnants of several 
  counters and booths strewn around the room. The only structure still intact 
  is a heavy automated kiosk that will call out at random intervals, “Bring your 
  E-tickets here!” Should one of the group have an E-ticket and be willing to 
  surrender it to the kiosk, they will receive the following items, all branded 
  with the Dinotastic Park logo: A good quality backpack, a compass, a reusable 
  beverage bottle, and a tourist map of the park. The map is severely out of 
  date but studying it (Int check, DC 10) will reveal some of the pre-relocation 
  details in each of the adjacent hexes. If the kiosk is broken into, the only other 
  items within are: 1d3 backpacks, 2d4 beverage bottles, and 6d6 E-tickets.
  101  This area is heavily fenced off into pasture areas containing many docile 
  herbivores. There is a 30% chance per hour that the group may encounter 
  1d5 Saurian herdsmen tending one of the flocks (stats as a Lizardman, DCC 
  RPG, pg 420). 
  102  The overgrown ruins of a hotel and entertainment complex is spread loosely 
  across this hex strung together by large paved streets, now in poor repair. 
  Many electric trolley cars sit dormant  on these roads. Every 4 hours of 
  searching has a 10% chance of discovering a small jackpot of mechanical 
  parts still in usable shape. In the northwestern section of the hex there is a 
  well hidden (DC 15 to see) Saurian lookout tower, with a 60% chance of it 
  being properly manned with guards. 
  103  A former power generation facility with a dangerous, semi-operational 
  power source worshipped by a tribe of egalitarian and hospitable Once-
  men. The presence of the dangerous power-source keeps them protected 
  from Saurian raiding parties, who know better than to encroach. Prolonged 
  exposure brings a 30% chance of mutation, see sub table: Sub03. 
  104  Private Research Area - Roll 2d3 times on each of the following Feature 
  Tables: Buildings/Habitat & Maintenance, Buildings/Research, Hazards/
  Facilities, and Resources/Tech.
  105  Proving Rock - A plateau surrounded by thick jungle. The proving rock itself 
  is craggy and elevated 250’ from the surrounding jungle. The proving rock 
  is used for ritual combat between members of the ruling council of the Scale 
  Empire. Once per full moon, ritual combat is fought here to handle affairs of 
  state. PCs visiting the proving rock have a 20% chance of discovering jewelry 
  left behind following a duel.  
  106  SaResFa1 - These dangerous underground ruins comprise a bunker in which 
  early experiments in sentience were carried out on the pre-Saurians. The 
  Scale Empire patrols the area regularly, and occasionally sends expeditions 
  in for secrets of their origin. This is a highly taboo place, only open to the 
  council, guarded by robots and abominations of genetic science. 
  
  8
  107  The Treechildren - A place where Dinosaurs, Once-Men and Saurians seem 
  to live in peace. All of these creatures live under the control of a mutagenic 
  vegetable hive mind, a complex of tree roots with mind-control spores. The 
  residents will be outwardly friendly, but if PCs accept their hospitality, they 
  need to make a Will save for every day spent in the hex. Day 1 is DC 10 and 
  every additional save adds 2 to the DC. Failure indicates the they will be 
  unable to resist the effect for Xd4 days where X is the number of times they 
  have failed the save so far. Resisting for 5 days in a row makes a PC immune 
  to the tree’s control. 
  108  Sacred Hunting Grounds - The thick jungle is stocked with tough herbivorous 
  creatures and is the sole hunting grounds of exultant families of Sorceraptors. 
  PCs entering the surrounding jungle have a 20% chance per hour of becoming 
  the prey of a pack of 2d3 young noble Sorceraptors. Use the witch-scale stats 
  from the twisted menagerie in this volume, or build sorceraptors based on 
  the included class.
  109  The Grazelands - Carefully tended fields under the nominal control of the 
  Scale Empire, the sauropod-rib and breadbasket of the capital. This area has 
  much more open terrain and carefully tended vegetation than most parts 
  of the empire, and is divided between herdland for docile herbivores and 
  actual farmland for herbivorous members of the empire. 25% chance per 6 
  hours of encountering a patrol of 8 Saurians. 
  110  The Village of the Exiles - Deep within this rocky hex is a large mountain-like 
  habitat enclosure where deformed Saurians are exiled to. The ramshackle 
  village is home to 4d4x10 saurians that have 1-3 mutations (see CUaBM #2, 
  pg 4) each. If approached in peace, the villagers will offer food and shelter 
  for trade. An offer of good pay might convince one of the young adults to be 
  a guide.
  111  Robert Bakker Memorial Hospital - The park’s primary hospital, now lying 
  in ruins. Offers state of the art medical facilities, but the structure itself is 
  decaying, and in a precarious state nearing collapse. The facility is haunted by 
  haywire security-bots, loose predatory dinosaurs, and dangerous mutants. A 
  successful Luck check may score some medical supplies. 
  112  Kidz Fun Land - A family friendly attraction located near the main gate, 
  formerly a petting zoo for docile stunted dinosaurs, along with a hatchery. 
  The stunted dinosaurs here have long ago been consumed by the society 
  of murderous feral-children (see the Feral Urchin, CUaBM issue #11), the 
  mutated and forever stunted child-lords of this area. The children here stay 
  mysteriously youthful, and attack any interlopers with brutal traps, and 
  strange powers. 
  113  Scale Empire Capitol  - Built on the foundation of an entertainment complex 
  that took up most of the hex, it is now a sprawling walled city with only 
  a few of the iconic parts of the former complex still visible, the greatest of 
  which is a huge mock volcano that still smokes continually. Non-saurians 
  attempting to enter the city or found wandering about will be rounded up 
  by the military and brought before the Circle of Claws, the ruling body of 
  Supreme Sorceraptors. The Circle of Claws will be curious as they do not 
  
  9
  know much about the outside world. They will also be eager to enlist the aid 
  of a powerful group to help them in their conquest of the western side of the 
  park. Profitable deals could be made, as well as dangerous enemies.
  114  The Wild Orchard - The majority of this hex and two other hexes (118 & 121) 
  are engulfed in a massively dense grove of giant fruit bearing trees. These 
  trees bear fruit year round in breathtaking abundance. The continual harvest 
  is a juicy drupe fruit, larger than a fist, in a multitude of colors. While not 
  poisonous per se, it is mildly intoxicating to most living creatures (Fort save 
  DC 9 per fruit). There are always creatures of all kinds sparsely loitering 
  drunkenly about the grove. The only creatures not affected are the numerous 
  Therizinosaurs that dwell here. 
  115  Bonegrounds - Large herbivores are drawn here when they feel their death 
  approaching through disease or old age. Bleached white rib cages of titanic 
  proportions dot the landscape. There is a 40% chance of a recently dead or 
  dying herbivore in good enough shape to scavenge meat. Every hour, there 
  is a 25% chance of encountering d5 scavenging Pteranodons here. 
  116  Scale Empire Muster Fields - Open fields where troops of the scale empire drill 
  under the harsh leadership of Sorceraptors and Battle-Chanters. Frequent 
  patrols, and fairly open terrain. 50% chance per hour of encountering a patrol 
  of 3d4 Saurians, use the lizard-man from the DCC core book, or 1d3+1 Proto-
  Saurian shock troopers. 
  117 The Grazelands - See 109.
  118 The Wild Orchard of Peace - See 114.
  119 As 102 but the Saurian lookout tower is in the southeast corner. 
  120   Lair and hunting grounds of Algorax, a legendary Spinosaur named by 
  the local proto-saurian tribes, who worship the beast and raid other tribes 
  to procure sacrifices. There are remnants of Algorax’s ancestral pen in the 
  park here, including worn-down enclosures. Algorax is enhanced with a 
  hypermetabolic gland, and seems to reproduce asexually every 30 years. 
  121  The Wild Orchard of Peace - See 114.
  122  A large, one story building dominates this hex. The doors will open 
  automatically when approached and lead into a long, winding, dimly lit 
  tunnel. The tunnel floor is a jerky conveyor belt that will activate as soon as 
  several people step on to it. As it rolls forward various holoprojectors will 
  randomly display 3D videos that have degraded significantly in quality so 
  they are now a terrifying cacophony of screeching apparitions and disturbing 
  images. A Will save (DC 13) must be made each turn or become panicked 
  and very claustrophobic. Failing 3 or more saves results in night terrors (no 
  sleep) for 1d4 days. The automated tour will take 2d3+2 turns and ends at an 
  exit. 
  123  The Glasslands - This hex is strewn with massive sheets of broken glass, 
  which rise from the countryside like jagged teeth. An object plunged through 
  the dome some time ago. Scale empire scouts have made scouting runs to 
  try and locate the object that crashed, but have encountered significant 
  resistance from powerful, cybernetically enhanced dinosaurs which seem to 
  
  10
  coordinate in their defense of these lands. All dinosaurs encountered (40% 
  chance per hour) in this hex benefit from nano-infestation, and will silently 
  call in reinforcements, who will arrive in d30 rounds.  
  124  Along the shore line lays the ruins of a massive chain of lake side resorts. 
  While partially overgrown, there ruination has nothing to do with the 
  environment. Several hives of Lobstrosities (CUaBM #1, pg 22) dwell here, 
  at least one of each color. Each hive will have 1d3+1 members and 2d3 young 
  (all action, damage, and Hit Dice are -3 die steps). Considering Lobstrosities 
  are normally solitary creatures, something must be drawing them here other 
  than the wood feast of the resort ruins... 
  125  As 102 but the there are three lookout towers to the south east, always manned 
  to keep an eye on the Hatzegopteryx Queen’s brood of flying thieves. 
  126  Cove of the Lobstrosityrant - Just south of the Lobstrosity hives (124) lies a 
  another, smaller chain of ruined lake side resorts around a beautiful, sheltered 
  bay. Investigating the ruins will have a 50% chance per hour of encountering 
  a Lobstrosity  (CUaBM #1, pg 22) (random color) scavenging up wood and 
  taking it to cave at the base of the cove. Within the cave is the lair of a Multi-
  hued Lobstrosity of immense size that controls all of the Lobstrosities. 1d4+1 
  Lobstrosities (random colors) will be attending their master at all times. 
  Deep in the cave is a dimensional rift that leads somewhere...
   Lobstrosityrant: Init -2; Atk claws +8 melee (3d7); AC 24; HD14d10; MV 30’ 
  walk, 60’ swim, 40’ fly; Act 3d20; SP all color abilities; SV Fort +9, Ref -3, Will 
  +4; AL N.
  Lobstrosityrant meat will produce 2d4 portions of each color type and can be 
  preserved for up to a week.
  127  Decaying beach side luxury resort, formerly the exclusive playground of VIP 
  guests. There is a central hotel, along with a number of cabanas dotting the 
  beach. Due to the scenic location and ready access to fish and old-tech, this 
  area is the regular focus of conflict between Scale Empire scouts and Once-
  Men. 25% chance of encountering a battle or raiding party every 24 hours 
  here. Roll 2d4 on the resources table if PCs choose to scavenge here. 
  128  The Northern Death Zone - This and hex 130 is the area that a terrifying 
  carnivore aberration called Quick Death has claimed as his own. Quick 
  Death comes from T-Rex stock with at least the following aberrations: 
  Super Predator, Giant, Nano Infestation (Device x2: Regeneration Unit & 
  Hypermetabolic Gland), Racer. 
  Anyone moving through this hex or 130 without taking extreme efforts to be 
  undetected has a 40% chance per hour of attracting Quick Death’s attention.
  129  The Aquatory - Near the shoreline stands a large overgrown building with 
  the word “AQUATORY” spelled out in giant blue letters atop it. The interior 
  is split into an upper and lower area. Upper area: an interactive museum 
  of prehistoric sea life. The majority is still in functional condition and has 
  many signs of makeshift repairs. Lower area: this leads to a glass walled 
  underwater observatory that juts out into the bay. Many of the observation 
  windows have been repaired multiple times and there are a few small leaks. 
  
  11
  Behind concealed doors, there is also a functional research area inhabited by 
  several maintenance robots and Dr. Schalallie, who appears as a large raptor 
  with the top of its skull replaced by a human brain in a jar. The Doctor is 
  quite insane but very amicable to making a deal. In trade for capturing and 
  delivering “test subjects” she will offer medical and technical aid. 
  130  The Southern Death Zone - See 128.
  131  Rookery of the Hatzegopteryx Queen- An offshoot society of sky-sneaks and 
  Pteranodons live in a rookery built in the style of Pueblo villages into natural 
  cliffs alongside the edge of the dome. They hunt the valley below, and are 
  ruled by an unusually large sapient flying reptile, Queen Hatzegopteryx. It 
  is locally rumored that she has control of a data-crystal that once held all the 
  secrets of the park.  
  132  Isle of Winged Child God - An automated, pristine island entertainment 
  center devoted to casual amorous pursuits. Ruled over by a megalomaniacal 
  robotic Cupid and his robo-courtesans. Enjoying yourself is mandatory and 
  leaving is forbidden.
  133  The Ghost of Mr. Hammond - There is an underground bunker here in 
  which a sort of AI representation of the park’s founder exists. His program 
  has degraded and gone mad. The “ghost,” as it were, is projected by 
  hologram projectors, but also has control of several squads of security bots. 
  The AI construct’s ultimate goal is to find a way to hop back to it’s original 
  dimension, but it lacks the understanding to complete this feat.  
  134  Wreck of the SS Malcolm- This boat was once used to give Mosasaur and 
  Plesiosaur watching tours of lake Hammond. The vessel ran into some 
  rocks about ½ mile off shore, and presents a tempting prize for would be 
  scavengers. There’s a boathouse on shore with several rowboats. If PCs 
  attempt to reach the boat, there is a 50% chance they will be noticed by a 
  hungry plesiosaur or mosasaur (roll d2).  
  Random Hex Tables
  Using these tables, A GM can generate random features to populate a blank hex. 
  Start by rolling 1d3+1 times on the Interesting Features table and then roll 2d4, 
  one for the main result and one for the sub-result, on each resultant Feature table. 
  Some Feature table results may call for rolling on a specific subtable. Once all of 
  the roll results are collected, adjust them to fit together in a way that everything 
  makes sense to be in a 16 mile wide hex area.  
  Interesting Features Table
  Roll 1d4
  1 - Buildings
  2 - Hazards
  3 - Inhabitants
  4 - Resources
  
  12
  Buildings
  1 – Resort
  1. Decrepit Hotel - May contain some salvage 
  but is structurally unsafe. Consult the Decay & 
  Ruin table (CUaBM #8, pg 8) 
  2. Souvenir Shop - Well rummaged through 
  but still full of trinkets emblazoned with the 
  park logo. Successful Luck checks can reveal 
  something useful , such as a penknife or mini-
  flashlight.
  3. Pavilion of Food Kiosks - Mobile automated 
  food kiosks will approach any living 
  humanoids and offer up their selections. 35% 
  chance per kiosk that the food is unsafe, Fort 
  save (DC 12) or suffer 1d3 temporary Sta 
  damage.
  4. Posh Cottage Village - This small community 
  is well maintained and patrolled by 1d4 
  Securitybots (CUaBM #1). 50% chance it is 
  occupied by Once-men. 
  2 – Entertainment Area
  1. Small Amusement Park -  see sub table: 
  Sub01.
  2. Swimming Pool and Spa Center - Automated 
  maintenance systems have kept it clean and 
  running. 50% chance it is occupied by Once-
  men.
  3. Complex of Nightclubs and Fine Dining 
  - Nearly overgrown, this area still may hold 
  foodstuffs that are still edible. Successful Luck 
  checks can reveal something safe to eat.
  4. Survey Vehicle Rental - Houses small, short 
  range vehicles. 40% chance of functional 
  vehicles being present. See sub table: Sub04.
  3 – Habitat / Maintenance
  1. Access Outbuilding - 50% chance it is still 
  securely locked. Leads to an underground 
  facility, see sub table: Sub05.
  2. Concealed Food Storage Blind - Made to look 
  like the surrounding terrain. 70% chance  it is 
  still securely locked. May contain preserved 
  grain or preserved meat carcasses.  
  3. Motor Pool - Houses small, short range 
  vehicles. 50% chance of functional vehicles 
  being present. See sub table: Sub04.
  4. Security Outbuilding - 25% chance  it is still 
  securely locked. Has a holding cell, break area, 
  and a gun locker (20% chance of remaining 
  weapons).
  4 – Research
  1. Observation Station - contains dozens of 
  camera monitors covering this hex and all 
  adjacent ones. 35% each hex that they still 
  work.
  2. Veterinarian Outpost - 20% chance it has not 
  been broken into and cleaned out.
  3. Genetics Sub Lab - 30% chance of Mutagenic 
  exposure, see sub table: Sub03.
  4. Hatchling Nursery - Used to populate the 
  Dino population before the relocation. 35% 
  chance of viable Dino eggs still in stasis. 
   Hazards
  1 – Terrain
  1. Densely forested, travel speed is halved and 
  visibility is 50ft at best.
  2. Large rock formations throughout the hex. 
  Travel speed is halved and climb checks are 
  required.
  3. Sinkholes leading to underground areas. 
  Failed Luck checks require Ref save vs falling 
  in. See sub table Sub05.
  4. Swampland, Very difficult to traverse without 
  boats. May require Fort saves vs insects or 
  disease.
  2 – Facilities
  1. Intermittent enclosure force field activation. 
  Failed Luck checks result in obstruction or 
  impact damage. 
  2. Chemical Pipeline Leak: See sub table Sub02.
  3. Automated pod trap. DC 15 Reflex save, or 
  be carried unwilling 1 hex away to a proto-
  saurian killing zone.
  4. 2d3 Securitybots (CUaBM #1) are patrolling 
  the hex and will attempt to corral any creature 
  they find into pens. Non-lethal only.
  
  13
  3 – Hunting Grounds
  1. A pack of Raptor Aberrations hunt here. 40% 
  chance per hour of encountering a pack of  2d3 
  of them.
  2. Solitary burrowing Carnotaur hides here to 
  ambush. 60% chance of attacking large groups 
  or those with vehicles, 20% otherwise. 
  3. A large pod of herbivores dwells here. A few 
  hours after the group enters the hex, a ravenous 
  Spinosaurus beings its attack upon the pod 
  from only a few dozen yards away. 
  4. Within a heavily forested area, a group of 2-5 
  Giant Beetles (DCC RPG, pg 397) attack from 
  surprise (the beetles have a 1d24 action die for 
  the first round).
  4 – Other
  1. Red Claw Mercenary shocknet traps - Ref 
  save (DC 14) to avoid. If caught, Fort save (DC 
  16) vs paralysis. 
  2. A large garden of carnivorous plants. Passing 
  through requires either suffering 2d6 attacks 
  (atk 1d6+1 / 1d3 damage) or Fort save (DC 13) 
  or fall asleep, GM choice. 
  3. The group comes across an old battle scene. 
  When someone tries to search a well equipped 
  corpse, an explosive on it goes off causing 3d8 
  damage to everyone within 60 feet.
  4. A discovered cache of food crates looks like a 
  treasure trove. Unfortunately, it is contaminated. 
  Anyone eating it must roll on sub table: Sub03.
   Inhabitants
  1 – Predator
  1. Flocks of Pterodons dwell in several artificial 
  habitats. They fight over the bountiful rabbit 
  population in the hex.  
  2. Amongst the picnic areas strung together 
  by an overgrown hiking path, dozens of 
  Compsognathus packs prey on anything under 
  10 feet tall.
  3. Clear paths criss cross this hex. Those that 
  partake of them will find they are not game 
  trials but the tracks of a Titanoboa.
  4. 1d3+1 young T-Rex males are here fighting 
  over a T-Rex female. 
  2 – Herbivore
  1. A small family of Argentinosaurs call this 
  hex home. The foliage here has been severely 
  grazed.  
  2. Several herds of Triceratops are living 
  amongst the ruins of various amusement  areas 
  -  see sub table: Sub01. As they are entering the 
  breeding season, they will not be docile.
  3. A large number of Therizinosaurs living in 
  the thick of a dense forest of giant trees. They 
  will ignore anything other than an outright 
  attack.
  4. A large lake in this hex has drawn many 
  different herbivore herds here.
  3 – Scale Empire
  1. Dueling Sorceraptors in the throes of a Magic 
  and Claw duel. Surrounded by d14 Saurian 
  attendants. 
  2. An Imperial proto-saurian shock troop is 
  camped here, awaiting orders. They are bored, 
  lazy, and looking for entertainment.
  3. An artificial habitat aviary here houses a 
  small guild of Sky Sneaks. They are more than 
  willing to make deals that are profitable.
  4. A large collection of  saurian farms are spread 
  over the hex. They will be very wary of any non-
  saurian but not aggressive.  
  4 – Other
  1. A crater containing an alien crash site 
  dominates the hex. Devolved offspring of 
  the aliens live in hidden caves and are quite 
  xenophobic.
  2. 3d4 Securitybots (CUaBM issue #1) are 
  combing the hex looking for something. What it 
  is they may not remember.  
  3. An encampment of Red Claw Raiders, 
  heavily armed and alert. They number 3d6+3 
  raiders and 1d5-2 vehicles.
  4. A clan of nomadic Once-men are wandering 
  about this hex. They are open to trade if 
  approached peacefully.
  
  14
  Resources
  1 – Tech
  1. An underground maintenance area (see sub 
  table: Sub05) holds 1d3 running vehicles. See 
  sub table: Sub04.
  2. An offline Securitybot (CUaBM #1) is lying 
  in a maintenance shed. If charged up, it will 
  randomly pick one member of the group as its 
  controller and follow their orders. 
  3. Within an office building complex, one office 
  still has power. Inside is a running server room 
  and 3d4 computer stations.
  4. Within a ruined motor pool, several large 
  vehicles are inoperable but unsalvaged.
  2 – Natural Goods
  1. A secluded medlab holds research about 
  several medicinal prehistoric herbs growing 
  throughout the park. With this knowledge, a 
  successful Luck check per hex will discover 
  some growing there.   
  2. The fruit trees in this hex have dropped their 
  fruit and the ground is littered with rotting 
  pulp and seeds.  5d6 bags of seed can be 
  harvested per day.
  3. A fields of wild tobacco-like leaves dominate 
  this hex. It is quite potent and rich tasting. 6d6 
  sheaves of fresh leaves can be collected per day. 
  It will need many weeks to properly air-dry.
  4. A hidden cache contains 1d4+1 bundles of 
  cured dino-leather and 2d3 weapons made from 
  sturdy dino-bone and sinew (Spears & Hand 
  Axes). 
  3 – Equipment
  1. A strange, alien container holds a Silver Suit 
  and Bubble Helmet (CUaBM #11, pg 19).
  2. A first-aid station contains 3d4HD of high-
  tech healing supplies. They may be used as 
  needed. 
  3. A  maintenance robot sits dormant in a field. 
  Within its storage hopper are several power 
  tools and a solar charger.
  4. A security shed holds a sealed gun locker, 
  DC 14 to open. Within are 1d3 Tranq-rifles (Fort 
  DC 16 vs unconscious, Range 70/140/210) plus 
  4d6 tranq-rounds, 1d4+1 Shotguns plus 1d24 
  shells each, and 2d3 Stun Batons (Fort DC 12 vs 
  Paralysis).
  4 – Food
  1. Unguarded dino eggs. D10 ostrich sized 
  eggs. Parents returning in d5-1 turns, where a 
  result of 0 = 5 rounds. 
  2. A large grove of deliciously pungent 
  fruits trees heavy with fruit. 3d100lbs can be 
  harvested per day.
  3. A fine dining area of a resort still has power 
  and the deep freezers are well stocked. There is 
  a 60% the ovens and grills still work.
  4. Thundering bellows draw the group to a 
  battle site where a T-Rex and a Triceratops have 
  just killed each other. Quite a bit of fresh meat 
  and dino-hide could be harvested.
  Sub Tables
  Sub01 - Amusement Facilities (roll 1d12) 
  1-4  A multi-theater cineplex - A majority of the theaters (3d4) are still active and showing 
  distorted and degraded 3D movies on a regular schedule. Their is a 20% chance per 
  theater of there being 1d3 occupants (Saurian, Once-men, or alien) attempting to divine 
  the future by “reading” the signs and images. 
  5-6  Dino-golf - A spacious 18 hole golf course the is immaculately cared for by 6d6 robots 
  that a re very hostile towards all intruders, including anyone without golf passes.
  7 
   Animatronic Dino-circus  - A large tent-like building houses a number of robot 
  performers attempting to put on regular interactive performances. The robots will target 
  one of the group members and attempt to include them in their act. Unfortunately, 
  there is a 65% chance that the robots are psychopathic...
  8+ 
   Ride park - The site contains 3d3 different thrill rides connected by a winding path. 
  There is a 15% chance of each ride still being functional. A successful Luck check at a 
  functional ride will find some good salvage or equipment.
  
  15
  Sub02 - Chemical Leak (roll 1d12)
  1-4  Contaminated water - Exposure requires a Fort save (DC 11) or contract a tropical 
  disease. 
  5 
   Toxic waste - Exposure causes 1d3 Sta damage and 15% chance of mutation (see CUaBM 
  #2, Table Mu-2: Base Mutation Table, pg 4). 
  6-7  Petroleum - Direct exposure causes 1hp of chemical burn damage. Vapor exposure 
  requires Fort save (DC 12) or suffer -1d to all actions for 1d3 turns. The vapor is easily 
  ignitable and explosive.
  8+ 
   Plant fertilizer - Exposure causes 1d4 damage from chemical burns and Fort save  
  (DC 9) vs poison (blindness or 1d3 Sta damage).
  Sub03 - Mutagenic Exposure (roll 1d12)
  1-3  Devolution - The victim slowly transforms into a neolithic version of themselves. Each 
  day for 2d4+3 days, a Fort save (DC 10) must be made to avoid permanently losing 1 
  point of both Per and Int but raises either their Str or Sta by 1 point.
  4-6  Scales - The victim’s skin painfully develops large patches of scaly hide over the course 
  of 2d3 hours. This lowers both their Agi and Per by 1d3+1 but raises their AC by the 
  same amount.
  7-9  Transmogrify - The victim takes on animalistic features. Roll on the Hybridization/ 
  Animal Subtable from CUaBM #2, page 4, to determine the extent of the mutation.
  10+  Fangs & Claws - The victim’s mouth, hands, and feet shift and warp as they gain natural 
  claw and bite attacks, doing 1d5 damage per attack. They now suffer -2 die steps to all 
  actions requiring fine manual dexterity or speaking.
  Sub04 - Park Vehicles (roll 1d12)
  1 
   1 Wrangling Mech - (treat as keeper light mech, CUaBM #7, pg 11) and 6d10 points of 
  fuel.
  2-6 1d3 Jeeps - (treat as keeper pick-up trucks, CUaBM #6, pg 12) and 5d5 points of fuel. 
  7 
   1 Tour Bus - (treat as keeper Semi with a trailer dedicated to seating, CUaBM #6, pg 12) 
  and 5d10 points of fuel.
  8+ 
   2d3 ATVs - (treat as keeper motorcycles, CUaBM #6, pg 12) and 5d5 points of fuel.
  Sub05 - Underground Structure (roll 1d12)
  1-3  Holding cell - This structure was designed to hold a young adult dinosaur specimen 
  and then release it into the park wilds. There is most likely (80% chance) an intact 
  tunnel leading to a research lab within the hex. 
  4-6  Access tunnels - A network of tunnels leading to some of the buildings with this hex 
  and possibly (35% chance per hex) to the adjacent hexes. 
  7 
   Cryo-chamber - Within there are 4d3 people in stasis since the relocation. Use the Y is 
  for Yestermen table from CUaBM #9 to determine who they are.
  8+ 
   Storage facility - This structure will hold building and maintenance materials for the 
  other features located in the hex.
  
  16
  Saurian Character Classes 
  of the Scale Empire
  Amidst the strange, rich culture of the Scale Empire there a few iconic pursuits 
  that many aspire too. Below are three of those that are developed as full character 
  classes. While they would most likely appear in a campaign centered within the 
  Dinotastic Park, there are many entrepreneurial and  tragic reasons as to why a 
  saurian PC might appear anywhere within Umerica.
  Sorceraptor
  Sorceraptors are descended from the most 
  vicious, clever and social of dinosaurs, the raptor! 
  Keen intellect and evolving contracts with 
  supernatural patrons allows them to use dangerous 
  and powerful magic. Through powerful sorcery and 
  understanding of social dynamics, Sorceraptors 
  rule over Saurian society. A Sorceraptor stand 
  roughly 5 feet tall with a tail, long dextrous hands, 
  and a curved claw on the foot. 
  Hit Points: d6 per level
  Alignment: Sorceraptors are creatures of contracts and orderly 
  minds, and tend towards Law, but exceptions are not unknown, 
  and sorceraptors often tend towards the alignment of their patron.
  Weapon Training: A Sorceraptor primarily uses her killing claw, a sharp hooked 
  claw on the foot capable of dealing d4 points of damage. Additionally, they are 
  trained in the use of the dagger, sling, dart and club. They never use armor with a 
  fumble die greater than d8. 
  Pack Tactics: Allies may add the Sorceraptor’s Pack die to their action die rolls 
  under two conditions:
   
  ► The Sorceraptor spent an action last round barking out tactical advice to the party.
   
  ► The ally’s actions are in line with the advice given.
   
  ► The Pack die applies to all attacks for one round.
  Magic: Sorceraptors  command unpredictable and powerful magic abilities 
  through careful study, and contact with supernatural patrons. At 1st level, a 
  Sorcereraptor knows 3 randomly determined spells, in addition to patron bond 
  and invoke patron. Sorceraptors cast spells by rolling their action die, and adding 
  a bonus based on their level and intelligence bonus. 
  Spell-Burn: Sorceraptors are capable of temporarily reducing their Strength, 
  Agility and Stamina scores and adding the result to their spell checks. This must 
  be determined prior to rolling the spell check, as detailed in the Dungeon Crawl 
  Classics rulebook page 107.
  
  17
  Magic Claw: As a Sorceraptor gains in power, she imbues her killing claw with 
  some of her sorcerous power, making the killing claw unique, and apt for ritual 
  duels with other Sorceraptors. At 3rd level, the claw counts as a magic weapon, 
  and gains one of 7 descriptors which adds a die of magical energy damage. At 5th 
  and 7th levels, the claw increases in power, gaining a prefix or a suffix to either 
  alter the means of attack, or cause a status effect to harm her foes. At 9th level the 
  claw enhances further, moving the magical damage up  to a d6. Saves difficulty for 
  status effects = 10+Level+intelligence bonus. 
  Table SR-1: Magic Claw Table
  Descriptors
  Prefixes - personalize
  Suffixes - status effect
  1. Fire - d4 fire damage
  1. Speedy - free d14 claw 
  attack
  1. Stunning - fort save or be 
  stunned for 3 rounds
  2. Void -d4 negative energy 
  damage
  2. Accurate - +1 atk bonus
  2. Draining - fort save or 
  drain d3 hp from target
  3. Sonic -d4 sonic damage
  3. Guarding - + 1 AC as 
  shield
  3. Slaying (Specify type of 
  creature) 
  4. Storm -d4 shock damage
  4. Climbing - +2 bonus to 
  climb checks
  4. Entangling - ref save or 
  foe become stuck
  5. Acid- d4 acid damage
  5.  Rending - +1 on critical 
  dice rolled
  5. Nausea- fort save or fall 
  ill, vomiting for 1 round
  6. Force- d4 force damage
  6. Sweeping - free attack 
  against 2nd target on a hit
  6. Confusion - will save 
  or lose next round in 
  confusion
  7. Tornado- d4 wind 
  damage
  7. Long - functionally 
  increases reach, granting 
  +1d3 initiative in claw 
  duels
  7. Poisoning - fort save or 
  take d4 stamina damage
  Table SR-2: Sorceraptor
  Level 
  Attack Crit Die 
  Action 
  Pack 
  Ref 
  Fort 
  Will 
  Spells 
  Max Spell
   
   
  /Table 
  Dice 
  Die 
   
   
   
  Known 
  Level
  «««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««
  1 
  +0 
  1d6/II 
  1d20 
  d2 
  +1 
  +0 
  +1 
  3 
  1
  2 
  +1 
  1d8/II 
  1d20 
  d2 
  +1 
  +0 
  +1 
  4 
  1
  3 
  +1 
  1d8/II 
  1d20 
  d3 
  +1 
  +1 
  +2 
  5 
  2
  4 
  +1 
  1d10/II 
  1d20 
  d3 
  +2 
  +1 
  +2 
  6 
  2
  5 
  +2 
  1d10/II 
  1d20+1d14 
  d4 
  +2 
  +1 
  +3 
  7 
  3
  6 
  +2 
  1d12/II 
  1d20+1d16 
  d4 
  +2 
  +2 
  +4 
  8 
  3
  7 
  +3 
  1d12/II 
  1d20+1d20 
  d5 
  +3 
  +2 
  +4 
  9 
  4
  8 
  +3 
  1d14/II 
  1d20+1d20 
  d5 
  +3 
  +2 
  +5 
  10 
  4
  9 
  +4 
  1d14/II 
  1d20+1d20 
  d6 
  +3 
  +3 
  +5 
  12 
  5
  10 
  +4 
  1d16/II 
  1d20+1d20 
  d7 
  +4 
  +3 
  +6 
  14 
  5
  
  18
  Sky-Sneak
  Daring acrobats taking flight on leathery 
  wings, Sky-Sneaks have an affinity for shiny 
  baubles and deadly danger. A Sky-Sneak is short in 
  stature compared to other saurians, standing around 
  the height of a human child, with sharp eyes, batlike 
  wings, and a long beak. Sky-Sneaks excel 
  at stealth, trickery, and spotting danger.
  Hit Points: A Sky-Sneak gains d6 hit points at each level.
  Alignment: Sky-Sneaks tend towards rash and self-centered action, 
  and as a result, many find themselves closely aligned with chaos. 
  Flight: A Sky-Sneak can take flight on batlike wings, achieving a flight movement 
  rate of 60’ per round. The judge ultimately has discretion over whether or not a 
  Sky-Sneak would have the space to take flight in any situation, but in general, a 
  Sky-sneak will either need to disembark from a high position, or have at least one 
  round’s worth of movement to get going.
  Awkward Ground Movement: Owing to  short legs and a preference for flight, a 
  Sky-Sneak’s movement rate on the ground is 15’ per round. 
  Brittle Bones: A Sky-Sneak has light bones  to allow for flight. This delicate build 
  is not without disadvantages, and as a result, a Sky-Sneak suffers more intensely 
  from critical hits than other characters. An enemy who scores a critical hit on a 
  Sky-Sneak rolls one higher on the critical die chain than normal. For example, a 
  3rd level warrior who would normally roll d16 on chart IV would roll a d20 on 
  critical chart IV against a Sky-Sneak.
  Keen Sight: A Sky-Sneak’s life often depends on the ability to accurately gauge 
  distances from obstacles, prey and predators. As a result of the synergy of honed 
  instinct, keen eyesight and intellect, a Sky-Sneak is able to accurately discern 
  ranges, accurate up to a foot. 
  Feats of Trickery: Sky-Sneaks depend on feats of trickery to escape predators, 
  catch prey, accumulate shiny baubles and scout ahead. 
  Success when using skills means the following: 
  Acrobatics*: The Sky-Sneak is able to accomplish an acrobatic feat, such as a 
  tight dangerous twist through a canyon, or balancing on a small ledge. 
  Bombard§: The Sky-Sneak is able to accurately bombard a foe from on high 
  with a large stone or other heavy object, dealing damage based on the size and 
  range of the object dropped.
  Sneak Quietly*: The Sky-Sneak is able to move quietly and avoid attention.
  Backstab: The Sky-Sneak is able to inflict critical damage on an unaware foe.
  
  19
  Table SSK-1: Dropped Objects Damage
  Under 50’ 
  Atk / Dam
  50-250’  
  Atk / Dam
  251-1000’ 
  Atk / Dam
  1000’+  
  Atk / Dam (Hits next rnd)
  Small Object 
  (Less than 5#)
  +0 / d4
  -2 / d6
  -1d / d8
  -2d / d16
  Medium 
  Object (5-25#)
  +0 / d6
  -2 / d8
  -1d / d12
  -2d / d24
  Large Object
  (25# or more)
  -2 / d8
  -1d / d12
  -2d / d16
  -3d / d30
  Hide From Predators*: The sky-sneak is able to effectively take cover, get low, 
  or hide in shadows to avoid the visual attention of predators and foes.
  Steal Shiny*: The Sky-Sneak uses sleight of hand to take an object from 
  someone’s person, or an unguarded object without drawing attention
  Disable Tech*: Allows the Sky-Sneak to attempt to disable mechanical traps or 
  other technical obstacles
  Survey§: When the sky-sneak takes wing on a thermal, and looks down from 
  below, this skill allows them to make sense of what they’re seeing, and aids in 
  finding patterns and things of interest. Additionally, this skill could be used to 
  discover big picture patterns and otherwise interpret data.
  Coax Magic§: This allows the Sky-Sneak to attempt to trick magic or technical 
  devices into working in spite of not understanding them. 
  Mimic Voice‡: Attempt to mimic the voice of another for the purpose of trickery, 
  DC 10 against a relative stranger, DC 15 for a passing familiarity, 20 for a friend 
  or lover.
  Table SSK-2: Skill Advancement 
  Skill
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Acrobatics*
  +3
  +5
  +7
  +8
  +9
  +11
  +12
  +13
  +14
  +15
  Bombard§
  +1
  +3
  +5
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  Sneak Quietly *
  +0
  +1
  +2
  +3
  +4
  +5
  +6
  +7
  +8
  +9
  Backstab
  +1
  +3
  +5
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  Hide From 
  Predator*
  +3
  +5
  +7
  +8
  +9
  +11
  +12
  +13
  +14
  +15
  Steal Shiny*
  +1
  +3
  +5
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  Disable Tech*
  +0
  +1
  +2
  +3
  +4
  +5
  +6
  +7
  +8
  +9
  Survey§
  +3
  +5
  +7
  +8
  +9
  +11
  +12
  +13
  +14
  +15
  Coax Magic§
  d10
  d10
  d12
  d12
  d14
  d14
  d16
  d16
  d20
  d20
  Mimic
  Voice‡
  +0
  +1
  +2
  +3
  +4
  +5
  +6
  +7
  +8
  +9
  *The Sky-Sneak’s agility modifier applies to these skills
  § The Sky-Sneak’s intelligence modifier applies to these skills
  ‡ The Sky-Sneak’s personality modifier applies to these skills
  
  20
  Luck die: A sky-sneak often survives just as much on luck as on skill. When a sky-
  sneak uses a point of luck, their player rolls a Luck Die and adds the total to the 
  roll. Additionally, a sky-sneak regenerates lost Luck at a rate of 1 per day. 
  Table SSK-3: Sky Sneak
  Level 
  Attack 
  Crit Die 
  Action 
  Pack 
  Ref 
  Fort 
  Will 
   
   
  /Table 
  Dice 
  Die 
   
   
   
  «««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««
  1 
  +0 
  1d8/II 
  1d20 
  d2 
  +1 
  +0 
  +1 
  2 
  +1 
  1d8/II 
  1d20 
  d3 
  +1 
  +0 
  +1 
  3 
  +2 
  1d10/II 
  1d20 
  d4 
  +2 
  +1 
  +1 
  4 
  +2 
  1d10/II 
  1d20 
  d5 
  +2 
  +1 
  +2 
  5 
  +3 
  1d12/II 
  1d20+1d14 
  d6 
  +3 
  +1 
  +2 
  6 
  +4 
  1d12/II 
  1d20+1d16 
  d7 
  +4 
  +2 
  +2 
  7 
  +5 
  1d14/II 
  1d20+1d20 
  d8 
  +4 
  +2 
  +3 
  8 
  +5 
  1d14/II 
  1d20+1d20 
  d10 
  +5 
  +2 
  +3 
  9 
  +6 
  1d16/II 
  1d20+1d20 
  d12 
  +5 
  +3 
  +3 
  10 
  +7 
  1d16/II 
  1d20+1d20 
  d14 
  +6 
  +3 
  +4 
  Battle Chanter
  Battle Chanters carry the blood of pugnacious herbivores in their veins. They are 
  dangerous combatants known for bellowing out chants that protect their adopted 
  herds. Battle Chanters are massive, often 6 to 7 feet in height and solidly built, with 
  thick hide and bony plates protruding from their spines. 
  Hit Points: A Battle Chanter gains d10 hit points at each level.
  
  21
  Alignment: Battle Chanters can be of any alignment, however their tendency 
  towards group cohesion lends itself best to Neutrality or Law. 
  Weapon Training: A Battle Chanter is trained in the use of the club, staff, polearm, 
  handaxe, mace, spear, warhammer, longbow, blowgun, shortbow and sling. A 
  battle-chanter uses any armor, and is capable of moving at full speed in armor due 
  to hulking physique and willpower. 
  Natural Armor: Due to a thick hide and tough build, a battle chanter gains a +3 
  bonus to AC.
  Battle Chant: A Battle Chanter can opt to bellow out a chant during combat to aid 
  their allies or hamper their foes. Battle Chanting is invariably quite loud, and once 
  a chant has begun, stealth and surprise are no longer feasible options. The Battle 
  Chanter can opt to chant on any round by rolling a d14 and adding their level and 
  personality bonus, then comparing the result to the chart below. 
  Table BC-1: Battle Chanting
  1-3 
   The Battle Chanter lets out an unpleasant and off key chant, suffering a hit to 
  confidence that provides a -1 penalty to next round’s chant.
  4-8 
   The chant is certainly loud, but lacks the inspirational quality needed for mechanical 
  effect.
  9-13 
   Allies are inspired, or alternately foes are demoralized providing either a  +1 bonus to 
  allies or a  -1 penalty to foes attacks and will saves within a range of 30’.
  14-16  The chant could either aid allies and hamper foes significantly (as above, but with a 
  +2 bonus/penalty)  or cause a tier 1 rhythm effect.
  17-19  Major boon to allies, either in the form of a tier 2 rhythm effect, a tier 1 rhythm effect 
  and a +2 bonus/penalty, or a +3 bonus/penalty, with a range extended to 45’.
  20+ 
   Legendary Bellow-Chant! +4 bonus to allies attacks and will saves or -4 penalty to foes 
  within a 60’ radius and one tier 3 rhythm effect.
  Rhythm Effects: These extra effects either help allies or hamper foes. When a save 
  is called for, the difficulty is based on the roll achieved to set off the effect itself. 
  Effects come in 3 tiers based on the roll needed to activate them.
  Tier 1 Rhythm Effects
  Quick-foot: This up tempo chant livens up the battle chanter’s allies, providing 
  a movement bonus of 10’ per round for 3 rounds
  Defensive Chant: This slow, methodical chant aids the battle chanter’s allies in 
  focusing and effectively defending themselves, adding a +2 bonus to AC, and 
  a +2 bonus to reflex saves for 3 rounds. 
  Droning Chant: This discordant chant is vexing and distracting to the battle-
  chanter’s foes, and reduces their action die by 1d when they are performing 
  actions requiring concentration, such as spell-casting, skill checks or aiming at 
  a long distance.
  Twisting plants to the rescue!: The plants of the forest harry the battle-chanter’s 
  foes, they must make a reflex save. If successful, the foe suffers a -2 to AC and 
  attacks. If failed, the foe loses their next action.
  
  22
  Tier 2 Rhythm Effects 
  Berserker Chant: This angry up tempo chant inspires allies to reckless violence. 
  For the next 3 rounds, they gain a +4 to attack and damage -2 AC. 
  Nature’s Allies!: The chant entrances local vermin, including large insects, 
  rodents, lizards and snakes, who harry foes for d6 damage resisted by reflex.
  Sickening Chant: The strange and high pitched bellows of this chant effectively 
  work to sicken foes in the radius. Enemies caught in the radius of this effect 
  must make a fortitude save or fall ill, wasting their next round losing their last 
  meal in a spectacular manner best left up to the judge’s discretion. Success on 
  the save means temporary queasiness, resulting in -2 to fort and will saves.
  Chant of Clarity: This chant is precise, and of a tempo that aids allies in 
  concentration. Allies making rolls for precise work, such as skills, spells and 
  complex attacks such as called shots gain a +1d bonus. 
  Tier 3 Rhythm Effects
  Deafening Bellow-Chant: Fort save or d12 damage to foes, and d6 rounds of 
  deafness, as blood drips from ears. 
  Chant of second wind: This soothing chant heals allies d6 points of damage in 
  the effect radius. 
  Bewildering Chant: Will save or foes act randomly for 1 round, roll d7 and 
  consult: 1. Flee 2. Curl up in fetal position 3. Attack at random 4. Stand still 
  5. Drop weapon 6. Dance! 7. Disengage from combat and charge a distant foe
  One with nature: These calming tones pacify natural animals who can resist 
  with a will save. Additionally, it turns vermin and plants against the chanter’s 
  foes. If any are present in the area, foes must make a reflex save or take d10 
  damage and a -4 to attacks for the next round as they are swarmed. 
  Talented Musician: Battle Chanters are accomplished musical performers and 
  receive a bonus based on their level to all performance checks. This bonus is NOT 
  applied to Battle Chanting rolls.
  Table BC-2: Battle Chanter
  Level 
  Attack 
  Crit Die 
  Action 
  Ref 
  Fort 
  Will 
  Performance
   
   
  /Table 
  Dice 
   
   
   
  Bonus
  «««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««
  1 
  +1 
  1d10/III 
  1d20 
  +1 
  +0 
  +1 
  +2
  2 
  +2 
  1d12/III 
  1d20 
  +1 
  +0 
  +1 
  +3
  3 
  +3 
  1d14/III 
  1d20 
  +2 
  +1 
  +1 
  +3
  4 
  +4 
  1d16/IV 
  1d20 
  +2 
  +1 
  +2 
  +4
  5 
  +5 
  1d20/IV 
  1d20+1d14 
  +3 
  +1 
  +2 
  +5
  6 
  +6 
  1d24/V 
  1d20+1d16 
  +4 
  +2 
  +2 
  +5
  7 
  +7 
  1d30/V 
  1d20+1d20 
  +4 
  +2 
  +3 
  +6
  8 
  +8 
  1d30/V 
  1d20+1d20 
  +5 
  +2 
  +3 
  +7
  9 
  +9 
  2d20/V 
  1d20+1d20 
  +5 
  +3 
  +3 
  +7
  10 
  +10 
  2d20/V 
  1d20+1d20 
  +6 
  +3 
  +4 
  +8
  
  23
  Twisted Menagerie
  Once-men
  Once-men: Init +1; Atk club +2 melee (1d4+2) or grapple +3 melee (1d3+2 
  subdual); AC 11; HD 1d6+1; MV 30’; Act 1d20; SP Sneak +5, Track +3; SV Fort +3, 
  Ref +1, Will +1; AL N.
  These are what is left of the unfortunate human park 
  patrons that were caught in the interdimensional 
  storm that ripped the park from its original 
  home dimension. Between the exposure to extra 
  dimensional forces and the mutagenic compounds 
  released from the park labs they have devolved 
  into a race similar to the prehistoric neanderthals. 
  The Once-men mostly live in the ruins of the many 
  resort hotels and tourist facilities that can still offer 
  sufficient shelter from wild predators and Saurian 
  raiders. The majority of these structures reside in 
  the northern section of the park although there are several secluded tribes living 
  in fear under the shadow of the Scale Empire in the southern section.
  These beings are generally peaceful and only respond with aggression when 
  threatened. The majority of their time is spent gathering food, raising crops, and 
  reinforcing the defenses of their homes. 
  Once-men do not recognize any deities but they do idolize the images of the 
  normal humans that still survive within the park. These “Great Ancestors” are 
  believed to have transcended to a higher existence and the Once-men are eager to 
  follow in their footsteps. Any normal human that a Once-man encounters will be 
  treated with respect and awe, unless the human acts unkindly or hostile towards 
  the Once-man.
  In their search for transcendence, a few Once-men have achieved the development 
  of heightened mental powers. In most cases these are just crude extra sensory 
  abilities but some have cultivated true psionic abilities. These Cro-Mentalists will 
  be covered in the next issue but about 1 in 10 of all Once-men encountered will 
  have some special psi-ability. Roll 1d7 on the table below to determine what kind 
  of psi-ability they have.
  1 
  Danger Sense - Never surprised.
  2 
  Quick Healer - Heals 1hp per turn.
  3 
   Painful Stare - Can stare at an opponent causing them to make a Will save (DC 12) or 
  suffer a -1 to all actions for the next 1d5 rounds due to a headache.
  4 
   Muscle Whisperer - Can “hear” what an opponent’s muscles are preparing to do. Gains 
  +1 to Init, AC, and to Hit versus one opponent each round.
  5 
  Soul Seeker - gains +1d4 to tracking action rolls versus living creatures.
  6 
   Mesmerizing Stare - Can stare at an opponent causing them to make a Will save (DC 12) 
  or be unable to take any action while their gazes are locked.
  7 
   Mindsight - Can “see” perfectly in any circumstance, even when blinded. 
  
  24
  Purebreed Dinosaurs
  Compsognathus
  Raptor
  Dilophosaur
  Mosasaur
  Titanoboa
  Init 
  +3
  +4
  +2
  -3
  +4
  Atk
  Bite +2 (1d3 + 
  venom)
  Bite +3 (2d3+2)
  Bite +1 (1d4+1)
  Spit +4 venom)
  Bite +12 
  (5d10+10)
  Bite +8 
  (1d8+constrict)
  AC
  12
  15
  15
  18
  16
  HD
  3d6 per swarm
  3d10
  2d8
  20d12
  8d8
  MV
  20ft
  60ft
  40ft
  Swim 40ft
  30ft
  Act
  2d16
  1d20
  1d20
  1d30
  1d20
  SP
  Venom (Fort DC 
  9+1 per Bite vs 
  numbing sleep)
  Pack Attack 
  (+1d2* to att/
  dam when 3 or 
  more)
  Spit Venom 
  (30ft, Ref 
  save, DC 12 vs 
  blindness)
  Swallow whole 
  (15+)
  Swallow whole 
  (19+) 
  Constriction 
  (1d10 dam per 
  round)
  SV
  Ref +5
  Fort -2
  Will -2
  Ref +6
  Fort +3
  Will +3
  Ref +4
  Fort +2
  Will +1
  Ref -2
  Fort +8
  Will +3
  Ref +2
  Fort +6
  Will +2
  AL
  N, Carnivore
  N, Carnivore
  N, Carnivore
  N, Carnivore
  N, Carnivore
  Therizinosaur 
  Triceratops
  Ankylosaur
  Brontosaur
  Argentinosaur
  Init 
  -2
  -1
  -2
  -6
  -8
  Atk
  Claw +7 (1d12+3)
  Horn gore +8 
  (3d7+3)
  Tail Club +7 
  (2d8+6)
  Tail whip +10 
  (2d16+8)
  Tail whip +12 
  (2d20+8)
  AC
  15
  17
  22
  18
  20
  HD
  8d10
  10d10
  12d10
  16d12
  22d12
  MV
  20ft
  40ft
  20ft
  45ft
  50ft
  Act
  1d20
  1d20
  1d20
  1d24
  1d24
  SP
  Claw crit on 18+
  Horn crit on 
  18+
  Trample
  Tail crit on 18+, 
  Trample
  Tail crit on 16+, 
  Trample
  SV
  Ref -1 Fort +6 Will 
  0
  Ref -1 Fort +7 
  Will -2
  Ref -4 Fort +12 
  Will -4
  Ref -6 Fort +10 
  Will -2
  Ref -8 Fort +14 
  Will -2
  AL
  N, Herbivore
  N, Herbivore
  N, Herbivore
  N, Herbivore
  N, Herbivore
  
  25
  Pteranodon
  Hatzegopteryx 
  Carnotaur
  T-Rex
  Spinosaur 
  Init 
  +4 (Flying)
  -5 otherwise
  +3 (Flying)
  -6 otherwise
  +2
  +1
  +1
  Atk
  Beak +5 (1d6)
  Beak +10 (2d6)
  Bite +9 (1d12+3)
  Tail +6 (1d8+1)
  Bite +12 
  (2d12+6)
  Tail +9 (1d10+4)
  Bite +14 
  (2d14+8)
  Tail +11 
  (1d12+5)
  AC
  15 (Flying)
  9 otherwise
  15 (Flying)
  9 otherwise
  15
  16
  18
  HD
  4d8
  10d8
  8d12
  12d12
  15d12
  MV
  Fly 70ft
  Ground 15ft
  Fly 50ft 
  Ground 15ft
  50ft
  50ft
  50ft
  Act
  1d20
  2d20
  2d20
  3d20
  3d24
  SP
  Swoop attack (+1 
  die step to attack 
  roll), Drop
  Beak crit on 18, 
  Swoop attack 
  (+1 die step 
  to attack roll), 
  Drop
  Camouflage
  (+8 to hide/
  sneak)
  Swallow whole 
  (18+)
  Swallow whole 
  (16+)
  SV
  Ref +5
  Fort +0
  Will +0
  Ref +3
  Fort +5
  Will +1
  Ref +3
  Fort +5
  Will +1
  Ref +2
  Fort +7
  Will +2
  Ref +2
  Fort +9
  Will +3
  AL
  N, Carnivore
  N, Carnivore
  N, Carnivore
  N, Carnivore
  N, Carnivore
  Camouflage - This dinosaur’s skin coloration will partially shift to match the terrain around it. This gives it a +5 
  to all attempts to sneak up on its prey.
  Constriction - If this dinosaur scores a bite attack they immediately wrap their coils around the victim. Each 
  round thereafter, the constrictor attempts another bite (always against the grappled target at +1d4 to hit) and 
  also constricts the same target for automatic damage each round. A Str or Agi check (DC 18) is required to 
  get free of the coils. 
  Drop - A flying dinosaur that has successfully carried off its prey can choose to take a round to climb high in the 
  sky and then drop it the next round. A dropped victim will take (1d8+4)d6 damage upon impact and any 6s 
  rolled result in a broken bone. 
  Pack Attack - Raptors gain a +d2 on all attack and damage rolls if there at least 3 pack members present in the 
  combat. This bonus die increases one step for every additional 3 pack members present, to a maximum of a 
  +d7 for 18 pack members. 
  Spit Venom - the spit attack has a range of 30/60/120. On a failed Ref save (DC 12) the victim is blinded for 1d3 
  turns by a burning sensation that forces the eyes closed and swells the eyelids shut. 
  Swallow whole - This dinosaur can, if the die on a successful attack meets the threshold, forgo a normal bite 
  result to attempt to swallow a man-sized opponent. The victim gets a Ref save (DC 15) to avoid their grisly 
  fate. If the save is failed, they immediately take damage from a bite attack and are swallowed. Should the 
  swallowed victim survive its consumption, it is now trapped in the beast’s stomach where it takes damage 
  each round thereafter equal to 1d6 acid and 1d6 constriction. A trapped victim can try to cut its way out with 
  a small weapon (such as a dagger) by inflicting 15 points of damage against AC 13. If a victim does manage 
  to cut its way free, the dinosaur must make a Fort Save (DC 18) or die in 1d4 rounds from internal bleeding.  
  Swoop Attack - Pteranodons can forgo their action for one round to dive bomb a target the next round at +1 
  die step to the attack roll. If successful and the target is no bigger than man-sized, it has grasped its prey in 
  its talons mid-flight and has carried it off. In a fumble, the swooping dinosaur crashes to the ground taking 
  5d6 damage.
  
  26
  Trample - These giant dinosaurs can kill a man just by overrunning them. Anyone caught in the path 
  of this dino when it take a round to charge forward must make a Ref save (DC 12) or suffer 1d3xN 
  damage where N is the ½ of the dino’s HD. 
  Venom  - The bites of these tiny dinosaurs can bring down even large sized prey if they attack in sufficient 
  number. At the end of each round, every opponent that took damage from a bite must make a Fort save 
  with a DC equal to 9 plus the total number of bites they suffered that round. A failure causes them to 
  suffer a cumulative -1 to all actions each round as they quickly fall into a numbing sleep. This  means 
  after three rounds the penalty will be -3. Future successful bite will not speed up the effect. Once the 
  penalty reaches  a penalty of 6 plus the victim’s Sta mod, they fall totally asleep and are unable to feel 
  any pain as the beasts begin to feast.
  Dinosaur Aberrations
  While most of the dinosaurs that roam 
  the remnants of the park are still true to 
  their basic genetic heritage,  the genetic 
  experimentation conducted before the park 
  was ripped from its home dimension and the 
  mutagenic compounds released from the park 
  laboratories since then have altered more than 
  a few creatures.
  To create a Dino-Aberration, select a pure 
  dinosaur and apply one or more of the 
  following mutation templates to it or, roll 1d20 
  to choose a random template.
  1-3 
   Super Predator - Increase Init by +1d3+1, 
  Increase Atk bonus by +1d3+1,  Increase 
  attack damage dice by +1 die step each, Add 
  +1hp per HD, Increase MV by +10’, Increase 
  all Action dice by +1 die step each, change the 
  AL to C. This beast will now hunt and kill for 
  sport instead of just survival. 
  4-6 
   Nano Infestation - Increase attack damage dice by +1 die step each, Increase AC by 
  +2d3, Increase Hit Dice by +1 die step each, Increase Fort save by +1d3+1. This beast 
  has been inhabited by millions of nanobots that are slowly upgrading it by replacing 
  its normal tissues with superior synthetic ones. There is a 25% chance that it will now 
  feature a built-in device or weapon to better help it survive. Roll 1d10 on the table 
  below to determine what kind of device is now part of their body.
  1 
  Energy Cannon - Atk +4 missile (1d10) range 40/80/160.
  2 
   Regeneration Unit - Automatically recovers one HD of damage per turn, even 
  if at or below 0hp. Will require massive fire, acid, or disintegration damage to 
  permanently kill it. 
  3 
   Advanced Sensors - Add +1d6 to all perception actions. Also gains +1d3 to hit on 
  all attacks.
  4 
   Multi-lens Eyes - Can now see in the UV, Infrared, and Thermal spectrums. 
  Immune to all normal and magical darkness effects.
  5 
   Heavy Armor Plating - Increase AC by an additional +1d3+1. MV is decreased by 
  5’.
  6 
   Reinforced Skeleton - Add +1d6 to all Strength actions and Increase Fort save by 
  an additional +2d3.
  7 
   Hypermetabolic Gland - Gains an additional 2d16 action dice. It now must 
  consume double its normal food intake.
  
  27
  8 
   Chemical Defense System - If the beast suffers more than 50% of its total HP in 
  combat, it releases a paralytic gas. Everything with 20ft must make a Fort save 
  (DC 13) or be paralyzed for 2d4 rounds.
  9 
   Electro-Charge Unit - All attacks inflict an additional 1d4 electrical damage. In 
  addition, the victim must make a Fort save (DC 10) or suffer a -1 die penalty to 
  their next action.
  10  Roll two additional times on this chart. There is no limit to the number of time 
  this result can be rolled.
  7-8 
   Stealth Ops - The hide of this beast will blend its coloration to match its surroundings, 
  with a high degree of accuracy, and the padding on its feet muffles nearly all sound of 
  movement. It gains a +8 to all stealth actions. In addition, any attacks made upon an 
  unaware target deal an extra +1d6 damage and automatically score a critical hit.
  9-11 
   Racer - Increase Init by +1d3+2, Increase AC by +2, Increase MV by 50%, Increase Ref 
  save by +2d3. This beast is built to run at top speed for long periods. It can maintain a 
  run for a number of turns equal to its Fort save +1. 
  12-14  Livestock -  Dino-burgers don’t grow on trees. This beast has double the normal HD, 
  decreases  Atk bonuses by -2, and lowers MV by 25%. It is a giant with way too much 
  muscle tissue even for its larger skeleton. The taste of the meat is superb. 
  15-16  Crossbreed - Take two different pure dinos and blend their stat blocks, keeping the 
  best of each set of stats. In addition, it will have all of the special abilities of both 
  breeds. 
  17-18  Hybrid Traits - This beast has been gene spliced with DNA from another Phylum of 
  animal. Roll 1d7 on the table below to determine what kind of trait is now part of their 
  body.
  1 
   Multifaceted Eyes - The beast has fixed, multifaceted insect-like eyes that gives 
  it nearly 720° vision. -2 die steps to all sneak and Backstab attempts against the 
  beast.
  2 
   Clinging Pads - The surface of its footpads can stick with amazing grip to any 
  surface, allowing it to climb like a spider. It can traverse vertical surfaces at ½ 
  move and upside down surfaces at ¼ move.
  3 
   Sticky Projectile Tongue - The tongue of this beast can launch at high speed up to 
  150% of the length of the beast from its mouth at a target (Atk +3 missile). Once 
  struck, the target must succeed a Grapple check (opposed Str, beast gets +1 die 
  step) or be pulled into the mouth and suffer the beast’s bite damage. 
  4 
   Gills - The beast is now an amphibian and can function equally as well underwater 
  as on land. Its Swim speed is equal to its normal Move. 
  5 
   Burrowing - The front claws of the beast are spade-like and excellent for quickly 
  digging into the ground. It can tunnel at a speed of 1ft x HD per round.  
  6 
   Echolocation - Using nothing but pulses of sound, this beast can “see” in nearly 
  all directions at once. It is immune to all blindness effects and can only be 
  surprised on a natural 20. 
  7 
   Climbing - The beast’s claws are perfect for climbing and maneuvering within 
  trees large enough to support its weight. Predators will gain a +1d8 to all ambush 
  attempts involving leaping from the upper foliage of a tree.
  19 
   Giant - Decrease Init by -1d4+2, Increase Atk bonus by +1d3+3,  Increase attack 
  damage dice by +2 die steps each, Increase HD by 50%, Increase MV by 50%, Increase 
  all Action dice by +1 die step each, Increase Fort save by +1d3+1. The beast is now at 
  least twice as big as a member of its base stock. 
  20 
   Double Trouble - Roll again twice and combine the two results. There is no limit to the 
  number of time this result can be rolled.
  
  28
  Coming Next Issue!
  Return to Dinotastic Park!
   
  ► The second half of the semi-hex crawl in a extra-dimensional 
  abandoned theme park!
   
  ► The write-up on the Red Claw raiders and their organization.
   
  ► A Twisted Managerie full of psychic-cavemen and religious 
  robots!
   
  ► And much, much more!
  Proto-Saurians
  Wild Proto-Saurian: Init +1; Atk bite/claw +2 melee (1d5+1) or tail slam +3 melee 
  (1d6+2); AC 12; HD 1d8; MV 30’; Act 1d20; SP Sneak +4, Track +4; SV Fort +3, Ref 
  +1, Will +0; AL N.
  Proto-Saurian Shock Trooper: Init +2; Atk war spear & shield +3 melee (1d8+2), 
  bite/claw +2 melee (1d5+2), or tail slam +3 melee (1d6+3); AC 15; HD 1d8+4; MV 
  30’; Act 1d20; SP Sneak +5, Track +5; SV Fort +4, Ref +1, Will +1; AL N.
  Witchscale: Init +2; Atk bite/claw +2 melee (1d5) or tail slam +3 melee (1d6); AC 
  12; HD 3d8+3; MV 30’; Act 1d20*; SP Sneak +6, Track +4, Spellcaster (wiz lv 1); SV 
  Fort +3, Ref +2, Will +4; AL N.
  These anthropomorphic dinosaurs are a living evolutionary ancestors to the 
  cultured Saurians of the Scale Empire. While generally dim-witted and primitive, 
  Saurian scholars have found they can be trained and have a marvelous talent for 
  violence. A large portion of the Scale Empire infantry is made up of “domesticated” 
  Proto-Saurian shock troops. 
  Left to their own devices, proto-saurians live deep in the wilds in 
  nomadic, xenophobic tribes. Within these tribes, a strict social 
  order is maintained with the rare sorcerous  Witchscales 
  undisputably at the top. Further down the ranks are 
  crafters, hunters, gathers, and then hatchlings. 
  Even amongst these neolithic humanoids, a 
  few have felt the blood call of magic. Those that 
  survive a brutal apprenticeship are known as 
  Witchscales, rulers who are greatly feared and 
  respected by all other Proto-Saurians. While 
  not a powerful as the Sorceraptors of the Scale 
  Empire, they still have the spellcasting ability 
  of a 1st level wizard with a casting action die of 
  1d16. In addition, they are skilled in extracting 
  spellburn from sacrifices, willing or unwilling, 
  gaining 1 point for every 3 attribute points 
  carved from their victims. 
  
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e), and are not 
  Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, 
  artworks, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this fanzine are Open Game Content, as defined 
  in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be 
  reproduced in any form without written permission.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  Dungeon Crawl Classics Role Playing Game Copyright 2012, Goodman Games
  Crawling Under a Broken Moon issue #14 Copyright 2016, Shield of Faith Studios
  Crawling Under a Broken Moon issue #1 - #14 Copyright 2014-2016, Shield of Faith Studios
  
  In this issue:
  * A semi-hex crawl in a extra-dimensional abandoned 
      theme park so big it will be spread over two issues!
  * A Twisted Menagerie full of Dinosaurs and Dino-Mutants!
  * The Saurians of the Scale Empire, ruled over by the 
      eldritch Dino-Sorcerers!
  * And much, much more!
  crawlingunderabrokenmoon.blogspot.com
  crawlingunderabrokenmoon.blogspot.com
  crawlingunderabrokenmoon.blogspot.com
  crawlingunderabrokenmoon.blogspot.com
  crawlingunderabrokenmoon.blogspot.com
  crawlingunderabrokenmoon.blogspot.com
  crawlingunderabrokenmoon.blogspot.com
  crawlingunderabrokenmoon.blogspot.com
  $5.00
  CUBM14
  
SOURCE: textdata/thevault/Dungeon Crawl Classics/DCC Adventures & Settings/Crawling Under a Broken Moon, Umerican (DCC)/Crawling Under a Broken Moon Zine/Crawling Under a Broken Moon 014.pdf