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CRETASUS ADVENTURE GUIDE

By Fred Bush, Joseph Goodman, and Mike Roberts


Welcome to the world of Broncosaurus Rex! Be sure to look
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Core Rulebook, available now


Dino Hunters Guide to Velociraptors, July 2002
Dino Hunters Guide to Tyrannosaurus Rex, Fall 2002

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CRETASUS ADVENTURE GUIDE
Table of Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 Machinists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .78
Chapter I: The Main Valley . . . . . . . . . . . . . . . . . . . . . . . . .5 Skill Evolution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .78
New Savannah & Environs . . . . . . . . . . . . . . . . . . . . . . . . . . .5 New Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .78
New Savannah . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 New Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .79
Mount Crowe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
The Dukes and Butlers . . . . . . . . . . . . . . . . . . . . . . . . . .23 Chapter IV: Gamemaster Reference . . . . . . . . . . . . . . . . .81
The McQuarry Brothers . . . . . . . . . . . . . . . . . . . . . . . . .27 Generating Settlements . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
The Hideout Hills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29 Typical NPCs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .84
The Great Library of Logos . . . . . . . . . . . . . . . . . . . . . .29 Getting Around Cretasus . . . . . . . . . . . . . . . . . . . . . . . . . . . .88
The Crystal Desert . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32 Common Mounts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88
The Tecumseh Trail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34 Vehicle Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
Fort Tecumseh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34 Typical Vehicle Stats . . . . . . . . . . . . . . . . . . . . . . . .92
The Dino Warriors . . . . . . . . . . . . . . . . . . . . . . . . . .36 Buying a Mount . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92
Fort Lincoln . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39 Treasure Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95
Federal Marshals . . . . . . . . . . . . . . . . . . . . . . . . . . .40 Encounter Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100
Ironclads . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41
The Southwestern Plains . . . . . . . . . . . . . . . . . . . . . . . .43 Chapter V: Creature Statistics . . . . . . . . . . . . . . . . . . . . .104
The Black Jungle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44 Coloration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .104
The Bayou . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45 Subspecies and Mutations . . . . . . . . . . . . . . . . . . . . . . . . . .104
The Bay Trail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47 Albertosaurus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .107
The Inland Sea . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47 Ceratopsians . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .108
The Bay Side Company . . . . . . . . . . . . . . . . . . . . .47 Cheirolepis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .109
Underglen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48 Dryosaurus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110
Fort Apache . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49 Dunkleosteus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .111
Plesiosaur Bay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51 Eurypterid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .111
The Northwestern Plains . . . . . . . . . . . . . . . . . . . . . . . . . . . .54 Hadrosaurs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .112
Barrister House . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54 Kronosaurus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113
The Warp Pirates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54 Leptoceratops (Zulep) . . . . . . . . . . . . . . . . . . . . . . . . . .114
Plesiosaurus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .116
Chapter II: Dinosaurs . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55 Quetzalcoatlus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .116
Dinosaur Intelligence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55 Scray . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .117
Cultural Habits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59 Small Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119
Dinosaurs in the Wild . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61 Spinosaurus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120
Dinosaurs in the Economy . . . . . . . . . . . . . . . . . . . . . . . . . .64 Stenonychosaurus . . . . . . . . . . . . . . . . . . . . . . . . . . . . .122
Dinosaurs as Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70 Tanystropheus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .123
Dinosaur Combat Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . .73 Therizinosaurus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .124
Trilobite . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125
Chapter III: Player Reference . . . . . . . . . . . . . . . . . . . . . .74 Vulcanodon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125
Character Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74 Template: Ironclad . . . . . . . . . . . . . . . . . . . . . . . . . . . .126
Prestige Class: Dino Warrior . . . . . . . . . . . . . . . . . . . . .74
Prestige Class: Federal Marshal . . . . . . . . . . . . . . . . . . .76 Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .128

Credits
Writers: Fred Bush, Joseph Goodman, Mike Interior Artists: Tim Burgard, Brianna Garcia,
Roberts Dan Morton, Derek Schubert, V. Shane
Copy Editor: Derek Schubert (vshane.com), Walter Stuart
Cover Artist: Walter Stuart Concept Artist: Andrew Farago
Logo Designer: Derek Schubert Graphic Designer: Joseph Goodman
Dinosaur Planet: Broncosaurus Rex created by Joseph Goodman
Dedicated to my brother Mike. Thanks for all the good games.
Introduction

Welcome to the world of Cretasus! Cretasus is the setting for others have evolved more normally. The result is widely different
Dinosaur Planet: Broncosaurus Rex, a game world where cow- ecological results in close proximity to each other.
boys use laser rifles to hunt dinosaurs. If you havent read the Some of the dinosaurs are the classic dumb brutes we all
Dinosaur Planet: Broncosaurus Rex Core Rulebook, you might know so well. But most are not. Velociraptors have near-human
want to do so before continuing in the Cretasus Adventure Guide. intelligence. They live in organized tribes which loosely connect
You could use this book in any d20 setting, but it is best suited to into larger nations. Tyrannosaurus rex live in widely dispersed
Dinosaur Planet: Broncosaurus Rex. family groups whose members remember genealogies for hun-
We have divided the Cretasus world into several volumes. dreds of years. Triceratops travel in large herds with rigorous
This first, the Adventure Guide, will give you all the information social organization. Almost every species has its own language,
you need to start adventuring in the planets Main Valley, the most and the more intelligent ones have dialects specific to each region.
settled area of Cretasus. Future works will cover new dinosaur Even though Cretasus is far outside established political bor-
species and specific regions in greater detail, as well as some of ders, it has been brought to the forefront of galactic politics by its
the other great valleys of Cretasus. Earth-like environment and abundance of dinosaurs. The
For those of you unfamiliar with Dinosaur Planet: dinosaurs have great potential as weapons and beasts of burden, a
Broncosaurus Rex, it is set in the year 2202. Dinosaurs have been point not lost on either the Confederacy or Union generals.
discovered on the planet Cretasus. The two main factions in Although the Union and Confederacy long ago ceased open war-
human politics the Union and the Confederacy rush to estab- fare, they have never ended hostilities. Now the battle for Cretasus
lish a military presence, even as pioneers from across the galaxy threatens to re-open a centuries-old conflict.
come to farm, hunt, and domesticate the dinos. Characters can choose from six new character classes pre-
Settlers on Cretasus have identified hundreds of varieties of sented in the Broncosaurus Rex Core Rulebook: Bronco Rider,
dinosaurs virtually identical to those once found on Earth. Machinist, Soldier, Spy, Two-Fister, and Wild One. They can be
Prehistoric mammals have been sighted in neighboring regions, Union or Confederate, staunch loyalists or complete impartials, or
engendering theories that the planets massive surface area has they may hail from one of several independent factions.
created numerous micro-climates separated by mountains or other Adventures abound on the newly settled planet, with aliens, warp
impassable terrain. Some micro-climates have remained frozen pirates, the dinosaur nations, intergalactic trade, and rustlers,
in evolutionary time or have evolved along unusual lines, while ranchers, robbers, and wranglers to round out the universe.

4
Chapter I: The Main Valley

The Main Valley is ringed by steep mountains which isolate To the west of Fort Tecumseh, and to the east of Fort Apache,
it from the rest of Cretasus. The only break in the mountain are the true frontiers. At any time of day, there is at least one
perimeter is the Fur River, which flows directly into Mammoth wagon train leaving New Savannah for these frontiers, carrying
Valley to the west. One can travel to Mammoth Valley on the river pioneers lured by the promises of free land, undiscovered gold,
itself or along the treacherous bluffs beside it. The Fur River and simple freedom.
earned its name from the occasional migrants who follow it out of The passage west is called the Tecumseh Trail. As it heads
Mammoth Valley in the dinosaur-laden Main Valley, these mam- into the great southwestern plains, it splits. Most settlers end their
malians are the only creatures to sport fur of any kind. journey near the fork, setting up a farm somewhere on the plains.
The center of human civilization on Cretasus is New Some continue along the southern route, which leads to the
Savannah, the planets only city to speak of. Staunchly forests, Lake Hope, and the frontier town of Garsville. A very few
Confederate, it sits between Fort Tecumseh to the west and Fort make the dangerous journey north along the edge of the swamp
Apache to the east. New Savannah houses the planets only civil- known as the Bayou: a route that ultimately crosses the Fur River
ian spaceport, although ships with wilderness landing capabilities and leads to the fertile northwestern plains.
can (and do) land in the wilderness. The passage east from New Savannah is called the Bay Trail.
In contrast to the relative sophistication of New Savannah, It soon turns north as it winds along the banks of the inland sea.
the territories around it are the wild west of Cretasus. Stretching Most settlers along this route make their living by fishing, but
from Fort Tecumseh in the west to Fort Apache in the east, you some have headed east into the deep valley forest. The forest is
will find the large farms and ranches, the watering holes and thick with dangerous dinosaurs, but lush and ideal for logging and
saloons, the small towns, the big herds of domesticated broncos, raising a variety of crops on cleared land. The Bay Trail ends at
the rustlers, and the stables and mills and tanneries. This area is Plesiosaur Bay, a lawless settlement on the very northern tip of the
still quite wild, but human occupation is extensive enough that inland sea.
towns are relatively safe from wild dinosaurs (with the occasion- These general regions New Savannah, the Tecumseh Trail,
al dramatic exception). By now, most hunters and trappers have and the Bay Trail provide the structure for our description of the
moved further into the frontier where the wild dinosaurs are still Main Valley. Together with the vast Northwestern Plains, they
plentiful. make up the valleys four quadrants.

New Savannah & Environs

New Savannah phere of New Savannahs many watering holes and other distrac-
tions that help mentally postpone the next tour of duty. Trades of
every kind are plied within its tall stone walls, some less salubri-
New Savannah is the first great city on Cretasus to have ous than others, but all intrinsic to New Savannahs rich and var-
developed through the natural processes of settlement. Situated on ied tapestry. Inside its granite boundaries, youll find people look-
the shore of a great land-locked ocean, it provides a focal point for ing for a good time, others seeking a respite from the bitter con-
the vast number of smaller habitations and farms that extend ditions of frontier life, and still others hunting the rewards that
across the plains towards the distant frontiers and beyond. such endeavors bring. If you want to make your mark on Cretasus,
Ranchers and farmers come to New Savannah to sell their live- New Savannah is your best bet for a solid starting point, for with-
stock and crops, making the citys market place a hive of activity. out the security provided by its civilized community, your plans
Soldiers and Dino Warriors come to enjoy the loquacious atmos- have foundations of sand.

5
6
The History of New Savannah stricken craft, insisting that they would be rescued when they
were reported as missing, but most left, with Porter at their head.
His strong personal charm, wise yet swift mind and keen skills of
Early Developments negotiation had made him a popular man on board ship: despite
his age, it was only natural that he should lead the expedition into
New Savannah developed as the largest community on the distant depths of this unfamiliar planet.
Cretasus soon after people discovered the great land-locked Several settlers wanted to set up a more permanent camp after
ocean. Finding food on Cretasus was always a major concern for only three days of travelling, but Porter persuaded them to con-
the settlers, and a source of fresh water, untouched by man, would tinue. He spoke as if certain of brighter prospects ahead, and there
always guarantee food. Fishing expeditions quickly proved that were very few dissenting voices as he laid out his plans for a
New Savannah would have the bare necessities to sustain a popu- longer trek into the interior. They had plentiful supplies, well-
lation far larger than any other prospective site had yet offered, serviced transports, and fuel supplies to see them right for several
and the plains surrounding it were suitable for both pastoral and weeks touring. He sent motorcycle riders and horsemen out ahead
arable agriculture, due doubtless to the presence of the ocean. of the main group to warn of obstacles and relay any good news,
Quarries of stone, mines for fuel, forests for wood: all lay within such as the discovery of a source of fresh water and food. For
relatively easy reach of the site chosen to establish the first settle- eight days and nights, each rider brought back the same story: that
ment, and it soon became the center for the whole of the regions there was nothing but desert surrounding them, and that they had
activity. If farmers found their crops destroyed by the untamed made their initial landing way off target. With the exception of
dinosaurs wandering from the eastern forests, they knew they unusual crystal formations and the occasional small dinosaur,
could find food at New Savannah. Many of the early victims of there was nothing to be seen but sand and shale.
stampeding herbivores relinquished their land in return for a fish- Hepsediah realized that those whod refused to come with
ing vessel and a rudimentary wooden dwelling. him would be calling for help that would never come; they were
These men and their families were the founders of modern nowhere near their intended destination, and there was no guaran-
New Savannah. Few families left after stopping on the shores of tee that the radios on the ship would be able to contact those who
the picturesque ocean, so abundant were the fish and helpful could save them. Porters eldest son, Daniel, volunteered to go
neighbors. Those with an eye for commerce quickly purchased the back for the settlers that had stayed with the ship. Despite his gut
land off disenchanted farmers, knowing that others would follow feeling, Hepsediah allowed Daniel to do so. Several members of
eager to try their hand at taming the land, and it was not long the party objected, because if Daniel were to make the return jour-
before much of the land surrounding New Savannah was in the ney and catch up with the main contingent he would need a great
hands of the Porter family and its patriarch, Hepsediah Porter. deal of the remaining fuel and food. Others opined that the people
at the ship would have already been rescued by now. Some fami-
The Porter Family lies wanted to travel with Daniel, as they believed that Hepsediah
was mistakenly leading them to starvation in a barren desert.
A wealthy industrialist and philanthropist descended from At this point, the first cracks appeared in the settlers previous
Atlanta, Hepsediah Porter was committed to establishing a model solidarity. Most were ignorant of Hepsediahs concern for his son
community on Cretasus. Having successfully combined business and the well-being of those who traveled with him; it would
interests with an often-contradictory devout belief in fair play, indeed be a great feat for anyone to make a return journey and sur-
Porter had left for Cretasus in search of a fresh start after the vive. Critics showed more interest in the fact that they had been
heart-breaking death of his beloved wife Marie. His sons and travelling for over a week, and yet had found nowhere to set up
daughters asked to travel with him, and the whole family left on a camp. Now that the convoy was going to be split, they would have
ship with little of the pomp and circumstance that their wealth had fewer vehicles none to spare if any broke down and they
accustomed them to. would also have fewer supplies. They estimated that they could go
Porters arrival on Cretasus was not auspicious. As the ship on for only one more week without finding a supply of food; then,
descended to the verdant plains he had identified for settlement, they would starve. Porter restricted rations to half their current
the crew saw an eighteen foot tall metal man below them. They level, which was unpopular, but the settlers stuck with the man
had stumbled onto secret testing grounds for the Unions iron- who had brought them here so far unscathed by the hostile wilder-
clads, the powerful walking tanks that the Union hoped to some- ness through which they drifted.
day deploy against the Confederacy. Porter retreated, but not
before the ironclads warning shots breached the hull. After a wild
descent, the damaged craft finally came to rest. Porter and his Parting of the Company
shipmates found that they were in the middle of a desert. They
were way off course. The convoy split on September 12th, Hepsediah fighting back
Taking what supplies that they could carry, the party left the the tears as his son climbed into the cabin of the lead truck. The
ship and struck out in search of the plains. Some stayed with the Porter family had always been renowned for their wanderlust;

7
Hepsediahs distant relatives had been at the frontiers of American echoed anothers dissatisfaction at Porters leadership. Hepsediah
settlement many generations ago, and it was evident that both was despondent. He knew that if there was nothing beyond this
Daniel and his father had inherited the trailblazing spirit. Neither mountain pass, they were doomed. The louder the murmurs of
had experienced such a split first-hand, however; they had always mistrust, the more he doubted his decision to lead them here.
operated as a family, and found the parting difficult, especially However, they now had little option but to continue onwards. That
before the eyes of those who had followed them into the desert. A night, they cleared the gorge with superhuman effort. After trav-
few words of encouragement were exchanged, as were proud elling through the night, the party soon came to the other side of
boasts of a speedy return. Their smiles that followed were forced the range and gazed on a world wholly different from the desert
through overwhelming sensations of loss for both father and son, dunes they had left days before.
the like of which they had not experienced since the death of
Marie, wife and mother respectively to those facing this difficult Beyond the Mountains
separation. Both parted into a future of dire uncertainty. The mood
in both camps hung heavy that night. As the light of a new day suffused their senses, the settlers
Hepsediahs expedition left the next morning, moving further looked in awe at the plains that stretched before them. Desert
into the interior and communicating with Daniels convoy through quickly gave way to grasses, trees, and other plants: the first signs
radio. After four days of travel,
Hepsediahs group found themselves on
an incline. They were heading towards
mountains, and all quickly realized that it
would be almost impossible to get the
trucks over them except by a pass.
Motorcyclists were sent out once again,
and after a day, the first returned with
news that there was a gorge running
through the mountains. The gorge was
clearly hazardous, but the party could only
continue onwards. They had seen large
dust clouds behind them, and once it was
clear that Daniels convoy was not respon-
sible, the settlers became quite keen to
delay any meeting with the cause of the
disturbances. The storm or stampede
behind them could damage their vehicles,
but the way forward also seemed distinct-
ly unforgiving. Choosing the lesser of the
two perceived evils, the company set off
toward the mountain pass.
They were not long into the second
days travel when an avalanche of rocks
hurtled down the mountainside toward the
lead vehicle. Other vehicles were knocked
over as the rocks crashed into the gorge,
killing several of the settlers and blocking
the path forwards. It was far too hot to
begin clearing the debris; after an initial
search for survivors, it was decided to
clear the way during the night. Those
unharmed by the incident set up camp,
whispering to their neighbors that they
should have traveled with Daniels con-
voy. The party worked hard through the
night to remove fallen rocks and crushed
vehicles, but more remained. As they
awoke the second night, many in the party

8
of life they had seen for an age, a wild array disappearing into the response. Preventive measures were needed, foundations on
horizon as far as the eye could see. Small herds of grazing which could be built a permanent future for the settlement, and the
dinosaurs could be seen in the distance, slowly making their way ocean would be their ally.
across the landscape that seemed an herbivorous utopia. To Porter proposed the construction of a deep, wide moat around
Hepsediah Porter, such lushness spoke of one thing: water. He the settlement, with a wooden palisade atop the earth thrown up
would soon find water. His group would survive. by the digging of the channel. The deep water should discourage
Previous doubts gave way to jubilation, and Porter was hailed the casual visitor, and the palisade would protect the settlement
as a genius. Despite the excitement, Porter himself was less than from the more determinedly inquisitive while providing an excel-
gleeful, as the mountain range had severed the radio link with his lent vantage point from which to espy the surrounding plain.
sons party. While the travelers celebrated, Hepsediah worked Some parts of the plan would prove difficult to achieve; the con-
without rest on the radio, trying to catch a frequency through struction of a lock to stop the water flowing away from the chan-
which he could hail his son. His labors went unrewarded, and nel when the tide retreated seemed the most challenging mechan-
while his company exulted, something inside him seemed to die. ical problem. Some of the settlers balked at the sheer toil of that
Instinctively, he knew that Daniel had perished. the scheme.
Adapting well to the task ahead of them, the settlers modified
The Inland Sea some of their vehicles using the tools and equipment they had
brought from Earth. The work took weeks, but fortunately the
Now determined that the planet not take any more lives, herds of herbivores kept their distance, possibly because they saw
Hepsediah sent motorcyclists to search for a river. There had be a the trucks and diggers as a new kind of predator. Whatever the
river flowing from the mountains into this plain to give it such reason, it was a welcome piece of good fortune, for the small set-
vibrant life. After a days searching, the scouts returned, two of tlement could not have withstood the charge of a terrified herd.
them having found rivers that flowed from the mountains. Several However, while all eyes were on the vast numbers of herbivores
members of the company asked why no such rivers had flowed that moved along the coast, others slipped through the forest
into the other side, but their questions were quickly drowned in glades unseen. The settlers would soon discover that they were not
the excitement that followed the announcement that the nearest the only ones capable of alarming the destructive mass of the
river would be followed to its destination. If it followed the same triceratops.
pattern as rivers on Earth, it would flow to the sea, where the trav-
elers knew they would find a place to rest. Taming the Wild
As the river grew greater, so did the hopes of the settlers.
After two more weeks of travel beside its lush green bank, they As night fell one balmy June evening, the lookouts reported
reached their destination. The rivers mouth opened into a vast swift creatures approaching from the edges of the forest towards
lake, the likes of which the travelers had never seen. Lazy the foremost members of the vast herd, which was now drinking
hadrosaurs splashed in the shallows, a huge herd of triceratops at the oceans edge. It was clear the herd was unaware, as they
grazed the lush green shoots along the shore, and low-flying remained fixed on quenching their thirst. With the benefit of their
pterosaurs plucked fish from the gentle waves. The water was a night-vision goggles, the lookouts saw that a pack of albertosaurs
deep blue, untarnished by man and primordially pure. was on the move, intent on sating their hunger at the expense of
Building small fishing vessels, the intrepid settlers soon dis- the herd.
covered the vast array of aquatic life that proved not only easy to Porter was alarmed. Much of the herd was now within a kilo-
catch in their nets but eminently suitable for their cooking pots. meter of the settlement, and should they stampede to escape the
Their first week passed with disarming swiftness, and the travel- predators, there was a distinct possibility that they would charge
ers knew that they had arrived. the settlement. However, the albertosaurs had some considerable
distance to travel over sparsely covered ground, and they too were
The Birth of New Savannah in no hurry to panic their quarry. They began to move slowly as
they came out of the forest, making the best use of the cover
It wasnt long before the inhabitants of the planet began to around them to hide from the herd. Porter knew it was now or
show an interest in these new arrivals. The settlers first encoun- never.
ters with the dinosaurs did nothing to engender an open-minded Asking for volunteers from the unmarried men, he proposed
attitude towards the creatures that were now their co-habitants, that the settlers venture out and take the fight to the albertosaurs.
but Porter knew that if they were to survive, the settlers would Their vehicles could cover the ground in a few minutes, and if
have to somehow live with these giants. Some advocated shooting they could drive off the albertosaurs, they would be unlikely to
the dinosaurs if they came too close; however, the settlers return. One group was to drive the herd away from the village,
weapons would merely irritate one of the creatures, perhaps while another group on the faster vehicles would take what fight
enough to enrage it and cause the whole herd to stampede in they had in them to the hunters.

9
Most of the young men volunteered. Taking the deadliest advisers were also to travel to the area, to survey it and measure
weapons in the settlements well-kept arsenal, they set out on the its potential for expansion.
fastest motorcycles in teams of two: one to concentrate on driving, Realizing that this would soon be the largest settlement on
the other riding pillion to fire the guns. Their small size should not Cretasus, Porter decided that it needed a name. The community
alarm the herbivores, whose attention was to be demanded by the was unanimous in its opinion that Porter should choose the name
pick-up trucks and massive engineering vehicles that seemed to for their piece of Cretasus, and it wasnt difficult for him to make
have stayed the herd during the construction of the palisade and up his mind. Thinking of his beloved wife Marie and the splendor
moat. of the city of his ancestors, he proclaimed to rapturous applause
The bikers took absurd risks in driving away the albertosaurs. that the settlement would be known as New Savannah.
Believing that a head shot was the only way to make the bullets The first ships landed fourteen weeks after the albertosaur
count, they had to get in close. Young Abraham Jackson was the attack, by which time the inhabitants had prepared temporary
first to feel the powerful teeth of an enraged albertosaur close accommodation for the new arrivals. Masses of machinery and
around his body, damning both him and his pillion passenger to a supplies were unloaded, including fuel, mining tools, felling
terrifying death and sending Abraham to rest with his family. Zeke equipment, engineering vehicles, and temporary structures. Many
Wylde, a seventeen-year-old dead-eye shot from Hazzard County, of the settlers were specialists: miners, quarrymen, lumberjacks
Mars, settled the debt, sending several hollow-point rounds and machinists from all over the galaxy had come to New
through the hateful staring orb of the largest albertosaur, which Savannah to aid in its development. Each had brought their fami-
had been watching Zeke and his driver as if sizing up its next lies; Porter had requested that most of the new settlers be family
meal. Another albertosaur fell as three gunmen riddled its face men in order to avoid the problems that plagued developing com-
with bullet-holes, forever closing its mandibles of death. munities in the old west, where the drinking and gambling of sin-
Whether it was the roar of the bikes engines or the simple gle men bored with the monotony of their solitary lives had
fact that they were now on the receiving end of the kind of brutal stressed the mining towns to breaking point.
aggression they usually handed out, the albertosaurs began to run The advisors sent to New Savannah were a great surprise to
towards the forest glade. Zeke downed another two as they fled, Porter. He had known all three of the senior post-holders from his
and other teams wounded several more. Though the albertosaurs earlier days, and they were delighted to see him. Edgar
were much hardier than the humans theyd fought, the horrific Winthorpe, his old business partner who had left to manage oper-
wounds inflicted by the hollow-point rounds ensured that at least ations elsewhere, joined him as the industrial advisor; Jonas
a few escapees would die in the very near future. Crowe, an old university friend, had been appointed scientific
Here was the first sign that man had established himself on advisor to the community; and finally, his old fishing friend
Cretasus. The natural order of the dinosaur planet was to be Nathanial P. Hood, a descendant of the famous Civil War general,
changed forever by mankinds intervention; he was to play the accompanied the new wave of settlers as military advisor. Other
role of a brutal shepherd, protecting the flock from all harm so that officials and specialists had been sent to help build a lasting com-
he could slaughter them himself. The first albertosaur pack that munity, including doctors, fire chiefs, and planning architects.
the settlers had encountered would soon starve to death, deprived With them at his disposal, Porter knew that New Savannah was
of the food source that had always been available to them. ready to take its first major leap towards its destiny as the greatest
Although they had only been here for weeks, all Cretasus now example of human endeavor on all of Cretasus.
knew that the humans had arrived.
Building New Savannah
The Second Wave
With the new machinery and skilled workers to use it, work
After the albertosaur incident, many settlers who had previ- started on the construction of a whole new city by the ocean.
ously been ranchers suggested dividing the herd. This would Builders worked night and day to erect permanent dwellings, fol-
reduce the threat it posed and let it be used as a source of food. To lowing architects plans for town blocks based on the distinct
do this, they would need more hands. Since the settlement had squares in the original pattern of Savannah, Georgia. Heavily
survived the initial threats posed to it by the planets environment, armed teams ventured into the mountains to assess their mineral
Hepsediah decided it was time to call for more settlers. value and begin mining ore, while workers prepared the founda-
News of the travelers success in establishing the community tions for the new factories that would process them.
sparked a great deal of interest in the Confederacy. Drawing Ranchers got to work driving a portion of the vast triceratops
together an armada of ships for the journey to the fledgling settle- herd away from the sea and into the plains, where they were
ment, Confederacy officials informed Porter that many new set- watered and managed by the humans. Most of the ranches were
tlers would be heading for the inland ocean, with masses of founded along the river, extending the community onto the plains.
machinery and materials so that they could take full advantage of It was then that the predators reared their ugly heads and caught
the prime land hed discovered. Scientific, industrial and military the settlers unaware. A lack of security and a dearth of easy prey

10
saw the destruction of both the Jones ranch and the Caddocks The City Today
before armed patrols could drive the predators away. Some of the
ranchers figured that they had overstepped the boundary of safe-
ty. The older hands pulled back into the town until they could ade-
Governing the Wilderness
quately protect themselves and their families out on the plain.
Some families, determined to make the most of the land and the If it were not for the presence of dinosaurs among them, the
opportunities that it offered, stayed outside what the others con- citizens of New Savannah could be forgiven for thinking that
sidered a safe distance, but many paid a terrible price for doing so. theyd never left Earth. All the raw materials valued on Earth can
With new buildings erected every day, the pace of New be found somewhere near the city, whether it be in the ocean, the
Savannahs development had fooled these younger ranchers into earth or the mountains. In fact, the land is so fertile, so inviting to
believing the predatory dinosaurs were no longer a threat, and that humanity, that some have even entertained thoughts that theyve
the humans had scared them off for good. However, the original discovered Eden, while others (mostly conspiracy theorists)
settlers determined resistance had forced the predators to take believe that it is some grand alien plan to lure humans to a single
more risks and attack whenever hunger forced an opportunity. The location, in order to make it easy for aliens to harvest them for
ranchers living on the very edge of the community proved to be their own sinister reasons. While the debate continues amongst
perfect targets. those with very little to do, the majority of New Savannahs peo-
Most realized that New Savannah itself could not protect all ple get on with the job of making Cretasus their home.
who decided to live out on the plains. Nathanial P. Hood, New A self-supporting community, New Savannah benefits from a
Savannahs military advisor, suggested the construction of small sound organizational structure conceived by Porter and his advi-
outposts from which patrols could be launched against threatening sors. As the city grew in size, so did the need for a system of law
predators. These would also act as an early warning system enforcement and social services to provide the infrastructure for
against other threats; Hood was all too aware that the Union the thriving community. All these services were provided by the
would be equally interested in the rich land surrounding New Confederacy. They include a fire service, free public heath sys-
Savannah, and he was determined not to give any ground to the tem, sanitation department, police department, and all the other
enemies of his country. Four small wooden forts were erected public utilities and structures of government one would expect to
along the bank of the river, each six kilometers apart: close find in a major city.
enough to support each other but far enough apart to actually play Acting as head of the New Savannah community is
a useful role in supporting the outlying ranches. Union spies and Hepsediah Porter, now in his early fifties. He and his close advi-
potential interlopers could be apprehended at one of these forts, sors form what government there is; there are none to rival him,
and the forts very presence would increase the range that patrols although there are sometimes voices of dissent, which usually
could cover. They would also provide convenient resting places manifest themselves in protest or pressure groups. There is very
for the workers that traveled to and from the mountains, for rich little in the way of political debate in the homesteads of the city,
deposits of ore had been discovered and work had begun in and it is unlikely that there will be a place for it in the near future.
earnest to retrieve it. And all the time, the building of permanent All of those who come to New Savannah do so out of choice; if
structures continued in New Savannah. they are unwilling to live by its laws or pay its taxes, they simply
As the years progressed, more and more settlers came to New leave for the frontier. All who travel through space to New
Savannah, until the town was forced to spread over the plains Savannah are fully aware what is expected of them, and those who
towards the forests and the mountains. Each influx brought more refuse to comply are typically asked to leave.
machinery, equipment and resources to develop the town. Soon,
over two hundred thousand souls lived in New Savannah and its Settling in New Savannah & Acquiring Land
environs. The town had expanded out in a checkerboard fashion,
copying the squares of old-time Savannah, and there were all the There are two ways one can come to live in New Savannah.
offices, facilities, and amenities that humans elsewhere would The most common is through an employment contract, which
have expected to find. Farmers started to farm the vast plains, and guarantees the successful applicant a house and some land. The
ranchers herded the triceratops further and further from the new second way is through land purchase. The Confederacy has
city. Ruthless purges against dinosaur predators were carried out enough troops in the area to forcefully lay claim to the plains of
to clear the way for further human development and for the secu- New Savannah, and it can sell land to those who wish to live
rity of the herds, but predators would always reappear just when there. A nominal rent is paid to the Confederacy to help finance
the people thought them destroyed. As Hepsediah Porter and his the army and forts in the area. Only a handful of the citizens resent
family grew in years, so the city of New Savannah grew in size paying the taxes and rent, as theyre all too well aware of what
and maturity, until it was a self-sufficient and thriving communi- might happen if the patrols stop and the predators return in num-
ty. Whether you come here for commerce or adventure or just to bers.
bask in its splendor, New Savannah is a must-see spot for anyone Those less well-off are also eligible for land purchase by
on Cretasus. mortgage, for which they purchase the land for a nominal fee, and

11
then are expected to pay a greater sum of rent to the Confederacy The Grand Market, where most trade is done in New
to pay for the land. Failure to pay means eviction; New Savannah Savannah;
isnt a socialist utopia, and life there can be as harsh for those who Chatham Theatre, the largest and most popular theatre in
fail as it is back on Earth. New Savannah; and
Once the land has been purchased, the owner is free to do The Spaceport, the only one on Cretasus under civilian con-
with it as he or she sees fit (providing the Confederacy gets its trol.
rent, of course). There are strict regulations preventing the mass
purchase of land or monopolies of ownership, as Porter and the City Government
Confederacy are wary about potential land barons buying up all
the land and then selling to Union settlers. This is one conceptual Hepsediah Porter is the man responsible for the development
Mason-Dixon line that theyre determined to preserve. of what is essentially his city. As the population began to grow, he
Of course, many visitors to New Savannah choose neither of studied the design Robert Castell had developed and that James
the above options, opting instead to stay only long enough to gath- Oglethorpe used to create their magnificent Georgian city, the
er supplies for passage to the frontier. Earthly Savannah that Porter loved so much. Drafting plans for
New Savannah, Porter and his team adopted the system of broad,
Industry straight streets interspersed with grassy squares and parks. Lining
these streets were buildings of all kinds: houses and apartment
All conceivable types of industry occur in or around New buildings, food stores, neighborhood shops, etc. The prototype
Savannah. All kinds of ore are mined, mostly around the moun- allowed for great flexibility and a pleasant human scale. Thirty
tains that separate the New Savannah plain from the desert that such squares formed the basis of the early city, and as more peo-
Porters initial expedition had to cross. Many of these industries ple arrived, more squares were added. The moat and palisade sys-
are in the hands of the Confederacy, as they supply vital raw mate- tem were replaced by stone walls, which soon had to be ringed by
rials critical to any nation at times of war. The processing facto- a second perimeter of massive wire fences as the city continued to
ries are kept close to their sources of supply, which means that grow. While not as secure as the palisade, the fences are strong
New Savannahs greatest industrial center is in fact many miles enough to provide protection from the smaller dinosaurs now that
away from the city. Life for the families of the miners and other the ranchers had reduced the threat of mass stampedes.
workers is harder than for those fortunate enough to live within Porters initial desire had been to re-create the eighteenth and
New Savannahs walls, but they have their own communities and nineteenth century architecture that Savannah was famed for, but
small towns that support them. simple economics and building pressures ruled out such ambitions
The largest town is called Mount Crowe, after Porters scien- in the short term. However, as more settlers arrived and the
tific advisor who discovered the main seams of ore in and around machinery to develop more impressive structures came available,
the mountains. It is probably the last major stopover point for any- some of his dreams became reality.
one wishing to head off into the mountains or beyond into the New Savannah has a burgeoning business community, spec-
desert, though very few come there for such a purpose. Most work tacular docks, the only civilian spaceport on Cretasus and much
for the mining companies, and theres always work available for more to interest the adventurer. It is the epitome of sophistication
deadeye shots to guard the ponderous travelling freight wagons. and Southern gentility, and is even more outstanding given the
Work is also underway on a railway between New Savannah and harsh environment in which it thrives. Like a fragrant orchid of
the factories to reduce the risk of dinosaur attack; none of the huge culture surrounded by an arid desert of plebieanism, the city is a
haulage wagons can travel very fast across the plain of New marked contrast to the hardships that surround its strong stone
Savannah, and while the trucks are pretty indestructible, their walls. While ranchers and farmers fend off the natural world they
crews arent. Pteranadons and pteradactyls from the mountains so carefully tend, the inhabitants of New Savannah relish the new
have been known to attack resting convoys, and there is always life they have made for themselves on Cretasus. For the majority,
the threat of bandits. Drivers and outriders are always in demand it has been a struggle, but some arrive with the money and back-
too; if one is looking for passage between New Savannah and the ground of privilege. However, most of New Savannahs good cit-
mountains with food and pay, then the freight convoys are the best izens have endured their own hardships to get this far, and none
option. intend to return to the trials of the life theyve striven to escape.
New Savannah is one of the few centers of habitation that has
Places of Note a formal government. Few of those that decide the citys future are
not first generation, and real authority lies with the Porter fam-
There are several places of particular importance in New ily and their close friends. Hepsediah Porter is still the overall
Savannah: ruler of New Savannah, acting as the head of the community as
City Hall, where all the Offices are located; something crossed between a president and a mayor. There is no
The Docks, where most commercial and military boats moor; serious political opposition to the Porter patriarch, and it almost

12
seems that he is without critics, but this is not the case. Taxation pooled resources from each precinct. All in all, Kelly does a good
is always a sore point, but most arguments are nipped in the bud job in keeping the citizens safe from the potential dangers that sur-
by admitting only those willing to pay such taxes to live in New round them and strives to ensure that crime does not pay.
Savannah. The taxes pay for the infrastructure needed to keep The Sheriffs Office is also responsible for the upkeep of the
New Savannah working: roads, street lighting, the fire service, New Savannah prison, a large concrete structure often mistaken
hospitals, waterworks, militia guard, and other public utilities for a fort by those approaching the city from outside. Fifteen
controlled by Porters government. Each department of the local inhospitable miles separate the prison from the city, and if gover-
government is responsible for keeping its part of the city in work- nor Jackson Wright has anything to do with it, its inhabitant wont
ing order, and the Porter family oversees this conglomeration, be making that journey until theyve paid their debt to society in
meshing it into one unified whole. Individuals are elected by the full and then some. There is no death penalty on Cretasus, but
citizens of New Savannah to run these utilities for terms of four doubtless your players will give cause for some to call for its
years. The role of public servant is not a light one; the grave introduction!
responsibility that comes with the office is not often reflected in Peterson Precinct: A typical precinct station located in the
the pay, and one needs a certain philanthropic bent to stand for one east of the city, Peterson Precinct is home to sixty officers and
term, never mind run for a second. There is a great sense of support personnel. Run by Evan Peterson (the citys longest serv-
achievement amongst those who have held office, as each and ing precinct officer) it has approximately forty police officers
every one of the holders recognizes the significance of what they ready for action at any one time. At least half of these will be
are building on Cretasus. Being part of the New Savannah success patrolling the streets, as Kelly strongly believes that a powerful
story is a great honor. police presence deters criminals. Peterson remains at the precinct
There are six main offices: the Sheriffs Office, the Office of throughout the day, meeting with Kelly weekly in the city hall to
Public Works, the Office of Agriculture, the Office of Civil report on some of the initiatives that affect his precinct. The most
Defense, the Office of Trade and Industry, and the Office of Public serious problem in Peterson Precinct is public disorder, as its
Welfare. hotels and bars are popular with visitors from outside, who often
bring their cash with every intention of spending it on either the
finest wines available to humanity or cheap rot-gut whisky that
The Sheriffs Office still does the job. Ranch-hands frequent this part of the city
when they are delivering to the market and they always bring
The current holder of the Sheriffs Office is Nathanial Kelly, drunken violence. The officers give short shrift to aggressive
a devout Protestant whose Earthly ancestors lived in Virginia. A drunks; many ranch hands have awakened to find themselves
former Security Officer on one of the Confederacys largest slightly bruised and sore in the stations cells.
space-craft, the CSS Shiloh, he is now in his fiftieth year and has Here are the statistics for the average police officer on the
kept crime in New Savannah so low that visitors may be unaware New Savannah force should your players force their intervention
that there are any misdemeanors committed in the city. at any time.
Every officer in the police force wears his badge of office on New Savannah Police, Confederate War1: CR 1/2;
the left breast: a circle with the Lone Star in the center. The rest of Medium-size Humanoid (6 ft.); HD 1d8+3 (includes
the uniform resembles the grey worn at West Point before the Toughness feat); Init +0; Spd 30 ft.; AC 12 (+2 leather
Civil War, making these guardians of the public good instantly armor); Atk +2 melee (1d4+1/crit 19-20, knife), or +1 ranged
recognizable. They are trained to keep the public peace, but also (1d10/crit x3, Colt .45); AL LN; SV Fort +2, Ref +0, Will +0;
to shoot; the new challenges that the dinosaur planet brings are Str 12, Con 11, Dex 10, Int 10, Wis 10, Cha 10.
also not lost on them. Skills: Intimidate +4 (4), Handle Animal +2 (1), Jump (1),
Their special division of Bronco Riders handles any threats Listen +2 (0), Ride +2 (2), Spot +2 (0). Feats: Toughness,
posed by the herds, and often patrols outside the city to make sure Alertness.
that there are no external threats passing unnoticed. The police Possessions: Knife, Colt .45 with 4d10 bullets, leather
also keep a stable of horses and a crack posse that has been known armor, flashlight, manacles, cash $1d6. Police may be
to pursue criminals deep into the swamps and mountains, usually equipped with Winchester rifles or shotguns for special mis-
to return days later with their quarry in hand. Zeke Wylde, now a sions.
little older than when he fought the albertosaurs at the settlements The Rough Riders: A posse of forty trained horsemen, the
birth, is the head of these Rough Riders. His knowledge of the Rough Riders are chosen from the elite from each precinct. Led
mountains is second only to that of the criminals who make it their by Zeke Wylde, the Riders often go out into the wilderness to get
permanent home, and even they have been caught out several their man, so all the Riders are expert horsemen and scouts. They
times by his tenacious raids into their territory. wear no uniform as such but all carry photographic identification
The city is split into separate precincts, each answerable to and a badge of office, though they rarely get called on to serve
Kellys office, and is manned by between twenty to forty officers inside the city. They are a cut above the average officer, and their
at one time. The Rough Riders are a city-wide elite, the result of statistics reflect their specialist training.

13
Rough Rider, Confederate War1/Bro1: CR 2; movie Alligator to you, but watch it; now imagine its a dinosaur
Medium-size Humanoid (6 ft.); HD 2d8+3; Init +1 (Dex); Spd down there.
40 ft. (light horse); AC 13 (+1 Dex, +2 leather armor); Atk +1
melee (1d8/crit 19-20, longsword), or +2 ranged (1d10/crit The Office of Public Welfare
x3, Colt .45)*; AL LN; SV Fort +2, Ref +3, Will +0; Str 11,
Con 11, Dex 12, Int 11, Wis 10, Cha 12. Once again, this Office doesnt provide a great opportunity
* Does not include penalties for firing while riding, which for adventure; it handles social security and benefits for the sick,
are reduced due to Mounted Archery feat: -2 if mount makes the elderly and the disabled. If you cant work, then you should be
double move, -4 if mount runs. able to find help here. Isaiah Mason heads the Office of Public
Skills: Animal Empathy +6 (4), Balance +3 (2), Handle Welfare and quietly gets on with it. There is an investigation
Animal +8 (5), Intimidate +5 (4), Intuit Direction +4 (4), department that deals with fraud, but other than catching cheats,
Knowledge (nature) +2 (2), Jump +2 (2), Ride +7 (5), theres not much in the way of excitement at the Office of Public
Wilderness Lore +4 (4). Feats: Mounted Combat, Mounted Welfare.
Archery, Toughness. The one source of controversy is usually the immigration sys-
Possessions: Light horse, longsword, Colt .45 with 4d10 tem. The Office has to examine people who have arrived at New
bullets, Winchester rifle with 3d10 bullets, leather armor, Savannahs massive spaceport for viruses and also has to detain
cash $2d6. May be equipped with lances or other weapons those who are on the planet illegally. The growing population of
for special missions. aliens on Cretasus has raised fears of exotic disease, and with the
Scenario Hooks: The most likely point of involvement the exception of the well-known Scray, most aliens are temporarily
characters will have with the police force is if they get a little quarantined upon their arrival at the spaceport.
rowdy or forget that New Savannah is a civilized city, not a place Scenario Hooks: Unless you really want to go on a crusade
where you can kill without facing the consequences. However, if to better the lot of the down at heel, theres not much room for
the characters are responsible citizens, they can volunteer as adventure here.
Special Officers or even be deputized to assist the Rough Riders
if their reputation warrants it. The Office of Agriculture

The Office of Public Works Porters eldest daughter, Catherine, is the head of this Office,
which also deals with other sources of food vital to existence in
Probably the least glamorous of all the public offices, the New Savannah. The fishing ships fall under the control of this
Office of Public Works is run by Winston Porter, the second-eld- large department, as do the farms and ranches of the Main Valley.
est son of the city patriarch. He is responsible for the smooth day- It is only recently that the office has started regulating the fishing
to-day running of the Office, which is the largest of the six. His ships, not because of fears of over fishing but because many
department covers a lot of different ground; the fire service, health unsuitable boats wound up at the bottom of the inland ocean after
care, sewerage and waterworks, fuel supplies, land registration, attacks by the larger sea dinosaurs. Small rowing boats look like
power, communications, and many other amenities taken for perfect prey to some of the true leviathans that hunt in the same
granted by many citizens in New Savannah all fall under his juris- shoals as the fishermen, and more than one family has lost its
diction. From clearing the sewers of rats and dinosaurs to provid- founder through such misadventure.
ing the facilities for delicate surgery, the Office of Public Works is All land ownership is registered here, as are the individual
a multi-faceted machine that runs smoothly due only to the dedi- farms and ranches that lie in the surrounding territory. While the
cation of the people who work within it. Private medicine is Office covers most of the land within five days ride of New
unheard of, and all doctors must be registered with the Office Savannah, it doesnt stretch to the true frontier ranches, as most of
before they can practice. Of course private doctors do exist, but those were founded by independent endeavor and dont come
they tend to serve those who dont want their medical needs com- under the jurisdiction of the city. All ranchers register their brand
ing to the attention of the police. here to help settle cattle disputes, and the Office even has veteri-
Scenario Hooks: As stated earlier, there usually isnt much in narians who specialize in the fauna of Cretasus (as much as one
the way of adventure to be found at the Office of Public Works, can be skilled in something so new) who train some of the less
but without it and the services it supplies, the characters wouldnt transient ranch hands the skills needed to birth the young of their
be able to live in the city or receive medical aid. Union or bandit peculiar herds.
sabotage of the public works is sometimes an issue, and dinosaurs The most arduous form of employment offered by the Office
mucking up the generators has caused problems in the past. There is the post of Ranch Inspector, which involves extensive and
is always work for sewer cleaners; this can be a very dangerous somewhat dangerous travel through the Main Valley to ensure that
job, and despite the generous pay offered by the Office, very few ranches are being kept on the land the rancher actually owns and
pursue this as a career. Not many people will recommend the that no one is collecting stray beasts from land that isnt theirs.

14
This is an unpopular job, as its other responsibilities include col- because theres no one to fight; the regular Confederate Army
lecting the taxes due to the Office. If a farmer or rancher has had watches for any Union challenge and the force stationed at New
a bad year or disastrous month, theres sometimes nothing left for Savannah is more or less a garrison to protect the city from the
the Inspector to take. Things can turn nasty, especially if the indi- larger predators and the unlikely but possible prospect of an
vidual concerned feels that the department is at fault for not sup- Union attack.
porting him during his hour of need. The Inspector usually travels The Militia is purely a Civil Defense Force, but they do train
with at least one Rough Rider and several other paid representa- with the military, and could be a useful occupation for player char-
tives to both protect him from angry farmers and enforce his acters who want to be soldiers but also to have the freedom with
authority when necessary. which to adventure on Cretasus.
Scenario Hooks: The Office usually hires outsiders to Militiaman, Confederate Sol1: CR 1; Medium-size
enforce its dictates, as the potential for corruption is quite high. Humanoid (6 ft.); HD 1d8+3 (includes Toughness feat); Init
This somewhat mercenary approach is regulated by a small force +1 (Dex); Spd 30 ft.; AC 16 (+5 flak jacket, +1 Dex); Atk +1
of professional officers, all of whom have been extensively vetted melee (1d4+1/crit 19-20, knife), +2 ranged (1d10/crit x3,
before being appointed. They oversee the hirelings and make sure automatic pistol), or +2 ranged (1d12/crit x3, Winchester
the operation runs smoothly. Characters becoming involved with rifle); AL LN; SV Fort +2, Ref +1, Will +0; Str 12, Con 11,
the Office can usually expect to have at least one NPC accompa- Dex 12, Int 12, Wis 10, Cha 10.
ny them, no matter what task they are paid to undertake. Skills: Drive +5 (4), Intimidate +4 (4), Knowledge (strat-
Here are some typical missions: egy & tactics) +5 (4), Listen +4 (2), Pilot +3 (2), Spot +2 (0),
1. Tax collection: This is a great opportunity to ride with the Use Technical Equipment +5 (4). Feat: Toughness,
Rough Riders, but it can also be a harrowing experience for the Alertness.
more sensitive players. Many people struggle in the Main Valley, Possessions: Knife, automatic pistol with 1d4 cartridges
and a dinosaur attack can wipe out a great deal of hard work. (20 bullets each), Winchester rifle with 1d4 cartridges (20
Characters could find themselves in a situation where they support bullets each), flak jacket, cash $1d4.
the farmer who cant pay and refuses to abandon his farm, instead
holing up with his rifle and enough ammunition and food to keep The Office of Trade and Industry
the officers off his familys back. Grudges can develop if the play-
ers carry out their duty; if the same farmer, now ruined, catches up Run by Jeremiah Othelthwaite, this Office is responsible for
with them when the bandit gang he runs ambushes the characters, taxation of the local population and New Savannah businesses, as
what will he do? well as ensuring that there is fair play amongst the companies
2. Rustling: Players can find themselves involved in anti- mining the rich ore from the mountains and the surrounding area.
rustling investigations. The Butlers and Dukes, two families that It is a very busy office, as new businesses are opening all the time,
you will meet later, are a common source of friction that the particularly in New Savannah and the industrial district around
Office has to smooth over and this would be a perfect way to Mount Crowe. The Office covers such diverse functions as the
involve the players in their age-old feud. There are also the ban- transport infrastructure, and its main project now is the railway
dits who hide out in the hills, mountains and swamps; they still from Mount Crowe to the industrial district of New Savannah. It
need to eat, and what easier way than stealing cattle (or other edi- is also responsible for traffic coming in and out of the spaceport,
ble life-forms). Theres potential for an awful lot of scenarios and if the characters start the game by arriving from another plan-
here: What if they discover that the rustlers arent even human, et, they will see representatives of both the Office of Public
but aliens or fierce dinosaur predators? Welfare and the Office of Trade and Industry. After all, Porter is
3. Hunting a deadly sea predator. While the Offices ships are keen to limit the number of people wanting to live in New
sturdier than most, no one really knows the true size of the mon- Savannah as hes all too aware of the problems that overpopula-
sters that dwell within the inland ocean. What terror may come tion bring.
from the deep? Jaws will seem like childs play compared to some The Office also deals with the thriving business community
of the specimens chomping their way through the unlucky fisher- that has developed over the last few decades. Business leaders
men of New Savannah. typically try to get taxes lowered; if there is ever to be a concert-
ed challenge to the Porter patriarchy, more than likely it will come
The Office of Civil Defense from the business sector. However, unless your players want to get
involved in a political game, you dont really need to worry about
Under the leadership of Nathanial P. Hood, the Office of Civil this, since Porter policies are popular with the vast majority of cit-
Defense covers all military activity in New Savannah, including izens, and businesses are strictly forbidden to sponsor candidates
the patrols that man some of the smaller waypoint forts outside the for election to any of the offices of government. The influence of
city walls. Remarkably, there isnt that much in the way of excite- business on policy is widely regarded as the beginning of the end
ment for the military forces and the New Savannah Militia simply for the Unions once-democratic government, as those who had

15
bankrolled candidates soon made it clear that they hadnt done so A Typical Residential District
for philanthropic reasons.
Scenario Hooks: There are several ways that the characters Houses make up the majority of buildings in the residential
could find themselves working for the Office of Trade and squares, with the occasional shop or bar breaking up the near per-
Industry. Here are just a few: fect (or monotonous) symmetry of Porters architectural model.
1. The Office employs a team of industrial investigators who Most houses are two-story and hold between four and seven peo-
ensure that businesses are playing by the rules. With the rise of ple, typically a single family. The district well look at is called
competition among firms vying for Confederate contracts to mine Stuart District, which consists of eight squares, and is of fairly
ore, the investigators are kept extremely busy and there is always recent construction. It is based near the southern wall of the city,
an opportunity for players to find employment with the Office in far away from the inland ocean.
that capacity. A few gunslingers are always welcome, simply The brief outline here leaves enough room for you to inhabit
because if a business is acting in an underhanded manner, its the district with anyone you like. Broadly speaking, it falls under
owner would rather silence the investigator than give up a lucra- the jurisdiction of the Stuart Precinct police station, and is fairly
tive contract. After all, anything can happen en route between quiet. It has two bars, three diners, and myriad small coffee shops
New Savannah and Mount Crowe. Many recent investigations and convenience stores.
have surrounded two large families, the Butlers and the Dukes, Jerrys (Residential Bar): Stuart Districts largest bar is a
more of whom youll hear later. popular meeting place for after work drinks as it is based near the
2. Bandits have stolen a transport ship from the Spaceport and coach house, the point at which all the locals disembark after a
the characters are hired to retrieve it. This can bring them into hard days work in the city center. Popular attractions include live
conflict with pirates who are trading off-world and could be the bands playing country music every weekday evening and dancing
start of a long campaign assuming the players actually want to on the weekends. The bar takes its name from owner Gerald
work with the authorities and not become outlaws themselves! Dwight, a resident of three years who brought enough money with
3. Supplies are disappearing en route to the railway, with him to have first dibs on the bar when it was built. He used to
whole shipments and their drivers leaving New Savannah, never work on the docks and has good knowledge of the ocean, even
to be seen again. The Office wants to know what is going on: is it though he now lives at the opposite end of New Savannah from
the work of the Union, bandits, dinosaurs or something more sin- his former place of employment. His old buddies still drink here
ister? Some ranch hands believe that theyve seen the ghosts of most evenings, bringing with them fishy tales: who has caught
the drivers begging for help but have been too spooked to take any what, and in some cases what has caught whom.
action. Others claim to have seen strange lights in the sky; could Uncle Moes (Family Restaurant): William Greenburg runs
it be aliens? It is up to the characters to get to the truth. this family-oriented diner. The establishments second owner,
Greenburg took over from Moe Williams when the latter died (of
Life in New Savannah natural causes, not food poisoning). The diner holds places for
about sixty people and youre not allowed to bring firearms onto
For the majority of citizens, life is very comfortable. The dif- the premises or use foul language in front of the children.
ficulties of early settlement have been overcome; new arrivals Greenburg is more than capable of throwing rebarbative cus-
dont realize how good theyve got it. As discussed before, the tomers out if they refuse his polite requests to leave, an offer only
city is arranged in an array of squares, which radiate out from the given once. Meals are good, the portions are fair, and the staff
inland ocean like a vast checkerboard. The older squares contain friendly if you play by their rules.
both residential and commercial buildings, but as the city has Jackson the Grocer: Typical of many convenience stores in
grown, squares have tended to be separated more along lines of New Savannah, this one, run by fifty-year-old manager Andrew
function. There are whole squares that contain shops and others Jackson, sells everything from ironmongery to boiled sweets.
that contain only residences, giving the city a more district-like Prices tend to be a little high, but the store is right on the doorstep
feel. For example, around the huge market are many other busi- of those who live nearby, and a long haul through the city is the
ness squares, drawn by the vast crowds that frequent the market- last thing residents want if they just need a cup of sugar. Jackson
place. The Chatham Theatre is surrounded by hotels, saloons, and keeps a shotgun under the counter and is ably assisted by his wife
other places of entertainment, all providing somewhere to have a Megan, a forty-three-year-old redhead with a tongue sharper than
drink before (and after) whatever show is currently in production. bitter lemon candy. These stores should be the first port of call for
Even the residential areas have convenience stores that provide characters wanting to get a good idea of the lay of the land.
most of their needs. Everyone in the neighborhood pops into the shop for those last-
minute items, and anyone not recognized by the Jackson family
either plans their shopping like a military campaign or is hiding
from humanity for some possibly sinister reason.

16
Dinosaurs in New Savannah tiny pale nocturnal bipeds that keep the house clear of vermin by
patient, quiet stalking of their prey. They imprint like ducks: once
Dinosaurs are quite difficult to domesticate, but people make bonded to a particular person, they will respect, obey, and protect
pets out of them anyway. Small dinos in particular are kept in that person forever. Both of these species breed well in captivity,
cages, in yards, on chains, or loose in peoples houses. Its rare to although butterfly lizards are notoriously frail and temperature-
find someone who doesnt keep two or three small dinosaurs sensitive, requiring a warm, moist atmosphere or their wings dry
(squirrel- to dog-sized) around the house. Brightly-colored dinos out and they perish.
are particularly popular; many of the domesticated versions are It is illegal for dinosaurs to walk loose down the streets of
actually poisonous creatures with their venom sacs removed. New Savannah. Riding them or walking them on a leash is
Dinos smaller than dog-sized generally do not speak and range in allowed, but otherwise they need to stay indoors. New arrivals are
cleverness from the level of a monkey to the level of a rabbit. sometimes surprised to see compsognathus, clipped pterosaurs,
They vary widely in temperament and habits. and edaphosaurs wandering up and down the street on leashes.
Its also important to note that some of these dinos will bite, Raptors and protoceratops, being of human-level intelligence, are
scratch, and attack their owners (who are not at all their masters). an exception to this rule, although raptors are rarely seen in the
Most are not fully domesticated and do not toilet train. People streets without a military escort.
keep them around at their own risk, but it seems to satisfy some The larger dinosaurs are often under the tenuous control of an
deep psychological urge, or perhaps allay fears of the uncon- injection harness, but most civilians still give them a wide berth,
quered hordes of dinosaurs outside the settled areas. remembering the rare (but infamous) lapses when they have
A few types of dino have been fully gentled for use in the mauled a passer-by or attacked each other or even turned on their
house and are tame enough to be kept around small children. owners. Even at their best, they leave enormous piles of dino dung
Butterfly lizards have a delicate pair of gliding wings and bright- in the middle of the roads.
ly colored scales; they are greedy and eager eaters which skitter Dinosaur leashes are constructed of thin but sturdy links of
around walls and ceilings like geckos on speed. White Jagers are metal, with a thick metal collar. Owners are required to wrap their

17
dinosaurs leashes, not around their arm or hand, but around their owners and escape, wounded, to the alleys, a feat which brought
torso: a mere handhold is not enough to restrain the larger ones him to qrfels attention. qrfel nursed him back to health, for which
and the authorities figure that people will try their hardest to avoid he feels grateful, and he shares qrfels goal of sweeping the valley
exciting their pets if failure means being dragged through the clean of humans.
dusty streets! Electrified leashes are also available for especially Zagmo often dresses in a fools motley, complete with jesters
wary owners. cap, because it makes humans think hes not a threat. He is.
(Breaking a standard dinosaur leash is a DC 25 Strength qrfel, Proteceratops Spy5: CR 7; Small Animal; HD
check; slipping a chain is a DC 30 Escape Artist check. 7d10+14; hp 52; Init +0; Spd 20 ft.; AC 18 front (+7 natural,
Attempting to restrain a dinosaur using a standard chain is a +1 size)*, 14 sides and back (+2 natural, +1 size)*; Atk +7
straight Strength contest, holder vs. dino; using a choke chain melee (1d8+2, bite); SA Spy class abilities; AL LG (zealot);
gives the human a +5 bonus to the roll, although it may antago- SV Fort +10, Ref +7, Will +10; Str 16, Con 18, Dex 10, Int
nize the dinosaur!) 14, Wis 16, Cha 18.
Very large dinosaurs need not be chained to a person, but they Skills: Bluff +15 (11), Ciphers +7 (5), Diplomacy +15
do need to be linked in a chain that eventually leads to a dino rid- (11), Gather Information +10 (6), Intuit Direction +4 (1),
den by a human, or to a vehicle. Strings of chained brachies are a Knowledge (nature) +8 (6), Knowledge (dinosaurs) +8 (6),
common sight on the outskirts of New Savannah. Knowledge (geography) +8 (6), Knowledge (history) +11
(9), Knowledge (local) +11 (9), Knowledge (human society)
qrfel and Zagmo, Dinosaur Researchers +11 (9), Listen +13 (10), Sense Motive +15 (11), Speak
Language (Common, Latin, Anglit, Protoceratops, Raptor),
qrfel is a representative of Underglen, a little-known proto- Search +5 (3), Spot +7 (4), Wilderness Lore +5 (2). Feats:
ceratops city to the north. He is the emissary to New Savannah. Dodge, Mobility.
(qrfel comes from a group of protoceratops who do not capitalize Possessions: qrfel wears modified saddlebags to store
their names; they feel its a sign of arrogance and too much attach- his finds.
ment to the self.) There are two emissaries, actually: qrban, qrfels * SA Spy class: As with all fifth level spies, qrfel can
elder brother, handles negotiations with the Confederates, while use Slip of the Tongue fives times per day, receives a +1
qrfel aims to learn as much as he can from these strange outsiders. dodge to AC vs. ranged weapons, and can use Nick of Time
qrfel has somehow acquired the services of Zagmo, an ornit- and Intriguing once per day. His dodge feat can also add +1
holestes. Zagmo obeys qrfels orders, and in general serves as his AC against a designated opponent.
hands. Zagmo, Ornitholestes Ftr1/Rog2: CR 4; Medium
qrfel is a common sight, walking around town with Zagmo in Animal (6 ft.); HD 5d10+20; hp 54; Init +7 (+3 Dex, +4
his special harness. At least, thats the story thats heard on the improved initiative); Spd 60 ft.; AC 16 (+3 Dex, +4 natural, -
streets. In reality, qrfel and Zagmo are saboteurs. They represent 1 size); Atk +11 melee (2d8+7/crit 19-20, laser sword), +11
the aggressive pacifism faction of the protoceratops, and work melee (1d4+7, bite), or +8 melee (1d3+5, 2 claws); AL NE;
as best they can to prevent development in the Main Valley and SV Fort +7, Ref +7, Will +2; Str 24, Con 19, Dex 16, Int 6,
the expansion of the Confederate military presence. They have Wis 10, Cha 4.
contacts with various factions of smugglers, and work to facilitate Skills: Hide +8 (5), Climb +8 (1), Move Silently +8 (5),
weapons deals that put guns in the hands of raptors. Zagmo is an Listen +4 (4), Spot +6 (6), Pick Pockets +8 (5). Feats:
accomplished thief, and often enters houses in the dead of night to Weapon Proficiency: Laser Sword, Improved Initiative.
steal important documents. They also gather information which Possessions: Cloak, laser sword.
might be useful to various resistance groups (Dinozonians, wild Zagmos archaic and specialized training gives him two
ones, raptor tribes, and any other opponents of progress). qrfel levels of rogue and one of fighter. Like any second-level
and Zagmo finance their activities with sales of native artifacts rogue, he can use the abilities evasion and sneak attack
through a fence named Anders. +1d6.
qrfel is soft-spoken and often buys rounds of drinks for new-
comers at some of New Savannahs many bars. If drawn out, he The Confederate Planets Center for Knowledge
praises human science and human accomplishments and plays the (C.P.C.K.)
role of humble student very well.
Zagmo never speaks. In fact, his tongue was cut out by sci- While New Savannah is famed for its hospitality, excitement,
entists interested in ornitholestes speech patterns, which led him and picturesque way of life, it is also the last point of contact for
to hate humankind. After they were finished with him, the scien- many explorers before they venture into the unknown. There are
tists sold him to smugglers, who taught him to rob. He often swal- many forests, mountains, and valleys far beyond the frontier of the
lowed stolen items in order to prevent them from being found. He inland ocean. Not only does New Savannah serve as the nerve
was quite accomplished by the time he managed to slaughter his center for all the farms, ranches, and industries on the plain, but

18
its also the origin point for many expeditions of discovery. Possessions: Knife, hide armor, 1d4+1 days worth of
Several offices offer contracts to brave souls willing to risk hardtack, 1-gallon canteen with water, cash $1d4.
themselves in the wilderness to further the Confederacys knowl- Whenever they leave the house, survivalists carry enough
edge. Whether the expeditions are to make maps of the area, supplies for several days even if theyre only going out for
search for resources, or simply to discover the fate of the last com- a short while just in case.
pany that never returned, there is usually an opening for a deter-
mined and adventurous sort.
Despite its rather official-sounding title, the C.P.C.K. is run
Mount Crowe: New Savannahs
by a private citizen by the name of Richard Montague. Montague Mining Town
is of old Louisiana stock and funds expeditions into the unknown
on behalf of the Confederacy. He takes a keen interest in all the
rumors brought in by other explorers and even the frontier. His As mentioned earlier, the average citizen in Mount Crowe has
people were the first to begin the task of cataloguing the dinosaurs a tougher life than one in New Savannah. With the discovery of
that live in the swamplands, and this led to the discovery of sev- the rich veins of ore in the mountains, the Confederacy called for
eral species previously unknown to the inhabitants of Cretasus. volunteers to come and work the mines. Overriding Porters ini-
Montague is always looking for people to escort his scientists into tial plea for families only, the Confederacy shipped in huge
the Bayou; characters can always find work here if they are handy numbers of workers to exploit the wealth they had discovered.
with a gun or know something about dinosaurs. Frequented by The character of the town is now like that of any frontier mining
survivalists (some of them deeply disturbing), the C.P.C.K. offices town in the early West: a massively disproportionate ration of men
are also a good place for the characters to hire a scout. to women, stacks of drinking holes and gambling dens to relieve
Montague used to lead some of the exploratory trips into the the workers pockets of their hard-earned cash, and enough hous-
swamp, so he knows it well. He too can be hired. His familiarity es of ill repute to surprise even the most liberal visitor.
with the swamps ensures that any party he accompanies has a bet- While some of the men might be mean and dirty, the law is
ter than even chance of survival. His brother James runs the cen- just as rough. Primarily under the control of the military (and local
ter in Richards absence. commander Colonel Paul Decker), justice tends to be swift and
The center has the best maps of the area available to out- final. Decker runs a three strikes and youre out policy for what
siders; there are some locals out on the frontier who know a little he considers lesser offenses like brawling and petty theft. In this
more than these maps show (like common dinosaur haunts and case, out means that the offender is shipped off-planet. Usually,
trails), but the information at the center should be good enough for the presence of his soldiers is enough to quell a fist-fight over
most journeys. Montague will always be interested in hearing any cards or women, with both parties denying anything happened
stories about travel on Cretasus, and he sometimes pays for maps, after the event. For murder and other such crimes, wrongdoers
so players looking to make money from a routine journey would typically have their possessions confiscated, followed by banish-
do well to proffer plans to the C.P.C.K. ment or imprisonment until they can be shipped off-planet.
Richard Montague, Offworlder Male Twf3: CR 3; Several have blamed Deckers system for the growing num-
Medium-size Humanoid (6 ft.); HD 3d8+6; hp 21; Init +0; ber of bandits that hide in the mountains and the forests, men
Spd 20 ft.; AC 13 (+3 crocodile hide armor see stats on forced to go on the run to avoid the law. Some attribute him with
page 80); Atk +4 melee (1d4+2/crit 19-20, raptor claw dag- the existence of the criminal colonies in both Plesiosaur Bay and
ger), +4 melee (1d6+2, unarmed), or +2 ranged (1d10/crit the Hideout Hills. Whatever ones opinion of Decker, his soldiers
x3, Colt .45); AL N; SV Fort +3, Ref +3, Will +2; Str 15, Con enforce the law in Mount Crowe, and youd better not cross them.
15, Dex 11, Int 10, Wis 13, Cha 9. Colonel Paul Decker, Commander of Confederate
Skills: Gather Information +4 (4), Wilderness Lore +4 Military Forces, Mount Crowe Mining Town: Descended from
(2). Feats: Track, Weapon Proficiency Ballistic. South Carolina stock, Colonel Paul Decker has served in the
Possessions: Raptor claw dagger, Colt .45 with 20 bul- Confederate military for most of his life. Like his father before
lets, crocodile hide armor, cash $2d6. If on expedition, him, he served in the 2nd South Carolina Rifles and soon became
Montague will be well equipped with all the supplies he the regiments Colonel. He has fought against all enemies the
needs. Confederacy has ever faced and is noted for his own personal
Typical Survivalist, Offworlder Twf1: CR 1; Medium- bravery, not expecting anything more of his men than he himself
size Humanoid (6 ft.); HD 1d8+1; Init +4 (Improved would be willing to give.
Initiative); Spd 20 ft.; AC 13 (+3 hide armor); Atk +1 melee Decker runs a tight ship, very rarely taking time off from his
(1d4+1/crit 19-20, knife) or +1 melee (1d6+1, unarmed); AL duties as lawgiver and peacekeeper in Mount Crowe and the sur-
CN; SV Fort +1, Ref +2, Will +0; Str 13, Con 13, Dex 10, Int rounding mining villages. He is now focused on the notorious
10, Wis 11, Cha 9. Gaines Gang, who have been stealing shipments of processed
Skills: Gather Information +3 (4), Wilderness Lore +2 materials (typically gold) and rustling livestock from the ranchers
(0). Feat: Improved Initiative. in the outlying district. He believes that they operate from caves

19
in the mountainside, but expeditions have yet to uncover any evi- Mining Operations
dence. His men have found the nests of several pteranadons, how-
ever, which usually ensure that the number of men that return with Mount Crowe is the largest of several communities that have
each expedition is substantially less than that which embarked. sprung up around the main centers of industry on the New
He is an impressive figure of a man; 6 4 tall, a champion Savannah plain. Owned by the Confederacy, the outstanding
athlete and a would-be Dino Warrior if the post appealed to him, resources available to new settlers are now professionally exploit-
he has thick dark hair and a beard that would be regarded as ed. The mines are run by dedicated mining firms who believe in
extremely long even by nineteenth-century Confederate com- the cause of the Confederate planets, as are the quarries, smelting
manders. He speaks with the classic southern drawl, always has a and processing plants and all the other industries and processes
polite word for the ladies and spends his spare time fishing on the considered critical to a country at times of war. These companies
banks of the great river for all kinds of water life. are, of course, well paid by the Confederacy for their support.
Colonel Paul Decker, Confederate Male War3/Sol3: Even though the Confederacy technically owns the mines,
CR 6; Medium-size Humanoid (6 ft.); HD 3d8+3d10+18; hp there is some competition for the tenders between firms to actual-
49; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC ly carry out the work. Less patriotic members of the business com-
17 (+2 Dex, +5 flak jacket); Atk +5 melee (2d8+2/crit 19-20, munity wouldnt worry about carrying out a little sabotage if it
laser sword), +9 ranged (1d10/crit x3, heirloom Colt .45), +8 meant the crippling of a rival firm and a revocation of the contract
ranged (1d12/crit x3, Winchester rifle), or +8 ranged (spe- to be passed on to a company that could carry out the work, i.e.
cial, shotgun); AL LN; SV Fort +8, Ref +4, Will +5; Str 15, theirs. Confederacy officials frown upon such behavior, but it
Con 16, Dex 14, Int 13, Wis 12, Cha 13. does go on.
Skills: Drive +5 (5), Handle Animal +6 (5), Intimidate +9 All kinds of mines can be found dotted around the mountains
(9), Jump +4 (6), Knowledge (strategy & tactics) +6 (6), of the New Savannah plains: iron, lead, sulfur, gold, copper, tin,
Listen +5 (5), Pilot +2 (2), Ride +6 (5), Use Technical silver, and coal, to name the most prominent. Mount Crowe sup-
Equipment +5 (5). Feats: Sense of Vulnerability, Combat ports the huge iron ore mines of Frederick P. Anderson, who
Reflexes, Iron Will, Endurance, Improved Initiative. employs over one thousand men and women to work his highly
Possessions: Knife, lasso, laser sword, heirloom Colt mechanized plant, turning iron ore into steel. Theres usually work
.45 with 1d4+2 cartridges (20 bullets each), Winchester rifle
with 1d4+2 cartridges (20 bullets each), shotgun (20 shells),
cash $4d6. Colonel Decker is always armed with all the
weapons listed above. At night, he sleeps with them!
Rifleman, the 2nd South Carolina Rifles: These are the sta-
tistics for a typical recruit; they are all experienced in the art of
war, and have adapted well to their new policing role. Always on
the lookout for Union infiltrators, most of Deckers Riflemen
expect that the Union would strike the industrial wealth of Mount
Crowe before they would assault New Savannah itself.
Rifleman, the 2nd South Carolina Rifles,
Confederate Sol1: CR 1; Medium-size Humanoid (6 ft.);
HD 1d8; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.;
AC 16 (+5 flak jacket, +1 Dex); Atk +1 melee (1d4+1/crit 19-
20, knife), +2 ranged (1d10/crit x3, automatic pistol), or +2
ranged (1d12/crit x3, Winchester rifle); AL LN; SV Fort +2,
Ref +1, Will +0; Str 12, Con 11, Dex 12, Int 11, Wis 10, Cha
10.
Skills: Drive +5 (4), Intimidate +4 (4), Knowledge (strat-
egy & tactics) +4 (4), Listen +6 (4), Spot +2 (0), Use
Technical Equipment +4 (4). Feats: Improved Initiative,
Alertness.
Possessions: Knife, automatic pistol with 1d4 cartridges
(20 bullets each), Winchester rifle with 1d4 cartridges (20
bullets each), flak jacket, cash $1d6.

20
available for anyone on Cretasus who wants it at the steel mills they operate from somewhere in the mountains to the rather more
and the iron mines, ranging from laborers to highly trained tech- unlikely conjecture that Steve Gaines, the Gangs leader, is actu-
nicians who ensure that the machines run smoothly. Research ally a hyper-intelligent velociraptor. Even the drunkest listeners
teams are often sent into the mountains to search likely spots and have disregarded this hypothesis, and Levers has no recollection
to take samples; Anderson is always looking for volunteers for of its source.
these dangerous assignments. As the first settlers discovered, Levers carries an automatic pistol at all times and is skilled in
there are creatures living in the mountains, and many huge cav- its use. He can also handle himself in a pub brawl, even with the
erns and tunnels already thread through their slopes. The real dan- soldiers, because while theyre usually drunk as skunks, Levers is
ger posed by the dinosaurs and the Gaines Gang ensure that play- stone cold sober. This is one publican who never dips into his
er characters with the right skills (and guns and guts to back them stock.
up) will find work as a research team if they wish to explore the William T. Levers, Confederate Male War1: CR 1/2;
mountains or are looking to earn some good money. Medium-size Humanoid (6 ft.); HD 1d8; 6 hp; Init +0; Spd 30
ft.; AC 11 (+1 padded smock); Atk +2 melee (1d3+1,
Entertainment unarmed), or +1 ranged (1d10/crit x3, automatic pistol); AL
LN; SV Fort +2, Ref +0, Will +0; Str 13, Con 10, Dex 10, Int
Bowling, billiards, cinema, and baseball games provide the 8, Wis 10, Cha 11.
more wholesome entertainment within Mount Crowe. Most of the Skills: Intimidate +2 (2), Listen +2 (0), Profession
factories have baseball teams that compete in a league once a (Barkeep) +2 (2), Spot +2 (0). Feats: Alertness, Quick Draw.
week; there are no professional players, so all games have to take Possessions: Automatic pistol with 1 cartridge (20 bul-
place on the weekend or during special sporting holidays held lets), padded smock, 3 flasks of various kinds of liquor, cash
every month. There are sometimes competitions in New Savannah $1d4.
during holiday season, when the top four teams from the Mount Scenario Hooks: The William T. Levers Rumor Mill: Here
Crowe league compete with the top four teams in New Savannah are some of the rumors that surface regularly when speaking with
for trophies. Levers.
There are many bars and their ilk in Mount Crowe. Several The Gaines Gang operate from a cave high up in the moun-
are sports bars where one can play pool or go bowling, while oth- tains. They use the gold they steal to buy weapons from gun-
ers are less salubrious establishments, many serving as both runners.
watering holes and brothels. There are no laws against drinking or The Gang need these weapons as they plan to take Mount
gambling in Mount Crowe, and while prostitution isnt strictly Crowe for themselves and ransom it to the Confederacy.
legal in Mount Crowe, it isnt strictly illegal either, with the vast The Gang has about seventy members in its ranks, most ex-
majority of the population (of single men) turning a blind or keen- miners or renegade soldiers; the actual figure Levers gives
ly interested eye to it. varies between thirty and one hundred, as he cant remember
Other popular attractions include the Bronco Trials, where how many are in the gang at all.
competitors ride younger triceratops like the bulls of the west: the There are several abandoned mines in the mountains. Work
rider that stays on his mount the longest is the winner. There are ceased at them due to pteranadon attacks, which were pretty
often scouts from the Dino Warriors or the richer ranchers in the ferocious as if they were defending something sacred.
audience eyeing potential recruits, so Bronco Trials are an excel- The mountains are haunted by the ghosts of a failed mining
lent opportunity for someone with the right skills to get noticed. expedition; late at night, you can hear them crying out to be
rescued.
Chesterton Winterfield, owner of the Virginian (a rival bar),
The Frog & Spanner is a Union spy. He gives the soldiers cheap liquor to get them
drunk and asks them questions when theyre out of their
Typical of the smaller bars in Mount Crowe, the Frog & minds on whisky.
Spanner has perhaps the most unusual name. Its proprietor, Silvia Jameson, a local madam, is a Union spy, and uses her
William T. Levers, a fifty-two year old former soldier, refuses to girls to elicit secrets from the soldiers.
go into detail as to why he saddled the fruits of his pension fund Matthew Kelly, a local timber-merchant, is a Union spy. He
with such a ridiculous moniker, but hes willing to go into great supplies the army with most of its timber, and knows exactly
detail about pretty much anything else. The bar has ten guest bed- what they intend to do with the lumber.
rooms, usually taken by men who travel with the convoys, with a Someone else is a Union spy. This is his favorite rumor, and
generous discount for soldiers and ex-servicemen. hes heard so many names that those he cant associate with
Levers is a somewhat forgetful man; if he could establish a their real story anymore fall under the umbrella suspicion of
link between the facts lurking in his fair-haired head, hed quick- Union spy.
ly realize that he knows too much. He knows many rumors about An intelligent velociraptor leads the Gaines Gang. It intends
the activities of the Gaines Gang, ranging from the solid fact that to use the gang to destroy humanity on Cretasus when the

21
moons are in a specific phase. ft.; AC 10; Atk +0 melee (1d3, unarmed); AL CN; SV Fort +0,
There is a secret passage between Colonel Deckers person- Ref +0, Will +1; Str 10, Con 11, Dex 11, Int 10, Wis 13, Cha
al quarters and The Cathouse, a high-class brothel, which 15 (17 with men).
Decker uses often. (This is probably the one rumor that he Skills: Profession (Entertainer) +4 (4). Feats: Great
doesnt tell that often, as firstly it isnt true, and secondly, Lover.
Decker would beat him to a pulp if he discovered the origi- Possessions: 2 flasks of liquor, cash $2d20.
nator of such slanderous gossip.) Scenario Hooks: There are plenty of scenario possibilities
Its up to you to decide which of these rumors have some ele- that could involve a place like Kittys. Perhaps one of the Gaines
ment of truth. Due to the unreliable nature of Levers memory, Gang has decided to take some of the gold hes captured into town
many of these rumors are actually parts of different rumors amal- and spend it a little too freely? Perhaps Levers is correct; that
gamated into one. For example, take the pteranadon attacks and Jameson works for the Union? What if one of the girls is kid-
the abandoned mines rumor. Levers has heard that there are pter- napped or attracts the unwanted attention of a brutal admirer?
anadon attacks in the mountains, and also knows that there are Think of westerns like The Unforgiven and virtually all others
several empty mines there. He also knows that fishermen who use based in a small frontier town; theres always plenty going on at
the great river once found something that interested Crowes sci- the cathouse.
entific team since it resembled artifacts sacred to tribes of primi-
tive humans. All these bits of information slowly merge into the Big Als Bronco Rodeo
one story, which may sound plausible enough to get player char-
acters interested, but isnt exactly what happened at all. Als is the place in Mount Crowe to see Bronco Rodeos, and
Making up your own Levers gossip is fairly simple. Take he has a small team of professional riders that take on all comers
three or four rumors you wish the player characters to explore. in monthly competitions. Formerly a rancher, Al J. Booth left
Use the start of the first rumor, the middle of the second and the for Cretasus as soon as he heard about the herds of triceratops
end of the third, and youve got the gospel truth according to roaming the plains around New Savannah.
William T. Levers. Repeat until confused. Your players will be. In his youth, Al had been one of the most enduring and skilled
riders on the rodeo circuit, winning enough money and attracting
Kittys enough sponsorship to eventually retire and buy his own land.
Booth started a very successful ranch with his wife Sarah and his
Owned by Silvia Jameson (who youll remember is a Union three sons, Isaac, Stephen, and Jason. He had mastered even the
spy, if Levers is correct), Kittys is a dance club, with a large num- craziest steer in his lifetime of riding, so when the opportunity
ber of the staff dancers being available for more private sessions arose to try his hand at something new, he and his family decided
in the many upstairs rooms. This is the only one of her establish- to make the journey to Cretasus and a new life.
ments that so openly displays its ulterior purpose; while most of Buying a small amount of land, Al had soon tamed a herd of
the brothels tend to hide behind the faade of a simple bar, Kittys triceratops indeed, he was the first man to do so. His three sons
is far more frank about its operations. quickly learned to ride the younger creatures, while Al mastered
Silvia was born and raised in the outer reaches, but left to try the art of staying atop one of the large males, which are often eas-
to make it as an actress when she was seventeen. One of the for- ily angered by the presence of something sitting on their back and
tunate few to find work, she was a minor cult figure in shocker prodding them to move on while all they want to do is graze. The
films, her curvaceous figure proving popular with the genres military took an instant interest in Als technique, and he trained
male fans. She married a wealthy businessman named Carl Marks, some of the early Dino Warriors before the military made it a
who owned several clubs where she launched an unsuccessful secret.
singing career. She then turned her hand to business and found Al attracted the attention of other ranchers in the area, who
that she had a natural aptitude for getting what she wanted and for also saw the advantages of being able to ride the larger triceratops
anticipating what others would demand. After Carls sudden death (namely, that you dont get squashed by the very creatures youre
from a heart attack, she took over his clubs. As the calls for trying to herd). He soon found himself riding the beasts out on the
women to come to Cretasus became louder, she saw an opportu- range, which quickly became his training school. He could charge
nity to start her own little monopoly and a new mini-empire. big bucks to train riders, and soon made the decision to host com-
Only in her early forties, Silvia is still an extremely attractive petitions to promote what had once been his sport of choice.
and curvaceous brunette. She regularly turns the heads of the Riders that he had trained flocked to the venue. It soon became a
wealthier and more influential men in Mount Crowe. She is popular way for ranch hands to spend their day off, competing for
believed to already have a lover, however, and spurns the atten- prizes and the chance to join the Dino Warriors.
tions of all who try their luck. As warrants the name Big Al, Booth is a giant of a man.
Silvia Jameson, Offworlder Female Com1: CR 1/2; Rumors abound that he actually punched a steer out cold in his
Medium-size Humanoid (6 ft.); HD 1d4; 3 hp; Init +0; Spd 30 ranching days. Some even believe that given good reason and a

22
foul temper, some of the smaller dinosaurs would find him a
struggle in a fist-fight. Wearing his hair close-cropped, he boasts
The Dukes and Butlers
a beard that gives him the look a thousand Harley riders would
love to have. If ever two families should never have met, the Dukes and
Big Al, Confederate Male Bro6: CR 6; Medium-size Butlers are they. While the majority of settlers on Cretasus come
Humanoid (6 ft.); HD 6d8+21 (includes Toughness feat); 41 to bury their past or to seek new horizons, one could be forgiven
hp; Init +3 (Dex); Spd 30 ft. (run 5x); AC 13 (+3 Dex); Atk +7 for thinking that the Butlers and Dukes had only come to the
melee (1d3+4, unarmed), +6 ranged touch (special, lasso), plains of New Savannah to continue their generations-old feud.
or +6 ranged (1d10/crit x3, automatic pistol); AL N; SV Fort Both families can trace their lineage back to the prominent
+7, Ref +8, Will +2; Str 18, Con 16, Dex 16, Int 9, Wis 10, farmers who founded the original city of Savannah, Georgia. As
Cha 14. time passed, the Dukes invested more and more of the familys
Skills: Animal Empathy +12 (9), Balance +5 (2), Handle money into farming, while the Butlers favored the growth that
Animal +18 (9), Intuit Direction +3 (3), Knowledge (nature) new industries offered, and this was the source of the initial quar-
+5 (6), Ride +13 (9), Wilderness Lore +5 (5). Feats: rel that escalated into the now long-running feud.
Mounted Combat, Ride-by Attack, Trample, Spirited Both families ran for office during local elections to represent
Charge, Toughness, Great Fortitude, Endurance, Run. Chatham County, one advocating the potential growth that indus-
Possessions: Lasso, automatic pistol with 10 bullets, try would bring, the other warning against the unemployment and
cash $1d4. low wages of automated factories. As both families had a lot of
money invested in the future direction of Savannah, they had a
great deal to lose if the election went the wrong way. As the con-
test progressed, the sometimes slanderous accusations and mali-
cious gossip propagated by both parties became far more interest-
ing to the general public than their actual policies, and soon the

23
debate became nothing more than a slating match. Rumors of the South, linking the other with Union industrialists and saboteurs
elder Butlers infidelity with a local saloon girl were countered by undermining the Confederate infrastructure. Isaiah Butler was
the more interesting revelation that Duke had first met his wife in hanged by a lynch mob only hours after Ethen Duke published
a house of vice and that at least one of their sons was not the fruit documents proving that the Butlers were involved in businesses
of Dukes loins. When Jesse Duke, the patriarch of the farming manufacturing weaponry for the Federalist invaders. Anyone who
family, heard these rumors, he demanded satisfaction from had checked Dukes source would have seen that these papers
Bernard Butler and declared that such malicious insults could only were outdated; the Butlers, staunchly loyal to the Confederacy,
be buried if their originator was likewise laid to rest. Both men had severed all ties with the North as soon as war seemed
were bound over to keep the peace by the magistrate, but the law inevitable. While the Butlers cried foul, they too were making
failed to take the fierce family loyalty of both sides into account; disingenuous claims about the Dukes involvement with the
while Bernard and Jesse were stating their cases to the magistrate, North. Noting that one of the Duke girls had married a prominent
William Duke, the youngest of Jesses sons, challenged Daniel agriculturist in Pennsylvania, Israel Butler claimed that the Dukes
Butler (Bernards eldest son) to a duel unless he formally apolo- were passing freely through the Federal blockade to supply enemy
gized to the Dukes. Such demands agitated Daniel the fact that soldiers at Gettysburg with provisions originally intended for
they came from the mouth of a mere sixteen-year-old boy served Southern troops. Townspeople reacted badly to this news, burning
only to anger him further. He agreed to the duel, and both sons down the Dukes family home and killing the youngest Duke in
were seriously wounded. William died of his wounds two days the fire. Regardless of the realities of war, the Butlers and Dukes
later. continued their feud, seeing the conflict as nothing more than a
The race to represent Chatham County was quickly forgotten. way to damage the reputation of the other.
Both families poured their energy into thwarting each others The year 2136 marked a new era for thousands of
plans, each making ridiculous bids for land they knew the other Southerners. The Great Exodus threatened to bring a halt to the
wanted. These financial machinations began to take a heavy toll feud. There was no guarantee that the Butlers and Dukes would
on the wealth of both the Butlers and the Dukes, who found them- end up on the same planet, a fact that upset the elders of each fam-
selves having to borrow heavily from the banks to maintain their ily. As the ships carrying them on to their new futures apart left
land war. Other businessmen and landowners exploited the situa- Earth, each secretly hoped that they would meet again. Fate was
tion once the pattern of buying land the other desired had become not about to disappoint them.
clear. Simply informing a Butler that the Dukes were after your Despite the fact they had both volunteered to travel through
land guaranteed one a good price from Butler, irrespective of the the same warp gate, their eventual destinations were as far sepa-
truth to such a claim. As weeks became months, the two families rated as could (and perhaps should) have been. Years passed as
destroyed each other, until they both had nothing and were forced they searched for each other through the known galaxy, convinced
back to the humble farming roots from which they had come. It that the other had survived, driven by the peculiar determination
was almost as if their fortunes had turned full circle, except that engendered only by true loathing. As fresh generations were born,
the two rings of life were now inextricably linked by blood. the feud looked like it would die a natural death, defeated by time
Whether rich or poor, the Dukes and Butlers wished nothing more and relegated to painful memory. Then came Cretasus.
than the complete destruction of the rival family, yet they would
never see this through to the end. There always had to be one sur-
vivor, one to tell future generations of the power and prowess of Duke Meets Butler: The Cretasus Years
the rival bloodline. The seeds of a bitter feud found fertile ground
in the minds of both Butlers and Dukes, and they became destined Samuel Butler first heard of Cretasus in 2189 when New
to hate one another until both families existed no more. Savannah started to acquire its reputation as the first city of the
Both families learned valuable lessons from their downfall: Confederacy. Learning of the vast mineral resources allegedly
first, that their demise was the fault of their rival, and second, that located in the mountains of the Main Valley, he decided to make
they should keep their intentions closer to their chest. The open his way to Cretasus in search of a new fortune. He wasnt the only
feuding had made them easy prey for their competitors. If they one whose curiosity had been piqued by Cretasus: Ned Duke,
were to build their empires again, they must resort to more covert patriarch of the opposing line, was also travelling to the rich plan-
dealings. Both families slowly acquired wealth, contacts, suppli- et. Cretasus sounded like a fanciful agrarian utopia to the farming
ers, and land, sometimes in different states and even in the Far leader an unparalleled vista of unsullied land to nurture and tend
East and Europe to conceal their improving fortunes from the for the benefit of mankind. The opposing ideals that had driven
other. the two families apart over four hundred years ago were about to
As the decades passed, the Dukes and Butlers gradually reunite them. And this was going to be no garden party.
regained the power they had both once held. By the time of the The initial meeting between the youngest male members of
Civil War, each family had invested most of its wealth abroad to each family erupted with that blend of hot-headedness and pride
hide it from the others prying eyes. As the war progressed, the that youth bestows, which only further emphasized the latent
feuding lines accused one another of betraying the cause of the hatred they felt for one another. (See sidebar to right for the full

24
story.) When the Butlers commercial brachiosaur train set foot on
the Dukes hallowed turf, a new war began. Cretasus was to be
their new battleground.
Several incidents developed out of this initial meeting. The
Dukes had been tending the land and keeping herds since they As a warm Sunday afternoon slowly melded into a balmy
arrived on Cretasus, so they probably knew the local fauna better night, Jake Duke was riding his young parasaurolophus mount
than most. A particularly ferocious tyrannosaur matriarch had through the rich foliage sprouting from the ploughed fields of his
fathers farm, on the lookout for marauders. He could see and
been creating some trouble for the Dukes, attacking their herds
hear the distant approach of a brachiosaurus train, carrying
and trampling their crops. The Dukes had taken some risky meas-
supplies from the mountain towards New Savannah. They didnt
ures to draw the creature away from the main herd, with Ned and
usually travel by night unless there were some emergency, and
Jake riding their broncos close by the monster in order to distract judging by the dust cloud thrown up by the huge dinosaurs, they
it. They had tried to catch the beast on several occasions, but had must be heading this way. On occasion, riders and guards visit-
failed each time. Finally, theyd taken to isolating the older tricer- ed the ranch, needing supplies or food, but always providing
atops, staking them and leaving hunks of meat nearby in order to news, materials or money in exchange. Indeed, such was the
attract the attention of the tyrannosaur. The smell brought her rewarding nature of good hospitality that Jakes father had been
near, and the sick or old triceratops became her next meal. This talking about building a halfway house for roving supply car-
method succeeded in keeping the huge predator away from the avans. Deciding that his father would look upon him favorably
main herd. Over time the family noticed that the tyrannosaur if he managed to secure more interested visitors, Jake gently
(affectionately dubbed Big Momma by Jake) returned to the spurred Yelper in the direction of the train.
stake sites looking for food on a regular basis. Discovering that The massive dinosaurs soon came into full view, their
the Butlers ran their brachy train only a few miles from one of the triceratops-mounted guards ever vigilant and keenly aware of
staking points, the Dukes started staking sick animals closer and their visitor. Jake hollered, his greeting immediately matched by
closer to the route that the train used. The tyrannosaur soon a raised hand and a wave from atop one of the brachiosaurs.
worked out where all the food was to be found. The huge dinosaur halted, and a tall, dark-haired stranger
Big Momma returned to the stake point one evening to find descended a rope ladder hurriedly slung over the side of the
more than she had expected. The careless train drivers had failed howdah mounted upon the massive creatures back. Yelper wrig-
gled awkwardly beneath Jake, as if he could sense danger, but
to post guards, and their laughter and shouting attracted Big
Jake ignored him; this train bore the mark of the Confederacy,
Mommas keenly carnivorous interest. Drunk on cheap whisky
and runners wouldnt be out this far unless theyd gotten lost.
and bloated on beans, the drivers proved to be an interesting vari-
The dark-haired man walked towards Jake, a large smile
ation to Big Mommas diet. The Dukes found the caravan scat- running the rather acne-ridden gauntlet of his face. As the
tered and the crushed bodies of partly consumed Butler workers stranger came closer, Jake realized that he was no more than a
not far from their camp fire. boy; fourteen or fifteen at most. With him came two armed men,
Getting dinosaurs to do your dirty work is quite a tempting one of whom Jake knew from the rodeo in Mount Crowe. These
proposition for many of Cretasus more mischievous inhabitants, were tough customers, not nannies, and though he was present-
but its not always the best option. Although the Dukes succeed- ly the youngest of the Dukes, Jake considered himself a veritable
ed in destroying the caravan, they had forgotten that eight bra- elder compared to the whipper-snapper striding towards him.
chiosaurs wandering about your land without handlers is not an Dismounting as good manners and Southern hospitality
ideal situation for people who grow crops. The first strike of the demanded, Jake walked forwards, arm outstretched in greeting.
new war hurt both sides: it wasnt long before the brachiosaurs It was grasped weakly but enthusiastically by the boy, who shook
had caused an incredible amount of damage, for which the Dukes it with the excessive vigor of one unsure of himself. Jake noted
blamed the Butlers. This came as no surprise; however, when the this with surprise; surely anyone who represented a train of this
Butlers threatened to involve the Sheriff of New Savannah in the size would be confident enough to meet a humble farmer?
dispute, the Dukes fell strangely silent. Additionally, there was something not right about this kid; even
As the year passed, the two families both caught wind of the his fingers felt cold and clammy. Jake pulled his hand away, and
developments in the swamps. Both sponsored parties from the the boy did likewise, eyeing Jake with new-found suspicion.
There are those that claim love can last forever, but even
C.P.C.K. to delve into the Bayou. In fact, this became the focal
they would be shocked by the irrepressibility of true enmity. If
point for their new feud: who would claim the wealth that both
ever there were another meeting between two strangers on the
suspected lay in the marshes? Whether it be minerals or some-
great plains of the Main Valley that was to escalate so quickly
thing as yet unknown, each family was driven by one desire: to into open hostility, it would have to be between the two armies
prevent the other from dominating the explorations. Whatever of the North and South. Though the feud had seemed dead for
secrets existed to be discovered, only one line would know them. over half a century, something in the heads of both boys flicked
In addition to this new arena, both the Dukes and the Butlers a switch from peace to war; memories flooded back that ones so
have ventured into business and ranching respectively, figuring young should not be able to recall. Jake Duke knew this boy was
that if their rival can do it well, then they can do it better. It has to

25
be noted that the Dukes small business ventures seek only to
undermine those of the Butlers, and tend to run at a loss, which is
currently absorbed by the success of their farms. Likewise the
Butlers ranch is something of a failure, as they are neither inter-
his sworn enemy, and the boy none other than Matthew Butler ested nor enthusiastic about herding a bunch of dinosaurs or
realized that he had met an old enemy hed never seen before. growing wheat. However, their triceratops are the cheapest at auc-
Lost? asked Jake, hands placed firmly on hips, just tion, and are popular with new arrivals to Cretasus as newcomers
above the butt of his pistols.
can always find a good head or two to begin their own ranch at
Are you? responded the child with a phrase only one so
these prices.
young would think the height of wit.
For now, and possibly forever, the two families remain at
Youre way off here, kid. This is Duke land. You need to
head back. Those brachies should be about ten miles north if each others throats, their hands wrapped tightly around one
youre heading for New Savannah. anothers necks; but not squeezing so hard as to kill their rival.
Dont tell me where I should be, retorted the youth, my The Butlers cannot exist without the Dukes, nor vice versa. The
father said there was a good hostelry round here, and that wed drive and determination radiated by each family comes only from
be welcome. I never expected to bump into a bumpkin. a desire to best its opponent, and one without the other would
The two guards looked at each other in surprise and alarm. surely lapse into lethargy.
Bill Yates, the taller and broader of the two men, interrupted.
Look, Matty, your father wants us to get to Savvy A.S.A.P. Scenario Hooks
to make the Butler drop in time. This guys just tryin to
My father pays you, and for the purposes of this conver- There are almost limitless possibilities for scenarios involv-
sation, I am my father. Do as I say and dont butt in, ordered ing the feuding families. Not many people on Cretasus are aware
the boy. of the age-old dispute or its history, and unwitting adventurers
Thats quite an achievement, kid, being your own father.
may find themselves tools of the Dukes or Butlers in the bitter
You from the swamps? I hear anything goes there, quipped
battle. Sabotage is the most common weapon in the arsenal of
Jake. Youve certainly got the look.
both broods, whether against a Butler business or a Duke farm. If
How dare you! My father is Samuel Butler, the richest
industrialist in these parts, and youll respect me, or Ill have theres something that could go wrong with any venture, the devi-
him buy up your miserable farm and send you into the back ous minds of the pernicious patriarchs will find it and try to turn
country. the potential problem into a demonstrable disaster for their rival.
Butler, eh? Ive heard of you. My name is Jake Duke, son of Typical plots involve the following:
Ned Duke. Now get off my land, before I take my belt to you, kid. 1. Dukes hire the players to arrest the contraband runners
Duke? Wait a minute pondered Matt. Yes, I know who operating near their ranch. A large caravan carrying stolen steel to
you are. Your lot spread lies about us back in 1862, saying we the pirates drop ship passes within a few miles of the main hold-
worked with the Yankees. ing (Neds house in fact), and this is where the caravan will be
Only because Butlers murdered Will Duke back in 1798! heading. There is a reward of $20,000 (Dead or Alive) for the han-
Fairs fair! spat Jake. dlers and drivers of the runners (said to be involved with the noto-
He was put down, like the sick pig he was. Youd better get rious Gaines Gang from the mountains), and given their ready to
out of my way, Duke, or my menll kill you! Weve got work to rumble reputation, Ned Duke recommends that they ignore the
do! yelled the boy, frothing with hatred for someone hed only Alive bit of the wanted poster.
met a few minutes ago. Naturally, this isnt a gang of runners; another brachy cara-
Make me, kid. Make me get out of your way. van is on the move, carrying steel to New Savannah. Since the
Ha! Youre not getting me on a murder charge like you did tyrannosaur incident, the guards are ever vigilant and will shoot
with cousin Obidiah back in 1970! We work within the law,
anyone who refuses to identify themselves, especially anyone rid-
Duke, and youre gonna feel its full weight round your scrawny
ing dinosaurs. Incidentally, the Dukes can provide the characters
neck soon enough! Why, Im gonna
with mounts should they need them. Any player wise enough to
Lets go, Matt. Well do as the man says and head north
cause weve got to make the deadline. You dont want to upset check with any proper authority figure (from New Savannah or
your pa now, do you? reasoned Yates. Mount Crowe) will discover that their targets are in fact innocent
Hmm, breathed Matt, okay. Lets go. Id better tell pa drivers who work for the Butlers. The Dukes will deny all knowl-
that theres vermin on this here land. edge of the characters, and claim that the triceratops mounts were
Yeah, you do that, and Ill whip your sorry behind, kid. stolen from the Duke ranch. If the players try the job and die, the
NowGIT! Dukes will claim that the Butlers have killed innocent ranch
And so the two companies parted but they were to meet hands. This is dirty work.
again. It had taken just two minutes to rekindle the fierce flames 2. Industry produces a great deal of waste, and some of this
of feud, and now, they were a-burnin bright. can be horribly poisonous. And what better way to test the toxic-

26
ity of any residue than on unsuspecting triceratops? Especially Leaving the Gaines Gang to their own devices, the brothers
when they are the pride of your most hated rival, Ned Duke. The blazed a trail across the Main Valley, committing random acts of
Butlers could involve characters in this mess with any number of violence against people clearly unprepared for their visitation.
lies: one might be that a ruined rancher wants to get revenge on Passing themselves off as survivors of a wagon train attacked by
the evil monopoly that destroyed him and his family by attacking T-rexes, the two were warmly welcomed by the good folk of the
the mutant creatures being genetically modified by the Duke Main Valley, who offered food and shelter. Small farms were com-
farms (nonsense, by the way, but believable). A swift tug on the monly targeted: the householders killed, their food stolen and
heartstrings followed by a sense of righteousness should be their homestead burned after the twins had stayed the night.
enough to con the characters into carrying out this Butler scheme Their first mistake came after they had been on the run for
to poison the Duke herd with industrial waste. two months. Settling at one of the small towns that dot the land-
3. Rustlers have stolen the cattle belonging to a new arrival scape between New Savannah and the mountains, the two had
and he is desperate for help. Local ranchers resent the new mans gone to celebrate their freedom at the saloon. Tax collectors had
attempts to found a new ranch in the area and they have stolen his reported the deaths of two families on their route, and during a
future. Can the players get the cattle back? discussion over a beer too many a bartender overhead Kane laugh-
Probably, but the cattle actually belong to the Dukes, so the ing about the gawkin face of that old farmer as he killed him.
players would be the real rustlers. Of course, the rancher would be Sending his son to fetch the local sheriff, the bartender plied the
grateful if the characters could escort the herd to New Savannahs McQuarries with free alcohol to ensure that their wits were absent
market and get a fair price, of which they may keep a certain per- when the law arrived.
centage. This should fan the fires of greed for those players who Even though they were as drunk as skunks, the varmints real-
relish the ker-ching of the cash register. However, it will more ized that there was something afoot. They left the saloon just two
than likely find them in jail, claiming that a non-existent rancher minutes before the sheriff arrived. It was time to head for the hills
hired them to do the job a likely story! again, but now the law knew who they were and what theyd
4. The characters could be approached by either family to done. Theyd have to be far more careful in the future if they were
explore the swamps or to investigate the fate of a previous explo- to survive.
ration. Unfortunately for the players, neither family is above mur- By the time they reached the area known locally as the
dering an entire expedition in cold blood and framing their rival Hideout Hills, the two had lost the posse that had amassed since
for the crime, so it is possible that the characters may become tar- the incident at the saloon. The involuntary relocation of a small
gets for professional killers. Another possibility is that the charac- dinosaur family gave them a rather dank dwelling place, a small
ters themselves will discover the murdered explorers and bring cave complex similar to many others burrowed beneath the
back the planted evidence, which would naturally make them very Hideout Hills. Priority one was to ensure that potential intruders
unpopular with the perpetrators of the trick. were discouraged, so they set an elaborate series of traps at the
As you should be able to gather by these examples, the feud mouth of the cave, with far deadlier ones in its interior. Providing
is not a light-hearted family spat; this is a serious battle of nerves you kept to the left and knew when to jump, you were safe, but the
and minds, utilizing innocents to play the fall guy. Providing to the uninitiated, it was a death trap.
someone else does their dirty work, neither family cares how With their underground base now secure, they planned their
filthy the job may be if it means that their rival is inconvenienced. first raid. Given that theyd left the Gaines Gang to escape a cave-
bound life in the first place, it had to be something that would
The McQuarry Brothers quickly elevate them up the property ladder. Payroll wagons
seemed an obvious target. They watched the well-ridden tracks
between New Savannah and the expanse of the Main Valley with
Few men have eluded the Rough Riders for as long as the great trepidation. The brothers had been part of a large gang on
twins Kane and Abel McQuarry. Both men arrived in Mount their last payroll job but now they were but two. Even the small
Crowe four years ago to work in Israel Putnams coal mine and group of six outriders that accompanied the coach was enough to
successfully stayed on the right side of the law for about three make any robbery attempt nearly suicidal. They would have to
months before a drunken brawl turned into a murder. Reluctant to find another source of illegal income and find it quick. After the
face justice, both men fled the mining town and hid in the moun- final piece of dinosaur meat theyd carved from the former inhab-
tains. Meeting up with the Gaines Gang, they got their first taste itants of the cave went rotten, the two realized that if the law did-
of an outlaws life when they held up their former employers pay nt kill them, then hunger would. They decided to take a big risk:
wagons en route from the banks of New Savannah. The pay was theyd have to go to New Savannah.
good, but there were so few centers of civilization in the Main Travelling into the city with a group of cattle hands, the pair
Valley that there was never anything to do with your new-found managed to go unnoticed by the guards. Looking for targets, they
wealth. Living in caves with the ever-present threat of hostile pter- noticed the hive of activity around the market and decided that
anadons seemed to suit the desperadoes under Gaines, but the some of the ranchers would provide an excellent source of
McQuarry brothers wanted something a little more luxurious. income. The large amounts of money passing between the ranch-

27
ers would take time to deposit in the banks, and some of the ranch- luck. Every raid, whether on a farmstead or in New Savannah,
ers made it clear during casual conversation that they intended to proved to be a resounding success. The McQuarries knew when
spend some of their earnings first. trouble was coming and could foresee the path their futures would
Befriending two of the cattle ranchers was an easy task for the take if they followed a particular course of action.
brothers, who could have easily found work as a comic double-act They dont realize it, but the McQuarry brothers are a team
if theyd ever chosen to live on the right side of the law. Drinks that possesses a special gift. When they are together, they form a
and a few games of cards soon revealed that the two men worked psychic link that gives them the ability to glimpse their futures.
for the Pollock ranch, one of the biggest in the Main Valley, and They are unaware of this ability, which only kicks in when they
had traveled for ten days to reach New Savannah with a large are thinking about a course of action. While some of us might
group of broncos. Theyd sold one hundred head of triceratops imagine the results, they see what would actually happen, and
and were entrusted with bringing the money to the bank while trust this inner instinct to keep them alive. So far, they have
their travelling companions (the other ranch hands and bronco escaped four attempts to capture them with traps that students of
drivers whod helped them get the shipment through) enjoyed criminal history would realize have proved successful in similar
themselves. Boasting that theyd made the journey ten times with- circumstances. This gift separates the outlaws from the rest of
out incident, the two luckless leaders had decided that it was their their ilk. It will take a clever man to stop their career of evil.
turn to have some fun too. Encouraged by Abel and Kane, the two Abel McQuarry, Confederate Male Twf3: CR 3;
went to the casino, hoping to have some fun. Inebriated almost to Medium-size Humanoid (6 ft.); HD 3d8+9; 27 hp; Init +6 (+2
the point of unconsciousness, the two were the first victims of the SA, +4 Improved Initiative); Spd 30 ft.; AC 14 (+2 SA, +2
McQuarries new crime spree. Dumping the bodies in the sewer, leather armor); Atk +5 melee (1d6+2, unarmed), or +5
the brothers left for the other side of the city to enjoy themselves. melee (1d4+2/crit 19-20, knife); SA Premonition; AL NE; SV
Daring to stay overnight, they had a royal time and left the fol- Fort +4, Ref +7, Will +4; Str 14, Con 16, Dex 11, Int 10, Wis
lowing day with provisions to last them three weeks and a small 17, Cha 11.
fortune in cash. Skills: Gather Information +7 (4), Hide +4 (4), Listen +5
They tried the same trick on three other ranchers before (0), Spot +5 (0). Feats: Alertness, Lightning Reflexes,
someone discovered the decomposed bodies of the original vic- Improved Initiative.
tims. Fortunately for the twins, no one had seen them with the two Possessions: Knife, leather armor, liquor flask, cash
ranchers; people knew the two dead men, but couldnt recollect $4d10, various stolen goods.
any of their actions. The brothers had avoided the law so far, and SA Premonition (Su): As long as Abel and Kane are
there was nothing to link them with the killings. However, both within 100 feet of each other, they each have an unerring
realized that they couldnt really keep the same modus operandi instinct regarding imminent danger. When exposed to a sit-
(although they didnt call it that) or the law would be onto them uation or decision that might endanger them, both Abel and
straight away. So instead of robbing ranchers when they were in Kane may make a Will save against DC 5. If either passes
town, they decided to revert to their killing spree across the plains. the check, he feels a pang of instinct that guides him in
The McQuarry seed must have been defective to make these crim- avoiding the situation or resolving the decision favorably.
inals believe that they could commit such horrible crimes without For example, when picking farms to raid, Abel and Kane
attracting attention, and their previous offenses had attracted the always seem to avoid the well-guarded ones; when travers-
keen interest of Zeke Wylde and his Rough Riders. Following the ing the mountain trails, they never fall prey to an ambush;
bloody trail the terrible twosome had left, Wylde had quickly con- and so on. They may make the Will save to avoid being
cluded that theyd headed for the hills. Some of the farmsteads caught flat-footed at the start of a combat. As a result of this
had been taken over by undercover Riders, who were to lie in wait ability, they also receive a +2 insight bonus to AC, initiative,
and look for signs of the murderers. and Reflex saves.
As luck would have it, Fate didnt favor the twisted sons of Kane McQuarry, Confederate Male Twf2: CR 2;
mayhem: their first port of call resulted in a gun battle that left Medium-size Humanoid (6 ft.); HD 2d8+6; 20 hp; Init +3 (+1
Abel less capable than his name would suggest. Nearly losing the Dex, +2 SA); Spd 30 ft.; AC 15 (+2 SA, +1 Dex, +2 leather
use of his right arm, he fled off into the night covered by his broth- armor); Atk +3 melee (1d6+1, unarmed), +3 melee
ers more accurate gunfire. Hotly pursued by the Riders who had (1d4+1/crit 19-20, knife); SA Premonition (see above); AL
ambushed them, the twins made for the hills again and by some NE; SV Fort +2, Ref +7, Will +4; Str 13, Con 14, Dex 12, Int
miracle lost their pursuers. It was as if they knew where the Riders 10, Wis 18, Cha 10.
would look almost as if some outside force was guiding them to Skills: Gather Information +4 (2), Hide +5 (4), Listen +6
safety. Whether it was their skill, sheer luck or the hand of some (0), Spot +6 (0). Feats: Alertness, Lightning Reflexes.
malevolent god, the end result was the same; the McQuarry broth- Possessions: Knife, leather armor, liquor flask, cash
ers made it back to their headquarters unnoticed. $4d10, various stolen goods.
All planning was abandoned in the face of persistent good

28
Hideout Hills come out. These tunnels are the perfect place for an ambush. Not
even the Rough Riders will venture too far into them, as it would
mean almost certain death.
This is one of the most dangerous places to be if you live a An average cave can hold up to five rustlers; roll 1D4+1 to
lawful life, because although to the untrained eye it appears unin- see how many are there if the characters are unlucky enough to
habited, it is actually teeming with life: low-life, that is. In addi- walk in on them by accident. The rustlers always set alarm traps
tion to the McQuarry brothers, there are other gangs using its dif- at the mouth of the cave, so by the time the characters get inside,
ficult terrain as the perfect hideout. The well-trodden paths sug- their enemies will be expecting them.
gest that although nothing should live here, a great many things Depending upon how long it was since the last raid, rustler
do, and you wouldnt want to meet any of them on a dark night gangs can have quite a lot of money on their person. Those fresh
or, for that matter, on a clear day. This bracken-cloaked cave-rid- from a job can have hundreds of dollars in their pockets, but if
dled hillscape has become such a haven for rustlers, fraudsters, pickings have been lean, the characters will just find a few cents.
killers and other undesirables that it has been dubbed the Hideout Typical Rustler, Offworlder Twf1: CR 1; Medium-size
Hills, and boy, theres a lot hiding out here. Humanoid (6 ft.); HD 1d8+1; Init +0; Spd 20 ft.; AC 13 (+3
Whether the caves are natural or the burrows of some long- hide armor); Atk +1 melee (1d4+1/crit 19-20, knife), +1
forgotten race of creatures, the end result is the same: myriad melee (1d6+1, unarmed), or +0 ranged (1d8, musket); AL
hidey-holes that ensure any pursuit turn into a long game of hide- CE; SV Fort +1, Ref +2, Will +0; Str 14, Con 13, Dex 10, Int
and-seek through some incredibly dangerous terrain. Rustlers are 10, Wis 11, Cha 9.
the most common gangs to hide out here; some are well known to Skills: Hide +1 (4), Wilderness Lore +2 (0). Feat:
the Rough Riders, and several have been in the Main Valley Jail Weapon Proficiency Ballistic.
on a couple of occasions. In fact the very existence of the Hideout Possessions: Knife, musket with 2d6-3 bullets, hide
Hills have increased the likelihood of criminals being deported off armor, cash 85% chance of $1d4-2, 15% chance of $5d10.
the planet, because once theyre out of prison they head straight
for the hills to continue their life of crime.
Rustlers tend to use the Hideout Hills as a base from which to The Great Library of Logos
strike at the incoming caravans of meat, typically knocking out or
killing the drivers and taking the herd to New Savannah them- Logos is an ancient protoceratops city that was destroyed five
selves. They rotate the salesmen in the gang so that no one gets hundred years ago. At its height, it was the center of protoceratops
too suspicious, because the law regards rustling as one of the most civilization on Cretasus. It housed the legendary great library, a
heinous crimes. The opportunities for people to have their own central repository of knowledge so vast it was said that no proto-
ranches are limitless on the vast surface of Cretasus, so the indus- ceratops had ever seen all of it. Its endless tunnels were polished
trious residents of the Main Valley despise thieves all the more. and ornate, decorated with columns and flourishes more beautiful
No one will offer the bandits sanctuary at any price. than anyone now could imagine. The rest of the city, built with the
You can travel six or seven miles into the hills before seeing library at its center, boasted exquisite architecture constructed at
the first signs of habitation. The most common sign is a rotting the zenith of protoceratopsian artistry.
corpse, usually a fugitive killed during a gang war between two Or so the protoceratops say. Now, Logos is only a story. A
groups of rustlers after the same prey. As farmers hang crows on combination of flood and warfare decimated the city. The remains
their fences to deter other birds, the rustlers mark out their territo- were lost over time, and completely forgotten for many genera-
ry with the rotting carcasses of previous trespassers. Decaying tions.
flesh attracts the attention of predators and scavengers alike, mak- But the arrival of man has renewed interest in Logos. Many
ing any journey into the Hideout Hills dangerous even without the believe the city holds secrets about the origin of the planet.
threat of bandits. According to legend, the great library of Logos contained all the
A typical rustler gang consists of between ten and twenty knowledge known to the protoceratops. Their present reputation
men, and many of the caves are too small to house all of them in for erudition, they say, is but a pale reflection on what they once
one place. As a result of this, the rustlers live spread out over sev- knew. If true, Logos could unlock both scientific and commercial
eral caves, some of which are over a mile apart. Gang members secrets about the planet and its resources. And, of course, it could
dont live in any one place permanently; they tend to rotate return a vital bit of history to the protoceratops.
through the different caves so that all know the nearest hiding
place should an emergency arise. Most gangs also know of a History
dummy cave, actually a tunnel that opens somewhere higher in
the hills and is used to shake off pursuers. Several lawmen have Logos sat atop one of many low plateaus that flanked the
been embarrassed by these networks of passageways; some have Danjow river south of where New Savannah now is, not far from
even made the mistake of standing guard outside the tunnel where the river ended in the scorching Crystal Desert. The foun-
mouth, reckoning that sooner or later, their quarry will have to dations of the city were carved directly into the plateau. Typical

29
low-lying protoceratops buildings were built onto those founda- of barbaric leptoceratops who called themselves the zuleps.
tions out of adobe. The entire plateau was honeycombed with the Barbaric relatives of the protoceratops, the leptoceratops inhabit-
tunnels of the great library, whose main entrance was in the cen- ed a miserable part of the world. They survived on tough ground
ter of the city. The ascent to the plateau, a gradually rising path vegetation and very little water. Even though they were herbi-
along one face, was lined with buildings sheltering tunnels that vores, they had a savage warrior culture and practiced piercing,
led into the rock, most of which connected with the library at tattoos, and scarification as rites of passage. They could walk on
some point. four legs or two, and their front claws could be used to grasp items
The soil at the base of the plateau was irrigated by the including the simple spears, shields, and knives they designed.
Danjow and extremely fertile. It provided the protoceratops with The protoceratops looked down upon the zuleps as uneducat-
a steady supply of food. The Danjow was (and still is) an unpre- ed savages. For thousands of years, the zuleps had roamed the
dictable river, flooding irregularly every few years, and in times desert, their tribes too small to merit attention. The protoceratops
of flood the protoceratops could easily retreat to the top of the ignored them which proved to be a terrible mistake. Two con-
plateau and wait for it to pass. secutive years of good rains ignited a population explosion among
The small, cramped tunnels of the library were designed with the zuleps, and an ambitious warlord managed to organize the
protoceratops in mind. Most were four to five feet high and about scattered tribes. The zuleps had for many years coveted the lush
as wide. Every surface of every tunnel floor, ceiling, and wall vegetation at the base of Logos, and now they had the strength to
was inscribed with the protoceratops language. All together, the do something about it. The erudite protoceratops of Logos, non-
collected knowledge carved into the librarys tunnels spanned combative to begin with, were happy to share but the warlike
more than ten thousand years of protoceratops history. zuleps had a different attitude. To them, there was room for only
The great library was an architectural marvel. Its tunnels were one tribe on the plateau.
arranged according to a protoceratops classification system. In the The zuleps launched an invasion of Logos. They fought with
forty miles of narrow tunnels on the first level was general intro- barbaric fervor. The hardy protoceratops tried to defend them-
ductory information about every subject in the system. Dozens of selves, but were routed. All the defenses of Logos had been
staircases led to the next level, which contained more detailed designed to defend against large theropods; the pits, gates, and
information, with each subject area on level two directly below small-aperture tunnels were of little use against opponents the
the area devoted to the same subject on level one. Level three, in same size as the defenders. Logos was soon occupied by chanting
turn, contained more detail, and so on. As new knowledge was zuleps.
added, new levels were excavated to record it. By the time one The protoceratops launched several attempts to retake Logos,
reached the twentieth level, there were moisture droplets visible but they failed. Unfortunately for the protoceratops, inscribed
on the ceilings, as the tunnels extended even below the basin of stone tunnels are not portable. When they lost the city, they lost
the adjacent river. their great library.
On the first few levels, all the horizontal tunnels were con-
nected. But in order to maintain the vertical organizational struc- The Great Flood
ture, new levels were sometimes added to a single subject area
without taking the time to build tunnels connecting all areas on Once the zuleps began feeding in the fertile river valley of the
that level. Thus, the layout of each level became more and more Danjow, their numbers grew rapidly. Although they initially
fragmented as one descended. If one decided to look up the details ignored Logos itself in favor of the riverside areas, they soon had
of moon moss after researching astronomy on the fortieth level, to expand upward into the city. They dug trenches from the river
for example, one might have to climb to the thirty-sixth floor to to the librarys lowest depths, which filled high enough to serve as
find a passage to the moon moss section, from which to descend wells for the plateau. They had flooded the great library.
to that part of the fortieth level. Logos was once a cosmopolitan city, thousands of years in
The only map of the library was a guide to the cataloguing the making, where the knowledge of the ages was culled and
system, which explained where to find information on the first recorded. Now, occupied by the zuleps, the library became a well,
level. From there, one simply had to descend to learn more. offices became stables, observatories became hatcheries, and
Researchers rarely descended all the way to the bottom, and even studies became gladiatorial rings.
the few abstruse protoceratops who went that deep never did so Then the Danjow flooded. Flooding was not unusual, but this
for more than one or two subjects. Thus, though it was said there time, the waters rose for weeks. The several years of good rains
were at least one hundred levels, no one had ever plumbed the true seemed to have reached their peak. The zuleps in the river valley
depth of more than a few subjects, much less all of them. were forced onto the plateau for protection. The protoceratops,
now living in dispersed camps upriver, were forced into the hills.
The Zuleps And the waters continued to rise.
It was a thousand-year flood. After yet another evening of tor-
Not far from Logos, in the Crystal Desert, lived a large tribe rential rain, the overcrowded zuleps awoke to find their plateau

30
city completely surrounded by water. They were stranded.
Before food could begin to be an issue, a massive storm
moved in. The skies darkened far across the horizon, and the deep
thunder could be heard for hours before the clouds descended on
what was left of Logos. The storm arrived just as the sun set, and
the ensuing hours of darkness were terror for the zuleps. The wet
air was thick with lightning, every bolt of which seemed to hit the
plateau. The lightning ignited sporadic fires which expired quick-
ly under the fierce rain, but nonetheless lit again with each new
strike. The zuleps could feel the point-blank thunder in their
hearts.
Around midnight, an even deeper noise rumbled below the
thunder. It grew steadily louder, terrifying the zuleps all the more,
until it revealed itself to be a forty-foot-tall wall of water cascad-
ing down the Danjow.
The wave crested the plateau and washed through Logos,
sweeping the zuleps over the edge. But there was something
worse: the library, which honeycombed the very structure of the
plateau, had been connected to the Danjow. The great wave swept
below the plateau as well as above it. Moments after the crest
washed across Logos, the water pressure inside the tunnels
reached its limits. Rapidly growing fissures radiated forth from stone dentures that protoceratops wear when they use their
the staircases leading down to the library. The ground exploded as beaks to write in stone). But they have not yet found Logos.
geysers erupted from the librarys entrances. Weak earth between The most significant discovery to date is a series of tunnels
the surface and lower levels fractured as a liquid earthquake embedded in the bank of the Danjow, near where it evaporates in
forced the water to the surface. the Crystal Desert. The tunnels, about a mile long over the course
This proved to be the Danjows final flood. In the morning, of all of their twists and turns, are a section of the library which
the golden sunlight rose over a wide, sedate river. Drowned zulep broke loose as a single chunk and was apparently swept downriv-
corpses floated placidly downstream. Water drained slowly from er. The cave made by the tunnels was occupied by various river-
the tops of several low plateaus, all flattened by the flood. Now all dwellers until explorers cleared them out a few years ago.
signs of Logos rested on the river bottom. The entrances to the Most of the wall inscriptions were worn off by the time they
great library were but nondescript lumps of mud atop one the were found, but enough was legible to learn the tunnels were once
many low plateaus that flanked the Danjow. a section of the library devoted to astronomy. Since then, the tun-
nels have been extensively explored and converted into an explor-
The Protoceratops Amnesia ers outpost. Now called Sesquiped, it is the last point before the
desert where one can find some modicum of civilization. A few
The protoceratops were devastated by the loss of Logos. It wizened old protoceratops astronomers and a wild one live there,
was the symbol of their civilization, and not only had it been studying the wall inscriptions, and you can sometimes find an
sacked by barbarians, but now it was completely destroyed by explorer or two passing through.
flood. Even worse was the loss of the great library. For a culture
based on knowledge, losing ten millennia of accumulated schol- Scenario Hooks
arship was crippling. The protoceratops came to refer to this as
their amnesia the enormous vacuum where once there was a The area around the Danjow River provides fertile ground for
shared memory, a memory that had been committed to written adventure. It has been five hundred years since the loss of Logos.
words now long gone. They have since tried to alleviate this sense The protoceratops have rebuilt their civilization. Now they want
of amnesia by creating new libraries, and many protoceratops to recover their great library. Human explorers want to uncover
cities include small libraries. But the species still suffers from a the secrets of Cretasus and its inhabitants. Military researchers
collective sense of lost knowledge and desperately desires to want to understand the worlds mineral and resource distribution.
recover the vast erudition lost with the flood of Logos. And adventurers want to find the forgotten city.
The arrival of humans renewed interest in recovering the lost The Danjow is a very long river, flanked by several levels of
library. Since then, protoceratops explorers have begun scouring terraces and plateaus. No one knows which might house the great
the Danjow where legends say Logos once was. They have found library. Over time, the lay of the land has surely changed, and the
many artifacts along the length of the Danjow, including shards of plateau housing the library may now be at ground level or per-
pottery, statuettes, inscribed tablets, and ancient beak sheaths (the haps the river has migrated away from it.

31
The search for the great library makes for an epic campaign. Environmental Dangers
The library is a major site, and it should not be found quickly. Its
discovery will be an important event. Knowledge of its location The Crystal Desert is extremely hot. Beginning about half a
can be sold to many parties (both protoceratops and human) for a mile from its edges, it is considered very hot for purposes of heat
princely sum. When it is found, explorers of all kinds from pro- danger. The desert interior, centered on the crater and including
toceratops to zuleps to humans will swarm there, and the knowl- the area within a two mile radius, is considered extreme heat.
edge it contains may create just as many mysteries as it unlocks. There are no strong winds or sand storms in the Crystal
Desert. Except for the occasional hot breeze, the air is still.
The Crystal Desert
Crystal Formations
The Crystal Desert is an arid region south of the mountains
around New Savannah. It is where Hepsediah Porters ship crash- Hundreds of varieties of crystals can be found in the desert.
landed. Somewhere in the sandy plains, his ship still lies, perhaps In fact, it almost seems as if no two crystals are the same. There
littered with the skeletons of his son Daniel and the rest of his are pink, red, green, blue, yellow, brown, clear, and smoky gray
party who decided to wait by the ship for help. (That is, if they crystals. Some are spotted, striated, translucent, opaque, or trans-
really did die there...) parent. Some produce musical notes when struck, and some hum
The desert begins quite abruptly at an obvious line of when even the slightest breeze passes them by. Some are soft and
demarcation, the grass browns and dies, plants wither and cease to salty-tasting, while others are hard and glassy.
grow, and the grounds moisture content drops to nearly zero. The There is no rhyme or reason to the placement of the crystals.
dirt soon turns into sand, heated to scalding temperatures by the Some patches of the desert are dotted with a crystal growth near-
clear sky above. Soon you see almost no living things, only hot ly every hundred feet, including some massive structures that are
dunes and rising heat waves. The mighty Danjow River strangely several stories tall, while other areas are bare sand for miles. The
dissipates and finally evaporates into nothing. This swath of bar- process by which the crystals form is also mysterious, for their
renness is the Crystal Desert. growth rates vary from a few millimeters to more than a foot each
The area is so named because of the crystal formations year. Without pattern, new formations will grow out of barren
throughout the desert. Careful examination of the sand reveals sand. But once a crystal point is removed from its formation, it
that its grains are much larger than usual and much more obvi- ceases to grow.
ously crystalline. There are rough, irregular crystal formations The crystals are valued by machinists for their use in optics,
throughout the desert, often in the lee of a sand dune or growing lasers, and other items of high technology. Many machinists
from the side of a crumbling rock wall. Sometimes tall quartz-like searching for the perfect material have journeyed to the desert to
crystals project straight up from the sand, with no other terrain test crystal properties.
feature in sight. Here is a list of several of the more useful crystals. They can
At the very center of the Crystal Desert is a great crater. This be located on successful Spot or Wilderness Lore checks. One
crater has no name, as the zuleps and protoceratops are the only check can be made for every day of travel through the desert.
civilizations to have seen it, and both regard it with a sacred, Glass Blood: This is the name given to a blood-red crystal
unnamable awe. As one approaches the crater, the sandy ground that grows in broad, short slabs. It is extremely rare, and also quite
becomes more rocky, and soon is a bed of thick, shattered crystals. difficult to find due to its low profile. One formation provides 3d6
The crater is more than 200 feet deep and almost two miles across. uses. If ground into a fine powder, mixed with liquid, and ingest-
At the very bottom one can see sun-scorched rubble of some kind. ed, glass blood fortifies the body. It provides a +1d4 resistance
bonus to Fortitude saves. The bonus lasts for one day. There is a
Residents great danger in ingesting glass blood, however: you are basically
drinking glass shards. If the crystal is not ground properly into an
Few creatures live in the Crystal Desert, but those that do are extremely fine powder, it does 1d4 points of damage and gives no
tough. The zuleps are the most common inhabitants, and there are bonus whatsoever. Locating glass blood requires a Wilderness
a variety of hardy reptiles and insects. The plant life is mostly cac- Lore check (DC 16), or a Spot check (DC 19). Grinding it prop-
tus, some short, tough trees, a variety of cane, and a few other erly requires an Alchemy/Chemistry check (DC 15).
hardy shrubs and roots. There are some medium-sized dinosaurs Lantern Crystal: This wide gray crystal appears completely
and a few larger ones (most from families that have lived in the opaque. In reality, it is very sensitive to light, and while its surface
desert long enough to adapt). You may occasionally encounter is solid, its interior is pellucid and finely faceted with an intricate
other animals around the fringes of the desert, but non-native interior structure. If broken off in sections which are then careful-
creatures quickly feel the heat and retreat. ly sawed flat at each end to expose the clear interior, it becomes
an incredible light magnifier. A light shown in one end of the
resulting crystal wand is multiplied tenfold by the brilliant facets

32
within and emerges from the other end that much brighter. Lantern extremely hot, it is also very difficult to navigate. The loose crys-
crystal is relatively easy to find (about one formation every square tal shards are crumbly and practically impossible to get a good
mile), and each formation provides 5d12 crystal wands. Locating footing on. Moving down the crater and around its bottom counts
lantern crystal requires a Wilderness Lore check (DC 14), or a as a bad terrain surface (1/2 movement); climbing back up the
Spot check (DC 16). crater wall counts as a very bad surface (1/4 movement).
Song Crystal: Song crystal is a faint, translucent blue color. Moreover, characters moving uphill must constantly try to keep
It grows in thin reed-like prisms an inch wide and several feet their footing, so they count as being flat-footed at all times.
long. It can only be found in the southernmost reaches of the The ship itself is completely buried and is hard to see from
desert. It is extraordinarily sensitive to touch, and produces a faint the crater rim (Spot check at DC 22 to recognize that something is
whispering noise when wind passes over it. Merely rubbing the buried beneath the sand). But if characters descend into the crater
crystal with a finger produces a melodious sound. It is valued by and search the area, they will find numerous hatches, pits, and
musicians as well as by many dinosaurs who find the sounds pipes leading into the buried craft (Spot check at DC 12 to notice).
pleasing. Song crystal can be located with Wilderness Lore check The ship is a mile wide and many levels deep. Although it was
(DC 16), or a Spot check (DC 18). damaged in the crash, many of its passageways, cargo holds,
launch bays, and other structures are intact.
Secrets of the Desert The first level of the ship has been stripped bare, thanks to
thousands of years of decay and occupation. But as one descends
The Crystal Desert is a geographic anomaly for a number of further and further into the wreck, one will find ancient technolo-
reasons. Its sudden beginning and obvious perimeter are strange. gy, some of it still working. Rumors of the technological windfall
The crystals are inexplicable. Its location in the midst of an other- at the crash site have sent several machinists adventuring, but
wise moist region is unusual. And the fact that the Danjow dries none has yet found it. Navigating the desert, discovering the site,
up and disappears as it enters the desert is simply unnatural. and exploring the crashed ship could be a substantial adventure
The secret of the desert lies in the crater. Resting beneath the for characters.
shards of glass and clumped sand is the battered shell of a crashed The ship has been the home of many zulep tribes over the
alien spaceship. Its crash landing and the resulting reactor melt- years; two tribes live in it now. They occupy the first buried level
down long ago changed the deserts very nature. The rubble at the of the ship, with one tribe being a recent arrival which has begun
crater bottom is the only clue to the hull buried beneath. It has contesting the other tribes occupation.
been empty for at least 10,000 years, for even the protoceratops One notable feature of the zulep occupiers is their strange
great library, which contained 10,000 years of accumulated anatomical characteristics. All young born within the ship have
knowledge, described it as an aging, empty wreck. mutations. Some are slight, such as crooked beaks or missing or
Traces of the wrecked ship can be found throughout the extra fingers, while others are extreme, such as third eyes, feath-
desert. These otherwise unidentified metal scraps originated at the ers, horned frills, or no tails. Such is the peril of living in to the
crash site long ago. They are twisted and sun-baked, with nothing crater.
so intact that its original purpose can be discerned. Many scraps (We have intentionally left the interior layout of the ship
show signs of twisting or shredding, as the leptoceratops use the unspecified for now. Develop it as you see appropriate, adapting
scraps to build weapons and tools. the ship to fit your campaign. Or await future developments in
Staying in the crater is quite perilous. Aside from being other supplements!)

33
The Tecumseh Trail

The Tecumseh Trail is the passage to the west. Gouged out of vide a shortcut, like that miner said? After seeing four graves in
the soil by the parallel wagon ruts of a steady stream of pioneers, five miles, should we have taken the other fork back at the bend?
it is now the most traveled frontier route on Cretasus. Thousands These questions are important, because the trail diverges in
of frontiersmen have lived and died along its path, and the graves many places. Just past Fort Tecumseh, a traveler can head north-
that mark its miles remind observers of the pioneers determina- west along the inland sea, or cut west through the jungle. Most
tion. choose the former, but the latter is said to shave six days off the
The trail leads to several major areas of Cretasus. The verdant trip. These choices confront pioneers every step of the way.
southwestern plains are the most common destination. The Bayou, Two forks in the trail are especially important. The first is at
a gray swamp that borders the plains to the north, is a less com- Millers Crossroads. There, the north fork runs below the Bayou
mon goal. The Black Jungle and Lake Hope lie to the west of the until it eventually crosses the Fur River into the northwestern
plains, while the Hampshire Mountains stand to the south. plains. Those plains are the least settled and, if rumors are to be
The trail is named for Fort Tecumseh, its original destination. believed, the most prosperous. But reaching them requires great
Fort Tecumseh is now the last bastion of civilization before the stamina and a stomach for danger, as the Bayou is infested with
trail enters the back country. Beyond the fort, settlements are velociraptors and spinosauruses.
sparse. Garsville, along the banks of Lake Hope, is the only pop- The southern route from Millers Crossroads is the route
ulation center large enough to be called a town. Tiny Millers more often traveled. It cuts directly across the plains. Most pio-
Crossroads lies where the trail bifurcates at the beginning of the neers leave the trail in the plains to make their home. The land is
plains and is an important place for western frontiersmen to sell still so vast as to be largely unsettled, but by now a traveler can
their wares to eastern merchants. Gilmore Homestead and Vicente expect to find a homesteader within several days journey of
Pass both serve as backwoods gathering points, but they are hard almost any point along this stretch.
to reach. Pioneers with Union sympathies occasionally head for The second important fork is where this southern trail veers
Fort Lincoln, the Unions largest outpost, which lies below the toward the Black Jungle. Here, the south branch of the trail heads
plains in the Hampshire Mountains. into the jungle. Loggers, hunters, trappers, and bachelor farmers
often choose this route. The other fork veers west into Lake Hope
The Trail and Garsville. This stretch goes through light forest and is dotted
with larger farms more inviting to less adventurous travelers.

There is no sign proclaiming the Tecumseh Trail. The trail is


marked only by the evidence of those who came before. Wagon Fort Tecumseh
marks, litter, the corpses of livestock, graves, scenes of battle, dis-
carded belongings, extinguished fires, and trampled camp sites Fort Tecumseh is the Confederacys western stronghold. It
lead the pioneers in the steps of those who preceded them. was founded by General Bowie in 2189, just four years after New
A journey along the Tecumseh Trail is filled with hardship. Savannahs founding, as an important link in the Confederacys
Pioneers must contend with hunger, disease, robbery, and plans for the planet. General Bowie is a likable man who is
dinosaurs. They must time their departure with the seasons, lest nonetheless universally feared by his men, for he has never been
they freeze on the plains while still mid-journey. They must in a fight that didnt end with his opponents death. His first
choose carefully what to bring, balancing their desires with the encounter on Cretasus only reinforced this reputation. He was
risk of overloading their wagons or overburdening their livestock. attending the first wedding in New Savannah. It was a grand affair
All pioneers must contend with faulty information, that per- to join the children of two of the new societys most prominent
petual gnawing doubt at the back of every travelers mind. Few families. After the ceremony, the reception was held on a gor-
are the guides who have taken the Tecumseh Trail both west and geous wooded bluff overlooking the sea. As the bride and groom
back east again. Travelers receive tips and directions from the set- cut the cake, three velociraptors burst out of the underbrush. The
tlers or occasional hunters they encounter, as well as the marks of guests panicked, but not General Bowie. He grabbed the cake
those before them but there is no way to confirm the route. Was knife and immediately impaled one of the raptors, killing it with a
the best river passage to the north or south? Does this cut-off pro- single stroke. With a second stroke he sliced the forearm off the

34
next raptor. At that, they retreated, and General Bowie wiped off Layout
the knife and served the rest of the cake. Most of the guests, how-
ever, had lost their appetite. The fort is arranged in three concentric squares. The inner-
When someone was needed to establish a fort to the west, most square is defined by a high palisade of thick, pointed logs
General Bowie was the natural choice. He had earlier begun beside a dry moat sixty feet wide and twenty feet deep. This
organizing the Army of Solaris, a loose-knit force of independent square is a quarter-mile wide and houses the officers barracks,
units from the dozens (later hundreds) of planets that had repre- ammunition depot, and artillery. It is the most secure area and the
sentatives on Cretasus. The Army of Solaris was a true frontier center of the fighting fort in a war, the population would
army, composed of whoever was willing to fight, and General retreat to this area.
Bowie took it west to build a fort. The middle square is surrounded by a fence made up vari-
Bowie established his fort much farther west than anyone ously of split logs, mud bricks, and piled stones. This square is
imagined. He eventually built Fort Tecumseh nearly 400 miles about a mile wide at most points. Its sprawling interior includes
from New Savannah. Although this decision was unpopular at the the soldiers barracks, stables, mess halls, parade grounds, guard
time (Whom is General Bowie protecting, the humans or the houses, and storage facilities.
dinosaurs? asked many New Savannah citizens), General Bowie The area outside the fence is a mix of military and civilian
realized that traffic on the frontier would grow. His decision was domain. The military farms, practice ranges, and livestock herds
proven correct within a decade, as the Tecumseh Trail was trav- are there. Most residential and commercial institutions are there,
eled more and more. Fort Tecumseh became the first hub of fron- too: a dozen saloons, three general stores, a grain dealer, a leather
tier civilization. dealer, a mill, a buying agency, two blacksmiths, a bank, two com-
Fort Tecumseh is now the home of the Army of Solaris and mercial stables, six hotels, and a theater which everyone knows is
several regiments of Dino Warriors. Its total population, both mil- actually a front for a brothel.
itary and civilian, is about 10,000 people, give or take however Civilians realize the safety inherent in staying close to the
many pioneers are currently passing through. There are 2,000 sol- fort, so the lands around it are clustered with ranches and farms.
diers. The soldiers and about 500 civilians live in the fort, and the There are constant encampments of pioneers at the forts edges.
rest of the population is scattered among the farms and ranches There is no large river near the fort, but several small streams
that line its perimeter. flow near or through town and into the great sea. Timber is an
expensive commodity, as it must be floated or hauled into town.

35
The soldiers have a lot of time on their hands and have gone to the
trouble to bring in lumber for the fort, but most civilian houses are
made of sod.

The Dino Warriors Missions


The Dino Warriors are the elite dinosaur cavalry of the The Fort monitors the Union presence at Fort Lincoln,
Confederate army. They are the Confederacys newest military defends New Savannah from the great herds on the southwestern
branch and the most visible of its soldiers on Cretasus. Their
plains, and maintains law and order on the Tecumseh Trail. Its
mission is threefold: first, to protect Confederate settlements and
influence on the trail extends east almost as far as New Savannah,
trade routes; second, to maintain relations with the dinosaur
but settlers heading west leave its protection very quickly.
tribes and nations; and third, to establish hatcheries and grow
their ranks to the point where they can fight against the Union on The fort has lately been involved in an increasingly hostile
other planets. war with a nearby velociraptor nation. The Lettoko raptors occu-
The Confederacy knows the Union is testing its ironclads py the hill country south of the fort. They oppose human
on Cretasus. Officially there are no hostilities. Unofficially, there encroachment, as the humans are gradually chasing away the
are regular encounters and even casualties as the two sides dis- Lettokos traditional prey. In the past year, the Lettoko have
pute borders and attempt sabotage. The Confederacy realizes the become more aggressive, ambushing pioneers along the trail and
power of a trained T-rex and ultimately wants to train cadres of occasionally even making forays into the farms and ranches
troops to be deployed on other planets as defenses against Union around the fort.
armor. Even on Cretasus, the Dino Warriors sometimes plan The fort has responded with increased patrols and raids on
covert ops where they attack Union tanks or experimental the Lettoko. The Lettoko are made up of at least six tribes, all sit-
ironclads, completely unprovoked, as a test or for a specific mil- uated in fairly close proximity, and are very dangerous opponents.
itary purpose. Since most of the damage to the Union in these They exploit the hill terrain masterfully, launching ambushes and
raids is in the form of bite marks, its easy to deny responsibili- hit-and-run attacks from out of nowhere. So far, five soldiers have
ty and blame it on a wild dinosaur (at least in diplomatic and been lost for every raptor killed.
public relations channels the military on both sides knows
whats going on).
The Dino Warriors also serve as dinosaur diplomats for the The Military
Confederacy. Because of their affinity with animals, they are the
best equipped to communicate with the intelligent dinosaurs. On The life of a soldier in Fort Tecumseh is actually fairly excit-
a number of occasions, the Dino Warriors have transformed hos- ing. While at post, he (or she) must endure the usual chores of
tile velociraptor tribes into willing allies, through a combination post life: mess duty, guard duty, drills, building and repairing
of gifts, trade, diplomacy, and display of force. Most Dino facilities, cleaning, and so on. But if youre going to be at post,
Warrior encampments include a combination of domesticated Fort Tecumseh is a great post to be at, as there is a large civilian
dinosaurs and wild but friendly dinosaurs acting as liaisons, population nearby and its always ready to serve the soldiers.
advisors, diplomats, or even hired mercenaries (a common role While not at post, soldiers go on patrol. Patrol around Fort
for silverclaw raptors). Tecumseh is usually dangerous, which makes it rather exciting.
There is no shortage of farmhands, hunters, pioneers, and The missions vary, but there is always trouble brewing some-
other back country dwellers eager to become Dino Warriors. But where. There are marauding dinosaurs, trail bandits, and dishon-
becoming a Dino Warrior is not easy. Only bronco riders of high
est traders; green pioneers to tend to; and the gradually escalating
level, as well as normal civilians and regular soldiers who show
war against the Lettoko raptors. Whether its the great herds of the
exceptional aptitude with dinosaur handling, are admitted to the
plains straying too close for comfort, or a vicious ceratosaurus
first stage of training.
This first stage consists of one year training and raising stalking the trail, the soldiers of Fort Tecumseh always have
dinosaurs in the hatcheries. During this time, the Dino Warriors something to worry about.
closely observe the candidates interaction with dinosaurs.
Depending on performance and the recommendations of their Sites of Interest
superiors, a select few are invited to take the Dino Warriors ini-
tiation tests. Josies Review is the most happening place in town. It is a
Successfully passing the initiation tests requires more than nightclub/theater famous for its singing showgirls, who are
mere dinosaur empathy. Physical and strategic ability are very known for hundreds of miles around their songs are the only
important. The tests vary by time of year and whats available,
entertainment for many back country farmers! Travelers returning
but some common tests include surviving five days in the
from the back country relax there for a few days before resuming
wilderness equipped with only a hunting knife, riding a wild
their trips, as do pioneers passing in the other direction. Miners

36
and hunters stop by when they are in town, and there is always a
contingent of soldiers on leave from the fort. Many of the local
farmers and ranchers are regulars. Josies is the best place to get
a drink and learn the news from hundreds of miles in any direc-
tion. triceratops for a full minute, rounding up an escaped herd, and
The four largest saloons in town are The Spur, Buds Brews, fighting a velociraptor in one-on-one combat.
The Red Raptor, and the Three Horn Saloon. The Spur is a dirty Dino Warrior duties are generally more exciting than those
in the regular army. If a particularly dangerous dinosaur has
hole in the wall known for its fistfights and all-night poker games.
been ambushing merchants along a trade route from New
Buds Brews is a large, relaxed saloon frequented by local farm-
Savannah, its usually the Dino Warriors who get called to fix
ers the closest thing Fort Tecumseh has to a family bar (if there
the problem. This is why the trails between Fort Tecumseh, New
is such a thing). The Red Raptor is known for its mascot, a stuffed Savannah, and Fort Apache are fairly safe. Of course, there are
raptor with unusually red skin; the bar attracts a mix of outdoors- never enough Dino Warriors to chase every carnivore, but they
men and soldiers. The Three Horn Saloon is home to the stuffed certainly make the areas they patrol safer than anywhere else on
head of a colossal bull triceratops, one of the largest ever seen; the the planet.
saloon is decorated with other natural artifacts, including a T-rex While not on patrol, a Dino Warrior is tending to his ani-
skull, a beer keg made of a pachycephalosaurus skull, and tables mals. He feeds them, cleans them, and trains them. Breaking and
with clawed feet from all manner of creatures. The Three Horn training newly acquired wild dinosaurs is an ever-present chore.
Saloon is a great place to meet dino hunters, safari guides, and So is raising young into domesticity.
Dino Warriors. Some high-level Dino Warriors are promoted out of active
The buying agency occupies a three-story wood-plank build- duty. They have diplomatic or political jobs that take an officer
ing labeled Buying Agency. For many frontiersmen, it is the away from the front lines. These are the Dino Warriors youll
most important building in town. Each of its twelve offices hous- find as prominent citizens in New Savannah, the forts, and a few
es a buyer representing one or more merchants back in New other large towns. They are revered as heroes. After all, they rep-
Savannah. The buyers procure raw materials, which they then resent pretty much everything the Confederacy adores
ship back to their employers. The buildings occupants vary strength, heroism, military prowess, and rural lifestyle. These
depending on who is in town at any given time, but there are usu- are the men and women who sit on boards, organize charity
balls, court the mayors children, and invest on the side in expe-
ally two mineral buyers (dealing in everything from aluminum to
ditions to faraway jungles reputed to have valuable sugar cane
gold), two timber buyers, one leather and skins agent, three pro-
brakes.
duce and crops buyers, one dealer in live dinosaurs, two mundane
A Typical Dino Warrior: Dino Warriors usually begin
livestock dealers, and one exotic goods buyer (specializing in their careers as soldiers or bronco riders. They are recruited into
taxidermied dinosaurs, exotic skins, dinosaur artifacts, and the the Dino Warriors when they demonstrate unusual aptitude with
like). The buyers deal with farmers, hunters, and miners who handling animals. For more information, see the Dino Warrior
dont want to trek all the way to New Savannah to sell their prestige class elsewhere in this volume. Here is the profile of a
goods. The buyers employ their own agents in Millers typical Dino Warrior private.
Crossroads to deal with prospects even deeper in the back coun- Dino Warrior Private, Confederate Bro3/Dnw2: CR
try, and those agents in turn have their own agents as far west as 5; Medium-size Humanoid (6 ft.); HD 3d8+2d10; Init +2 (+2
Garsville. Dex); Spd 30 ft.; AC 17 (+2 Dex, +5 flak jacket); Atk +4
The First Bank of Fort Tecumseh is the biggest bank west of ranged (1d10/crit x3, automatic pistol), +4 ranged touch
New Savannah. It is one of the very few secure places on the fron- (special, lasso), +4 melee (2d8+1/crit x3, laser lance), or
tier to convert notes to gold, borrow money, and deposit savings. +4 melee (1d6+1, laser prod); AL LN; SV Fort +4, Ref +4,
The bank holds the combined wealth of most of the areas big Will +1; Str 12, Con 11, Dex 13, Int 12, Wis 10, Cha 12.
farmers and ranchers, as well as the savings of General Bowie Skills: Animal Empathy +11 (8), Balance +5 (6),
himself. At any given time, the banks vault holds 2d4 x1,000 dol- Handle Animal +16/+14* (8), Intimidate +6 (5), Intuit
lars in cash and valuable metals. The bank is always guarded by Direction +6 (6), Knowledge (nature) +7 (6), Knowledge
three private guards and 1d4+1 soldiers. (strategy & tactics) +4 (3), Ride +11/+9* (8), Wilderness
Lore +6 (6). Feats: Dinopathy, Dinosaur Presence,
Mounted Combat, Mounted Archery, Point Blank Shot.
Prominent Locals * Higher bonus applies when working with mount in
which he specializes.
General Bowie: General Bowie is the most important man in Possessions: Automatic pistol, lasso, laser lance,
town. He still runs the fort and the Army of Solaris. He also acts laser prod, flak jacket, handheld communicator, cash
as the de facto mayor of the town, since all the important town $2d6.
positions (sheriff, treasurer, etc.) are filled by military men he
appoints. He is a short, stocky, balding man who always wears

37
after disclosing an animals faults, is legendary. Rumor has it that
he once sold a lame, half-blind triceratops to a professional bron-
co rider for the same price his competitor was selling perfectly
healthy ones. And the buyer was completely satisfied with the
deal!
Honest Eddy, Confederate Exp1: CR 1; Medium-size
Humanoid (6 ft.); HD 1d4-1; hp 2; Init +0 (+0 Dex); Spd 30
ft.; AC 10; Atk +0 melee (1d3, unarmed); AL N; SV Fort +0,
Ref +0, Will +4; Str 10, Con 8, Dex 10, Int 12, Wis 18, Cha
18.
Skills: Appraise +5 (4), Bluff +8 (4), Diplomacy +8 (4),
Profession (Animal Husbandry, Sales) +5 (4), Ride +4 (4),
Sense Motive +8 (4). Feats: Lucky Cuss.
Possessions: Lucky rabbits foot, cash $3d10
Buckskin Steiner: Buckskin Steiner is one of the best
known wilderness guides at Fort Tecumseh. He spends most of his
time on solitary trips into the hills south of the fort, where he hunts
everything except raptors, as he is one of the few humans to be on
good terms with the Lettoko raptors. Buckskin makes a good
living selling his kills, though he occasionally moonlights as a
guide. He is a wide-shouldered, broad, hairy bear of a man who
wears a fringed dino-leather buckskin jacket and rarely speaks.
When hes in town, he spends his time at the Red Raptor, although
lately he has been spending very little time in town.
Buckskin Steiner, Offworlder Male Wil2: CR 3;
Medium-size Humanoid (6 ft.); HD 2d8+2; hp 15; Init +0;
Spd 30 ft.; AC 13 (+3 studded leather armor); Atk +2 melee
(1d4+1/crit 19-20, raptor claw dagger), or +1 ranged
grey fatigues. He speaks in brief sentences and is very bossy he (1d12/crit x3, Winchester rifle); SA Dinosaur Ally, Motivating
forces all situations into a commander-soldier relationship. Cause; AL CN; SV Fort +4, Ref +0, Will +4; Str 12, Con 12,
General Bowie, Confederate Sol8: CR 8; Medium- Dex 11, Int 10, Wis 13, Cha 10/8*.
size Humanoid (6 ft.); HD 8d10+16; hp 57; Init +1 (+1 Dex); * Base of 10 reduced to 8 when around humans.
Spd 30 ft.; AC 11 (+1 Dex); Atk +9/+4 ranged (2d10, laser Skills: Animal Empathy +5 (5), Animal Peer +3 (2),
pistol) or +2 melee (1d4+2/crit 19-20, heirloom dagger); AL Climb +3 (3), Heal +3 (2), Intuit Direction +6 (5), Wilderness
LN; SV Fort +8, Ref +3, Will +6; Str 13, Con 14, Dex 12, Int Lore +6 (5). Feats: Weapon Proficiency Ballistic.
16, Wis 15, Cha 16. Possessions: Raptor claw dagger, Winchester rifle with
Skills: Bluff +8 (5), Drive +8 (7), Intimidate +14 (11), 40 bullets, studded leather armor, cash $1d6.
Knowledge (strategy and tactics) +14 (11), Listen +9 (7), SA Dinosaur Ally (Ex): Buckskin is allied with the
Operate Ironclad +4 (3), Pilot +10 (7), Sense Motive +7 (5), Lettoko raptors.
Use Technical Equipment +14 (11). Feats: Combat SA Motivating Cause (Ex): Buckskin is spending so
Placement, Combat Tactician, Endurance, Iron Will, much time in the woods that he is starting to see the world
Leadership, Sense of Vulnerability, Weapon Proficiency from the eyes of the Lettoko raptors. He opposes human
High Tech (Laser Pistol). incursion into their territory, and receives a +1 bonus
Possessions: General Bowie carries a holstered laser against enemies of the Lettoko.
pistol and a +1 heirloom dagger. His assistants carry every-
thing else (usually papers and documents). He does not Scenario Hooks
normally wear armor, as he is rarely near combat. If forced
into battle, however, he has first pick from the forts arsenal. Most of the citys excitement comes from its status as the
Honest Eddy: Honest Eddy (otherwise known as Edward frontiers biggest establishment and the center of law and order
Anderson) owns Honest Eddys Stables. He is a relaxed, congen- for many miles. Almost every dishonest man on the frontier has a
ial back-slapper who is friends with everyone in town. He is well reason to hate General Bowie or his men. There is always lots of
known for his total honesty, and equally well known for his amaz- excitement on the trail, whether its due to dinosaurs, stranded
ing salesmanship. His ability to close a sale at a good price, even pioneers, or bandits. Missions against the Lettoko feed a constant

38
opportunity for adventure, as do the many trade links between the
buying agency and its suppliers.
Here are some rumors that characters might hear while in
Fort Tecumseh. Remember, not all of these have to be true! You
decide which are false leads and which point to real adventure.
1. General Bowies son went on patrol and still isnt back.
2. A trail bandit recently released from the Fort Tecumseh
prison is rounding up a new gang.
3. An ornery old miner must have found a deep vein of gold,
because he comes in from the south hills with at least ten pounds
of gold every few weeks.
4. A wealthy pioneer is offering top dollar to soldiers who
desert and act as his trail guards, but General Bowie says hell
hang any man that deserts.
5. Two Lettoko tribal chieftains are feuding. General Bowie
needs someone to encourage their feud to help divide the Lettoko
nation.
6. Union agents are buying up all the good mounts in an effort
to slow down western migration.
7. Old Smiley Smith, a rancher on the edge of town, is
organizing a posse to go get that ceratosaurus that keeps eating his
broncos.
8. A protoceratops wanderer is offering a fortune to anyone
who will escort him safely to the heart of Lettoko territory.

Long Ridge Hatchery


About ten miles south of Fort Tecumseh is Long Ridge
Hatchery, which the locals refer to as simply the hatchery. The
hatchery is where the Dino Warriors train wild mounts, raise baby hatcherys underground architecture makes its full extent difficult
dinosaurs into domesticity, and refine the relatively new combat to ascertain, an intentional reason for its construction thus.
strategies for dinosaur warfare. It is the base of operations for The hatchery is always buying dinosaur eggs, as well as
about 60 Dino Warriors and their mounts, as well as support staff young, untrained dinosaurs. Several grizzled ex-hunters now
of double that number. make a living snatching dino eggs to sell to the Dino Warriors.
The Dino Warriors most intelligent and most loyal mounts The hatchery also offers a bounty for the heads of oviraptors,
are allowed to roam free. The rest live in ten large barns arranged since oviraptors directly compete with the hatcherys needs and
in an open rectangle. At the center of rectangle lie three wide rings several have even been caught skulking around the hatchery
in a row, like the rings of a circus. A spiked palisade three logs entrance!
thick, anchored to the ground with heavy chains, surrounds each
ring. Ten feet inside each palisade are a number of large iron
cages. These are where wild-caught dinosaurs are kept until they Fort Lincoln
are domesticated.
A gate leading into what looks like a mound of earth is the Fort Lincoln is the Unions largest settlement on New
entrance to the hatchery proper, which is built into a hill. Within Savannah. It is an official outpost of the Federal Union of Planets
the hill is a maze of tunnels that connect dozens of warm, cozy and is considered by the Union to be the formal base for its
rooms in which dinosaur eggs are cared for. The earth mound colonists on Cretasus. But because the Union arrived on Cretasus
helps insulate the eggs, some of which must be kept warm to hatch after Confederate sympathies had already been well established,
properly. Newborn dinosaurs are kept in the hatchery until they many of its colonization attempts around New Savannah and the
reach a certain size, whereupon they are removed to the barns. southwestern plains have ended with its government-sponsored
The hatchery is ostensibly a secret, although everyone at Fort pioneers being run out of town. Now Fort Lincoln serves as a
Tecumseh knows about it. The important part is that the Union not refuge for Union colonists and a base from which to launch colo-
learn about it. The Union is well aware of the Dino Warriors sta- nization efforts at the northwestern plains, an unsettled region
tioned there, but has no direct knowledge of the hatchery. The where even the Confederacy lacks a toehold.

39
Layout
Fort Lincoln is situated at the top of a hill in the foothills of
the Hampshire Mountains. The inner garrison (the fort proper) is
Federal Marshals at the crest of the hill. The rest of the fort stretches down the hill
away from the garrison. Most of the northern face of the hill is
The Federal Police Agency is one of the least centralized covered in residences and temporary housing for colonists, while
organizations in the Union. Its mission is to police Union the other faces have military buildings. At the base of the south
colonies in the outer reaches, where formal governments are slope is a landing pad where the occasional spaceship brings sup-
rare and the law is whoever has the biggest stick. The plies and fresh colonists.
Agency consists of several dozen federal marshals, each of Structurally, Fort Lincoln is far superior to any Confederate
whom patrols one or more solar systems. Reporting to the fort on Cretasus. It is constructed of imported high-grade steel,
marshals are federal sheriffs, who, with the aid of three or prefabricated to fit a standard design template that the Union
four deputies, patrol one or more planets. Due to their distant employs on all of its frontier planets. The fort proper is a quarter
assignments, the marshals often go for months or sometimes mile square, built of double walls of twenty-foot-tall steel plates.
years without contact with their superiors, making them near- The prefab walls include watch towers in each corner, two gates,
ly autonomous. and three levels of ramparts with hundreds of firing ports. Local
Typically, there is a sheriff for every 100,000 people and improvements help improve the standard design: the walls are
a marshal for every 1,000,000 people. These populations are reinforced by an inner stone wall quarried from local rock and an
even more impressive when you consider that the usual outer dry moat.
Union colony consists of only a few thousand miners and
their families.
Marshals and sheriffs maintain law and order over vast
Population
distances, acting as the law for dozens or even hundreds of
planets. To cope with this nearly impossible task, they are The forts population is fluid. Only 2,000 soldiers are sta-
well equipped, well financed, and extremely well trained. tioned there, although they are supported by more heavy armor
Unlike the sheriffs of the old west, they are not just some and artillery than the entire Confederate force on all of Cretasus.
tough local with a badge. Instead, they are always top-notch About 4,000 civilians live around the fort permanently, some of
veterans of the army, navy, or civilian police forces who have them relatives of the soldiers. The rest of the population from
decided to pursue a solitary life in the outer territories. zero to as many as 2,000 additional civilians consists of
Only the most experienced, highly decorated individuals colonists either leaving for or returning from the back country.
are accepted into the Federal Police Agency. There they Union freighters deliver a steady stream of colonists, who
undergo a rigorous basic training program where at least 70% spend their first few weeks at Fort Lincoln before setting out.
of them wash out. The survivors are trained in the special tac- Because the colonists are government-sponsored, they are well
tics often required of federal marshals. Then they are sent equipped from the beginning. Unlike Confederate pioneers,
into the field to act as sheriffs deputies. The deputies are Union colonists often have motorized vehicles to carry them
given nearly impossible tasks (stop planet-wide rioting, for across the plains. They have ample provisions and new weapons.
example) and basically treated like cannon fodder. If an And Fort Lincoln sends small detachments of soldiers to accom-
applicant survives his three-year deputy period (only 25% pany them on the first stretch of the journey. When starting out, at
do), he is then eligible to become a sheriff when and if a least, Union colonists have a significant lead over the
position becomes open. From there, he may someday be pro- Confederates.
moted to a marshal. But the lead is rapidly narrowed by the Union colonists
The tactics required of marshals and sheriffs are very inexperience with rural living. Most come from the sprawling
different from those of the regular military and police. Union super-cities and have no idea how to farm, ranch, fish, or
Marshals and sheriffs spend much of their time acting as hunt. Thats why Fort Lincoln is often filled with colonists return-
organizers, motivators, and disciplinarians. They must under- ing from the back country their farms failed or their livestock
stand bureaucracy and politics as well as combat. They must died, and now they need more training or more supplies. Because
organize police agencies on each of the colonies, see that of this, Union colonists make up a disproportionate number of the
they are competent and well supplied, support them in a cri- loggers and miners on Cretasus, as both those vocations are easy
sis, and, often as not, keep them in check if they become cor- to learn and they produce profits fast.
rupt or too authoritarian. The marshals worst fear is open
conflict, for their available manpower is never sufficient to
put down a full-fledged rebellion. It is by their ability to lead

40
Missions
The fort has three missions: establish a base of operations for
Union military and civilian forces on Cretasus; protect the iron- and motivate civilians that they maintain order.
clad research facilities nearby; and impede Confederate settle- When not dealing with local police forces, the marshals
ment of the planet. The forts commander, Colonel Brisbane, has and sheriffs hunt down criminals and bandits, fend off warp
spent most of his energy on the first two missions since discover- pirates, ferret out Confederate sympathizers, and generally
ing just how much of a head start the Confederacy has. solve problems. Marshals act as roving judges: they settle
disputes, mete out punishments, and confine criminals. For
Visiting Union colonists in the outer reaches, the marshals are the law.

Fort Lincoln is a surprisingly friendly place. Despite hostili- Ironclads


ties with the Confederacy, the Union commanders at Fort Lincoln
realize the need for good public relations. After all, visitors are a Ironclads are the weapon that may tip the galaxys balance
good source of intelligence and poor relations with outsiders will of power. Developed with alien assistance, they are the ultimate
only hurt the Unions own colonists. evolution of powered armor. Each of these one-man battle suits
The fort welcomes visitors in a variety of ways. A lodge at can match a Confederate tank gun-for-gun, yet has the mobility
the base of the hill provides cheap housing for passing hunters. of an infantryman. Moreover, they are better armed and armored
One of towns saloons is intentionally off limits to Union soldiers, than anything else in the Confederate or Union military. About
so that visitors from rebel lands will feel comfortable there. And the only thing that can go head-to-head with a fully-armed iron-
a trading post at the edge of the fort offers Union manufactured clad is an enraged tyrannosaurus rex and, in the eyes of many
goods for sale at prices cheaper than anywhere else on Cretasus. militaristic Union pilots, it is only the Confederacys retreat to
Despite Fort Lincolns hospitality, it has very few visitors Cretasus that has staved off their final victory.
from the east. It is still a Union fort. Confederate loyalists would- The basic ironclad hull is of Union design, but the propul-
nt be caught dead there. Most of its visitors are from the plains sion, augmentation, gyroscope, and adaptive intelligence sys-
and frontiers to the west, where loyalties are less stringent and the tems require the services of certain alien races to build and
shared labors of frontier living form a stronger bond than loyal- repair. This has produced a curious blend of enigmatic alien
ties imported from other worlds. technology and cumbersome Union industrial machinery.
Because of this contact, many products end up for sale in Advanced artificial intelligence targeting systems are sometimes
New Savannah without anyone realizing they are newly manu- used on ancient cannons. The ironclads high-tech innards are
factured Union goods. The circuitous route begins at Fort protected by thick armored plates welded onto the superstruc-
Lincoln, where hunters or traders from the west buy weapons or ture. The Unions alien vendors keep it supplied with powerful
technology off of Union colonists. They in turn sell the goods at laser and plasma weapons, which are clumsily riveted and sol-
Garsville or Millers Crossroads, by which route they are sold into dered onto the hull by the Union.
Fort Tecumseh. There, buying agents send them on to New Ironclads are generally divided into three classes. The
Savannah for sale in the big city. There are so many links in the Monitor class ironclads are the lightest, usually no more than
chain that Fort Lincolns largest customer base doesnt even know twelve feet tall and used mostly for scouting and reconnaissance.
they are Union customers. The Ulysses class ironclads are of medium weight and height.
The Sherman class ironclads are the heaviest: blundering mam-
Sites of Interest moths up to twenty feet tall and bristling with weapons.
Within these classes, each ironclad is unique. They are cus-
Fort Lincoln has four saloons. The customer bases for The tom modified by their pilots, who are constantly tinkering with
Limping Lizard, The Evening Drill, and The Off Duty are 90% them. Some ironclads are hermetically sealed; others are open.
soldiers, which discourages visitors and even most local civilians Most opt for firepower, but some lighter models are built for
from stopping by. The fourth, called The Fat Chew Tavern, is off- speed. Almost all have been souped up in one way or another.
limits to soldiers. It is where you will find the civilians, colonists, In game terms, ironclads are treated as creature templates
and passers-through chewing the fat. applied to their pilots. See the ironclad entry in chapter 5 for full
The Post, a store at the very edge of town, is a great source details. Getting experience as an ironclad pilot requires joining
of supplies for anyone setting out into the frontier. Unlike most the Union military. Barring that, no character will ever pilot one
Confederate stores, it is well equipped with high-tech items, and unless he steals it or captures it in battle which is enough to
on occasion will even have motorized vehicles for sale. provoke a major Union offensive aimed at getting it back!
The Hampshire mines are located a few miles south of Fort

41
Lincoln. They are an example of Union industrialism at its best the local balance of power that McCauley spends much of his time
and worst. While most Confederate mines use human and animal on the planet overseeing Sheriff Wilder, the federal sheriff
labor to mine the earth stone by stone, the Hampshire Mines use assigned to Cretasus. Marshal McCauley travels a regular circuit
heavy equipment to raze the ground, dig deep pits, and send up through the Union colonies. He has no love for Confederate sym-
massive amounts of earth which are sifted above ground. The pathizers, but recognizes that the political balance on Cretasus
miners spend less time swinging picks and more time operating makes it impossible for him to punish them for now.
machinery. Unfortunately, this process utterly destroys the natural Nonetheless, most Confederate settlers head the other way when
landscape, and the mine operator, Ford Windham, is merciless. they see him coming. Everyone else does, too.
The wasted terrain at the Hampshire mines has incited the wrath If anyone ever personified the law, it is Marshal McCauley.
of every intelligent dinosaur in the land, as well as numerous wild Tall and imposing, he never smiles. He always wears his uniform
ones, and the mines must deal with regular attempts at sabotage and badge, and is never without weapons. He is authoritative,
by human and dinosaur alike. commanding, and judgmental. If you break his laws, he makes
The officers club, situated in an ornate three-story stone you pay on the spot. Yet he long ago lost the idealism that led him
building just outside the fort proper, is accessible only to Union here in the first place, and he has been slowly twisting the law to
officers and very prominent citizens. The interior is decorated his benefit ever since.
with dark wood paneling, deep leather couches, stuffed dinosaur Federal Marshal McCauley, Union Sol6/Fdm7: CR
heads, blackjack tables, and cigar lounges. Why does an outer 11; Medium-size Humanoid (6 ft.); HD 13d10; hp 105; Init +2
reaches backwater like Cretasus have such a fancy officers club? (+2 Dex); Spd 30 ft.; AC 21 physical, 19 energy (+2 Dex, +7
Because thats not really what it is. The third floor of the building reactive armor, +2/+0 kinetic field); Atk +14/+9/+4 ranged
is off limits to just about everybody. If you ask around, youll find (3d6/crit 19-20/x3, ROGUE rifle), +14/+9/+4 ranged
that most of the clubs members dont even know who is allowed (1d10/crit x3, automatic pistol), or +7/+2 melee (2d6/crit x3,
up there. In fact, the third floor is the secret meeting place for the screamer knife); SA Raise Posse, Issue Law (see Federal
Cretasus contingent of the Cabal (see the Broncosaurus Rex Core Marshal description); AL LE; SV Fort +10, Ref +6, Will +7;
Rulebook, page 89). Str 12, Con 11, Dex 15, Int 12, Wis 10, Cha 22/20*.
Only three locals Colonel Brisbane, Marshal McCauley, * Base of 18 modified by +4 when dealing with Union
and Ford Windham have keys to the third floor. Their knowl- sympathizers or +2 when dealing with anyone else familiar
edge of the Cabal outside of Cretasus is murky, as their superiors with federal marshals. All Cha-related skill bonuses are list-
like to keep things discreet. What they do know is that they will ed below in this Union/others format.
be well rewarded if they can carve out a foothold in the dinosaur Skills: Bluff +19/+18 (10), Diplomacy +17/+16 (11),
trade and eventually control it. To this end, they covertly employ Drive +8 (6), Gather Information +10/+9 (4), Intimidate +15
or control (through a variety of middlemen) dinosaur traders and (11), Knowledge (strategy and tactics) +8 (7), Listen +6 (6),
ranchers throughout the planet, and are always looking to increase Pilot +7 (6), Search +11 (10), Sense Motive +10 (10), Spot
their influence. As they are already unscrupulous men, they also +10 (10), Use Technical Equipment +9 (7). Feats: Combat
engage in a number of personal projects that directly profit them- Tactician, Leadership, Point Blank Shot, Precise Shot,
selves: luring failed colonists to distant areas of the hills to trap Quick Draw, Rapid Shot, Sense of Vulnerability.
them in oppressive mining operations, illegally selling military- Possessions: ROGUE rifle with laser sight, automatic
issue weapons to bandits that prey on the Tecumseh Trail, and so pistol, screamer knife, reactive armor, kinetic field, binocu-
on. lars, flashlight, compass, scanner, cash $10d10.
The ironclad research facility lies a few miles south of the
fort. It is a single large building that looks like an airplane hangar. Scenario Hooks
It houses several fully operational ironclad suits, as well as high
tech facilities for further developing the technologies that let iron- Most of Fort Lincolns rumors are spread by the soldiers, who
clads walk, run, and jump. The researchers live in its spartan liv- arent always entirely enthusiastic about being there. While they
ing quarters, along with a small military detachment that is always are loyal to the Union, they cant help but notice that many of the
on hand. The Unions ironclad designs are nearing completion, colonists are becoming landowners while they toil away on guard
and their most important task is now testing the suits and training duty. Desertion and low morale are a problem at the fort, and a lot
the pilots a task for which Cretasus is ideal. of the rumors center on the fables of disenchanted soldiers.
Here are some of the rumors characters may hear. Again, you
Prominent Locals decide whether they are true or not.
1. If you get guard duty at the mines, its easy to ride out one
Marshal McCauley: The best known Union official on night with the trail bandits and never come back.
Cretasus is Marshal McCauley, the Federal Marshal for the area of 2. A wild one over the mountain is brokering deals between
space that includes Cretasus. Cretasus has become so important to an intelligent allosaurus and some of the soldiers. The allosaurus

42
will eat you if you leave a fresh bronco carcass for him. He
doesnt really eat you, of course; he shows up at the tight time,
The Southwestern Plains
picks you up in his mouth like a cat carries its kittens, and carries
you off. Since everybody thinks youre dead then youre free to The gently rolling southwestern plains are the most settled of
go! Cretasus frontier regions. They are only a few months away from
3. If you send Colonel Brisbane $500 in gold, hell make sure New Savannah along the well-traveled Tecumseh Trail. The soil is
the guard duty is light when the next shipment of ROGUE rifles hard and wild, but with some work it can be turned into good
comes in. cropland. The generally flat landscape makes herds easy to con-
4. Ford Windham is using ornitholestes as forced labor in the trol and farms easy to defend. But given the rapid influx of set-
mines. tlers, it wont be too long before every pioneer will have a neigh-
5. The ironclads are just a cover-up. The real reason were bor within 70 miles the boundary which Daniel Boone long ago
here is to build cyborg dinosaurs. declared too close for comfort!
6. I heard that Geof Wilkins would pay an arm and a leg for The population of the southwestern plains now averages one
someone to kidnap him while hes on patrol. person every twenty square miles. Most settlements consist of sin-
gle families with a small farm. A few larger family groups operate
Old Ned the Allosaur ranches or larger farms. There are also groups of single men who
have banded together to manage a herd of dinosaurs. They often
Notorious among locals for his grumpiness and reclusive- wander with their herd, driving it into civilized territory once a
ness, Old Ned is an escapee from an early top-secret Union cyborg year to sell livestock and buy supplies.
program. He was given low-light vision and a radio implant, and The plains are where one can find the most spectacular
scientists were planning to give him some drug glands which panoramas of Cretasus dinosaurs. Herd after herd of triceratops
would have responded to the radio signals and given him bursts of and brachiosaurus stride across the grasslands, their imposing pro-
super-allosaur strength. However, Ned managed to figure out how files silhouetted on the horizon from miles away. Smaller groups
to manipulate his radio, cracking into secure Union codes and of stegosaurus and ankylosaurus surround them, with ceratosaurus
learning their plans: to drug him into a mindless automaton and and albertosaurus always lurking at the herds edges.
turn him loose in Confederate territory. He didnt fancy that, so he A flattened farm, the house ground to dust and the crops eaten
escaped, using his radio to eavesdrop on Union communications to the roots, is a common warning to those who would settle the
and dodge patrols. He managed to reach an old cave complex and plains. These are the farmers who couldnt keep away the herds.
hide out, and hes evaded the Union for eight years now. He The sight is terrifying and prompts many pioneers to carefully
loathes the Union and uses his knowledge of Union communica- choose where they establish themselves. The smart ones read the
tions to snoop on any Union expeditions within his domain, doing terrain and settle away from the main migration routes. Others use
his best to foil their plans. ditches, barricades and fire to keep the dinosaurs away. Some are
He doesnt trust the Confederacy, either, but he occasionally forced to shoot dinosaurs that wander too close, which is of mixed
alerts them to Union plots. So far they have yet to betray him, and effectiveness you can scare away a few herbivores with well-
hes grudgingly coming to think that humans might not be all bad. placed shots, but if one bronco is within shooting range, there are
Neds implants have gone bad on him over the years. One of usually more than you can possibly kill following close behind.
his eyes, which originally gave him the low-light vision, is now The safest settlements are those composed of several families,
useless, and although he still picks up radio signals in his left ear, who have the manpower and firepower to discourage most herbi-
the ear has gone deaf. He refuses to seek medical attention, letting vores from getting too close. The intelligent carnivores, however,
the wounds fester. Hes having trouble hunting these days, and are another story entirely!
eventually hell either starve or just launch a suicide attack on the
Union.
Old Ned the Allosaur: CR 8; Gargantuan Animal (40 ft. Towns
with tail); HD 21d12+126; hp 279; Init +0; Spd 30 ft.; AC 13
(-6 size, +9 natural); Atk +21 melee (3d8+19, bite), +6 In the past decade, the population in the southwestern plains
melee (1d4, 2 claws); Face/Reach 20 ft. by 20 ft./20 ft; SA has grown enough to support two small freetowns. One is
Eavesdrop; AL CG; SV Fort +19, Ref +17, Will +14; Str 33, Garsville, settled between the prosperous fishing areas along Lake
Con 22, Dex 10, Int 10, Wis 18, Cha 14. Hope and the timber-rich forests surrounding it. Garsville is home
Skills: Listen +12 (8), Spot +12 (8), Wilderness Lore +5 to a lumber mill, forty wooden plank homes, two hundred sod or
(1), Knowledge (Union) +4 (4), Ciphers (radio codes) +4 (4), log homes, a general store, and a tannery, all enclosed in a spiked
Hide +4 (20). Feats: Improved Grab, Scent. palisade built by the pioneers.
SA Eavesdrop: Old Ned can eavesdrop on Union The other town is Millers Crossroads, located at the fork in
radio transmissions with a successful Ciphers skill check vs. the Tecumseh Trail. Millers Crossroads is a town of transients. At
the Ciphers skill of the transmitter. any given time, at least 80% of the people in town will only be

43
stopping over as they pass along the trail. Thats fine by Jed
Miller, founder and self-appointed mayor of the town, for thats
how he has become rich: by catering to the needs of the pioneers.
He long ago realized that traffic on the trail would steadily grow,
Life on the Frontier and Millers Crossroads has evolved from his two-room store-
The Importance of Neighbors front home to eight buildings where passersby can trade skins,
leather, teeth and claws, gems, gold, silver, other ores, hard goods,
livestock, timber, dried fish, salted meat, weapons, cotton, rice,
While many city-dwellers learn to hate their neighbors for
wheat, sugar, tobacco, coffee, and just about anything else a pio-
their noise or unpleasant habits, most frontier families deeply
neer might want to buy or sell.
appreciate of their neighbors. In fact, out on the frontier, the
Millers Crossroads is now the primary link between the dis-
neighbor is the most important social relationship after family.
People are scarce, so settlers depend on each other heavily. tant frontier and Fort Tecumseh. Pioneers on their way west pick
Many fundamental frontier tasks cannot be completed by a sin- up supplies, and settled frontiersmen bring their crops and live-
gle family. stock to sell. All the major New Savannah merchants have agents
Pioneers are quick to ask for help when they need it and in Millers Crossroads, most via their intermediaries in Fort
their neighbors for miles around are quick to respond, out of Tecumseh. Included among them is Jed Miller himself, who rep-
good nature, a sense of responsibility, and the knowledge that resents New Savannahs largest dealers in leather, timber, and
someday the help will be reciprocated. Cabin-raisings and barn- dinosaur ivory. Guides who accompany settlers from New
raisings are the most common cause for neighbors to get togeth- Savannah to the southwestern plains stop by Millers Crossroads
er, though sickness, birth, and drought are also good reasons. on their return trip, where they can hire on to transport goods back
to the spaceport of New Savannah. Westward traffic on the
The Association for Mutual Protection Tecumseh Trail outnumbers eastward traffic by more than fifty to
one which tells Jed Miller half his business still stands to grow
The Association for Mutual Protection is a group of ranch- by at least fifty times!
ers and farmers near Garsville who have joined together for pro- Gilmore Homestead is a hamlet in the center of the south-
tection from the dinosaurs nearby. The forests are still very dan- western plains that is the closest thing to civilization for many
gerous, but members of the Association receive some protection. miles around. The Homestead is occupied by the extensive
Anyone can join the Association by paying regular dues. Gilmore family, which comprises sixteen adults and almost as
The dues pay for weapons and supplies but are primarily used as many children. Although essentially a family compound, the
insurance for members whom the Association fails to protect. Homestead has become a social and commercial hub of sorts.
The dues are waived if the member volunteers to fight for the Once a month, the Gilmores host a dance and market which
Association when needed. attracts pioneers for nearly a hundred miles in every direction.
The Association mobilizes whenever there is a common Vicente Pass is a combative settlement on the south side of a
threat. Whether its a carnivore or a stampeding herd, the narrow stretch of the Fur River. Its population, a dozen grizzled
Association is there. Runners race through the night alerting hunters, survives by hunting, fishing, and limited farming. To all
members, who gather at an appointed spot. When enough mem- appearances, they picked a terrible place to settle: the dangerous
bers have shown up, they go out to face the threat. Since the Bayou is not far to the east, the Fur River itself is home to all sorts
Association can mobilize nearly 30 members in a half hour, and of dangers (both mammalian and saurian), and the fertile north-
almost 100 given several hours notice, it is usually successful at
western plains (a much safer place to be) are not far away.
frightening off predators, steering stampeding herds away, pro-
However, the residents of Vicente Pass are firm believers in an
tecting property from bandits, and dissuading herbivores from
incipient Cretasus philosophy similar to Manifest Destiny of old
eating fresh crops.
The Association has drawn criticism for one of its lesser- Earth, and they feel a self-imposed responsibility to help pioneers
known policies: it only protects its members, even when a threat reach the still-unspoiled northwestern plains. Passersby can
is common to the community at large. Its critics call it an extor- always expect assistance from the residents of Vicente Pass as
tionist protection racket. In a decision that still provokes storms long as it lasts, that is. The raptors of the Bayou do not look kind-
of protest, the Association recently used fires to steer a stam- ly on their mission...
peding herd clear of a members ranch right into the ranch of
a neighbor who was not a member of the Association! Members
defend this behavior by pointing out that only enough resources
The Black Jungle
exist to protect members, and that non-members choose to
exclude themselves. Even if the motives of the Association are There are extensive jungles in the southwest of the Main
not purely philanthropic, it has done so well at fending off trou- Valley, but one region stands out. The Black Jungle is the tangled
ble that it has inspired similar organizations elsewhere. jungle south of Lake Hope and Garsville. Its canopy stands more
than two hundred feet high. Somehow the trees reached such an

44
enormous height that even the largest sauropods cannot reach other side of the swamp.
their top-most limbs. As a result, the ground of the Black Jungle Boat travel is a possibility, but there are very few reliable
is covered by perpetual shadow. channels. Those that do exist wind relentlessly, such that it may
Most of the jungles of Cretasus hum with life, but the Black take as many as fifty miles of coiling river to advance ten straight
Jungle is different. Very little vegetation grows in its darkened land miles. And there are no humans who know the area well
glens. Herbivores shun its barren floor. Compared to the rest of enough to guide a boat.
the planet, the Black Jungle is preternaturally silent.
There are three logging camps set up along the northern Dinosaur Inhabitants
fringes of the Black Jungle. Each is home to around two dozen
loggers, though the populations are constantly coming and going. There are plenty of dinosaurs who know the area well, how-
They are unshaven, smelly, hard-working men who labor for ever. The native dinosaurs know the trails, river channels, and
months without seeing a bath or a woman. When they have a good bedrock formations that provide reliable transportation through
stock of lumber, they haul it to Garsville, where it is sold for local the Bayou. They also know where the quicksand is, where to lay
use or exported to homesteaders on the plains. an ambush, and where the water depth changes suddenly.
The loggers are loath to travel too far into the jungle, howev- Three velociraptor nations inhabit the Bayou. The best known
er. No dinosaur native will voluntarily enter the area; persuading are the vicious and feared Cree. The Cree never retreat from bat-
brachiosaurs to haul felled trees out of the Black Jungle is nearly tle they prefer to die a warriors death. They have four tribes
impossible. The loggers tell stories of strange lights and eerie which occupy the southeastern tip of the swamp and the adjacent
noises coming from the Jungle; the one expedition sent in to jungle, hunting regularly in both areas. Their rivals, the Kerosaw,
explore never came back. No one knows whats going on, and no number three tribes and occupy the northeastern area, where the
one wants to venture in to find out. Fur River spills into the inland sea. The Kerosaw have been try-
ing to uproot the Cree for generations, as the Cree block Kerosaw
The Bayou access to the jungle. A third nation is the Inaka, who are loosely
allied with the Kerosaw. The Inaka once occupied the southwest-
The Bayou is the name given to the enormous swamp that ern edge of the swamp, but they recently suffered heavy losses
runs alongside the southern edge of the Fur River. Only the set- when the Cree decided to widen their hunting grounds into Inaka
tlers know it as the Bayou, of course; the many dinosaur species territory, which is more valuable now that supply-laden pioneers
have their own names for this area. Iguanodontids, hadrosaurs, pass so close so often. The scattered remnants of the Inaka are
compsognathus, pelycosaurs, and their cousins are common in the now living on the opposite side of the Fur River, out of the way of
Bayou, as are several other marsh dwellers and their predators. the marauding Cree.
There are millions of primitive amphibians, and no shortage of Iguanodon herds are plentiful in the Bayou, and there are a
monstrous fish lurking in the murky water. seemingly endless number of duckbill herds. Edaphosaurus and
The Bayou blocks access to the Fur River for several hundred smaller swamp-dwelling amphibians are also common. They are
miles, which prevents direct passage from the southwest plains to hunted by crocodilians, as well as by many ornitholestes tribes.
the northwest plains. Settlers must travel west until the swamp Five tyrannosaurus families are known to inhabit the Bayou.
ends, at which point they can attempt a crossing of the Fur River. There are four pairs, and a scarred, aging solitary male who has
After crossing, they must then loop back eastward along the been seen on both sides of the Fur River. The nomadic old male
swamps northern edge until they reach the plains. has been nicknamed Old Spike Eye by settlers, for one of his eyes
A direct route through the swamp would shave at least a was long ago gouged out by an iguanodon thumb spike; the skele-
month off travel time to the northwest plains. Unfortunately, no tal remains of the spike still protrude from his eye socket.
human has found a way to cross the swamp. For hundreds of The Bayou is also inhabited by the cunning spinosaurus, a
miles, it is nothing but muck, water, muddy marsh, and mal- large theropod which hunts exclusively in swampy areas. At least
formed water-dwelling trees, punctuated by the occasional mound eight prides are known to live south of the river, and more on the
of swamp grass. Most of the swamp is no deeper than six feet, but north side.
changes in depth are sudden and erratic. There are some islands, A number of carnivorous fish lurk in the swamps waterways.
but they are unstable and drift over time. Even a large dinosaur Some can also be found in the lakes and Fur River, while others
passing through is enough to transform the soft, wet landscape. are endemic to the brackish, slow-moving channels of the Bayou.
Areas that arent solid water are instead solid mud, and cant be
crossed by wagons or other human vehicles. Flora
The terrain is not the only hazard, however. The Bayous
inhabitants arent exactly friendly. One group of settlers tried tra- The Bayou is important to dinosaurs across the valley for the
versing the swamp by harnessing river skiffs to iguanodons, medicinal plants that grow within its waters. Many of these plants
which are native to the terrain. But they never emerged from the grow nowhere else. The more intelligent dinosaurs pass on oral

45
knowledge of specific proper- Spot check (DC 5 for both).
ties, while others possess an Frog Gut: This uncommon
instinctive urge to graze the plant sports broad, cupped leaves
swamp when they are ill. that are gray with light green
Velociraptor shamans spots. If ground and mixed with
undertake regular pilgrimages the innards of the common
to the swamp to collect ingre- swamp frog, it immediately
dients, which they sell or trade erupts into a hissing, steaming
to other tribes on their return acid. Desperate characters in
trip. The Cree, Kerosaw, and search of a weapon can mush
Inaka challenge any shamans frog gut leaves into a gutted frog,
they encounter, but a single then throw the resulting chemi-
raptor can usually avoid detec- cal reaction to deal 1d2 points of
tion. The potential rewards damage. The most concentrated
include several healing roots form of the acid requires a mix-
and herbs unavailable any- ture of a dozen frogs and four
where else on the planet, as leaves, which produces enough
well as certain fungi useful in acid to cause 1d6 points of dam-
potions, great quantities of age. Frog gut is uncommon, and
poisonous plants, and even a requires a Wilderness Lore check
few obscure reptilians whose (DC 16) or a Spot check (DC 19)
body parts can be used to mix to locate it.
acids. Sparkle Root: This hallu-
Some of the medicinal cinogenic root causes one to see
plants known to humans sparkling, dancing lights. When
include the following. The DC distilled and ingested, it causes
to locate the plant via visions. It is highly valued by
Wilderness Lore or a Spot velociraptor shamans. It can also
check is also given; the check be sold in the streets of Mount
can be attempted once per day Crowe as a cheap stimulant.
of travel through the swamp. Sparkle root grows underground.
Bubble Berry: Bubble It can be located with a
berries grow on vines that Wilderness Lore check (DC 15),
twine around water-dwelling trees. The berries are translucent or spotted with a Spot check (DC 25).
white in color, resembling little bubbles on the vine. They are
potent pain relievers and also help fight off fevers, flu, and the Human Inhabitants
common cold. Consuming an entire plants worth of bubble
berries will heal a character of 1d3 points of damage over the next Some early settlers had the not-so-bright idea of trying to
12 hours. (It will also leave his stomach quite full!) Bubble berries farm rice at the swamps edges. The incessant iguanodon traffic
can be located with a Wilderness Lore check (DC 12) or Spot and regular velociraptor raids quickly put an end to such thinking.
check (DC 16). The only humans now in the Bayou are adventurers, hunters,
Duckbill Moss: This is a greenish moss that floats in vast pirates, and a few wild ones.
quantities upon the most brackish waters of the swamp. Adventurers can be found in the Bayou because there is
Duckbilled dinosaurs munch it daily. It boosts the gastrointestinal money to be made in harvesting its plants. They can be sold to
system and is helpful against ingested poisons. A character who humans and dinosaurs (both velociraptors and protoceratops
drinks a full pint of the slimy moss receives a +2 bonus to all actively trade in medicinal herbs), or used to heal wounds. In
saves against poison for the next 1d4 days. If any ingested poison addition to those listed above, there are many other useful plants,
is currently in the characters system, he may re-take a save and there is a market for trading previously unknown plants to
against it, though with no bonus. The difficult part is skimming off researchers, physicians, and wild ones.
a full pint (which takes about 15 minutes) while in the presence of Human hunters come to the Bayou because of its dense duck-
the large duckbilled dinosaurs that eat the moss! Duckbill moss is bill population. Duckbilled dinosaurs are easy to kill and provide
extremely common. It can be located with a Wilderness Lore or a lot of meat.

46
The Bay Trail

The Bay Trail traces the inland sea from New Savannah past can only get one as far as Fort Tecumseh. Shortly thereafter, the
Fort Apache all the way north until it reaches Plesiosaur Bay. For deadly Bayou juts out to meet the sea, and landing becomes dan-
most of its length, it winds between sandy beaches on one side and gerous. Moreover, most of the fishing vessels that would ferry
dark jungle on the other. While the Tecumseh Trail is the route for passengers from New Savannah choose to head north or east,
farmers and ranchers, the Bay Trail is the route for fishermen and where the fishing is best, and there are not yet enough paying pio-
loggers and outlaws, for the lawless town of Plesiosaur Bay sits neers to persuade them to head west.
at the end of the trail.
Unlike other trails carved by the wheels of innumerable wag-
ons, the Bay Trail is hardly visible as a trail. In fact, much of the
The Bay Side Company
trail traffic actually travels by water the fishermen who sail
close to the shore until they find a good place to stop. The land The Bay Side Company is the oldest organized business on
traffic is usually loggers, small farmers, aspiring fishermen (who Cretasus. It was founded to consolidate and wholesale the wares
build their boats with wood from the jungle), and outlaws and of the small farmers, fishermen, ranchers, and hunters who settled
explorers. along the shores near New Savannah. It is now the most important
There are many hamlets along the Bay Trail and even a few trade link between New Savannah and the many small enterprises
small towns. Most are fishing villages, some of which can be along the Bay Trail.
reached only by sea. They are united by the growing fleet of the The Bay Side Company buys raw materials (timber, dried
Bay Side Company, an enterprise that ships dried fish, lumber, fish, livestock, skins, meat, and some crops) and sells them in
skins, and almost anything else thats salable from the small towns New Savannah. It pays much less than market price in the city,
of the Bay Trail to the merchants of New Savannah. which is a source of some resentment. But the small farmers, fish-
erman, loggers, hunters, and ranchers who supply it could just as
easily go to New Savannah themselves, and they choose not to.
The Inland Sea Moreover, the ships of the Bay Side Company will stop to trade at
any farm, house, or ranch along the shore no matter how small
The inland sea has had many names, but the only one to ever which is the sort of respectful service the small enterprises def-
stick is the simplest the inland sea. After all, when theres only initely dont get from the big New Savannah merchants.
one sea, why does it need a proper noun? It is a vast freshwater Since its founding in 2191, the Bay Side Company is now the
ocean, home to as many sea creatures as the rest of the Main largest commercial organization on Cretasus. It controls almost all
Valley is to land animals. Fishing is good, for the schools are large trade along the Bay Trail. The Tecumseh Trail is outside its reach,
and seemingly endless. But they are also dangerous. Gigantic sea as is most of the land traffic to New Savannah, but the Bay Side
monsters swim below the surface. Some are large enough to con- Company has made no secret of its ambitions to compete on every
sume a boat. Even the smaller ones can extend their long necks trade route on the planet.
onto a deck to pluck off an unwary sailor. The interesting thing about the Company is that it is not
Almost all the traffic on the sea is related to either fishing or owned by any one person. Each ship in the fleet has an individual
freight. Most of the freight is timber, dried fish, livestock, liquor, owner-captain who chooses to sail under the Company banner.
or crops destined for the markets of New Savannah. The boats The captains meet once every three months, or more often if nec-
were built on Cretasus, and are a mix of styles: some captains built essary, to discuss business. They also contribute dues, managed by
antique galleons, others Mississippi Queens. The lack of advanced an elected group of captains, which acts as an insurance fund for
manufacturing facilities means most are made of wood. There are pirated ships. The Company has grown immensely under this lais-
a few Confederate military vessels, used to police the trade lanes sez-faire system because there has always been enough trade to go
and combat the pirates that raid from their bases in Plesiosaur Bay. around. Of course, sooner or later there will be no more trade
The inland sea has been a boon to settlement along the Bay routes to grow into, and some of the captains will have to start
Trail, as ocean travel is swifter and generally safer than land trav- competing on the same routes. But for now, Cretasus is large and
el. But it has not helped settle the southwestern plains. Sea travel unsettled, and the Bay Side Company can keep growing.

47
Underglen claims to offer, and while this is true at first glance, one cant help
but notice that Price seems reluctant to return to previous stomp-
ing grounds for a second run. Indeed, the few dollars that most
To the east of the Bay Trail, as it heads north beside the inland
customers hand over to Price seem less than fair considering the
sea, is a large, tangled jungle. A number of pioneers have settled
incredible performance he will put on in order to secure a sale,
in its fringes as loggers or farmers, and some hunters have even
whether it be for a cure-all ointment or a battery-powered battery
penetrated its inner perimeter. A few of them have brought back
re-charger.
stories of a protoceratops city they call Underglen.
Price approaches settlements in two stages. The first wave
Underglens exact location is unknown to most humans. No
consists of leaflets distributed by his two sons, who ride ahead of
protoceratops will reveal it. The gradual expansion of human ter-
the show to let everyone know that their father and his marvelous
ritory means that perhaps a half-dozen hunters have accidentally
mobile warehouse are on the way. With the potential customers
blundered upon it. But even they have a difficult time retracing
primed for his arrival, the portly Price finds it easy to attract
their steps, as there are no landmarks in the jungle to indicate
locals. His driven approach seems to captivate his audience, and
where the city lies beneath the underbrush.
trade is always enough to make it worth his while.
Thus, Underglen is known to lie in a natural ravine that runs
Inspired by the actions of one Dr. Henry Meadows, Price is
for several miles through the center of the forest, but the exact
trying to earn enough money to settle down with his own shop
position of the ravine is a mystery. An observer at ground level
while his sons carry on the mobile end of the operation. Not real-
does not know the ravine is there. There is no break in the tree
izing that he adopted the title of Doctor only to copy his idol and
cover the ravine reaches no wider than ten feet, and the trees sur-
not through any accredited process, many ask why he has never
rounding it lean as they reach upward to fight for sunlight. The
started his own medical practice, a question he always answers
rocky bottom of the ravine, one hundred feet below ground level,
with an offering of his own remedy for all ailments, Dr. Prices
can barely be seen from the narrow mouth.
Pick-Me-Up.
The few seemingly natural slopes down the ravines sheer
His wife Mary still lives off-world, waiting for her husband
face soon change into narrow, winding passages that descend
to get a foothold on Cretasus. If he keeps up the good work, his
along its the rocky ledges. Medium-sized creatures can fit on the
lady wife will join him soon. However, both his sons believe that
tiny ledges, but larger creatures cannot. After a long descent, the
Ezekial will never give up the open road.
ravines narrow mouth suddenly widens into a deep bowl. The
Dr. Ezekial Price, Confederate Exp2: CR 1; Medium-
bottom of the ravine is only a wide ledge at the top of a massive
size Humanoid (6 ft.); HD 2d6-2; hp 4; Init +0; Spd 30 ft.; AC
subterranean cave with a city carved into its walls. Rope bridges
10 (no armor); Atk +0 melee (1d3-1, unarmed); AL CN; SV
and natural arches connect the square, stuccoed buildings embed-
Fort +0, Ref +0, Will +4; Str 8, Con 8, Dex 10, Int 11, Wis
ded in all sides of the cave. The underground area is brightly lit by
13, Cha 14.
lanterns and fires, and the few people to have seen it estimate
Skills: Appraise +5 (5), Bluff +11 (5), Gather Information
there must be at least two thousand protoceratops living there.
+7 (5), Listen +6 (5), Perform +7 (5), Sense Motive +6 (5).
Humans who do discover Underglen are treated hospitably, as
Feats: Lucky Cuss, Fast Talker (see new feat on page 78).
protoceratops treat most guests. They are ushered out of the city,
Possessions: Dr. Prices wagon carries every kind of
then given food and drink in a pleasant forest glen. A few proto-
common merchandise. There is a 25% chance he will have
ceratops join them for dinner, have a nice chat, and then bid them
any given uncommon item up to a value of $100, provided
on their way. The protoceratops do not issue warnings or threats,
it is useful enough that he thinks he can sell it, and a slight
but it is clear that they do not want anyone delving into the city.
chance (GMs call, from 0% to 5%) that he will have any
other item of greater value. Dr. Price always has $5d10
Dr. Ezekial P. Price stashed in several places on his person.
Samuel and Andrew, Dr. Prices Sons, Confederate
Ranches, farms, and fishing villages are far from the madding Exp1: CR 1/2; Medium-size Humanoid (6 ft.); HD 1d6; hp 2;
crowds of New Savannah, and it is among these out of the way Init +0; Spd 30 ft.; AC 10 (no armor); Atk +0 melee (1d8,
places that youll find men like Dr. Ezekial P. Price, a fast-talking musket) or +0 melee (1d3, unarmed); AL CN; SV Fort +0,
quick-thinking bright-eyed blubbery ball of a man who plies his Ref +0, Will +3; Str 9, Con 9, Dex 10, Int 11, Wis 12, Cha
trade with unparalleled enthusiasm. After a minute of his flatter- 13.
ing patter, even the hardest rancher might find himself consider- Skills: Appraise +4 (4), Bluff +9 (4), Gather Information
ing the purchase of a lace doily to place atop an as yet unadorned +5 (4), Listen +5 (4), Perform +5 (4), Sense Motive +5 (4).
tabletop. A Fair Price All The Time is what the good Doctor Feats: Lucky Cuss, Fast Talker (see new feat on page 78).

48
Fort Apache the nearby back country, protecting settlers as necessary. They
also battle bandits along the Bay Trail and pirates in the inland
sea, although they now spend a lot less time monitoring Plesiosaur
Fort Apache was the first Confederate fort on Cretasus. It was Bay than they used to. Overall, their mission now is one of mon-
built to guard New Savannahs eastern approach, expand the citys itoring, rather than actively battling the wilderness.
area of influence, and open more land for settlement. In the early
days, the fort was a refuge for ranchers and farmers leaving the
relatively safe areas around New Savannah. Nowadays, most of
Population
the natural predators that once forced the pioneers to seek shelter
behind the forts walls have been driven off or placated. From 500 to 1,000 soldiers will be in the fort, depending on
Unlike Fort Tecumseh, which is hundreds of miles from patrols and other circumstances. There will always be from 100 to
another town, Fort Apache is close to the big city. It doesnt have 300 civilians staying in or near the fort, mostly trappers, pioneers,
to house many civilians; instead, it is surrounded by an estab- and other transients.
lished network of farms and ranches (some quite large) and a few
small towns as well. Sites of Interest
About a mile from the fort are five teepee-like structures that
Layout house the five velociraptors who work with the forts soldiers.
Originally from the White Branch raptor tribe, these raptors decid-
Fort Apache is a simple quarter-mile-wide square of sharp- ed to side with the Confederates when they saw the futility of bat-
ened logs reinforced by tling the humans
thick sod walls. It is sur- advance. The rap-
rounded by a moat sixty tors deal exclusive-
feet wide and twenty ly with two officers
feet deep. The first sol- from the fort who
diers to occupy the fort are good with ani-
found that a moat does- mals and speak the
nt always stop charging raptor language,
dinosaurs they will albeit poorly.
often run right into the Although the rap-
moat (especially when tors arent aggres-
stampeding), and then sively hostile
you have to figure out toward humans,
how to get them out! On they arent exactly
a number of occasions, friendly (even to
the fort ended up with a soldiers in uni-
moat full of writhing, form) and defend
angry triceratops. To themselves if
solve this, they rigged threatened. They
up an irrigation system go on regular
so the bottom of the scouting missions
moat is now mud. and provide a great
Dinosaurs that enter the deal of information
moat are quickly bogged down and easy to kill, and the moat can to the Confederate military about whats happening with local
be flooded and the carcasses floated away on rafts. dinosaur populations.

Missions Prominent Locals


These days, Fort Apache is a base of operations for Attacus Barnaby: Not many civilians live at Fort Apache.
Confederate troops operating east of New Savannah and along the There are a few sutlers, but to buy anything but the most basic
Bay Trail. Wild dinosaurs are only a minor problem in the forts supplies, a visitor must know where to go in the surrounding area.
immediate area, but they are still common as one gets further from Thus enters Attacus Barnaby. He makes a point of meeting new-
New Savannah. The soldiers spend a lot of time in patrols through comers before they meet anyone else. Barnaby is one part tourist

49
guide and one part hustler. He has arrangements with store keepers,
peddlers, trail guides, farmers, and ranchers for miles around.
Whatever a pioneer needs, Barnaby will find it for him, though it
might be from a shop a few miles off the beaten path. Barnaby will
Life on the Frontier insist that its the best shop around its worth the extra hike but
Sports he will never mention the kickback he gets from the shop keeper.
As far as the pioneer knows, Barnaby is helping him because he
Life in the wilderness can be interminably boring, especial- seems like such a nice guy: hes loquacious, energetic, and outgo-
ly if your only neighbors are reptiles. Bored farmers, ranchers, ing. He knows practically everything about the local geography,
and hunters have invented a variety of wilderness sports to wilderness, and social scene. When the pioneers are fully equipped,
amuse themselves. Many are now practiced even in more civi- of course, he expects a tip fifty cents, two dollars, or even more,
lized areas, and some sports are popular enough to have region- depending on how much they bought and how wealthy they look.
al champions whose periodic competitions are major country (PCs can expect to be asked for at least $5.) A pioneer who rebuffs
events. Bronco rodeos (a la Big Als) are the most frequently Barnabys assistance will simply have a hard time finding what he
organized events. needs among the sprawling lands around the fort. A pioneer who
The most common wilderness sports are hunting and fish- refuses to tip Barnaby after accepting his aid will find afterward
ing, although these are sometimes modified to increase the chal- that most shops mysteriously close when he approaches.
lenge. Arrow fishing and knife hunting are particularly popular, Attacus Barnaby, Confederate Male Com1: CR 1/2;
as are challenge hunts, where the hunters try to bring back a Medium-size Humanoid (6 ft.); HD d4; hp 4; Init +0; Spd 30
very difficult-to-acquire trophy using only a rope and knife. A
ft.; AC 10; Atk +0 melee (1d3/fists), or +0 ranged (1d8, mus-
parasaurolophus crest is a common trophy parasaurolophuses
ket); AL CN; SV Fort +0, Ref +0, Will +0; Str 10, Con 10,
arent carnivores but they are quite large, and getting their crest
Dex 10, Int 10, Wis 14, Cha 15.
with only a rope and a knife isnt easy!
Another popular sport is dino rubbing. Like many reptiles Skills: Gather Information +6/+10* (4), Listen +2 (0),
on Earth, some dinosaurs are susceptible to hypnosis when their Spot +2 (0). Feats: Alertness, Bargain Hunter.
bellies are rubbed. Of course, it takes an awful lot of rubbing to * Higher bonus applies when looking for bargains.
calm down a stegosaurus. Such large dinosaurs are rarely the tar- Possessions: Musket with 1d6 bullets, flask, handker-
get of a dino rubbing expedition, but gangs of adventurous farm chief, little black book full of scribbled notes about prices
hands will often try dino rubbing against smaller targets, such as and shop inventories.
edaphosaurus, protosuchus, and compsognathus. Drunk Abner: Another prominent local is Drunk Abner.
Dino Rubbing: To attempt to hypnotize a dinosaur by Drunk Abner is prominent not because of special ability or social
belly-rubbing, the attacker must grapple and successfully pin the standing, but because he is always splayed out drunk in a promi-
dinosaur. Only when the dinosaur is pinned can the rubbing nent place in the fort. The military police used to arrest him for
begin. The attacker himself can rub while still maintaining the public drunkenness, but after more than two years of locking him
pin if he is larger than the dinosaur. Otherwise, someone else up every night, they decided he was a waste of public funds. Now
must do the rubbing. It takes one person to rub a Medium-sized he is left to drink on the streets, although no one thinks twice
dinosaur and two for a Large, with the number doubling at each about kicking or dragging him aside if he gets in the way. Drunk
size increment thereafter. Abner is most lucid in the morning and practically incomprehen-
Once rubbing begins, make a Handle Animal check (using sible after a day of drinking. He shares his life story with every-
the lowest modifier among the rubbers) against the dinosaurs one: he found a gold mine deep in the forest, hauled out one load,
opposed Will save. On the first round of rubbing, when the
sold it for thousands of dollars, got drunk for six months, and then
dinosaur is still resisting, a 20 penalty applies to the Handle
couldnt find his way back to the mine so he decided to keep
Animal check. This drops to 15 in the second round as the
drinking. Most locals dont believe a word of it, but one fact is
dinosaur becomes soothed, then 10 and 5 before the check
becomes unmodified from the fifth round on. After the first suc- incontrovertible: he has funded three years of hard drinking with-
cessful check, the dinosaur lapses into hypnosis. out ever appearing to work. And he only drinks good whiskey.
Once hypnotized, the dinosaur dozes peacefully. As long as Drunk Abner, Confederate Male Com1: CR 1/2;
the rubbing continues, the pin can then be abandoned and no Medium-size Humanoid (6 ft.); HD d4; hp 1; Init +0; Spd 30
additional check is necessary. If the dinosaur is wounded, jos- ft.; AC 8 (-2 Dex); Atk -1 melee (1d3-1/fists); AL NG; SV Fort
tled, or otherwise disturbed, a new opposed check must be made +0, Ref +0, Will +0; Str 8, Con 9, Dex 7, Int 10, Wis 9, Cha
and the modifier to the Handle Animal check reverts to 20. If 11.
the check fails, the dinosaur awakens. Skills: Listen +2/+0* (0), Profession (Miner) +4/+2* (4),
If at any point the rubbing stops, the dinosaur automatical- Spot +5/+3* (4). Feats: Alertness, Lucky Cuss.
ly awakens. When more than one rubber is required, consider the * Higher bonus applies in the morning, when hes rela-
rubbing to have ceased if even one of them breaks contact for a tively sober; lower bonus applies in the evening or when
round. otherwise inebriated.

50
Possessions: Several bottles of whiskey, several pages
of indecipherable notes.

Scenario Hooks
Life on the Frontier
There arent a lot of politics in Fort Apache. The news and Duels
rumors come from passing pioneers and soldiers returning from
patrol. Since patrols cover a wide swath to the north and east, Settling disputes in New Savannah and other civilized
rumors reach Fort Apache from miles around. Much of it is mun- areas is facilitated by the presence of organized authority. But
dane social gossip. Some might include these: what do you do when youre on the trail and there isnt a law-
1. Old man Hodges brachy got sick again. Hes looking for man for 100 miles in any direction? If youre a low-down
a new one. skunk, you ambush your enemy; but if youre remotely hon-
2. A ceratosaurus moved in over near Bransenville. The sher- orable (as most pioneers are), you resort to the code of the
iff wants some troops to help kill it before it eats somebody. duel.
3. Young George Erickson is looking for work he wants to The code of the duel is as old as civilization. As prac-
get engaged to Suzy Wilkins, but Mr. Wilkins wont hear of it ticed in the wild west and subsequently on Cretasus, it pro-
until George can afford to buy a good ring. vides a structured forum for resolving disputes. Of course,
4. Nobody knows what to do about them ornitholestes down the results of the duel occasionally perpetuate the dispute if
south. They keep stealing supplies but the fort says getting rid of one side decides to seek revenge, but at the very least, the
them isnt a priority! system prevents a complete breakdown into ambush, back-
stabbing, and open assault.
Characters may become involved in duels as the instiga-
Plesiosaur Bay tor or recipient of a challenge. Its vital that they know how
to proceed. The rules of the duel are universally known on
Plesiosaur Bay is a turbulent town on a turbulent bay at the Cretasus as these:
northern tip of the inland sea. The town and the bay share the 1. The challenge is always delivered by a third party.
same name, derived from the schools of plesiosaurs and other Once the challenge is issued, the two participants are not to
dangerous creatures that swim in the bay. They are attracted by meet until the appointed day.
the bays unusually warm waters, a phenomenon believed to be 2. The challenged party chooses the weapon for the duel.
caused by underwater hot springs. The warm water, coupled with 3. The location of the duel is mutually determined
the areas periodic tremors, suggests an active volcano some- through intermediaries.
where in the area. This natural danger and heated violence are a 4. Each participant appoints a second. The second is
perfect metaphor for the town. obliged to go through with the duel if the participant cannot
Plesiosaur Bay is an outlaws refuge. Six hundred criminals, fight on the appointed day (whether due to sickness, travel-
malingerers, lay-abouts, and neer-do-wells live there with no ing difficulty, or any other reason). If a challenged party is
mayor, no sheriff, and no law. Several gangs protecting their indi- too old or feeble to fight, his second automatically takes his
vidual territories constitute the only form of government. Of all place.
the places on Cretasus, it is the one that most settlers try to avoid. 5. The duel is not necessarily to the death. Sometimes
duels are fought to first blood. If pistols are chosen as
History weapons, a common practice is to issue each participant only
two or three bullets. If neither party is killed in the duel, it is
considered a tie and the antagonists may attempt to find a
The town originally formed as an outpost for hunters and
compromise solution to their dispute.
trappers, who followed on the heels of unsuccessful fishermen.
(The powerful sea creatures put an end to most fishing nets, as
well as quite a few fishermen.) They were followed in turn by out-
laws escaping the law of New Savannah.
In the early days, fleeing criminals took refuge in the Hideout
Hills. But as the population of the hills grew, living there became
an exercise in survival of the fittest, with the fit usually being
the most homicidal outlaws. The lesser felons started heading
north along the Bay Trail, which is less populated than the
Tecumseh Trail and a better place to lie low.
Through an inexplicable natural process, Plesiosaur Bay

51
edges the utility of this outpost, where its unredeemables might
occupy themselves productively, and has let Plesiosaur Bay on a
longer leash. There are still regular clashes between the military
and the brazen pirates who operate out of the area, but the expan-
sion of hard law to the town is no longer a New Savannah priori-
ty.
Even without the liquor industry, Plesiosaur Bay has
reformed many hardened criminals. After all, there are only so
many crimes you can commit against other criminals. Many out-
laws arriving in Plesiosaur Bay are disappointed to find there are
no banks to rob, no meek citizens to burgle, and no mines to plun-
der. One new arrival made the fatal mistake of robbing a saloon
the heavily armed customers didnt appreciate the interruption of
their drinking! Residents are forced to support themselves with an
honest trade. Some become professional gamblers, extortionists,
or pirates, but most end up as hunters, trappers, or laborers in the
breweries.

Visiting
Life in Plesiosaur Bay is not easy. A man there has to stand
up for himself on a regular basis. Knife fights, fist fights, and
gun fights are the preferred methods of settling disputes (general-
ly in that order). Murder doesnt get the locals riled up unless the
murdered party was popular or in debt in which case, the mur-
derer may be forced to repay the debt. The worst offense a man
can commit in Plesiosaur Bay is to cheat at cards. Nobody objects
evolved into a stopping point for these people, the kind of visitors to shooting a card shark, even in the back. The only reason cheat-
who are usually asked to keep moving. At Plesiosaur Bay, these ing isnt more common is that most of the towns residents are
men of ill repute had a chance to spend their ill-gained dollars, hardened cheats who can spot their own tricks immediately.
earn a living as a hunter or trapper, and even join a pirate raid to Visiting adventurers will find the town to be overwhelmingly
exact revenge on the town that had expelled them. The few hon- male, lazy, and dishonest. Most residents only work when theyre
est residents soon left, and now Plesiosaur Bay is a roughnecks hungry, thirsty, or broke. They have no compunctions about bul-
retreat. lying someone else to do their work for them; this is the basic
New Savannah made multiple attempts to break up the young principle on which many of the gangs operate. The towns build-
town, but was unsuccessful. The forces it deployed there were too ings are ramshackle and poorly maintained, with the notable
far from New Savannah to resupply easily. The journey by land is exceptions of those of the local gang leaders. Unwary characters
long and slow, and the creatures in the bay make sea travel dead- are bound to be pick-pocketed, cheated, and perhaps even robbed
ly. The only way to break up the town would be to establish a per- or they may be able to carve out a niche for their own gang.
manent garrison at Plesiosaur Bay. This option was seriously con- The nine major breweries (and dozens of private stills) are
sidered until the town evinced its one redeeming quality: liquor. managed haphazardly. After all, they were founded by career
Despite the character of its inhabitants (or perhaps because of drinkers as hobby ventures, not formal businesses. Shipments to
it), Plesiosaur Bay produces the best alcoholic beverages in all of New Savannah are erratic, and occasionally bizarre: a vessel may
Cretasus. A pint of Plesiosaur is a common expression in New legally ferry liquor on its way south, then plunder other vessels on
Savannah, and every bartender knows what it means. Some attrib- its way back north.
ute the distinctive taste to the volcanic waters of the bay. Others
claim there are mysterious secret ingredients dinosaur byprod- Sites of Interest
ucts, perhaps even plesiosaur blood. Only the brewers know for
sure. Plesiosaur Bay has more saloons per capita than anywhere
Nine local breweries ship beer, whiskey, and other beverages else on Cretasus. It ranks in the top 10% in the entire universe.
from Plesiosaur Bay to New Savannah and beyond. The burgeon- None of the saloons are particularly distinctive, however.
ing industry employs many tough men whom polite society once The best known local beverages are Rex Whiskey (Strong
considered unemployable. New Savannah grudgingly acknowl- Enough For A T-Rex), Saurus Spirits (So Natural The Dinosaurs

52
Drink It), and Plesiosaurus Ale (The Original Plesiosaur Pint).
If the town had tourists, they might visit the breweries responsible
for these legends. But the town doesnt have tourists and the brew-
eries themselves are squalid.
The bay itself is the most interesting wilderness locale. It is
absolutely teeming with life. From shore, you can see the heads of
plesiosaurs and elasmosaurs peeking through the waves; ancient
sharks churn the water around them. Venturing into the waters is
positively dangerous, no matter how large your vessel. Small
boats will be destroyed or overturned immediately. Larger boats
are safer, but their crews must still know the waters well.
Otherwise, they will soon find themselves out of the safe shallows
and in monster territory. Even in the shallows, they have to scan
constantly for the silhouettes of kronosauruses, the tyran-
nosauruses of the sea, which hunt in the shallows despite their
size. Except for the pirates and a few sea hunters (when you fish
for plesiosaurs, youre no longer called a fisherman!), the waters
of the bay are practically deserted by humans.

Prominent Locals

Captain Lefitte: The most powerful pirate gang is led by the


fierce Captain Lefitte. The gang has made many an unlawful dol-
lar at the expense of New Savannah merchants and fisherman.
Captain Lefitte is well known to every lawman on Cretasus, and
various victimized merchants have offered rewards of up to $300
for his head. A self-appointed French aristocrat (hence the name,
which is surely a pseudonym), he lives in an elegant mansion by
the sea. He is tall, lean, and an excellent swordsman and not bad
with a pistol, either. He always dresses in fancy Renaissance out-
fits (like a proper pirate) and speaks with an assumed French
beyond the usual state of affairs that is, there are few gang wars
accent. His gang primarily targets the Bay Side Company ships as
per se. They realize that fighting turf battles over such a ram-
they leave New Savannah to trade on the Bay Trail, for they
shackle town is a waste of energy. There is more than enough land
always carry cash and goods to exchange for the timber, fish, and
to go around and no shortage of innocent vessels to plunder as
livestock they will buy on the trail.
they sail up the Bay Trail.
Captain Lefitte, Confederate War4: CR 3; Medium-
size Humanoid (6 ft.); HD 4d8; hp 19; Init +2 (+2 Dex); Spd
30 ft.; AC 17 (+2 Dex, +4 chain shirt, +1 small steel shield); Scenario Hooks
Atk +6 melee (1d6/crit 18-20, rapier), or +6 ranged (2d10,
laser pistol); AL NE; SV Fort +4, Ref +1, Will +1; Str 11, Con Conversation in Plesiosaur Bay always revolves around one
11, Dex 15, Int 16, Wis 14, Cha 13. of five things: the criminal background of someone in town, espe-
Skills: Climb +7 (7), Handle Animal +8 (7), Intimidate +8 cially a famous townsman or an unknown newcomer; the latest
(7), Jump +7 (7), Swim +7 (7). Feats: Combat Reflexes, raid by Captain Lefitte or another pirate; or the universally
Weapon Finesse (Rapier), Weapon Proficiency (Laser approved subjects of beer, women, and gambling. Considering the
Pistol). concentration of liars, cheats, and men who want to hide their
Possessions: Rapier, laser pistol with 3 energy packs, past, any rumor heard in Plesiosaur Bay has a base 60% chance of
custom-made chain shirt fashioned to look like dinosaur being untrue (although it may be based on or derived from the
scales, ornately engraved small steel shield, ivory cameo truth). Here is a sampling of some of the rumors one may hear:
necklace (worth $60), 3 gold rings (worth $100, $130, and 1. I heard Captain Lefitte ended up here after he killed a sher-
one with a diamond worth $1,200), cash $5d10. iff out in the back country.
There are many other gangs in Plesiosaur Bay, but none quite 2. No, I heard he robbed a wagon train on the Tecumseh Trail.
so well organized as Captain Lefittes. Although violence is part 3. Did you hear that Reds gang took in four iguanodons and
of life in the town, the gangs rarely quarrel violently above and 20 bushels of corn from a raid last week?

53
4. I hear that Jim Butlers gang picked up some real interest- 6. Theres a pretty gal from New Savannah looking for a
ing trinkets on their last raid they got some sort of dinosaur arti- place to stay around here they say she killed her husband. Shes
facts from a ship carrying explorers. welcome to stay with me!
5. I could make a better beer than this Plesiosaurus Ale. It 7. Mort got all four aces twice yesterday. That just doesnt
would taste better if they added the plesiosaur blood fresh and hot happen. He must be up to something, but I cant figure it out!
rather than letting it cool first.

The Northwestern Plains

The northwestern plains are still terra incognito to the citizens Then Barrister was heard from no more.
of New Savannah. They are difficult to reach, whether by land No one discovered what happened to Barrister. But, then
(where one must trace the Bayou and cross the Fur River) or by again, no one has yet surveyed the northwestern plains. To this
sea (where the northwestern shores of the inland sea are ringed by day, old-timers in New Savannah talk about the legendary
thick jungle). Few humans live there, and there are no towns. grandeur of Barrister House. Is it now in ruins? Is it now occupied
Little is known of the plains except for a variety of persistent by velociraptors? Or did Barrister simply become a recluse? If the
rumors that they are the most fertile area in the Main Valley, that house still stands and stands unoccupied, whoever finds it will
unknown dinosaurs and even some ice age mammals roam there, surely find a fortune in silver.
that warp pirates have a base there, that a fabulous house stands
unoccupied there. Who knows what fabulous mysteries await the
characters to first chart this unexplored area?
The Warp Pirates
The wilds of Cretasus are the perfect place to hide out, as a
Barrister House contingent of warp pirates knows well. Warp pirates are spacefar-
ing brigands who use the warp to escape capture. They know the
One of Cretasus early settlers was William Barrister, a warp gates inside and out, using the complex network to appear,
haughty Confederate land owner and adventurer. He arrived short- raid a vessel, and then disappear to distant space in mere
ly after the construction of New Savannah had begun. While moments. Warp pirates come from all areas of space, all nations,
Hepsediah Porter and his followers carved New Savannah out of and even all species they are motley crews of outlaws whose pri-
the wilderness, Barrister and his retainers traveled in overlanders mary allegiance is to plunder and outrunning authority.
(heavy-duty trucks) on a mission to survey the Main Valley. They Since the discovery of Cretasus friendly atmosphere, a band
returned one year later with their overlanders overflowing in sil- of warp pirates has begun using Alacion Portal as a regular jump-
ver ingots. ing-off point. They now have a base somewhere in the northwest-
Barrister claimed to have found a silver mine of enormous ern plains. They retreat there for a few weeks at a time between
depth. The mine was somewhere in the northwestern plains. He raids, which last for days or weeks.
sold his load of silver, and used the money to purchase supplies: Confederate authorities in New Savannah know of the warp
some picks and shovels, but mostly luxury household goods. pirate base, and Union authorities must know of them as well.
Barrister intended to build an enormous mansion next to his silver Neither side has done anything because the pirates make a point
mine in the middle of nowhere. of not threatening anyone or anything near their base. They have
Each year for eight years, Barrister returned to New Savannah never raided a vessel on, near, or around Cretasus or Alacion
laden in silver, trading it for supplies to carry back to his mansion. Portal. Because Cretasus is so far from the main power centers in
The employees who accompanied him on the New Savannah galactic politics, and because the lawmen on Cretasus have far
excursions told tales of his magnificent wealth, his generous more pressing matters to concern themselves with, the warp
salaries, and the opulent house he had built next to his silver mine. pirates are safe for now.

54
Chapter II: Dinosaurs

Cretasus is full of life, lush and boundless. Almost all of the stood, with the standard textbooks published on Earth, outside
valleys that have been surveyed are covered in endless fields of experts are often clueless about the most basic dinosaur behav-
vegetation and teem with life. One desert valley, with a sparse pop- iors and make embarrassing gaffes.
ulation, does exist, but in all the others the ecology is bursting at the Scholars are a wimpy lot. Many expeditions to the jungles
seams with energy. It needs to be. Plant-eating dinosaurs require have just vanished whether devoured, caught in the battles
massive supplies of vegetable life to keep up their active metabo- between Union and Confederacy, or gone native, its impossible to
lisms. Since hundreds of plant-eaters are necessary to support just say. Institutions have grown wary of sending more researchers
one large carnivore, the presence of countless titanic meat-eating into the wilds until the situation becomes calmer. About the only
dreadnoughts like the tyrannosaurs means that the total number of group still sending out expeditions is Grant University on Luna;
large creatures on Cretasus beggars the imagination. Grants well-organized teams often work with the Union military,
The valleys are incredibly noisy. Dinosaurs crash, stamp, and which gives them the protection they need to accomplish their
shuffle throughout the vegetation. The raucous cry of the tasks, and most of their research has military implications. That
pterosaurs echoes through the skies, and booming parasaurolo- means most non-military research is done by amateurs: enthusias-
phus yells rebound in the marshy areas. Brachiosaurs trample tic folks without much equipment but with a lot of guts. Or rich
trees and crush rocks underfoot, but even their mighty stampings fools with a pet theory, lots of money, and no chance in hell of sur-
are sometimes drowned out by the thick ground cover.* viving the wilds of Cretasus without some expert help!
Dinosaurs themselves span every color in the rainbow. Color The first important scholarly conclusion about Cretasus
variation within a species seems to be the rule: for example, indi- dinosaurs is that theyre not quite the ones that we had on Earth.
vidual ankylosaurs are identifiable by particular patterns in their The most obvious difference is dinosaur language, no evidence of
mosaics of scales. Scholars publish such reports as Sexual which exists in Earths historical record. The other important dif-
Selection for Color Divergences, while trophy hunters gather ference is intelligence and all that it entails. Protoceratops build
rainbows of heads and awed photographers brave the wilds for a structures, raptors use tools as far as naturalists can determine,
rare vermilion pachycephalosaur. Jaded locals just refer to the none of this ever happened on Earth.
grits-colored devil lizard what ate my broncos. On a practical The dinosaurs on Cretasus represent various Earthly histori-
level, this makes it difficult for outsiders to instantly identify cal periods, some hundreds of millions of years apart. Dinosaurs
species of dinosaur one must know body shapes, not just colors that were common on Earth (well-represented in the fossil record)
although it makes it easy to tell individuals of the same species also seem to be common on Cretasus (wandering around in great
apart. An important exception to this general rule is raptor tribes; numbers). One suggestion, first posed by Grant Universitys
all raptors of a single tribe have the same general coloration William Ackerley, as to how dinosaurs ended up on Cretasus and
scheme, although between tribes color varies widely. Earth is the presence of a dimensional portal somewhere on Earth,
not unlike a warp gate, where occasionally Earth dinosaurs would
Dinosaur Intelligence migrate and find themselves on Cretasus. However, biologists
point out that the first of such settlers on Cretasus would likely
Professor Calhoun Carey of the University of New Houston branch out to fill all the available ecological niches, not unlike the
is the leading scholar of Cretasus dinosaurs. His critics call him a finches of the Galapagos Islands, so if the dimetrodons had
near-savage whos gotten a little too close to his subjects. emerged, we would see giant sauropod dimetrodons, tiny gecko-
Nevertheless, his works, Lectures on Dinosaur Life, are best-sell- sized dimetrodons, and so on. Such an effect has not been demon-
ers across the inhabited worlds. strated, much to the chagrin of collectors, who would love to own
Dinosaurs do not thrive in captivity; even those illegally cap- a brachiosaur-sized sail.
tured and released in the wilds on other worlds often fail to dis- Moreover, many of the dinosaur species of Cretasus are phys-
play the unique behavior and intelligence that make Cretasus such ically different from those of Earth. The best-documented evi-
an interesting place. So while dinosaur anatomy is well-under- dence is on protoceratops. Union naturalists have discovered a lot
of Earthly protoceratops remains, primarily in the Gobi desert,
* Outside settled areas, characters without at least one rank of and they were among the best-studied species before the explo-
Wilderness Lore have a -2 circumstance penalty to Listen checks. ration of Cretasus. Nowadays, naturalists have had many chances

55
to study the living versions. Scholars agree that that Cretasus pro- the primary element to dinosaur speech is sonic, or rather subson-
toceratops have a larger cranial cavity, and almost certainly a larg- ic. Like those of elephants, most dino communications are below
er brain, than the Earth variety. They point particularly to the lan- the frequencies which the human ear can hear. These sounds can
guage centers of the protoceratops brain, which have been identi- carry for miles; the bellowing of brachiosaurs sometimes carries
fied in Cretasus specimens, and whose odd growth has caused across mountains! All dinosaurs can hear the subsonic noises, but
some skull deformations not present in Earth protoceratops. only the larger ones can actually produce sounds in that range.
Naturalists battle over whether this means that Cretasus protocer- This means that big dinos are better at getting their meanings
atops should be considered a separate species. However, since in across than lesser ones. Most of the time, their communications
all other respects Cretasus protoceratops exactly resemble Earth consist of get out of my way! but this also means that the larg-
protoceratops, the larger implication is that an outside force may er dinosaurs can call the others together more effectively. They
have enhanced the intelligence of these dinosaurs! can Thrum more persuasively, as will be described later. Large
All known alien races have denied intervention on Cretasus. dinosaurs serve as the natural leaders for united dinosaur action.
Still, there are many rumors of alien ruins in faraway valleys and Because of this subsonic component of dinosaur speech,
alien treasure maps are frequently sold to gullible new arrivals. humans need help to fully communicate with dinosaurs. Devices
Various oral myths of the brachiosaurs mention sky-gods landing called resonators can be attached to the ears, allowing the listener
in golden chariots, and some tantalizing pictures of the protocer- to hear the subsonic rumblings. These resonators are slightly dis-
atops knowledge cave at the Hollow Hills seemed to show images tracting and can make it difficult to hear other noises. Similarly,
of humanlike creatures in hermetic suits, traveling in a flying humans can use so-called shouters to project into the subsonic
vehicle of some sort. Some claimed these creatures resemble the range. These devices are necessary to speak some dinosaur lan-
alien Scray, but the Hollow Hills complex was destroyed in an guages properly, and the deeper tone, like a soothing bass, makes
unexplained explosion not long afterwards, and the dinosaurs dinosaurs react more favorably to the speaker.
have become notably silent on the subject.
Cretasus fossil record has proven difficult to interpret. Digs Tool Use
around the main forts have established the presence of dinosaur
species for at least 100 million years. However, one hotly-con- Even before the arrival of humans, dinosaurs were already
tested finding shows a layer of mammal strata suggesting that for using technological devices. Raptors with their tools, herbs, and
a period of a million years, the Main Valley was inhabited solely chemicals; protoceratops with their written language; and ornit-
by mammals, like Mammoth Valley to the west. Calhoun Carey holestes with their clubs were the most obvious examples of dino
suggests that all of Cretasus is a giant alien preserve, whose ecol- tech that early explorers encountered.
ogy is managed (and occasionally altered) and whose inhabitants More subtle uses of technology were also at work.
are experimental subjects hence the title of his autobiography, Protoceratops understand agriculture, fertilizer, and irrigation;
Poacher in the Lizard Park. even without hands they dredge furrows and canals to produce
Many locals also believe that dinosaurs have telepathic abili- vast fields of low-lying plants, their preferred diet. They use their
ties to communicate, divine the weather, and predict fires, floods, knowledge of weather patterns and ecology to control the devel-
and other natural disasters. While some of this no doubt relates to opment of a region, including minimizing floods and erosion.
the long-range subsonic sounds that dinosaurs can emit, and their Most of the time their mastery is used only to protect their way of
extensive knowledge of Cretasus (reflected in game terms by high life, but sometimes theyll take more aggressive action, like
Wilderness Lore ranks), both the Confederacy and the Union are diverting the course of rivers to flood humans who anger them or
taking seriously the idea of psychic dinosaurs, especially since deprive them of water so theyre forced to leave.
several alien races are known to have developed psychic commu- The big predators know how to preserve food. In colder
nications. Human scientists are particularly interested in studying areas, they keep frozen prey in their caves for lean times. In
the legendary tyrannosaur Tyrant Kings, which are rumored to warmer climates, they leave portions of their kills to dry in the
possess the power to kill with a single thought! But no one has sun. Foolhardy humans will sometimes raid these stashes for food,
located one of these elusive creatures; for now, speculations on the but the furious owners will exact revenge if their prizes are taken.
psychic powers of dinosaurs must remain simply that, specula- Humans often puzzle over why raptors, with their advanced
tions. technology, havent exterminated the other, larger species, like the
early humans did to the mammoths. Grant University scholars
Dinosaur Languages point to the ecological consciousness of the raptors and their
slow breeding, while Calhoun Corey thinks that raptors did wipe
All dinosaurs, even the imbecile stegosaurs, can understand out all other life in one valley, but the valley was simply re-seed-
the language of Dinosaur Common, which is conveyed by pos- ed by aliens. Both Corey and the Grant scholars think that the
tures and movements as well as by sound. Big dinos may not even prey species would eventually Thrum if they were being extermi-
notice tiny creatures performing Dinosaur Common. However, nated by an expansionistic raptor tribe. The raptors themselves,

56
when asked, dismiss it as a stupid mammal question. vide flesh, herbivores allow him to graze unmolested after
Neither the Confederacy nor the Union is eager to see raptors which he moves on.
get their hands on modern technology, particularly guns. Their Singing is a Perform skill; Singing the Song is only DC 5
claws are clumsy when it comes to using triggers, and theyre not because dinosaurs are always pleased to hear it. Keeping the
able to rapidly and accurately maneuver long arms. However, they crowd of dinos entertained with other songs is not easy; only
can aim rifles for ambushes, and they handle low-recoil pistols someone trained in Perform can do it, and the DC ranges from 10
pretty well. Special weapons have even been designed for raptors to 20 if the dinosaurs are particularly surly for some reason! Most
by unscrupulous machinists. Luckily for humans, in the few cases Singers have at least 5 ranks in Perform, or else theyre eaten
where raptors have obtained serious firepower they could use, before too long.
they rapidly ran out of ammunition, which taught them to distrust Humans have been known to accompany Singers along their
firearms. routes. This is an easy way to meet many varieties of dinosaur in
Most dinosaurs are also limited by their lack of an opposable a peaceful setting. Younger dinosaurs appreciate instrumental
thumb to grasp objects. Those not so limited, like ornitholestes backup, but the old guard views instruments as an abomination,
and the raptors, often collect manufactured goods, and such items destroying the essence of the art form. Still, Jeremiah Fogart and
have become a currency. Knives, for example, are traded for ter- his electric guitar are well-remembered in dinosaur society. No
ritory and prey. In general, the tool-using dinosaurs prefer simple human singer has sufficiently mastered the Song to perform on his
weapons like knives (which they know how to sharpen them- own; those who have tried have met a gruesome fate.
selves) to charged tools or weapons with ammunition. However, above and beyond Singing, dinosaurs have a rich
Raptors love to get their claws on binoculars and scramblers, appreciation for human music. Country and western music is the
although they rarely can. Finally, most species of dinosaur are favorite. Scientists speculate that the twanging of the guitar
endlessly amused by holospheres of any sort, and value them far reminds the dinos of pterosaur cries; indeed, some modified gui-
more highly than people do. tars approximate the range of different pterosaur sounds. The
smarter dinosaurs are often wary of the music, since clever
The Dinosaur Singers hunters will sometimes pipe out some old-timey country and
western to lure prey into ambushes. However, an obviously
Some dinosaurs take it upon themselves to Sing an art form innocuous traveler can often break the ice with a dino by per-
more sacred than mere music as humans know it. Dinosaurs of all forming a classic Johnny Cash or Tennessee Ernie Ford song.
size and temperaments Sing, except for stegosaurs, who are tone- Some humans have been known to tour dinosaur lands with a
deaf. There is one Song in particular that has been passed down group of dinosaur accompanists. Pterosaurs imitate guitars pretty
since time immemorial; its meaning is unknown, but the words well, compsognathids produce a solid percussive clatter, but the
hauntingly familiar to any saurian speaker. Both the Confederacy best backer is a parasaurolophus. A veritable organic music syn-
and the Union have clamped down tight on the Song; it has yet to thesizer, these walking pipe organs are able to replicate just about
be broadcast off-planet, and they censor the press to remove any sound and project it at great volume!
notice of it. Its considered a military secret. Other humans make a lot of money performing among other
Besides that one Song, Singers pick up a bewildering variety humans. Jeremiah Fogart is getting rich right now playing his gui-
of tunes in a variety of languages; Allosaur is considered the most tar with the backing of two parasaurolophuses he doesnt need
appropriate tongue for epics, while Raptor is quick and lively. to worry about a sound system; he just picks a meadow and lets
Few Singers have the vocal range to speak all the tongues, but loose with some lonesome lyrics. His envious competitors suggest
each strives to learn as many as he can. that the dinosaurs should be getting most of his gate receipts and
A Singer arriving in the area is a big event; the Singer his royalties. Fogart has publicly challenged his own rivals to try
announces his presence by screaming about it at the top of his raising twin parasaurolophuses from eggs in order to train them to
lungs for the greater part of a day. That evening, dinosaurs gather. produce the perfect sound at the perfect moment. So far, no one
By tradition, a Singing is a safe time, when predators and prey can else has been able to, so theres a steady stream of composers and
gather together to hear the Singer perform. The Singer sings musicians to the Fogart household.
through the night, beginning with the Song and continuing with
his repertoire. If the Singer performs well, the crowd of dinosaurs The Thunder and the Dark
slowly disperses until when the sun rises all are gone. If the Singer
performs badly, the dinosaurs linger, and at sunup the Singer is The Thunder and the Dark is the epic poem of the tyran-
messily killed by a few self-appointed critics while all present nosaurs. They sing it at mournful times and at the birth of a par-
watch silently. ticularly promising child when the stars are right. Its been trans-
Even meat-eating dinosaurs will not harm a successful lated into most of Cretasus dinosaur languages by the protocer-
Singer. After the Singers performance, the community of atops poet vrthu. Hearing the Thunder and the Dark intoned by a
dinosaurs keeps the Singer fed for the next week predators pro- tyrannosaur, all dinos feel a chill.

57
It speaks of the time of the great dying, of the Thunder that Humans have been unable to replicate the Thrum. Dinosaurs
came and roared and the Dark that followed. recognize a sham Thrum immediately and take violent offense.
Mythopaleontologists consider this to be a record of a massive Grant University scientists are convinced that certain pheromones
meteor impact upon the planet, although humans have found no released into the air during a Thrum are the key to controlling this
sign of such an impact. Grant University scholars use this evi- aspect of saurian behavior, so they periodically send out research
dence to prove their dimensional gate concept, arguing that teams armed with a new perfume to spray into the air along with
some tyrannosaurs came through the gate from Earth just after a a Thrum recording. Nowadays, they also include some sort of
great asteroid struck the Yucatan peninsula with a great roar and speedy transportation for the team in case the natives get restless.
created a year-long time of darkness. Thrumming dinosaurs once besieged Fort Tecumseh but
It is said that a tyrannosaur will spare any prey dinosaur who failed to break in; after a day of slaughter, the Thrum abruptly
can give a proper rendering of the Thunder and the Dark. Of stopped and the dinosaurs melted back into the jungles.
course, no dinosaur without a deep set of lungs (and the ability to Ordinarily, however, a Thrum continues until all the dinosaurs
project into the subsonic) can speak Tyrannosaur, so its a moot who can hear it are dead or the targets have been destroyed, after
point for most smaller creatures, and the really big dinos are rarely which the dinosaur who began to Thrum stops, and slowly the
preyed on by T-rexes, anyway. fury of the Thrum dies down.
The Thrum has proven very inconvenient to both the Union
The Thrum and the Confederacy as they attempt to tame Cretasus for human
habitation. The Union once tried to clear an area of dinosaurs by
Another aspect of dinosaur culture is the Thrum. The lan- lobbing poison gas in artillery shells. A Thrum and carnage ensued
guage of Dinosaur Common is limited in what it can convey, once the gas cleared. Dinosaurs rarely Thrum when struck by
although the Song also crosses species boundaries. But the terri- rifles; they consider ordinary firearms a part of nature, a sporting
ble Thrum has a compelling force for all dinosaurs that hear it. It part of life like claws or teeth. They dont object to airplanes or
is a deep warbling noise that can be produced by a dinosaur of size vehicles unless they are attack dinosaurs, who consider these
Large or greater, or any four dinosaurs of Medium size. Small or machines unnatural.
Tiny dinos cant Thrum. Marine dinosaurs Thrum underwater, Once New Savannahs spaceport was complete, some early
where other marine creatures can hear them. Only a Singer, a settlers attempted to destroy dinosaurs from planes. The danger-
dinosaur with five or more ranks of Perform, can Thrum effec- ous large beasts show up on ground radar and make admirable tar-
tively. gets for strafing. Unfortunately, this induces a Thrum if a Singer
A Singer begins to Thrum whenever he feels that the natural is present, and pterosaurs inspired by a Thrum will throw them-
order of things has been destroyed. Ordinarily, a Thrum is a selves at planes. A pilot whose vehicle hits an angry swarm of
response to deliberate malice, an atrocity of some kind: when a pterosaurs needs to make a Piloting check, whose difficulty
tribe of raptors begins to kill every dinosaur in their hunting area; depends on how many pterosaurs manage to get in his way: for 1-
when protoceratops set an entire valley ablaze to avenge the death 5 pterosaurs, the DC is 10; for 6-10 pterosaurs, it is DC 15; and
of one of their children; when explosives destroy a clutch of for more than 10 pterosaurs, it is DC 20. If the pilot fails his
hatchlings; when machine guns are trained on a herd of iguan- check, the plane is damaged: it stalls and the pilot will need to
odons; when poison gas settles into protoceratops warrens... A make a crash landing.
Thrum represents the moral outrage of a planet, put into song. However, the fact that a Thrum can be performed only by
Many dinosaur noises carry for miles, but not a Thrum. The Singers makes things simpler for humans kill the local Singers
high-pitched primal urgency in a Thrum does not travel far. The (or befriend them) and the job of civilization gets much easier.
effective distance equals the Thrumming Singers Perform check The Union often hires assassins to take out Singers who enter
multiplied by 50 feet. Dinosaurs able to hear the Thrum need to Union territories. Even raptor tribes occasionally kill unwanted
make a Will save (against a DC of 10 + singers Perform check) Singers who enter their territory, lest they foil the tribes plans.
or immediately break off their activities and carefully approach
the dinosaur who makes the noise. If they too witness something Dinopathy and Animal Empathy
outside of the natural, they will begin to stamp, bellow, and beat
their paws to the music. Otherwise, they attempt to kill the Its unclear why some people relate so well to dinosaurs.
Thrumming dinosaur. (Crying wolf is unpopular!) After ten min- Neither the Dinopathy feat nor the Animal Empathy skill is a
utes of stamping along to the Thrum, the dinosaurs enter a berserk product of practice or education; children seem to be born with
fury (+4 strength and constitution, -4 intelligence and wisdom) them, or sometimes they manifest instantly in the field. Calhoun
against the offending creature. Carey is of the opinion that theyre psychic powers, just like a
Not all dinosaurs are susceptible to the Thrum. Velociraptors wild ones Animal Peer ability, reflecting a deep inborn affinity
seem completely immune. Protoceratops are usually unaffected with dinosaurs. He calls Dinopathy reaching back to the reptile
(in game terms, they receive a +10 bonus to their Will save). brain. The folks at Grant University are working hard to quanti-

58
fy Dinopathy and reduce Dinosaur Common to a language that a enjoy the spectacle (preferably from an airplane or at the very
machine can translate and perform. So far, they havent had much least from a safe distance).
luck. Cretasus natives have learned not to build their houses near
Its important to note a couple things about Dinopathy. First, ankylosaur mud flats.
it doesnt work on offworld reptiles, like Earth alligators and croc-
odiles. Second, it makes characters vulnerable to a Thrum! A char- Dancing with Oviraptors
acter with Dinopathy must make a Will saving throw (against a
DC equal to the Singers Perform check, with a max DC of 20) or The oviraptor mating ritual is a long, protracted process
be drawn into a Thrum, thus becoming hostile towards the target where the male and the female dance around each other for hours
of the Thrum. At some level, the character has become a dinosaur before the female lays her eggs and the male fertilizes them. It
(in sensibility, at least), and so is affected by the heartrending cry. includes both a ritual aspect and an improvisational aspect, as
Wild ones are always affected by a Thrum, even if they do not each dinosaur performs original steps to convince the other of
have Dinopathy. their worthiness as a partner. At any time, either the male or the
Characters with Dinopathy, therefore, tend toward good and female can break off the courtship if they dont like the others
neutral alignments. So deep is their connection to the natural order moves, sometimes even attacking a particularly ungraceful com-
of Cretasus that they may (uncontrollably) fight to the death any panion.
evil against the ecosystem. Players should choose Dinopathy for Human dance club owners have discovered that oviraptors
their characters carefully and non-Dinopathic characters should are natural showboats who will perform their dance steps with
mind how they interact with dinosaurs, lest a Dinopathic comrade very little provocation, so they use oviraptors to enhance their
become enraged! music parlors. In the more sedate clubs, oviraptors are kept in
cages in the middle of the dance floor or around the edges of the
Cultural Habits floor. In some of the wilder clubs, the oviraptors are unleashed
into the middle of the dance floor, and the patrons are encouraged
to dance with them! Many humans find it exhilarating to attempt
Thunder Moon to imitate the moves of the oviraptor, and others attempt to work
its movements into their own dance moves, an even more chal-
When the moons are right, early in the lunar year, the anky- lenging feat.
losaurs hold their mating ceremony. They gather in the mud pits, Untamed oviraptors tend to go wild when confronted with the
hundreds and hundreds of them. Then they search for mates. Their flashing lights and the pulsing
mating ritual is long and slow but not stately. First the male and music of a modern dance
then the female take mud in their long tongues and smear it all club. However, they can be
over the mate, producing spirals, squares, and wavy lines in many trained (Handle Animal, DC
colors of mud. Recently, some ankylosaurs have been seen to imi- 15) to display their mating
tate writing, though its not clear that they understand the purpose moves when the music starts.
of writing, perhaps viewing it as a more permanent symbol of the The oviraptors usually
mating ritual. pay no attention to the
After daubing one another with mud, the ankylosaurs begin humans who dance around
the Thundering. One by one, they stamp their feet in some pri- them, even if they mimic its
mordial rhythm. (Recordings of Thundering have become popular moves. They are wild creatures, howev-
dance tracks throughout known space.) Then they lay waste to the er, and will bite if they are attacked or
surrounding lands in an orgy of destruction similar to a Thrum, feel threatened. They also are poten-
but not directed at living targets. Starting at moonrise, they ram- tially dangerous to the knowledge-
page until the following moonrise, when their mating begins and able human who attempts a
continues for a full 12 hours! Finally, exhausted, they lick the mud female dance in front of a male
off one another and resume normal life. oviraptor or vice versa. That will
During the rampage, they smash anything larger than about 8 immediately get the oviraptors
feet tall with their mighty tails, or sometimes by simply ramming attention and it will perform a
into it head-first. They ignore anything that moves, although they lengthy duet with the other person.
will respond to attacks. In this state, they are berserk, getting a +4 However, if the human fails to
rage bonus to strength and constitution and fighting on until they properly execute the dance steps,
Brianna Garcia

reach -20 hit points. Ecologists theorize that this rampage helps to the oviraptor will attack in anger.
clear large trees and promotes the growth of smaller trees and Otherwise, the oviraptor dances a
shrubs, the mainstay of ankylos diet. Most ordinary folks just few more minutes before realizing that

59
the other dancer is a human not a potential mate and returning Skills: Animal Empathy +7 (7), Animal Peer +6 (4), Heal
to its solitary dance step in peace. Humans who can dance with +9 (7), Hide +6 (7), Intuit Direction +4 (2), Wilderness Lore
the dinos are very popular with the opposite sex. +9 (5). Feats: Alertness, Lightning Reflexes.
Clubs have their patrons sign release forms before entering Possessions: Knife, leather armor, liquor flask, cash
the dance floor with a oviraptor. Treat oviraptors as having $4d10, various stolen goods.
Perform (Dance) of at least 5 ranks (giving a total bonus of +7 SA Dinosaur Ally (Ex): Laila Iron is allied with the Dark
with the oviraptors Dex). In order to attract an oviraptors atten- Heart raptors.
tion on the dance floor, a human needs to make a Perform check SA Motivating Cause (Ex): Having been raised from a
at DC 15. In order to continue the duet without being attacked, the very young age by the Dark Heart raptors, Lailas motiva-
human needs to make another Perform check at DC 20! tions are very similar to theirs. Her motivating cause is the
expansion of her tribal hunting grounds. She receives a +1
Raptor Kidnappings attack bonus against other carnivores who compete with
their territory, as well as humans who would restrict their
hunting area.
Frontier families tell their children: be good, or the raptors
will come and get you in your sleep!
Its not an idle tale. Ornitholestes in the Ring
Raptor tribes have been known to abduct human children. In
fact, its often a badge of honor: if a raptor tribe kills a particular- Ornitholestes are naturally vicious dinosaurs who show little
ly brave and worthy human foe, then the raptor tribe will some- sympathy for their own race. They also have opposable thumbs,
times adopt the warriors child, whether son or daughter. This will show a deftness with manual weapons, and are easily trained.
only happen if the child is small (five years old at most); other- Even more so than most dinosaurs, this makes them perfect for
wise, the raptors will treat the child as a small warrior and kill it. gladiatorial combat!
Its an extension of a custom that raptors usually apply to other Gladiatorial combat is officially banned in both Union and
raptor clans. Confederate space. However, the Free Fleet sponsors numerous
Raptor children grow up to be wild ones. They are taught arenas, and clandestine operations exist wherever the local admin-
English and thereafter speak it with an atrocious lizardy accent
although most people will think that theyre just offworlders. In
most ways, they are considered to be full members of their adop-
tive tribe. They are not expected to take a mate within the tribe,
but they might bond with a raptor widow or another non-breeding
raptor.
Of the four raptor-raised children known to have been recap-
tured by humans, none has ever been successfully reintroduced to
human society. They take any possible opportunity to escape into
the wilds, and kill themselves if confined for too long period.
They howl miserably when kept in confinement and hurl terrible
curses at their jailers. Some of those curses have come true, which
has also kept down the number of attempted captures.
A raptor-raised human, Laila Iron, leads the Dark Heart tribe
of raptors. Her wealthy uncles, meat merchants who have bought
a Union senatorship, have tried to recapture her, but so far she has
eluded them. Her underground autobiography is very popular it
describes her romance with the poet and country singer Elroy
Jones, who took the dinosaur name of Mire Break while with the
Dark Heart tribe, but Irons powerful relatives have prevented any
large-scale printing of Heart of Iron.
Laila Iron, Offworlder Female Wil4: CR 4; Medium-
size Humanoid (6 ft.); HD 4d8+12; hp 29; Init +0; Spd 30 ft.;
AC 13 (+3 Studded Leather); Atk +4 melee (1d6+2, reaper
claw see page 124); SA Dinosaur Ally, Motivating Cause;
AL NE; SV Fort +7, Ref +1, Will +6; Str 15, Con 16, Dex 11,
Int 10, Wis 14, Cha 10/8*.
* Base of 10 reduced to 8 around humans.

60
istrators are corrupt and willing to be bribed, which is a lot of the end of the line. Depending on how large the tribe is, this can
places. Male ornitholestes are often eager to display their fighting take days, and the protoceratops will refuse to listen to those who
prowess and become the heroes of millions, and give their assis- do not patiently wait their turn.
tance to smuggling themselves offplanet. Most training is done Rumors persist that the Union has nerve-gassed a network of
offplanet, but its proven difficult to get the creatures to breed protoceratops caves and is closely guarding the area as its
away from Cretasus, and the steep casualties in the arenas means researchers attempt to decipher the ancient writings. Several of
that theres a desperate demand for more ornitholestes fighters. the Unions archaeological expeditions have indeed found exqui-
For years there have been rumors of a massive breeding operation site, abandoned protoceratops cities, but they attribute their suc-
on Cretasus raising and training ornitholestes for the ring but cess to superior mapping techniques that reveal past settlement
neither the Union nor the Confederacy can spare the manpower to patterns.
track the rumor down. Protoceratops are frequently found in the major human set-
Ornitholestes that fight in the ring are usually covered with a tlements as interpreters and research assistants. Its rare to find a
garish shade of body paint, marking them with their owners col- library without at least one protoceratops shuffling around the
ors. Because they are so valuable, they often fight not to the death stacks, carrying books carefully in his mouth. While they cant
(-10 hit points) but merely until one fighter is unconscious (0 hit manipulate things like card catalogs, they do have a phenomenal
points), and the damaged fighter is tended until he recovers. Some memory and can remember the exact location of thousands of
unscrupulous arena owners train their ornitholestes to fake a individual items. They prefer the large library of New Savannah
killing move on an unconscious opponent. The owner claims the with its childrens wing, as they particularly enjoy small children
apparent corpse, nurses it back to health, and gives it a second and will let kids climb all over them. Most urban protoceratops
career with new paint and a new name! cover the sharp surfaces of their beaks with a sheath so that they
Ring dinosaurs are trained in a variety of manual weapons do not accidentally maim someone. This effectively renders them
and armor similar to those of the historical gladiators: sword-and- defenseless, but attacking a protoceratops is a cowardly and
shield and trident-and-net are the most common weapon combi- unpopular act that will often spur nearby two-fisters to tell you to
nations. Others are trained in more exotic and amusing weapons pick on something your own size!
like chainsaws, burning torches, and scythes. Some gladiators
wear full armor while others wear pieces only over their arms or
legs or torsos. Treat Ring Fighters as having at least one level of
Dinosaurs in the Wild
Fighter, although they start out proficient with only one specific
manual weapon and one type of armor. Dinosaurs are smart, but theyre also creatures of instinct. In
general, wild dinosaurs react to people as they would react to
Protoceratops and the Conclave other unfamiliar dinosaurs: predators stalk them if theyre of a
proper size, prey dinosaurs watch them alertly and flee if theyre
The protoceratops are the only dinosaurs on Cretasus to approached. However, dinosaurs also talk amongst themselves, so
develop a written language. Deep in their caves of knowledge, even the dimmest stegosaur in the Main Valley knows about the
they preserve the history of the planet, as well as wondrous stories flesh-lumps that have powerful weapons.
and the Songs of the great singers. At first, they were eager to Nevertheless, the residents of different valleys do not com-
share their information. But several human-induced accidents municate with each other. Even the pterosaurs dont fly from one
destroyed or closed off protoceratops cave complexes, and a Grant valley to another. Only the marine dinosaurs bridge the gaps, and
University team despoiled an ancient protoceratops bone yard. land dinosaurs dont listen to them. This means that in some
They are now wary of sharing their wisdom with humans. While remote valleys, the inhabitants havent heard of people and will
an individual protoceratops will often bond with a group of react to them naively. However, its always best to expect a cer-
humans and share her knowledge with them, the clans have decid- tain amount of savvy on the part of the dinosaurs.
ed not to allow humans into their caves of knowledge without a
conclave. Herbivore Herds
Every year, the protoceratops gather for their conclave, where
each member, from the eldest to the youngest, in turn raises its Its a dangerous world out there. Most herbivorous dinosaurs
concerns and requests for the upcoming year. Only the most travel in herds for safety. The fiercest (like ankylosaurs) and the
important requests, requiring the assent of the entire tribe, ever go smallest (like edaphosaurs) often travel in smaller groups, but
before a conclave. Poetic and musical presentations are viewed teeming hordes of grass-munching saurs are a common sight on
with great favor by the dinosaurs, while naked threats are usually the great plains of Cretasus.
ignored. Only at a conclave would outsiders be allowed to view Its important to note that herds are only useful where
the caves of learning. Human communities who wish the proto- increased eyes bring increased vigilance and where food is rela-
ceratops to take action on one of their proposals take their place at tively plentiful. Thus, herd behavior is rare in forests or mountains

61
or deserts, but prevalent in lush grasslands and savanna. Large Carnivores
Herds will react initially to a single human or a pair of
humans only by watching carefully. The only exception would be Tyrannosaurs and other enormous predators are not always a
if theyre carrying swords or wearing raptor-claws; the herd might great threat to humans. These beasts need a tremendous amount of
mistake them for raptors, and will either attack or flee. Otherwise, food, about the equivalent of a Large creature each day.
the herd will consider a few humans not dangerous because Tyrannosaurs gain much of their food just by scavenging. The
theyre too small. A group of humans half as big as the herd or powerful stench given off by a rotting brachiosaur travels for
bigger will be considered a threat, and the herd will shift away miles, attracting all tyrannosaurs. They get first dibs on any
from it. corpses; nothing is stupid enough to mess with them (except
A herd of dinosaurs is simple (DC 5) to track, and also sim- humans!).
ple (DC 5) to spot and hear. Getting surprised by a herd of Allosaurs, ceratosaurs, and other big carnivores must rely on
dinosaurs is possible, although it will make you the laughingstock constant hunting. Many types of prey dinosaurs stay near water-
of the valley. ing holes, taking to deeper water for protection against the
A herd typically posts several adult scouts on its periphery. carnosaurs. Other types of prey (like the triceratops) can slaughter
This means, essentially, that anyone attempting to sneak up on a a carnosaur in a fair fight. So most large dinosaurs rely on a charg-
herd makes their opposed Move Silently and Hide checks against ing ambush to carry out their attacks.
at least two creatures, with one more for every twenty animals in These large dinosaurs will rarely bother with human prey
the herd. If any of these scouts spots or hears the creeper, it will unless theyre quite hungry. However, the mounts that humans use
immediately alert the herd. This rule reflects the general watch- often invite attacks from big beasts. Naive dinosaurs will also
fulness and wariness of the group. consider vehicles to be prey; manys the jeep overturned by a hun-
Herd dinosaurs have two basic strategies: run and circle the gry allosaur, whose usual good nature turns to rage as he realizes
wagons. Most herbivores of size Large or smaller will flee a dan- his prize is a foul-tasting tooth-breaking machine!
gerous predator at their running speed (x3). An entire herd of Freetowners and those living in forts are often deathly afraid
dinosaurs fleeing raises enough dust and confusion that the herd of T-rexes, allosaurs, and other monstrous carnivores. Whenever
gets a +2 dodge bonus to AC against all attacks. The herd will they spot one approaching their settlement, theyll hire hunters to
constantly shift position as it flees; this means that its almost deal with it. A family of T-rexes is often enough to convince a
impossible to attack the same target twice without cutting a mem- group of settlers to stay away from a particular site. To a large
ber out of the herd. After one target is wounded, it moves back extent, their fears are unfounded, since small settlements usually
into the mass, where it has at least one-half cover (+4 AC). contain few prey creatures of interest to a large predator.
The way to hunt herd animals is to cut an animal out of the Ranchers are the ones who suffer the depredations of the big
pack. First, you have to close to melee range (possibly incurring meat-eaters the most. The same characteristics that make
attacks of opportunity) and make a successful Grapple, Bluff, or dinosaurs good animals to herd for their meat (large size and
Intimidate roll on a dinosaur. (Remember the penalties to Bluff docile nature) make them perfect targets for hungry T-rexes.
checks against non-humanoid opponents.) If you succeed, you Ranchers carefully plot the hunting domains of T-rexes and
drive the dinosaur away from the herd and it loses its herd bonus- allosaurs on their maps as they plan the routes they hope to take
es. If you fail, the dinosaur attacks you and continues on as part of to bring their herds to market. While they hope to avoid conflict,
the herd. In addition, you will be charged by 1d2 other dinosaurs they usually also instruct their riders to shoot without mercy any
the round you attempt your attack, whether or not you succeed. carnosaurs they see.
A dinosaur who is stunned, dazed, or entangled also falls out Conflicts escalate as civilization encroaches on dinosaur ter-
of the herd. It tries to sprint (run x4) to return to the group if it is rain. Those giants who live near people are more likely to be hos-
not immediately killed. tile towards them than are dinosaurs living in the wilds. Less con-
Theres a lot that ecologists dont understand about Cretasus tact with humans means fewer opportunities to get shot at.
dinosaur herds. Some herds (like triceratops) seem to have set Wild raptors, however, are a different story. Although they
domains, which they travel across over the course of several hunt single creatures extensively, they also use their intelligence
years. The domains of different types of herd dinosaurs often to capture herds. Raptors have been known to chase smaller herds
overlap, but somehow the herds avoid being in the same place at into fire pits or off of cliffs. Wild raptors located away from civi-
the same time. Sometimes herd animals attack humans invading lization are likely to view passing humans as food, not as equals.
their migration paths, attempting to destroy the settlements, but at Unless a treaty is in effect, tribes will eagerly attack groups of
other times they simply alter their movements to avoid the new humans who enter their territory.
developments. Both the Union and the Confederacy are eagerly
seeking techniques to guide dinosaur herds into the oppositions
settlements and forts, but so far, no luck.

62
Raptors at War Against humans who face them on even terms, without air
support or heavy armor, raptors can be persuaded into a battle of
Raptors are the only dinosaurs sufficiently civilization to be honor both sides approach each other in an open field, with no
declared warlike. Other dinosaurs may go berserk when they ambushes or surprises planned, and fight until one side is utterly
hear the Thrum, or be combative and aggressive (such as the lep- defeated, after which that side admits its loss and returns home.
toceratops), but raptors arent affected by the Thrum; theyre the Such battles need to be negotiated beforehand, and raptors will
only known dinosaurs who completely ignore its effects. Raptors only undertake them against other raptor tribes or against humans
plan their violence carefully. Their intentionality makes them who have proven to be honorable and trustworthy in the past.
much more dangerous. Those who violate a battle of honor will nevermore be trusted by
Raptors with a grievance against another dinosaur tribe or, raptors if word gets out, as various forts have discovered to their
more recently, against humans prepare extensively. They store chagrin.
preserved meat in the wild for provisions, gather knives and
sharpening stones for their claws, and, most importantly, have Wild Ones and Dinosaurs
their shamans create sufficient supplies of deadly chemicals and
healing draughts. Wild ones often exist in the role of solitary hunter and hermit.
Shamans are considered too important to go to war, but they Other meat-eating dinosaurs are wary of the solitary wild ones and
perform the Rites of Separation upon the warband. The Rites of will usually not bother them as long as they respect the dinosaurs
Separation are performed near a body of water under total dark- kills; not much meat on those human bones! However, wild ones
ness. Those raptors about to go to war emerge from an under- who maintain their connections with human society are often mis-
ground area, cast off their tribal insignias, bathe in the water, and trusted and disliked, particularly if they lead hunting parties into
have mystic symbols painted on their chests. They then go out to the wilds or if they serve as guides for military expeditions.
destroy their enemies. Wild ones who join tribes of dinosaurs are treated very dif-
Raptors at war hunt nothing but their enemies; they say noth- ferently. Much as they might like it to be otherwise, wild ones are
ing but to scream victory; they do not sleep, except after a suc- bound by certain limits of human physiology and cannot eat the
cessful battle; they do not flee, except to gather the others of their same food as herbivorous dinosaurs, nor can they live on carrion
warband. Even when at war, they still use cunning guerilla tactics alone, which means theyre most comfortable with fellow omni-
and they will not attack a superior force. Warbands are led by a vores. In addition, they often find it difficult to communicate with
tactician if one is available. very large or very small dinos, so they most commonly join
Raptors are growing more adept at destroying buildings.
Theyve been known to tunnel under forts with their
claws. Some tribes, understanding explosives,
try to mine structures. Other strategies
include infiltrating bases under the
cover of night or in the cargo bay of
large vehicles, or rushing through
open gates when a caravan or large
group of vehicles passes.
Raptors have occasionally
run into armored vehicles and
ironclads. They recognize that
they cannot penetrate such
armor, so they retreat. But they
also recognize that there are
soft, vulnerable humans hiding
inside those hard metal shells,
so they wait until the humans
emerge, striking quickly and
brutally before fading away
into the night. Theyre masters
of lightning raids on camps
and settlements, their preferred
mode of attack on a superior
opponent.

63
groups of Medium or Large dinosaurs, often a tightly-knit family and they taste great. The biggest problem is that they dont breed
unit. in captivity. So ranchers every year release half their herd into the
Wild ones also often find themselves running with raptors. wild and capture half to bring to the slaughterhouse. Luckily for
The authorities, both Union and Confederate, consider raptor the ranchers, the herd sticks together, so they can locate them eas-
tribes with attendant wild ones a great threat, because of the wild ily next year come slaughterin season. Most camptosaur herds in
ones knowledge of human culture and human military tech- the Main Valley are branded, meaning (in theory, at least) they
niques. However, most wild ones who adopt dinosaur ways try to belong to one particular rancher.
forget their past, expunging their knowledge of corrupt human Camptosaurs thumb spikes are cut off before theyre driven
society from memory; thus, a wild one living amongst a group of to the slaughterhouse; otherwise, the risk of a stampede or an
dinos has a -4 to all Knowledge checks relating to humanity. attack is too great. Thumb-clipped camptosaurs have no natural
Among a group of dinosaurs, wild ones rarely take the role of weapons except for their bulk and their tails. In the wild, these
leaders, preferring to merely exist with as little thinking as possi- defenseless herds attract lots of predators, which seek out the aged
ble. However, they often serve a role analogous to that of the rap- and infirm camptosaurs and attempt to separate them from the
tor shaman, creating healing potions and advising the tribe protection of the mass. Bronco riders ride point, defending against
through a superior knowledge of the natural world. dangerous predators. Its a hazardous job, especially in hostile ter-
Other wild ones, like the Dinozonians, live with a group of ritory. Often ranchers have to call in airstrikes against threatening
humans in the wild, hunting and behaving like a pack of packs of dinos, which can sometimes trigger a Thrum if a Singer
dinosaurs. Usually renouncing technological devices, but not is present. Other times they literally have to rely on the cavalry
human language, these tribes of wild ones bewilder the dinosaur riders in remote outposts who are called in to deal with
Confederate and Union authorities, who arent sure what to make native incursions, Union attacks, or other emergencies. Other
of them. Ranchers view them as a nuisance to be wiped out, since times, ranchers strike deals with the larger local predators, using
they sometimes prey on their herds. Raptor tribes treat them as protoceratops to speed the negotiations.
other raptors, as do other dinos, calling them soft raptors or Herding iguanodons and pachycephalosaurs is pretty similar
blunt raptors. to herding camptosaurs. Both types of dinos are even-tempered
Sometimes these tribes pitch camp just outside freetowns in and require protection from outside threats. Stegosaurs are even
order to carry out trading. Youths from the freetowns might even easier, since all thats required to bring them in to market is
sneak outside to join them once the trading is done. No one ever patience and a good set of laser prods. (Few predators will bother
goes after such children; they are considered lost to the wild, even a healthy adult stegosaur, so the drovers dont even need to worry
if they return, many years later, silent about their experiences. about protecting the herd, merely guiding it.) However, the big
money isnt in iguanodonts or stegosaurs, its in horn-head bron-
cos: triceratops and their kin.
Dinosaurs in the Economy Triceratops are an enormous amount of meat on the hoof, and
their meat is highly prized across human space. Connoisseurs
agree that triceratops meat is the most tender and tasty of all
Dinosaur Ranching and Range Wars dinosaur meats. It is sold in supermarkets on hundreds of worlds
as Filet Big, Cretasus Own Horn Cuts, Thunder Roasters
The open plains of the central Main Valley are the territory of and other beloved brand names.
the ranch barons: an aristocracy of meat, where hard-bitten men The biggest problem with bringing in triceratops is simply
on enormous, scarred dinosaurs protect fat, succulent herds of preventing the herd from stampeding and attacking the drovers!
dinosaurs from raptor tribes and rival ranches, then lead them Triceratops herds follow patterns from year to year, and theyre
every year hundreds or even thousands of miles to a slaughter- extremely resistant to being led out of their way (to a slaughter-
house, where they are shipped to a hundred worlds. The ranchers house, say). To do this, the drovers have to establish their author-
own vast tracts of land, and their bronco riders often know that ity by thoroughly cowing the larger male triceratops into obeying
land better than the official maps; arrogant and touchy, the riders their orders! Most bronco riders who herd triceratops have their
view themselves as the natural rulers of the terrain, beyond mere own triceratops mounts: hardened veterans of numerous fights for
governments, an elemental force. dominance. They use their mounts to batter some of the larger
Dinosaur ranching is most feasible in areas that are within males into submission; the rest of the herd quickly obeys.
reach of a settlement, or with allied tribes of raptors or wild ones. The other time-honored technique to herd triceratops is to use
With hostile natives, its almost impossible to ranch. Ranching mounts that they fear: allosaurs and tyrannosaurs. Preferably, sev-
works best with Medium dinos, like camptosaurs. Most of the eral allosaurs and tyrannosaurs at once. A herd of triceratops will
free-range dino meat shipped offplanet is camptosaur meat. Their attack a single giant carnivore if it stays too close, so it takes two
big advantages are that they congregate in herds, they obey or three acting in concert to drive a herd.
authority, theyre even-tempered, theyre small enough to be man- Ranchers dont cut off a triceratops horns to render him less
ageable while being large enough to put a lot of meat on the table dangerous; it doesnt make business sense. Triceratops who lose

64
their horns often seem to despair of their life, lie down, and die.
So bronco herders are forced to spend all their waking hours
around powerful, easily-angered dinosaurs who could skewer
them in a heartbeat. Its not a job for the faint-hearted. Bronco
herders display an admirable sangfroid in the face of danger; some
often take a stint in the cavalry after theyre done herding, finding
mounted combat a little more relaxing than the constant stress of
keeping a hundred six-ton dynamos in order. If triceratops are
spooked by something a tribe of raptors, heavy explosives, sev-
eral large meat-eating dinosaurs and their leaders attempt to
guide them in any direction except away from the threat, they will
often try to crush the leaders and flee as quickly as possible. This
means that herders have to keep a constant lookout for danger,
including rival ranchers who might attempt to disrupt the bronco
drive.
Ranchers operate in two different areas: their estates and their
herds grazing areas. First, they clear extensive estates in defensi-
ble areas to live in. This is where the wealthy ranch owner himself
may live, along with his family and a few prized breeding bulls.
order to test new agricultural techniques, and independent farmers
However, to maintain their herds, the ranchers require a vast for-
have staked numerous claims. More importantly, many of the
aging territory, so they let their massive herds roam across thou-
available rivers are being diverted to irrigate croplands. This is
sands of acres of public lands. They dont own the spaces where
already causing strife between ranchers (who need open space)
they feed and water their herds; no one does. Ranchers often spar
and farmers (who need organized, fenced territories). Soldiers are
with one another over prime turf, and theft of herd dinos is also
often called in to restore order between the two warring bands.
common.
Around the freetowns, however, the large ranchers are effectively
Ranchers keep the time-honored technique of branding to dif-
the law, with their own private armies of bronco riders protecting
ferentiate their herds during the fall and winter, as they graze on
their herds and intimidating the local population.
the common lands. Nowadays, its easy to apply a brand: brand-
ing guns painlessly apply the mark to the dinosaurs. But technol- Dinosaur ranching has not been successful on other planets.
ogy has also made it easier to steal branded dinos. Modern med- While individual dinosaurs have been able to survive, herds tend
ical technology means that branding scars, in prior years indelible, to go insane on other worlds, losing their high intelligence, degen-
can be repaired: a DC 20 Heal check with a tech level 5 healing erating into mere beasts, and finally entering a self-destructive
kit allows one to eliminate burn scars. To counteract this, most rampage, smashing everything around them before gnawing each
ranchers maintain two sets of marks: a public brand, known to all other to death. The reasons for this gruesome behavior are
and marked on the dinos hide with a branding gun; and a private unknown. The practical effect has been to drive up the prices for
chemical mixture, secretly added to the dinosaurs food, which dinosaur meat, as more people get to taste it and the supply lags
enters the dinos bones and stays in their system for years. behind demand.
Ranchers keep this chemical cocktail to themselves, and reveal it Regulation of ranches varies between Union and Confederate
only to the authorities, when they think someones rustled their lands. The Union attempts to regulate its ranchers closely, with
broncos and changed their brands. A blood test then reveals the licenses, regular veterinary visits, and supervision by the Union
inner brand of the contested dinos. military machine. The Confederates allow their ranchers to appeal
Unfortunately for legitimate ranchers, most slaughterhouses to nearby Confederate outposts in time of danger, and they also
dont check whether all dinos in a herd have the same brand; they allow meatpackers to operate within their forts, but they make no
just buy the dinos at a fixed amount per head and process them other attempts to control or regulate ranchers. As a result, thou-
quickly. They certainly wont perform a blood test on their meat. sands of ranches have popped up on Confederate-controlled areas,
This means that bold thieves often prosper. There are few police many of them vanishing quickly as a result of hostile dinosaur
in the wilds, and freeholders are usually too intimidated by the activity or attacks from other ranchers. Union ranches also suffer
ranchers to interfere in a range war. Occasionally, the military will such attacks, but they dont take the hint; their owners are busi-
intervene if things get particularly messy, but for the most part nessmen with political connections who grow fat and soft while
such low-intensity warfare is quietly encouraged by the depending on Union military assistance to save their herds.
Confederacy as a way to develop skilled cavalry! Meanwhile Confederate ranchers are the cutting edge of the
The fertile territory near the forts and freetowns is quickly Confederate war machine, often able to repel attacks on their own,
being fenced off for agriculture, to the chagrin of ranchers. The providing an ever-increasing number of recruits for the Dino
Confederacy has already developed vast experimental farms in Warriors.

65
Dinosaur Labor brachiosaur. Big believers in the power of vehicles, the Union
doesnt use the dinosaurs much to transport valuable goods,
Cretasus couldnt survive without the workhorse sauropods although they assign one or two to every loyal Union freetown.
brachiosaurs, apatosaurs, vulcanodons, and diplodocus that lift Its traditional for farmers to purchase a brachiosaur hatchling
and carry enormous weights all around the planet. While Cretasus whenever a child is born into their family. The farmer then lets the
is rich in oil and metals, it doesnt have the facilities to refine child and the brachiosaur grow together until both are ready to
enormous amounts of oil and it doesnt have factories to create strike off on their own. A brachiosaur is ready to begin working
highly complex machines. (Every time one faction sets up a fac- full-time on a farm at about age 25 (even though its not fully
tory to create machine parts, the other side works hard to sabotage mature) and thats about the age when most farmers want to see
it.) In addition, the moist climate of the Main Valley plays hell on their kids settled with farms of their own.
the internal combustion engine, still humanitys primary mode of Another common sight on the roads is the brachy-peddler. A
propulsion. brachiosaur holds an awful lot of cargo, and its not going to be
The results of these interconnected processes are visible attacked by anything smaller than a family of T-rexes or a tribe of
every day to Cretasus dwellers. Jungle paths are dotted with rust- raptors, so an enterprising individual will simply purchase hun-
ing-out hulks of enormous trucks and cranes brought in from off- dreds of tons of varied goods at New Savannah and strike out into
world. From time to time, a fort launches a reclamation campaign the wilderness to do some trading.
to recover the metals and parts from those vehicles, using bra- When a brachy-peddler arrives at a new town, it usually takes
chiosaurs to haul the wreckage back to civilization. The irony of her two whole days to unpack her goods for trading, although she
a beast of burden lifting and carrying a precise machine, the prod- might allow quick peeks to some of the
uct of five hundred years of technological refinement, has not towns children. Her appearance is a fes-
been lost on machinists. Both the Union and Confederacy have tive event in town, marked by celebra-
come to realize that its silly to build an industrial base when all tions and corn liquor, since most locals
you really need to do is feed the natives. dont get much chance to trade their
Brachiosaurs and their smaller cousins are the most valuable goods. Oftentimes the brachy-peddler
dinosaurs anyone can own. They require an enormous capital has new offworld fabrics, spices, or
investment, which is the only start of extensive operating costs technology things which would never
fueled by their gargantuan appetites. Brachiosaur families strip show up in the freetowns general store
entire hillsides and small forests of their vegetation in order to sur- so the peddler usually ends up with
vive. Diplodocus pods will clear an entire lake of seaweed over most of the freetowns liquid capital.
the course of a couple weeks. Most freetowns designate a large Brachy-peddlers travel from
portion of their land to be Giants Grazing Zones, preserves for freetown to freetown,
their enormous laborers. These dinosaurs are unable to digest spending a week or
most grains, and they derive no more nutritional value from tree more in each town,
bark than from protein shakes: its quantity, not quality, that buying anything
counts with these enormous creatures.
The Confederates use brachiosaurs as construction aids, to
haul goods between towns, and to dredge new irrigation canals.
Typically brachies belong to the freetown or the government,
since their feeding is a public expense. However, almost every
large farm owns its own workosaur, as do many itinerant
traders. These folks are eager to protect their investments, so bra-
chiosaurs are among the most pampered creatures in known
space. More veterinarians on Cretasus specialize in treating bra-
chiosaurs than any other species, and freetowns will spend exor-
bitant amounts of money preparing gigantic medications when
their enormous laborers fall ill. Killing a farmers brachiosaur is
the simplest way to ruin her farm, and in the backcountry such an
act is considered almost as despicable as murdering the farmer in
her sleep.
Union forces use brachies heavily around mining areas, both
to clear rubble away from the mines and to build roads into moun-
tainous areas. Sustaining a brachiosaur in such a barren area
requires a supply chain focused entirely on importing food for the

66
thats not nailed down for future trades, picking up gossip, and order to soften the meat. Its strong taste can put off many diners,
remembering whats popular in each town. Peddlers usually take so non-Cretasus natives add a lot of spices. Munchasaurus, for
a year or two to complete their circuit of small freeholds. After example, uses garlic and basil in most of their products.
they return to New Savannah, they bank their profits and buy a Confederates who preserve their Louisiana Cajun heritage have
new set of goods for another run through the towns. brought Cajun cuisine to Cretasus, dusting off their great-great-
Mugging a brachy-peddler is a bad idea, even when the great-great-grandpappys alligator recipes for use with the new
dinosaur isnt around. Most brachies have spent decades forming meat. It works great, and dino gumbo can be found acookin all
friendships with their riders, and they can get a mite ornery when over Confederate-held territory.
their masters fail to appear. Freetowns have been nearly flattened Among the Union settlements , the preferred cooking style is
just because a peddler was sleeping off a hangover. slow-roasting on a spit over a fire pit. True dino warriors just chop
up their kill, give it a quick burst with a flamer to sear it, and chow
Cooking Dinosaurs down. Raw dino is stomach-churning; characters need to make a
Fortitude save (DC 10) to keep it down. Dried dinosaur meat, or
People on Cretasus eat dinosaur meat and dinosaur eggs all lizard jerky, is best kept for emergencies.
the time. Dino meat is a delicacy offplanet. Its legal to ship meat, All sides agree on one thing mincing a dinosaur is like eat-
and its a major export: folks all over the universe enjoy a good ing quiche. Real men just dont do it.
hunk of iguanodont.
Munchasaurus is the premier offworld restaurant specializing Dinosaur Smuggling
in dinosaur meat. Their Brontoburgers, BrachLTs, and
Igunanochomps (little bite-sized nuggets for the kiddies) are pop- To humans, dinosaurs are among the most valuable living
ular quick eats in every human city. Munchasaurus has seen mete- things, anywhere. Cloning technology is highly regulated by the
oric growth in the last five years. Contrary to popular opinion, Union government; the technology necessary to clone and breed
they do use 100% dinosaur meat in their meals, which means a lot dinos is exorbitantly expensive, rarely found in public hands. Its
of shipping. cheaper to send raiding ships to swoop down on Cretasus and
Munchasaurus is the primary exporter from Cretasus. escape quickly with a hold full of dinosaurs, trying to establish a
Munchasaurus transports, featuring their distinctive logo (a dinner breeding colony in a hidden locale. Passenger liners which tour
table with a tyrannosaurus bite taken out of it), are a common Cretasus sometimes leave with more passengers than when they
sight at New Savannah and Fort Lincoln, loading up flash-frozen began.
dinosaur corpses for the long haul back to dinner tables on hun- Both the Union and the Confederacy object to third parties
dreds of worlds. Munchasaurus contracts with both the Union and attempting to smuggle dinos offplanet: the Union because it
the Confederacy to get its meat products, but its success has also believes that dinosaurs in private hands are dangerous, and the
interested the Cabal, which is working to take control of the cor- Confederates because selling dinosaurs is a lucrative source of
poration for its own nefarious purposes. funds for the government, and theyre not about to give that up to
Munchasaurus often hires groups of bronco riders to herd some damn Yankee traders! Taking live dinosaurs offplanet is ille-
wild dinos into a slaughterhouse area; it charges a figurative arm gal, punishable by life imprisonment by the Confederacy and the
and leg for the resulting Guaranteed: Wild! chops. annihilation chamber by the Union. So far, all the offplanet breed-
Other restaurants are pickier about their meat. Gourmet ing projects have either been dismal failures or have been located
restaurants want wild dinosaurs, since the meat is gamier and their by the authorities, but the smugglers keep trying.
knowledgeable customers can tell the difference. In addition, they The most valuable dinosaurs are the meat-eaters, who are
seek dinosaurs that were unafraid when they were killed the brought into fighting pits and gladiatorial arenas all over known
presence of certain fear-related hormones in the body at the time space. As described above, ornitholestes are valued for their man-
of death subtly alters the taste. A dino which is killed while asleep, like stance, martial tendencies, quickness in learning to use
or while flatfooted, is considered pristine for their purposes, and weapons, and willingness to battle one another to the death. T-
theyll pay top dollar, up to five times the market price, for a pris- rexes also command top dollar and deep respect for their leg-
tine corpse of the desired species. They dont mind messy kills, endary size; brutal arena masters pit them against elephants, rhi-
but they do insist on a swift death. Agents for these restaurants nos, lions and tigers.
often hang around spaceports looking for a group willing to hunt Small, brightly-colored dinos are prized as pets. Theres little
down a dinosaur according to their specifications, but they find demand for the big herbivores, and the costs of transporting them
few takers its very difficult to kill a ceratosaur in one shot, no are astronomical, so compsognathus and other smaller dinosaurs
matter what weapon youre using, and most dinosaurs are notori- also make valuable quarry.
ously light sleepers. Simply landing on Cretasus and grabbing all the dinos near-
Dinosaur meat has a distinctive, exciting flavor but is often by is a viable strategy, although it means the raiders will only get
tough. It is best simmered or boiled for a long period of time in whatever dinos are in the area, not necessarily the smallest and

67
most valuable. Instead, most smugglers operate with the help of involve shipping live dinos offworld, is allowed, indeed encour-
planetside accomplices. These accomplices catch an assortment of aged by the Confederates as a test of strength and honor.
small dinosaurs, then hide in a cave or isolated area to await a ren- Expeditions into the deep jungle do not rely on powered vehi-
dezvous with their ship, which lands, loads, and runs. Authorities cles, which are likely to break down or draw unwelcome attention.
have broken up several such smuggling rings based in the Hideout Instead, hunters use dinosaur mounts both to travel and to carry
Hills. the kills. Dinosaur mounts are expensive and hunting is very dan-
Smugglers use expensive alien technology that can cloak a gerous, so most hunters build money and skill either working on
ship from most human sensors, and smugglers rely on this shim- ranches or with the military forces of one or the other government.
mer field to mask their presence. However, the shimmer field fre- Others prove themselves by arriving in town with a ceratosaur
quently causes fluctuations with ships engines, which means con- carcass.
stant repairs and an uncertain approach time. Many a smuggling Hunters face many threats: first, theres the prey itself, diffi-
team has to wait for weeks as their ship limps toward Cretasus cult to kill even with modern, high-powered weaponry. Its a mark
from the warp gate after an unexpected engine sputter! The shim- of pride among true hunters not to use alien weaponry to take
mer field also does not completely eliminate a radar image, nor down their kills, which makes it even more challenging. Next,
does it prevent visual sightings, and so the Union or the theres the necessity of avoiding the competition: raptor tribes and
Confederacy may dispatch a patrol to investigate a possible sight- other carnivores, who are an unwelcome sight for any hunting
ing. Some smugglers will just brazen it out, sweeping through the group thats planning to go after big herbivores. Some expeditions
Alacion Portal with a false flight plan and having their illegal outfit themselves to take on raptors or T-rex, but its an entirely
cargo secretly brought to the spaceport. different set of weaponry thats appropriate, and those hoping to
Well-established smuggling networks exist in all the major bag raptor also make sure to have a very fast escape route planned,
settlements. New Savannah has its share of corruption and theft. in case the whole tribe makes an appearance.
While the smugglers do bring wealth into these cities, they also Professional hunters often use triceratops or allosaur mounts
commit crimes from assassination to sabotage as they try to pro- for solo expeditions. These combat-ready mounts can carry enor-
tect their lucrative profession. Despite all this, the smugglers are mous amounts of trophies and meat. Alternatively, hunters may
folk heroes with the population, especially among some of the make deals with a raptor tribe, travelling on foot or on a lighter
backwoods freetowners, and their deeds are common gossip. In mount, giving the meat to the tribe and bringing home only valu-
the forts and in New Savannah, they are quite unpopular, but able portions of the skeleton.
every smuggler has a friendly hometown where he can lie low and However, most hunters make their money leading wealthy
relax after a tough days work, which makes them very hard to offplanet tourists into the jungles. Although exporting live
track down. dinosaurs is illegal, bringing dead dinos offplanet is perfectly fine.
The most feared smugglers are the Red Claws, who use rap- Dino hunters usually come bearing high-powered weapons and
tor-claw weapons as their assassination tools. The Red Claws are high-powered egos, eager to bring home a trophy for the corporate
currently trying to eliminate the richer and older Dons, a group boardroom or the manor house. Taking a dino-hunting trip to
based on the legendary Earth mafia, whose secret leaders take Cretasus is an expensive proposition, so only the rich can afford
pseudonyms like Don Iguana and Don Tracho. These battles to make the trip.
occasionally spill into the streets, and the authorities are desperate A typical hunting package has the tourists starting out from
to crack down on both groups. The Red Claws are known to run one of the major forts, where they are met by a native hunter/guide
guns to raptors. The Dons view this as a betrayal of the human who checks their gear, makes necessary purchases in town, then
race, and are quick to point out the moral failings of their rivals, leads them to a stable to pick up their mounts. Part of the whole
even as they work hard to assassinate every Red Claw man they experience is riding a dinosaur, so the tourists spend a few days
can find. getting used to their mounts typically camptosaurs, since theyre
Its common knowledge that any piece of mail addressed to docile and easily led, although the native hunter will point to their
Red and sent through the postal service will eventually find its thumb spikes as a sign of their dangerous nature. Guides also
way to the Red Claws, while the Dons operate Cretasus only win- check that the tourists have at least a minimum degree of compe-
ery. tence with the basic dino-hunting weapons. Once the guide is sure
that they wont embarrass themselves, they head into the jungles.
Most hunting parties hire a raptor guide or a wild one to
Dinosaur Hunting advise the group leader, tell the group where the dinos lairs are,
and keep them apprised of raptor and T-rex movements. Well-
Dinosaur hunting is a big deal on Cretasus. The rich from equipped but foolish hunting parties launch reconnaissance
hundreds of worlds dream of testing their mettle against a tyran- probes to lead the way, but these drones dont last long;
nosaur. Farmers make reprisal raids against raptor tribes. pterosaurs, the climate, the Union, and the Confederates all work
Confederate and Union troops try to capture entire herds of riding together to take them down.
dinosaurs for cavalry mounts. Trophy hunting, since it doesnt Dinosaur hunters typically want unblemished souvenirs of

68
their accomplishments, trophies which often include the three Hs: president-for-life had a brainstorm, and his worlds economy
heads, hides, horns. Screamer rifles are the ideal tools for taking shifted almost entirely from subsistence farming to tourism. He
down dinosaurs and leaving the trophy parts untouched, but most retrained his army to lead the curious and the wealthy through
hunters and hunt aficionados consider them a cowards weapon their terrain. Now, theyve branched out into Cretasus, where they
because of their area effect. Besides the screamers, the following give their clients the full Cretasus experience: touring forts and
weapons do no damage to a dinos corpse: amp bomb, laser pis- breeding pens, and moving through protoceratops caves, raptor
tol, laser rifle, and monofilament blade. The wealthy often come villages, and triceratops herds.
bearing masterwork laser rifles, considered the gun of choice for Blue Pygmy routes often seem very dangerous to travelers,
the sportsman. Responding to customer demand, Winchester but it is all an illusion. The Blue Pygmies present themselves as
Pyrotechnics has released a special laser rifle with an inertia- super-tough super-strong battle dynamos, ready to take on any
dampening mount, meant to be fired from the back of a moving dinosaur that dares challenge them. The truth is that theyre
dino, which is what most Cretasus hunters now carry. extremely shrewd businessmen who plan every second of every
Other weapons are classified as messy, very messy, or expedition and pay dinosaurs very well in order to produce a false
unsuitable for dinosaur hunting. Messy weapons have a 1% sense of danger. Blue Pygmies somehow drive off the ravening T-
chance per point of damage inflicted of ruining the pelt, and prey rex just before it reaches the lumbering brachiosaur carrying the
killed with messy weapons has a 10% chance of having its head supplies; they always persuade the raptor tribe to reject its xeno-
or horns damaged. A good shot will preserve the value of a pelt: phobic warrior-chief and free its human captives; they head off the
prey killed with a critical hit always has its valuable parts undam- herd of triceratops at the last minute with a loud explosion. Never
aged. Very messy weapons have a 3% chance per point of damage a dull moment, but never a truly dangerous one either.
inflicted of ruining the pelt, and prey killed with a very messy Most Blue Pygmies are Two-Fisters, and some are full-blown
weapon has a 40% chance of having its head or horns damaged. Bronco Riders, but they realize they arent totally well-adapted to
Prey killed with a critical hit from a very messy weapon still has Cretasus yet. For security, the Blue Pygmies hire mercenaries to
a 20% chance of having its valuable parts ruined. Unsuitable travel with large groups, concealing them as fellow tourists. They
weapons always render the pelt unusable, and have an 80% also use outside help to scout new routes and begin negotiations
chance of ruining the head or the horns, even with a critical hit. with fierce-looking but greedy dinosaurs. There are persistent
Messy weapons: All manual and melee weapons except rumors that the Blue Pygmies are connected with the Dons smug-
monofilament blade, Colt .45, Absentee Voter, Automatic Pistol, gling operations.
Musket, ROGUE rifle, Whisper Gun, Shotgun, Winchester Rifle,
Laser Lance, Laser Sword Dinosaur Picture Shows
Very Messy Weapons: Monofilament Blade, Bronto Gun,
Heavy Machine Gun, Frag Grenade, Pulse Rifle, Wide Beam Communications satellites do not last long in Cretasus orbit;
Laser one side or the other shoots them down as soon as they reveal
Unsuitable Weapons: Flamer, Howzer, Piledriver, Cryon Ray, themselves by transmitting. So television is broadcast at the
Plasma Sling, Plasma Bomb, Chimera Fiend, Annihilator, Dust ground level by powerful transmitters. Places outside of the Main
Gun Valley lack reception. Television sets themselves are rare, even in
New Savannah and the few settlements that have electricity. That
Dinosaur Tourism hasnt stopped dinosaur television and dinosaur movies from
becoming an important part of popular culture.
Dinosaurs are the most exciting thing on dozens of worlds. The most popular television show in the world is White
Researchers and rich folks alike are eager to see them in person! Branch Raptors Hour. The White Branch Raptors got their
The tight military control that both sides put on Cretasus means broadcasting equipment after they ate a particularly annoying
that only the rich have a realistic chance of coming to Cretasus paleoanthropologist who had some surprisingly good gear for a
just to see dinosaurs. However, every grunt in the Union army and researcher. Their shaman learned how to use it after a lot of trial
every Confederate colonel dreams of being reassigned to and error, eventually making contact with human television com-
Cretasus, to see the dinosaurs. Frequent expeditions leave the panies though a protoceratops intermediary. The humans were
bases with rather questionable objectives really, theyre just to blown away by the sheer stark power of what they saw, and the
see the saurs. Hour was born.
Expeditions into the wilds are dangerous, of course, even if The Hour usually involves a hunt, a meal scene, some philo-
youre planning to watch and not hunt. One of the few companies sophical expostulation (in Raptor, untranslated), and possibly an
that has managed to establish a reputation as a safe and reliable attack on a rival group that has entered White Branch lands. The
service is Blue Pygmy Expeditions. Blue Pygmies are offworlders raptors bring their raw footage to a heavily-guarded freetown stu-
from a particularly hostile planet where some of the insects get as dio where it is carefully but lightly edited (the White Branch
big as the dinos on Cretasus. Fifty years ago, the Blue Pygmy group has eaten producers who made unwanted changes to their

69
show). The show is broadcast around Cretasus, generally picking Union cities on Earth. However, powered vehicles are not in com-
up 60% or more of the available audience. mon use on Cretasus, or most other colony worlds, because they
The White Branch clan is large and prosperous beyond the tend to break down, because its difficult to repair them on a pre-
dreams of most raptors. Its success has led to recent intertribal industrial world, and because theyre not designed for local
friction over what to do with its newfound wealth, which makes weather, atmospheric, and gravity conditions. It takes time for a
even better television as its members challenge each other to local economy to gear up to produce its own vehicles, and it takes
fights to prove the worth of their arguments! time for technicians to discover which modifications are most
So far no one has managed to replicate the success of the appropriate for a particular vehicle for a particular planet.
White Branchers. One well-funded attempt to copy this show, the Dinosaurs, however, reproduce themselves, are hardy and adapt-
Thunder Hills Raptors Hour, led to the extermination of the able, and mend quickly, so theyre ideal bioweapons.
Thunder Hills Raptors by forces unknown. The smoking crater of Triceratops: Much current cavalry research is on the horned
the recording studio has helped to discourage others from bring- dinosaurs (ceratopsians). They travel in large herds, so theyre
ing copycat shows to air. used to close contact with one another. As plant-eaters, they can
Sometimes raptors will adopt the mannerisms of the White live off the land, and their upkeep is much less expensive than
Branch group in order to interact well with people. Some raptors meat-eaters. They are easy to breed and relatively easy to train
go so far as to impersonate the White Branch crew, hoping for when a hatchling. Furthermore, their thundering charge is terrify-
gifts from star-struck humans. Most people cant tell raptors apart, ing.
so they frequently fall for these shams. In combat, their bony frills protect their riders as they charge.
Even outside the White Branch Raptors Hour, dinosaurs are A rider on a charging triceratops gains one-half cover (+4 AC).
the most popular subject of entertainment in the galaxy. Directors Laser lances are the preferred weapon of the triceratops rider,
and creative artists are eager to record dinosaurs and use them in because the mounts instinctual attack mode also sets up the rider
their shows. Holographic techniques can perfectly replicate reali- for a similar attack.
ty, but some snobs claim to be able to tell the difference. A study Iguanodon: A lot of research has also gone into training
of dinosaur life also leads to better, more realistic action. This iguanodons. Iguanodon mounts have become less popular as the
means that entertainers are occasionally found wandering the market for their sumptuous meat has grown. Even so, many bron-
wilds of Cretasus, negotiating with protoceratops or wild ones to co riders who have tamed their iguanodons swear by their useful-
get the perfect image for their work. ness as mounts and refuse to eat them. While not nearly as effec-
The tools of the modern entertainment industry are microsen- tive as the triceratops in combat, theyre faster, lighter, and able to
sors. These fist-sized devices, developed from alien technology, assume a more agile two-footed stance to navigate tricky terrain.
are liberally deployed around an area and provide 360 degree cov- They have many of the same advantages of triceratops:
erage of that area, picking up several different kinds of input and theyre herd beasts, able to accept human authority; theyre plant
storing them. In addition, conscientious entertainers will use eaters, so theyre less of a logistical burden. Their great handicap
handheld scopes with inertial dampers to capture the perfect right now is their unwillingness to breed in captivity. Scientists
image. are scratching their heads in confusion over how to get these crea-
tures into mass production the group that figures out the mys-
teries of iguanodon breeding will be richly rewarded.
Dinosaurs as Weapons Allosaurs: If you have to have a carnivorous mount,
allosaurs are clearly the way to go, with their affability and eager-
Both sides are eager to use dinosaurs as weapons in their mil- ness to please. Wild allosaurs dont really serve as mounts; they
itary campaigns. Developing an industrial base on a newly con- agree to take a position as a mount. Theyre not sophisticated
quered world is extremely difficult; raising and training a bunch enough to want a salary, but they do expect frequent gifts, and will
of triceratops is a lot easier and cheaper than importing ironclads just walk away from a rude rider (theyre too polite to eat their rid-
and trained pilots. Both sides view dinosaurs as a means to devel- ers... usually!). Allosaurs raised from the egg to be mounts are
oping superb and inexpensive colonial troops. more docile and respectful than their wild cousins.
Allosaurs are not used to traveling in large groups and are
uncomfortable in formations. They are ideal for lone scouts, but
Cavalry Mounts not so useful for a mass charge. They spook most animals and
even most dinosaurs smaller than a triceratops.
The simplest and most obvious military use for dinosaurs is Allosaurs are extremely expensive to maintain, another draw-
in the cavalry. Its important to note that technology in back. They cant forage for themselves as they travel, as the her-
Broncosaurus Rex has taken a different track than modern tech- bivores can. After two days of travel, they need to spend one day
nology has. Our Earth has supertanks that would run roughshod hunting in order to maintain their fighting trim, or be provided
over triceratops cavalry. Its true that Confederate dinosaur caval- with a Large carcass every three days.
ry would have little chance attacking New York or any other Besides their obvious combat prowess, the other advantage to

70
keeping an allosaur mount is that it is a knowledgeable and wise
companion, willing to chat and provide companionship for lonely
days. Allosaur riders have very high morale and are tightly bound
to their mounts, and the camaraderie means that both rider and
mount are willing to fight to protect one another, something miss-
ing with other types of dinosaurs.
The Union views the high intelligence of the allosaur as a
potential drawback, fearing a revolt of its vehicles. Union sci-
entists have developed an operation to limit allosaur intelligence,
which is often performed on allosaurs bred in captivity. This oper-
ation results in a stunted, withered allosaur, two-thirds normal
size, with an Int of 6. These beasts are noticeably easier to train
than standard allosaurs (DC 20 as a youth), while still retaining
their good nature. So far Union scientists have been able to pass
off these creatures as a heretofore unknown species, but if the
allosaurs ever learn the truth about their lobotomized brethren,
they will be out for blood.

Armored Dinosaurs
Even during the early years of the Civil War, it was clear that
horses were on their way out as cavalry mounts, mostly due to
their vulnerability to modern weaponry. Dinosaurs are more
robust than horses, but sometimes they also need help.
The ideal dinosaur armor would be light, rugged, and would receivers are common enhancements (costing a mere $500 at a lab
not affect mobility. Dinosaur mounts usually need to be able to with an experienced machinist).
pack their armor, since they spend a lot of time traveling across However, some experiments consist of enhancing the natural
country, and they cant wear armor for extended periods without powers of the dinosaur. Besides the silverclaw raptors, one exper-
an agony of chafing. For most circumstances, flak armor is good iment removed the horns of a triceratops and replaced them with
it doesnt weigh much and its only moderately expensive (espe- laser lances (increasing gore damage to 4d8+7, doubled on a
cially compared to the cost of the dinosaur). Flak armor does charge!), which unfortunately requires the dinosaur to be calmed
require advanced technology to create, however, so its not logis- and have the laser power packs recharged daily. Triceratops have
tically appropriate for colonial worlds; even on Cretasus its hard also had armor plates surgically implanted (extra +4 natural armor
to get outside of the major forts. Most bronco riders use hide bonus), although that cuts their speed to 20 feet.
armor, because dinosaur hides are easy to get and prepare. It does Scientists have also implanted poison glands into various
slow down the dinos, but its perfect for an emerging colony since dinos. The glands can be added to either the bite or the claw attack
its grown, not manufactured. of a dinosaur; a gland stores enough poison for 10 attacks, and
Of course, the well-equipped warrior surrounds her dino and many varieties of poisons exist, including knockout (DC 15, 1
herself with an absorption field. Any field big enough to surround Con/unconsciousness), red agony (DC 18, 1d2 Dex/1d6 Dex), and
a dino is also capable of surrounding its rider. Again, this is an screaming skull (DC 12, 1d6 Int/1d6 Int). If the poison gland bear-
expensive option, but with a flak vest and absorption field, the er suffers any damage, theres a 5% chance of the gland rupturing,
front AC of a triceratops rises to 25 against bullets, comparing with subsequent spillage of poison into the bearers system, with
very favorably with that of an armored vehicle. a penalty to the Fort save of -1 per remaining dose.
In at least one case, the stress of these secret experiments
caused a machinist to crack. After slipping out of a top secret
Cyborged Dinosaurs research base, Canada Louie Wilhelm became legendary for his
attempts to transplant human brains into ceratosaur bodies. When
Dinosaurs are not just animals. They are much smarter than Union troops finally tracked him down, they found his base com-
the average creature and can learn to utilize high technology. pletely abandoned but surprisingly well-stocked. A few cryptic
Dinosaurs that can be used as mounts are unable to properly uti- notes claimed success in the experiments. They also found the
lize machines, since they lack an opposable thumb. So machinists headless corpses of several wealthy elderly men. Union spies still
have been working to implant various devices into their dinosaurs keep a watchful eye for Canada Louie, who knows far too many
to strengthen them. Most devices enhance the senses: low-light secrets, although they scoff at his extravagant claims in public.
vision, enhanced hearing (+2 to listen rolls), and implanted radio In private, theyre worried.

71
Flying and Aquatic Dinosaurs airborne express men to gather information; it gives them the per-
fect cover and a legitimate reason to be flying a pterosaur across
Most strategists, quartermasters, and meatpackers view the countryside.
aquatic dinosaurs as less useful than the land creatures, but
weapons masters are still trying to domesticate them and develop Union vs. Confederate Strategies For
their capabilities for combat. Most training is similar to that of
dolphins in the old Union Navy: plesiosaurs are used as Dinosaurs
minesweepers and to carry high explosives on suicide missions. In
addition, unleashing a few elasmosaurs into swimming areas is a The Union has little respect for dinosaur life. Merely clever
terror tactic not beyond the Cabal. animals, theyre tools to be used in order to crush resistance and
Flying dinosaurs are an entirely different kettle of fish. destroy the enemy. Raptors, allosaurs, and other intelligent
Pteranodons can carry 200 pounds enough for a slender rider dinosaurs are to be treated just like other less-developed aliens: as
and his gear. Saboteurs, snipers, and spies favor pteranodon means to an end, as drones and cannon fodder. Union courts have
mounts for their silence, their speed, and their ability to go where ruled that dinosaurs are chattel with no rights: they cant own
land creatures cannot. Pteranodons spend much of their time glid- property, cant testify in court, cant even travel in Union-con-
ing, making them very quiet fliers, and they are difficult to pick trolled territories without government permission. (This last rule
out in the night sky. They dont show up particularly well on radar is rather hard to enforce, however.)
screens since theyre not made of reflective metal. Theyre perfect The Union pours money and time into research on the mili-
for infiltrating men into faraway places. They have a high metab- tary uses of dinosaurs. The Union is extremely interested in devel-
olism rate for dinos it takes 30 pounds of fish to feed a pterosaur oping the Thrum to send hordes of berserk dinos against its foes.
for one day. But they can go several days without food in a pinch, It also seeks to induce triceratops rampages and breed savage rap-
and the seas are swarming with fish, so its easy to maintain their tors to unleash upon foes. The Union views dinosaurs as the per-
ravenous appetites. fect bio-weapons, a sort of giant plague ready to be unleashed
Both sides are engaged in crash breeding programs to create upon its opponents.
more tractable and easygoing pteranodon mounts, as well as Time and time again, Union expeditions into the wilderness
slightly larger and heavier creatures that can carry more weight. are ambushed and destroyed because they underestimate the clev-
Theyre also looking for slim or short folks to serve as an elite erness and abilities of the Cretasus dinosaurs. While natives of
pteranodon corps! The Blue Pygmies have already politely turned Cretasus know the dinosaurs better, Union tactical and strategic
down a request by the Confederacy to serve as their elite flying doctrine is set by generals and senators on Earth, whose policies
corps, and the Union is actively recruiting the petite inhabitants of in turn come from the Cabal, which has its own motives for keep-
several distant offworld locations. Especially on Cretasus, where ing the Union from forming closer ties with the intelligent
powered air vehicles are constantly swarmed by the native dinosaurs.
pterosaurs, an air force composed of pteranodon riders is very Still, the Union does possess a powerful machine base and
attractive to the military commanders. frequently sends out devastating expeditions to punish a dinosaur
Pterosaurs are the most reliable communications medium on ambush. The dinosaurs often retaliate, and the cycle of violence
Cretasus. Since electronic communicators are limited to line-of- escalates until one side or the other concedes after too many casu-
sight range and can be jammed with a scrambler, important or alties usually the dinosaurs.
secret messages are usually consigned to couriers on pteranadons. The Confederates view dinosaurs as allies, not tools.
They keep irregular schedules and are often difficult to distinguish Confederates sign and respect treaties with raptor tribes. They
from routine training flights, which makes it difficult to target the value and treasure their relationships with lesser dinosaurs, even
couriers and intercept the documents. However, it does mean that as they attempt to understand the sentience of the brighter species.
sometimes a dead man, a dead lizard, and some extremely valu- The Confederacy has a deep respect for the capabilities and pow-
able information comes falling from the sky into the middle of ers of the dinosaurs; even when they find themselves fighting a
nowhere victims of a lightning storm, another pterosaur, or a particular group of dinos, theyre always careful to treat their
lucky shot from enemy troops. Locating and retrieving those doc- opponents with caution. Of course, the greed intrinsic in individ-
uments from the middle of the Cretasus wilderness can be quite a ual humans is still a limiting factor on the attitude of any particu-
challenge. lar Confederate citizen.
Some of the freetowns have established an airborne express Confederate research into dinosaurs has focused primarily on
to deliver letters pteranodon riders who carry mail and small their abilities when combined with people, such as in a cavalry
packages between isolated settlements. These riders paint their role. Theyre less interested in using dinosaurs as terror weapons
pteranadons white, declaring themselves neutrals in the struggles or bio-tools, and more interested in developing teamwork between
between the Union and the Confederacy, and theyre usually wel- men and dinosaurs. Dino Warriors are their ultimate goal, a fusion
come at any settlement or fort. Spies from both sides often pose as of man and dinosaur into a skilled and deadly juggernaut.

72
Dinosaur Combat Rules Unarmed Combat with Dinosaurs
Individual characters engaged in unarmed combat with dinos
Fighting with Dinosaurs are at a huge disadvantage. Nevertheless, two-fisters will some-
times try it, especially when drunk, so here are some guidelines.
Fighting with dinosaurs requires a quick review of the rules Dinosaurs cannot be disarmed. Two-footed dinosaurs can be
for combat with large creatures. bull rushed; it is impractical to attempt this with a four-footed
The rules about facing can make it complicated to determine dinosaur and merely extremely unwise for a tyrannosaur.
exactly how many creatures can attack a large creature at once. Characters can grab opponents which are very large, but they
The rules allow many, many creatures to attack dinosaurs at once. cant hold anything two or more size classes larger than they are.
For example, fourteen humans (5 ft. x 5 ft.) can attack one Even if you grapple a smaller dinosaur, unless you pin him hell
stegosaurus (5 ft. by 20 ft.): one at each end, four along each side, still be able to cut you up with his natural weapons. This rule
and four on the corners. To make things simple when dealing with doesnt allow for certain crazy cinematic actions, like a horde of
large creatures, remember that the rule of thumb is that eight crea- small dinos pulling down a tank, or for the running of the tricer-
tures that have the same face (if square) can attack one another. So atops. Those sorts of swarming tactics are totally in keeping with
up to eight 10 ft. x 10 ft. dinosaurs (e.g., ceratosaurs) can attack our conception of the game, so heres a rules change: if there are
one 10 ft. x 10 ft. camptosaurus. eight or more creatures colluding in a grapple, one of them may
The more interesting rule, and one that will frequently arise make a grapple attack on a creature three sizes larger. If sixty-four
when humans attack dinosaurs, is reach. A defender with longer collude, then one of them may make a grapple attack on a creature
reach than its attacker gets an attack of opportunity when the four sizes larger.
attacker moves within its threat zone. This includes most charac- Allosaurs and ceratosaurs are quite fond of grappling, not
ters attacking dinosaurs. Most dinosaurs have at least a 10 ft. really to hurt their opponents, but to keep them in one place so
reach, and some have more; the tyrannosaur, for instance, has a 15 they can kill them easier! Tyrannosaur forelimbs are too tiny for
ft. reach. This also means that a tyrannosaur, with its 15 ft. reach, an effective grapple.
gets an attack of opportunity on a charging triceratops with a 10 Overrun attacks dont work on dinosaurs if theyre more than
ft. reach. one size class larger than the character attempting it. Neither does
Characters 5 ft. from a creature with 10 ft. reach, or 10 ft. the trip action. Most dinosaurs will overrun PCs blocking a
from a creature with 15 ft. reach, are also unable to retreat path to food or if they feel trapped. Many of the larger
without provoking an attack of opportunity. You get it herbivores trample instead of overrunning; read the
coming and going. description of the dinosaur to find out if its capa-
ble of trampling its opponents.

73
Chapter III: Player Reference

Character Classes feed, turning eggs under heat lamps at precise intervals, and so on.
The next six months are more interesting: training wild dinosaurs,
tending to injured animals, catching wild dinosaurs intact, and
raising the young from the hatchery. The final three months are a
Prestige Class: Dino Warrior taste of Dino Warrior life: accompanying patrols and basically liv-
ing like a full-fledged Dino Warrior.
At the end of the year, the characters performance is evalu-
Dino Warriors are the Confederacys elite dinosaur cavalry. ated. The training period should be role-played although the first
PCs who become Dino Warriors put themselves in the service of few months are pretty bland, the last portion involves some real
the Confederate military. They receive specialized training in rais- adventure. If you as the GM want to speed past the bland parts,
ing and training dinosaurs, access to the Dino Warrior domesti- award some experience (500 XP is appropriate) to the Dino
cated dinosaur herds, and the admiration of virtually all the set- Warrior-in-training for nine months of service. The course of the
tlers on Cretasus. But they are limited by their military role. training will test all of the requirements for being a Dino Warrior
Characters become Dino Warriors for many reasons. Bronco (loyalty, Animal Empathy, Handle Animal, Ride and mounted
riders find that the rigorous training and experience in the hatch- combat ability). In general, unless the character failed his checks
eries develops their animal handling skills beyond the limits of repeatedly or did something very stupid, he will proceed on to the
life on the ranch. Soldiers become Dino Warriors because they can initiation rites.
apply their disciplined strategy and tactics to a kind of cavalry The initiation rites are a number of solo tasks similar to those
warfare that is unique in the galaxy. Some two-fisters become described on pages 36-37. There should be at least three encoun-
Dino Warriors because their adventurous, rough-and-tumble fron- ters of CR 4 or higher. If the character survives, he is inducted into
tier life is appealing. Machinists and spies rarely become Dino the Dino Warriors.
Warriors, and wild ones cannot multiclass. Adventures: The thing to remember about Dino Warriors is
Not all of the Confederacys dinosaur-mounted soldiers are that they are part of the Confederate military. Their adventuring is
members of the Dino Warriors prestige class. Multi-classed bron- limited by the call of duty. A GM can arrange his campaign to suit
co riders/soldiers have a place in the Dino Warriors chain of com- this fact, since there is no shortage of missions for Dino Warriors.
mand usually quite low. These are simply the riders a term But being part of the Confederate military places some fairly
the Dino Warriors use to describe soldiers who can ride dinosaurs stringent obligations on a characters behavior consorting with
but arent skilled enough to train or raise them. Union sympathizers is obviously no longer acceptable!
Hit Die: d10. One benefit of military service is a wage: Dino Warriors are
paid $10 a month per character level, and all of their room, board,
Requirements and equipment is paid for. But even though theyre the cream of
To qualify to become a Dino Warrior, a character must fulfill the crop, the Confederacy itself is quite poor and not always able
the following criteria. to provide the best weapons. The Dino Warriors are supposed to
Place of Origin: Confederate or Offworlder. give up loot captured on duty for military disposal. But nobody
Loyalty: Loyal to the Confederacy. minds if they take a little weaponry or ammunition for them-
Animal Empathy: 8 ranks (bonuses from Dinopathy feat selves...
count as ranks).
Handle Animal: 8 ranks (bonuses from Dinosaur Presence Class Skills
feat and a bronco riders levels count as ranks). The Dino Warriors class skills (and the key abilities for each
Ride: 6 ranks. skill) are Animal Empathy (Cha), Balance (Dex), Climb (Str),
Feats: Mounted Combat, Dinopathy. Handle Animal (Cha), Intimidate (Cha), Intuit Direction (Wis),
Special: After applying for membership, a character must Jump (Str), Knowledge (nature, strategy and tactics, Int), Ride
spend a year working in the hatcheries. The first three months are (Dex), Use Rope (Dex), Wilderness Lore (Wis).
pure drudgery shoveling triceratops dung, hauling dinosaur Skill Points at Each Level: 6 + Int modifier.

74
Class Features
All of the following are class features of the
Dino Warrior.
Weapon and Armor Proficiency: A Dino
Warrior is proficient with weapons suited to fighting
with dinosaurs. This includes the lasso, bronto gun,
laser lance, and laser prod, as well as one-handed
weapons that can be used while riding: Colt .45,
automatic pistol, laser sword, and laser pistol. They
are also proficient with all ballistic weapons, all
swords, daggers, knives, and lances, and light and
medium armor.
Special Weapons and Equipment: The Dino
Warriors have the facilities and knowledge to pro-
duce weapons and equipment for dinosaurs not
available anywhere else. Injection harnesses
(Broncosaurus Rex Core Rulebook, page 58) are one
such item. Others include resonators, shouters, and
thud sensors. Furthermore, Dino Warriors often sur-
gically modify their mounts. Silverclaw raptors
came about in this way. One common modification
is coating teeth with steel sheaths, which adds to the
creatures bite damage (+1d4 for large, +1d6 for his own rank in the skill. (If you wont listen to me, listen to
huge). The availability of these and other such improvements HIM!)
depends on the militarys needs at the time, as well as seniority Visual Speech: At sixth level, the rider and mount can com-
within the Dino Warriors, as adjudicated by the GM. municate silently through subtle motions. As long as they can see
Specialized Training: Dino Warriors train extensively with a each other, they can communicate just as well as if they were
single kind of mount for example, tyrannosaurus, allosaurus, or speaking.
triceratops. The character can pick which mount is his specialty. One Claw: At eighth level, the rider and mount are so per-
When working with that kind of mount, the character receives a fectly attuned that no communication is needed. The mount sens-
competency bonus equal to his Dino Warrior class level to all Ride es the slightest twitch from his rider and always knows the right
and Handle Animal checks. This stacks with bonuses for being a thing to do. The rider automatically passes all Ride checks related
bronco rider. to riding this mount, as long as the rider and mount are lucid and
Dinospeak: At second level, the character has spent so much not influenced by anything that would break their bond (mind-
time with his specialized breed that he picks up its language. altering substances, insanity, loss of touch sensation, and other
One Mind: Once he is intimately familiar with one breed, a such things will interfere with this ability). When making a Ride
Dino Warrior raises a specimen from birth to become his mount. check for purpose of the Mounted Combat feat, the Dino Warrior
This forges a powerful parent-child bond between the rider and gets a bonus equal to half his mounts CR (rounded down).
mount. Only one such bond can
exist at a time. When fighting
with the mount that he raised, a Table 3-1: The Dino Warrior
Dino Warrior has the following Base Fort Ref Will Special
abilities: Level Attack Bonus Save Save Save
Intimidate: At third level, 1 +1 +2 +0 +0 Specialized Training
the character is proficient 2 +2 +3 +0 +0 Dinospeak
enough to use his mount to 3 +3 +3 +1 +1 One Mind Intimidate
intimidate both other humans 4 +4 +4 +1 +1 Herd Tactics -1
and dinosaurs, although this 5 +5 +4 +1 +1
ability is limited by his class 6 +6/+1 +5 +2 +2 One Mind Visual Speech
level. Any time the character 7 +7/+2 +5 +2 +2 Herd Tactics -2
makes an Intimidate check 8 +8/+3 +6 +2 +2 One Mind One Claw
while riding his mount, he adds 9 +9/+4 +6 +3 +3
the smaller of his Dino Warrior 10 +10/+5 +7 +3 +3 Herd Tactics -3
class level or the mounts CR to

75
Herd Tactics: Beginning at fourth level, the character is able rest either wash out or die. Those who survive must then endure
to control herds with amazing precision. Creatures he herds count the earlier tests again for the balance of the six months.
as being one size smaller for purposes of determining how many You can resolve this training in two ways. You can role play it,
he can control at once (see Broncosaurus Rex Core Rulebook, or resolve it quickly with a series of checks. Either way you have to
page 37), with +10 creatures herded for each negative size differ- make the checks, but if you role play it, it can make a good extend-
ence (e.g., a human herding small creatures). At seventh level, ed single-player adventure. The training is filled with ordeals and
creatures count as being two sizes smaller, and at tenth level, they trials suitable to the occasion. In order to pass, the character must
count as being three sizes smaller. make six separate saves, one for each month of training. They are:

Month 1: Ref (DC 5)


Prestige Class: Federal Marshal Month 2: Will (DC 6)
Month 3: Fort (DC 7)
The federal marshals are the Unions intergalactic frontier Month 4: Ref (DC 8)
police. They maintain law and order in the Unions distant Month 5: Will (DC 10)
colonies. Union citizens from the major metropolises will never Month 6: Fort (DC 12)
meet a marshal, but those who live in the outer reaches learn to
fear them. Yet even those who fear them are thankful for their If the character passes the saves, he emerges from the train-
presence they may be terrifying, but at least theyre terrifying in ing sessions alive and successful, though in need of quite a bit of
the name of the law. rest! If he fails the saves, he fails the training. Characters who fail
Only Union sympathizers can become federal marshals. may apply for membership again in the following year. Either
Union soldiers covet the post for the autonomy and adventure it way, the training is worth 100 XP for every month endured.
provides. Even most regular citizens would love to be a marshal, Adventures: Remember that federal marshals are in the serv-
if only they had the ability. ice of the Union. They are highly autonomous, but still must ful-
Hit Die: d10. fill their duties. The benefit is that a marshal has access to
advanced equipment and a great deal of
Requirements Union support. They receive a monthly
To qualify to become a federal marshal, salary of $20 per level, and the Union pays
a character must fulfill the following criteria. for all of their on-duty expenses (travel,
Place of Origin: Union. housing, food, repairs, etc.).
Loyalty: Loyal to the Union.
Alignment: Lawful good, lawful neu- Class Skills
tral, lawful evil, neutral good, or chaotic The federal marshals class skills (and
good. the key abilities for each skill) are Balance
Diplomacy: 4 ranks. (Dex), Bluff (Cha), Climb (Str), Diplomacy
Gather Information: 4 ranks. (Cha), Drive (Dex), Gather Information
Intimidate: 4 ranks. (Cha), Hide (Dex), Intimidate (Cha), Intuit
Knowledge (Strategy & Tactics): 4 Direction (Wis), Jump (Str), Knowledge
ranks (strategy & tactics, technology) (Int), Listen
Feats: Combat Tactician, Leadership. (Wis), Operate Ironclad (Dex), Pilot (Dex),
Special: After applying for member- Search (Int), Sense Motive (Wis), Spot
ship, a character must spend six months (Wis), and Use Technical Equipment (Int).
training. Training sessions happen only once Skill Points at Each Level: 6 + Int
a year. At that time, all prospective recruits modifier.
are sent to the nearest Marshal Academy.
The training is absolutely brutal. The first Class Features
phase involves tests of strength, stamina, All of the following are class features
coordination, reflexes, and leadership. It of the Federal Marshal.
requires combat expertise, familiarity with a Weapon and Armor Proficiency: A
wide variety of weapons, and the ability to federal marshal is proficient with all manual
quickly organize combat units of ordinary and ballistic weapons, as well as all kinds of
people. Most candidates wash out by this armor.
point. Even those candidates who get Special Weapons and Equipment:
through must then survive in a variety of Federal marshals are provided with the best
extreme environments, where most of the equipment the Union has to offer. At each

76
new character level (including first), a federal marshal may requi- patrol. He is now in charge of enforcing the law in that territory.
sition equipment from the Union. The value of the equipment at A sheriff who displays his badge receives a +3 circumstance
each level is shown on the accompanying table. The equipment bonus to Charisma when dealing with Union citizens and sympa-
must have a tech level equal to or less than the characters total thizers. Even when dealing with humans not sympathetic to the
character level. (The character must be able to use the tech level Union, he receives a +1 bonus to Charisma when displaying his
as well, of course; this rule reflects that the Union parcels out the badge everybody knows how tough sheriffs are supposed to be!
best high-tech equipment to the higher-level marshals, and the Issue Law: At sixth level, a marshal can issue law. He can
lower-level ones have to take what they can get.) Requisitioned declare on the spot that something is or is not legal, and the locals
equipment takes 1d4 months to arrive. will obey his edict or so he expects. In order to issue law, the
Deputy: A first level federal marshal is a called a deputy. He marshal simply makes a pronouncement in an appropriate cir-
wears a small silver deputys star. Deputies work closely with cumstance during a trial, after a riot, or whenever the full force
sheriffs, although they are occasionally sent out to take care of of his law will be felt. If necessary, he may have to call a special
things on their own. A deputy who displays his star receives a +2 town meeting to issue his law. All those who hear his law first
circumstance bonus to Charisma when dealing with Union citi- hand will obey it if the marshal passes a Diplomacy check. Add
zens or sympathizers. the marshals class level as a bonus to the roll. The DC is 10 if the
Raise Posse: At second level, a marshal can raise a posse. law doesnt require behavioral change for most people (i.e., a law
Marshals raise posses to assist them in hunting down criminals, against public drunkenness), 14 if it requires minor behavioral
enforcing laws, and keeping people safe. Posses cant be raised change (i.e., a law against drinking on Sundays), and 18 if it
during calm times they
are spontaneous organiza-
tions that only form to Table 3-2: The Federal Marshal
address a pressing issue. Base Fort Ref Will Special Req. Equipment
In order to raise a posse, Level Attack Bonus Save Save Save
the marshal must address 1 +1 +2 +0 +2 Deputy $100
a crowd. He makes a 2 +2 +3 +0 +3 Raise Posse $200
speech to motivate the cit- 3 +3 +3 +1 +3 $500
izens to help him enforce 4 +4 +4 +1 +4 Sheriff $1,000
the law. He isnt just ask- 5 +5 +4 +1 +4 Issue Law $2,000
ing them to follow him; 6 +6/+1 +5 +2 +5 $3,000
hes asking them to take 7 +7/+2 +5 +2 +5 Marshal $5,000
the law into their hands 8 +8/+3 +6 +2 +6 $7,000
and possibly risk their 9 +9/+4 +6 +3 +6 $9,000
own injury or death. The 10 +10/+5 +7 +3 +7 $12,000
trick is swaying the crowd
as a whole; no one citizen
will risk his life alone, but if enough of them believe that the rest requires major behavioral change (i.e., a prohibition on drinking).
of them will go along with it, then they will form a posse. As with a posse, a +2 or 2 modifier applies if the community is
Make a Diplomacy skill check to determine if the speech is lawful or chaotic. Failure means his law is ignored. If the marshal
successful. Add the marshals class level as a bonus to the check. persuades at least 60% of a colony first hand, the rest will auto-
The DC is 10 if the task is fairly safe (chasing down unarmed matically obey. If less than 60% hear his initial proclamation, then
criminals), DC 14 if it is somewhat dangerous (raiding a gangs he must make a second Diplomacy check a day after the first,
well-defended hideout), and DC 18 if it is positively life-threaten- against the same DC, to determine if his message is successfully
ing (defending the town against a rampaging T-rex). The crowds carried through the community. PCs subjected to a marshals suc-
alignment modifies the DC: if the crowd is lawful, reduce the DC cessful law may make a Will save to resist (using the marshals
by 2; if the crowd is chaotic, increase the DC by 2. If the check Diplomacy roll as the DC).
succeeds, the crowd rallies, grabs their weapons, and marches out Marshal: At seventh level, a sheriff is promoted to a marshal.
behind the marshal. He is assigned a navy blue uniform with a gold marshals badge,
A posse only lasts as long as its members are motivated. In and put in charge of ten or more sheriffs. A marshal in his uniform
general, a posse will last for 1d4 hours per level of the marshal. and displaying his badge receives a +4 circumstance bonus to
After that, members start to desert and the posse unravels. Charisma when dealing with Union citizens and sympathizers,
Sheriff: At fourth level, a deputy is promoted to a sheriff. He and a +2 circumstance bonus when dealing with anyone else who
is assigned a gold sheriffs badge and a territory that is his to is familiar with federal marshals.

77
Machinists old one, but he hasnt advanced in the new one yet. His skill point
is in limbo.
4. At the end of transition period, the character has learned the
Machinists have the ability to create custom weapons, armor, new skill. He may now apply his skill point to the new skill.
and equipment. Although most of their creations are inoperable This rule is meant to explain real-life changes in skill sets that
outside their tender care, powerful machinists can create items result from practice, active learning, and career changes. PCs
with permanent bonuses. Many of the universes most powerful should not be allowed to change skills every six months unless
weapons were custom built by such machinists. This requires a there is a very good game world reason!
special feat and significant expenditure in both money and XP.
The feat Permanent Enhancement is required for these per-
manent creations. See the description for Permanent Enhancement New Feats
in the New Feats section.

BARGAIN HUNTER (General)


Skill Evolution Bargain hunting is not just the ability to recall prices. It also
encompasses a talent for remembering inventory levels, under-
The pioneers who travel to Cretasus frontiers are jacks of all standing distribution systems, and knowing wholesalers who will
trades. They know the basics of farming, hunting, fishing, mining cut under-the-table deals with end users in other words, every-
and logging. When they find a place to settle, they learn a trade thing necessary to get goods for cheap.
appropriate to the terrain. If a pioneer becomes a farmer, for Prerequisites: Wis 13+.
example, he gradually learns more and more about farming. In the Benefits: The bargain hunter can use his Gather Information
process, he may his skills in logging and fishing, or simply let skill to find the cheapest source of an item. He receives a +4 bonus
them atrophy through lack of use. to all such checks. In general, the DC for finding a cheap item is
The ability to learn new skills at the expense of others, with- determined by the items tech level and the size of the local pop-
out advancing in character level, is called skill evolution. This ulation. Multiply the tech level by 4 to find the DC; if searching
new rule explains NPC career changes in a way that the exist- in New Savannah, the DC is reduced by 4 to account for the
ing rules cannot. It allows a pioneer to begin a journey with the greater availability of goods. If the bargain hunter fails to find a
skills Profession (Farming) +2, Profession (Fishing) +2, cheap item, he must buy it at face value. If he succeeds, he finds
Profession (Mining) +2, and Profession (Logging) +2, and end up it for cheaper than usual. Exactly how cheap is determined by
as a farmer several years later with the skill Profession (Farming) rolling 1d4 for every point by which he exceeded his Gather
+8. Information check; the result is the percent discount off the nor-
Skill evolution allows a character to transfer skill points mal price.
between different skills over time. The newly learned skill must For example, Attacus Barnaby is searching for a ROGUE
be accessible, both in terms of class and place of origin availabil- rifle (tech level 5) around Fort Apache. The DC is 20 (5 times 4).
ity (e.g., only Union characters can learn Operate Ironclad) and His Gather Information skill has a +10 modifier. He rolls a 13,
game world situation (e.g., a Union character in the middle of the which with his +10 bonus yields a result of 23. He exceeds the DC
desert with no military experience cannot teach himself Operate by 3, so he finds the ROGUE rifle for 3d4% cheaper than usual.
Ironclad). Given those restrictions, the skill point transfer takes The source of a cheap item may not be the same from one
place with these restrictions: visit to another inventory and suppliers do change, after all, and
1. Ranks in the new skill cost the same skill points as they prices that were cheap when business was good may go up when
would normally, depending upon whether it is a class or cross- business gets bad. Your GM will let you know whether you have
class skill. to find a new supplier.
2. The time required to learn a new skill is three to twelve Special: This feat can also be used in reverse, to find buyers
months per skill point. The GM decides depending upon the com- who will pay more for a good.
plexity of the skill. As a rule of thumb, you can assume six
months. For example, assume the pioneer in the above example FAST TALKER (General)
wants to trade Profession (Fishing) +2 and Profession (Mining) Dr. Ezekial Price isnt the only fast talker on Cretasus; any char-
+2 for four ranks in Profession (Farming). This will take roughly acter may take this feat. A fast talker can connive, convince, and
two years. confuse his interlocutors, provided he closes the deal before they
3. During each period of transition, the character may not use get a chance to think.
the skill point which is presumably atrophying from lack of use. Prerequisites: Cha 13+.
If the character is losing a rank in an existing skill, he must use it Benefits: You receive a +4 bonus to Bluff skill checks. The
at the lower rank. During this transition period, the character bonus to Bluff applies only in conversational settings you can-
effectively has fewer skills than he did before he cant use the not use it to help feint in combat.

78
PERMANENT ENHANCEMENT (General) Hollow-point Ammo: This special kind of ammunition is
With Permanent Enhancement, a machinist may make the bonus- extremely deadly. Any cartridge or clip for a pistol or rifle can be
es on his custom weapons permanent, as well as create devices hollow-point ammo at ten times the normal cost. Hollow-point
that operate outside his maintenance. ammunition causes an extra d6 damage (e.g., a Colt .45 with hol-
Prerequisites: Permanent Enhancement is only available to low-point ammo would cause 1d10+1d6 damage). However, hol-
Machinists of 5th level or higher. low-point rounds crush easily, and suffer a 2 circumstance penal-
Benefits: Permanent Enhancement allows a machinist to per- ty to hit against any sort of medium or heavy armor. Animal hides
manently modify his weapons. Modifying a weapon for perma- of +3 or better armor count as medium armor. Hollow-point
nent usage has significant costs associated with it, as follows. A ammo is only manufactured in areas with advanced facilities, and
permanently customized weapon has a base dollar cost of $100 is available in very limited quantities on Cretasus.
per tech level of the weapon, plus the weapons bonus squared Laser Sniper Rifle: This Winchester Pyrotechnics device,
times $1,000. For example, a weapon of tech level 2 with a +1 with a telescopic sight and an inertial tripod as standard equip-
bonus would cost $200 plus $1,000, while a similar weapon with ment, is designed to be fired from the back of a dinosaur. It gives
a +2 bonus would cost $200 plus $4,000. This is the cost of the a +2 circumstance bonus to all attack rolls. Firing this gun is a
materials and specialized technology required for the bonus. In full-round action, and it requires the shooters full concentration,
addition, the character must expend XP at one eighth of the dollar meaning that the shooter gets no Dex bonus to armor class for that
expense. Thus a +2 weapon would also require 500 XP. The time round. The Sniper Rifle gets no penalty due to a mounts move-
required to modify the weapon is roughly one month per bonus ment. It projects a tiny but extremely intense laser beam and is
point. particularly deadly when hitting a vital area.
The permanently modified weapons tech level is increased. Reactive Truncheon: The preferred weapon of federal mar-
For each bonus past +1, a +1 applies to the tech level. shals and sheriffs is the reactive truncheon. This high-tech baton
For example, +2 Colt .45, which is normally tech level 3, is coated in a material very similar to reactive armor. The reactive
would be tech level 4. A machinist may attempt to simplify the truncheon bounces in response to impact. This magnifies the force
technology. Each point of reduced tech level has a bonus equiva- of the blow almost tenfold. Even a slight jab from a reactive trun-
lent of +2 (per the tables on pages 22-23 of the Broncosaurus Rex cheon can knock a man out; a full-force swing can decapitate. The
Core Rulebook). wide range of force possible with a reactive truncheon makes
Once a character has made a weapons bonuses permanent, it them useful for everything from crowd control to battlefield com-
no longer counts toward the maximum customization bonus his bat.
level allows. A reactive truncheon has three settings: subdual (causes 2d4
There may be other secondary effects of the permanent subdual damage), riot (causes 1d4 regular damage plus 1d4 subd-
bonus. The weapon may require a new power source or may be ual damage), and military (causes 1d8 regular damage).
much heavier due to additional parts. These are at the discretion Reactive truncheons are not considered energy weapons.
of GM.
Dinosaur Hide Armor
New Equipment
Table 3-4 (on the next page) summarizes the armor values of
various dinosaur hides. The table here is scaled for human-sized
New Weapons armor; youll need to multiply by the values on page 54 of the
Broncosaurus Rex Core Rulebook to get the proper weight and
Table 3-3 shows the stats for the new weapons discussed else- cost for mounts.
where in this book.

Table 3-3: New Weapons


Size Weapon Cost Dam Crit Range Targeting Weight Tech Type
Increment Range Level
BALLISTIC WEPAPONS - AMMUNITION
Tiny Hollow-point Ammo x10 +1d6 - - - x1 5 -

HIGH TECH WEAPONS MELEE


Medium Reactive Truncheon 30 Special x2 - - 3 lb. 6 Bludgeoning

HIGH TECH WEAPONS - RANGED


Large Laser Sniper Rifle 500 3d8 19-20/x3 500 250 10 lb. 8 Special

79
Table 3-4: Dinosaur Hide Armor
Armor Cost Armor Max Dex Armor Speed Tech Wt.
Bonus Bonus Check (30 ft.) Level
Penalty
Medium Armor
Albertosaur or allosaur 600 +4 +3 -2 20 ft. 1 20 lb.
Ceratosaur 600 +4 +4 -3 20 ft. 1 30 lb.
Croc 150 +3 +5 -2 20 ft. 1 15 lb.
Tyrannosaur 2,500 +5 +4 -2 20 ft. 1 30 lb.

Heavy Armor
Stegosaur 600 +5 +2 -4 20 ft.* 1 100 lb.**
Ankylosaur 900 +7 +0 -7 20 ft.* 1 300 lb.**

* When running in heavy armor, you only move triple your speed, not quadruple.
** These armors are generally used only for mounts.

New Equipment and Devices Innuendo roll to communicate with dinosaurs or humans equipped
with a Resonator. Provided there is a common language, the lis-
tener can make an untrained Innuendo check to understand the
Table 3-5: Equipment and Devices character. A Shouter can also be used as a simple megaphone,
doubling the volume of a characters voice. For now, shouters are
Name Cost Weight Tech Level individually built and are not common equipment; they should be
Egg Warmer 25 30 4 considered devices.
Microsensor 75 1 7 Thud Sensor: Thud sensors track terrestrial dinosaurs by
Resonator 50 1 4 monitoring vibrations. A good thud sensor can detect a Huge
Shouter 100 5 4 dinosaur at 400 yards, a Gargantuan dinosaur at 800 yards, and a
Thud sensor 25 4 4 Colossal dinosaur at 1600 yards. It only works if the creature is
Tyro Musk (1 use) 250 1 1 moving. On soft ground, the range is cut in half. A thud sensor
requires a Use Technical Equipment check (DC 10).
Egg Warmer: This is a padded cubical incubator, two feet to Tyro Musk: This is an extremely foul-smelling secretion that
a side, whose flexible interior walls can be shaped around any a tyrannosaur uses to mark its territory. Small amounts can be
dinosaur egg in order to keep it warm and stable. An Egg Warmer recovered by scraping a T-rexs markings (which requires entering
can also be used to keep a hatchling dinosaur warm and secure. its territory!), or larger quantities can be procured by carving the
Microsensor: These miniature recording devices record and appropriate glands out of a T-rex. Both methods are quite danger-
store three-dimensional images. Hand-sized, they record for twen- ous, so tyro musk is very expensive. The price is steep, but it is
ty-four hours on a microcrystal. They use special miniature ener- worth it. Dinosaurs will instinctively avoid a character covered
gy packs which hold ten charges, and drain one charge per day of with tyro musk. In order to attack a character who has not already
use; these energy packs cost $20 each. attacked, a dinosaur must make a Will save, with a DC of 25
Resonator: This earpiece allows a character to hear the sub- minus 1 per hour passed since the musk was applied. (For exam-
sonic noises that dinosaurs make. A resonator gives a +4 enhance- ple, if the character applied the musk three hours ago, the DC
ment bonus to Listen rolls against Large or bigger dinosaurs. would be 22.). If the save is failed but the character initiates an
Wearing a resonator gives a -1 enhancement penalty to all other attack, the dinosaur is allowed to make a second save, this time at
Listen checks. For now, resonators are individually built and are DC 15 minus 1 per hour passed since the musk was applied. If the
not common equipment; they should be considered devices. second save is passed, the dinosaur can attack; if failed, the
Shouter: This handheld megaphone converts certain human dinosaur will attempt to flee even after seeing that the character is
sounds to subsonic noises. It gives a character a +2 enhancement not a tyrannosaur. (It is an instinctive response, remember.) Tyro
bonus to Diplomacy rolls with dinosaurs. It also allows a charac- musk will keep prey as well as predators away, and can be detect-
ter to communicate only at the subsonic level, so that other ed at a range of 200 yards minus 10 yards per hour of wear. When
humans cant hear whats being said. To do this, make an the range is reduced to 0, it has worn off.

80
Chapter IV: Gamemaster Reference

Generating Settlements ment, as most occupations require the presence of certain natural
resources. For example, you cant have a community of loggers
without a forest nearby! Table 4-2 lets you generate the primary
This section lets you quickly generate profiles of settlements industry randomly based on environment. A roll of 01-05 means
in the Main Valley. You can use this for random generation, or as the town has a more complex economy with two or more primary
guidelines for distributing settlements within an area of your own industries.
design. The trading post requires a little explanation. These are the
You should use the standard town design tables for determin- settlements that crop up alongside well-traveled trails, between
ing alignment and other characteristics not specific to Cretasus, major cities, or halfway between a commoditys demand and its
then use the tables below for aspects unique to Cretasus. supply. They serve as a point of exchange for buyers and sellers.
A good example is Millers Crossroads, which provides pioneers
with a final dose of civilized merchandise before they head into
General Guidelines the frontier, and also gives frontiersmen a place to sell their raw
goods to New Savannah merchants.
Cretasus is a sparsely settled world. While the area around The Other result applies to settlements that support them-
New Savannah is home to many settlements, the faraway frontiers selves in unusual ways. In frontier areas still heavily populated by
are virtually uninhabited. Most settlements on Cretasus are thus dinosaurs, this could indicate a town of wilderness guides who
quite small. cater to wealthy safari hunters. In areas near swampy trails, it
Table 4-1 lets you randomly determine the size of a settle- could be a town of strong men who act as porters. A river commu-
ment based on its location: N.S. (around New Savannah), Fron. nity could make its living ferrying travelers from shore to shore.
(in the settled frontier areas, such as along the Tecumseh Trail or Make up a result that suits the terrain and your own campaign.
Bay Trail), and Wild (in the wild, unsettled frontiers far from the Support businesses (sawmills, grain silos, etc.) and other
trails). local establishments (stores, saloons, blacksmiths, banks, etc.)
appear as a settlement
grows. These support
Table 4-1: Random Settlement Generation businesses depend
more on the settle-
d% by Location Size Population Tech Wealth NPC ments size than its
N.S. Fron. Wild Level Limit Mod. primary industry, as
01-10 Individual 1 2 $5 -1 indicated on table 4-
01-20 11-50 Family/Gang 2-7 3 $10 -3 3.
01-20 21-40 51-90 Neighbors 8-20 3 $30 -2 Stores: Between
21-40 41-70 91-100 Hamlet 21-60 4 $100 -1 50% and 100% will
41-60 71-80 Village 61-300 4 $500 0 be general stores,
61-80 81-95 Small town 301-1,000 4 $1,000 +1 with the rest special-
81-95 96-99 Large town 1,001-5,000 5 $10,000 +2 ized in a specific kind
96-100 100 Small city 5,001+ 5+ $20,000+ +3 of merchandise
clothing, leather
goods, feed and seed,
hardware/tools, etc.
Economy Support: These are the businesses that directly support the
settlements primary industry, such as sawmills and lumberyards
Most Cretasus settlements are centered around one (or some- for logging-based communities.
times two) primary industry farming, logging, fishing, and so Smiths: Depending on the towns tech level, this could be a
on. The primary industry depends on the neighboring environ- blacksmith or low-level machinist.

81
first post to be put to the vote is always
Table 4-2: Primary Industry mayor (sometimes as part of a town
council), followed by sheriffs and
d% based on environment Primary Industry judges. Large or complex governments
Plains Forest Swamp River Hills are rare.
01-05 01-05 01-05 01-05 01-05 Roll again twice In a few settlements, particularly
06-30 06-15 06-20 06-15 06-15 Farming foodstuffs those in the wildest frontiers, the power
31-45 16-30 21-30 16-25 16-20 Farming cash crops center may not be a rightful one. There
46-75 31-35 31-40 26-35 21-30 Livestock/ranching are some towns run by bandits, rustlers,
76-95 36-45 41-65 36-45 31-40 Hunting/trapping or even dinosaurs.
46-95 Logging The alignment of power centers
66-95 46-95 Fishing can be determined using the table given
41-85 Mining in the core d20 rules.
96-97 96-97 96-97 96-97 86-97 Oil drilling Wild one: A local wild one is
98-99 98-99 98-99 98-99 98-99 Trading Post obeyed because the townspeople either
100 100 100 100 100 Other revere or fear his connections to nearby
dinosaurs.
Dinosaurs: A group of intelligent
dinosaurs has taken over town affairs
Table 4-3: Number of Local Establishments by Town Size with or without the humans consent.
The townspeople may be forced to pay
Town Size: Neighbors Hamlet Village Town City tribute in the form of food or technolo-
Saloons 0-1 1d2 1d4 3d4 4d6 gy, or help the dinosaurs build their own
Stores 0-1 0-1 1d2 2d4 3d6 cave system. The townspeople cant
Support 0 0-1 1d2 2d4 3d6 seek help because the dinosaurs eat any-
Stables 0 0-1 1d2 2d4 2d6 one caught leaving the town limits.
Smiths 0 0-1 0-1 1d4 2d4 Alternatively, the townspeople may
Specialists 0 0 0-1 2d6 3d6 have sought out an alliance with the
Professionals 0 0 0-1 1d4 2d4 dinosaurs, for protection or survival or
Banks 0 0 0 0-1 1d4 out of some bizarre appreciation.
None: The town is either so small,
so new, or so friendly that it genuinely
Specialists: Specialized tradesmen who operate their own
shops, such as silversmiths, cobblers, carpenters, bridle makers,
locksmiths, wheelwrights, and stonemasons. Table 4-4: Power Centers
Professionals: Primarily lawyers and doctors, this category
could also include accountants, notary publics, and others
d% by Population Power Center(s)
white-collar professions.
1-20 21-300 301+
01 01 Wild one
Power Centers 02-05 02 Dinosaurs
06-55 03-12 None
In the wilds of Cretasus, lawlessness is a more common 56-80 13-27 01-05 Local hero
problem than despotism. Most small settlements have no for- 81-95 28-52 06-15 Town founder
mal government. Disputes are settled by the parties involved, 96-100 53-57 16-17 Maverick
often with fists or guns. If things get out of hand, the rest of the 58-62 18-20 Wealthy rancher,
community may break up the fight or even take sides. Where farmer, or merchant
there is a leader, it is a well-respected local hero, the towns 63-72 21-30 Sheriff
founder, or simply the bravest soul in town. 73-82 31-60 Mayor
Only in larger settlements with some semblance of a town 83-92 61-85 Town council
center do formal governments exist. In the free lands of the 93-96 86-92 Guild
frontiers, these are invariably democracies, although unless 97-98 93-94 Outlaw gang
there is an unusually wide pool of prospective leaders, the same 99 95-96 Military post
candidates (usually the town founders) win every election. The 100 97-100 Roll again twice

82
has no power center. People get along as equals. If anything gets
out of hand, the community rises up and makes sure affairs are Table 4-5: Settlement Loyalty
settled.
Local hero: This is a well-liked citizen whose advice is heed- d% by Location Loyalty
ed by the townspeople. He isnt necessarily a warrior (although he N.S. Fron. Wild
could be), but he is charismatic enough to arbitrate disputes. In 01-65 01-40 01-25 Confederate
very small settlements, he could simply be the family patriarch (or 66-85 41-70 26-96 Freetown (no loyalty)
matriarch). 86-99 71-99 97-98 Union
Town founder: He may be respected for leading the towns- 100 100 99-100 Other
people to their new home or he may be considered a tyrant.
Regardless, he owns most of the local land and has the strongest
connections, so hes in charge. Population Composition
Maverick: A loner who settles things whether people like it or
not. He may be a natural lawman, instilled with a strong sense of
Most of the towns population works in the primary industry
personal ethics, or he could be a troublemaker who likes getting
or its supporting businesses. But there are still a few NPCs of a
into a fight. Either way, he shows up whenever theres trouble and
higher level than average. Apply the NPC modifier from table 4-
he always settles it.
1 to the results on table 4-6 to determine the highest-level locals
Wealthy rancher, farmer, or merchant: Whether or not there is
in each class. The NPC modifier for a community of a single indi-
an official government in place, the richest man in town maintains
vidual is only -1 because individuals brave enough to venture out
power through a combination of bribes, connections, reputation,
on their own are often of high levels.
and threats.
A result of 0 or lower means no characters of that type are in
Sheriff: Even though theres a mayor, everybody knows the
the community.
sheriff really runs things. He may be elected by the people or
appointed by the mayor.
Mayor: The town has organized democratic voting in order to Table 4-6: Highest Level NPCs
elect a mayor. In most frontier towns, election day is either a day
of revelry or a day to stay indoors with your shotgun at the ready. PC Classes Character Level
Town council: A council of several people, each representing Bronco rider 1d6 + NPC modifier *
a different part of town. One of the elected council members may Machinist 1d2 + NPC modifier
be the nominal mayor for all or part of his term. Soldier 1d3 + NPC modifier **
Guild: This could be a merchants association, group of ranch- Spy 1d3 + NPC modifier
ers, or bankers club. Regardless of the towns official structure, Two-fister 1d6 + NPC modifier
the guild keeps the wheels greased to make things easy for its Wild one *** 1d4 - NPC modifier
members.
Outlaw gang: A gang of bank robbers, dino rustlers, smug- NPC Classes Character Level
glers, or claim jumpers controls the town. They may do it through Commoner 3d4 + NPC modifier
fear or they may be so generous with their spoils that the town Expert 2d4 + NPC modifier
loves them. Warrior 1d4 + NPC modifier
Military post: A Confederate or Union military post keeps
things under control. The post may be secret, so the townspeople * If a bronco rider of level 6 or above is present, there
believe that another government runs things. is a 5% chance that he is a Dino Warrior.
** If a soldier of level 7 or above is present, there is a
Loyalties 5% chance that he is a federal marshal.

Table 4-5 lets you determine a settlements loyalties. If you *** This includes wild ones in the general area, since
want to make things interesting, roll twice: once for the power they probably wont be living in town. Note that the NPC
center, and once for the townspeople themselves. This can gener- modifier is subtracted from the roll, not added as with
ate towns ready to rise up in rebellion at the slightest provocation. other classes, so you get higher-level wild ones around
The other result indicates loyalty to the Free Fleet, a smaller settlements, further away from civilization.
dinosaur tribe, aliens, a religious cult, or some nascent local gov-
ernment. Make up a result that fits your campaign.
The vast majority of settlements are entirely human. But not
all are! Use table 4-7 to determine if dinosaurs or aliens live in a

83
settlement. Dinosaurs and aliens that live in a settlement are (such as an ability score or class ability). Please note that modi-
assumed to be friendly (or at least non-hostile). They live on the fiers due to skill synergies are not incorporated into the bonus.
edge of town, or, occasionally, in a barn or shed or other space Remember that Confederate characters receive an extra feat
provided by an ally or employer. (Note that this table has no bear- at first level, which is why some low-level NPCs have two feats.
ing on dinosaurs that kept as mounts or for other uses. It only indi- However, this feat is only given to named NPCs; the typical NPC
cates how many intelligent dinosaurs live locally and interact with profiles (everyday people) do not receive the free feat. The free
resident humans as equals.) heirloom weapon for Confederate characters only applies to play-
How to read table 4-7: The table shows the percent chance er characters and notable NPCs not every low-level Confederate
that a particular dinosaur will be present in a settlement according citizen carries around an heirloom!
to the settlements location (using the abbreviations from table 4- One final note about NPCs: The commoner of Cretasus has a
1 for N.A., Fron., and Wild). If the dinosaur is present, it will different skill set than the commoner of other worlds. We have
make up a percentage of the town population equal to the d% roll. occasionally assumed that certain skills are class skills for com-
For example, in towns in the New Savannah area, there is a 15% moners.
chance that protoceratops will be present. If you roll 08, indicat- The following class abbreviations are used in NPC profiles:
ing that some protoceratops are present, they will compose 8% of
the local population. Bro: Bronco Rider
If aliens are present, determine the type on your own (Scray Com: Commoner
or something else of your own design). Dnw: Dino Warrior
As can be seen from the table, protoceratops that do live with Fdm: Federal Marshal
humans prefer the more civilized areas near New Savannah. The Mac: Machinist
other dinosaur species, however, become common only as the Sol: Soldier
human population becomes more sparse. Spy: Spy (I guess that one is obvious)
Twf: Two-fister
Wil: Wild One
Table 4-7: d% Chance and Population of
Dinosaurs and Aliens Typical NPC Stats
N.S. Fron. Wild
Protoceratops 15% 10% 5% Bank Manager, Exp1: CR 1/2; HD 1d6; Init +0; Spd. 30
Velociraptor 2% 4% 8% ft.; AC 15 (+5 flak jacket); Atk +0 ranged (1d10/crit x3, auto-
Ornitholestes 1% 3% 6% matic pistol) or +0 melee (1d3, unarmed); AL LE; SV Fort
Aliens 10% 3% 1% +0, Ref +0, Will +2; Int 12.
Skills: Appraise +5 (4), Bluff +4 (4), Diplomacy +4 (4),
Knowledge (Mathematics) +5 (4), Profession (Finance) +4
(4), Sense Motive +4 (4), Spot +4 (4). Feat: Iron Will.
Typical NPCs Possessions: Pen, pencil, calculator, 1d4 leather-bound
ledgers, automatic pistol and 1d6 bullets, flak jacket, well-
tailored suit (which conceals the pistol and flak jacket),
Here are some stats for typical NPCs from the frontier. No leather satchel containing $2d20 x10, personal cash $3d20.
place of origin is listed except when it is relevant, as most NPCs In public, the bank manager is always accompanied by
can be Confederate, Union, or offworlders if born on Cretasus. a bodyguard with the profile of a sheriffs deputy.
Certain information is omitted from the profiles: all these Bartender, Com1: CR 1/2; HD 1d4; Init +0; Spd 30 ft.;
NPCs are Medium-size Humanoids (6 ft.), and unless noted oth- AC 10; Atk +0 melee (1d3, unarmed); AL LG; SV Fort +0,
erwise, all ability scores are average (10). Ref +0, Will +1; Cha 12, Wis 12.
Skills: Bluff +3 (2), Gather Information +3 (2), Listen +3
(0), Profession (Bartender) +3 (2), Sense Motive +3 (2),
A Note on NPC Abbreviations Spot +3 (0). Feat: Alertness.
Possessions: 1d4 flasks of liquor, hunk of cheese,
The skill bonuses and combat statistics for all NPC profiles in bread, cash $1d6-1.
this volume include modifiers for ability scores, armor check Blacksmith, Exp1: CR 1/2; HD 1d6; Init +0; Spd 30 ft.;
penalties, racial characteristics, and special abilities. The skill AC 11 (+1 leather apron); Atk +1 melee (1d4+1, knife); AL
rank is indicated in parenthesis after the skill bonus for exam- N; SV Fort +2, Ref +0, Wil +2; Str 12.
ple, Handle Animal +6 (4) means the NPC has four ranks in Skills: Appraise +4 (4), Chemistry/Alchemy +4 (4),
Handle Animal, with the other +2 coming from another source Climb +5 (4), Concentration +4 (4), Craft (Blacksmithing) +4

84
(4), Listen +2 (2), Spot +2 (2). Feat: Great Fortitude.
Possessions: Knife, hammer, tongs, leather apron, 2d4
metal ingots, cash $1d6.
There is a 35% chance that a blacksmith who achieves
2nd level will decide to multi-class as a machinist. See
Machinist NPC details for more information.
Claim Jumper, Com1: CR 1/2; HD 1d4; Init +0; Spd 30
ft.; AC 10; Atk +0 (1d10/crit x3, Colt .45); AL CE; SV Fort +0,
Ref +0, Wil +0.
Skills: Forgery +2 (2), Profession (Miner) +2 (2), Spot
+2 (2), Wilderness Lore +2 (2). Feat: Track.
Possessions: Knife, Colt .45 with 2d4 bullets, shovel,
pick, chalk, bucket, blanket, bedroll, 1d4 empty sacks, 2d6
days of hardtack.
Dino Rustler, Bro1: CR 1; HD 1d8; Init +0; Spd 30 ft.;
AC 11 (+1 padded armor); Atk +0 ranged (1d10/crit x3, Colt
.45), +0 ranged (1d12/crit x3, Winchester rifle), +0 ranged
(special, lasso), or +1 melee (1d4+1, knife); AL CN; SV Fort
+0, Ref +2, Wil +0; Str 12, Cha 12. Wil +1; Wis 12.
Skills: Animal Empathy +5 (4), Balance +2 (2), Handle Skills: Profession (Fishing) +4 (3), Spot +2 (2), Swim +2
Animal +8 (4), Intimidate +3 (2), Intuit Direction +2 (2), Ride (2), Use Rope (1). Feat: Lightning Reflexes.
+4 (4), Wilderness Lore +4 (4). Feats: Mounted Combat, Possessions: Knife, fishing net, 2d6 fish hooks, 100 ft.
Dinosaur Presence. fishing line, 20 ft. rope, 10 ft. pole, sack of bait, bucket, 2d4
Possessions: Knife, lasso, Colt .45 and 3d10 bullets, fish, cash $1d6-2.
Winchester rifle with 3d10 bullets, padded armor, bit and bri- Hunter/Trapper, War1: CR 1/2; HD 1d8+1; Init +0; Spd
dle, saddlebags, backpack, bedroll, blanket, clay jug, 3d20 20 ft.; AC 13 (+3 hide armor); Atk. +2 melee (1d4+1, knife),
pounds of animal feed, 4d6 days worth of hardtack, cash +1 ranged (1d10/crit x3, Colt .45), or +1 ranged (1d12/crit
$1d10. x3, Winchester rifle); AL CN; SV Fort +3, Ref +0, Wil +0; Str
Mount: Depends on region, employer, and character 12, Con 12.
level; to randomize, roll d%: 01-25 parasaurolophus, 26-50 Skills: Climb -1 (1), Handle Animal (1), Intuit Direction
camptosaurus, 51-65 iguanodon, 66-75 pachy- +2 (2), Ride (1), Swim +2 (1), Wilderness Lore +2 (2). Feat:
cephalosaurus, 76-85 triceratops, 86-90 pteranodon. 91-97 Track.
allosaurus, 98-100 T-rex. Possessions: Knife, Colt .45 and 2d20 bullets,
Doctor/Veterinarian, Exp1: CR 1/2; HD 1d6; Init +0; Winchester rifle and 1d20 bullets, hide armor, 20 ft. rope,
Spd 30 ft.; AC 10; Atk +0 melee (1d4, knife); AL LG; SV Fort canteen, bedroll, 1d4 leather sacks each filled with 5
+0, Ref +0, Wil +2; Int 12. pounds of salted meat, 1d4 uncured animal skins, 1d4-2
Skills: Chemistry +3 (2), Concentration +4 (4), Handle unbutchered recent kills, cash $2d6.
Animal +4 (4), Heal +4 (4), Knowledge (medicine/healing) Land Speculator, Exp1: CR 1/2; HD 1d4; Init +0; Spd
+5 (4), Profession (Doctor) +4 (4), Ride +3 (3), Spot +2 (2), 30 ft.; AC 10; Atk +0 melee (1d4, knife); AL CN; SV Fort +0,
Wilderness Lore (1). Feat: Endurance. Ref +0, Wil +5; Wis 13.
Possessions: Knife, medical kit, blanket, sack, 30 rope, Skills: Appraise +4 (4), Bluff +6 (4), Diplomacy +6 (4),
flask of liquor. Disguise +4 (4), Forgery +4 (4), Gather Information +6 (4),
Farmer, Com1: CR 1/2; HD 1d4; Init +0; Spd 30 ft.; AC Perform +2 (0), Sense Motive +2 (0). Feat: Turncoat (see
10; Atk +0 melee (1d3, shovel); AL LN; SV Fort +0, Ref +0, Broncosaurus Rex Core Rulebook, page 43).
Wil +1; Wis 12. Possessions: Knife, pen, paper, land deeds, official-
Skills: Craft (Carpentry or Leatherworking) (1), Handle looking seal, cash $6d10 in small bills suitable for bribes.
Animal +3 (3), Profession (Farming) +5 (4). Feat: Logger, Com1: CR 1/2; HD 1d4; Init +0; Spd 30 ft.; AC
Endurance. 10; Atk +1 melee (1d6+1/crit x3, handaxe); AL N; SV Fort
Possessions: Spade, hoe, shovel, bucket, 1d4 small +0, Ref +0, Wil +0; Str 12.
pouches filled with seeds (d%: 01-75 worth $1d4, 76-95 Skills: Climb +3 (2), Handle Animal (1), Jump +2 (1),
worth $2d6, 96-100 rare local plants worth $2d20 in New Profession (Logging) +2 (2), Use Rope +2 (2). Feat:
Savannah), cash $1d4-2. Endurance.
Fisherman, Com1: CR 1/2; HD 1d4; Init +0; Spd 30 ft.; Possessions: Handaxe, 100 ft. rope, 20 ft. chain, saw,
AC 10; Atk +0 melee (1d4, knife); AL N; SV Fort +0, Ref +2, cash $1d6-2.

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maps, book of tax records, 1d4 flasks of liquor, well tailored
suit, cash $3d20.
Miner/Prospector, Com1: CR 1/2; HD 1d4; Init +0; Spd
30 ft.; AC 10; Atk +0 melee (1d4, hammer) or +0 melee
(1d4, pick); AL CN; SV Fort +0, Ref +0, Wil +0.
Skills: Profession (Mining) +3 (3), Listen +2 (0), Spot +7
(5). Feat: Alertness.
Possessions: Hammer, pick, shovel, spade, hooded
lantern (50% chance of having a flashlight as well), sieve,
tin pan, chalk, flask, 4d6 days of hardtack, bedroll, blanket,
backpack, 1d6-2 quarter-pound ingots (d%: 01-80 worth
$2d6 each, 81-98 worth $4d6 each, 99-100 worth $2d10
x10 each), cash $2d6, 25% chance of a treasure map (d%:
01-25 fake, 26-50 real but leads to a mine long ago stripped
bare, 51-80 real but the mine is nonvaluable metals, 81-100
real and the mine is valuable).
Outlaw/Bandit/Bank Robber, War1: CR 1/2; HD 1d8;
Init +0; Spd 30 ft.; AC 12 (+2 leather armor); Atk +1 ranged
(1d10/crit x3, Colt .45), +1 ranged (1d12/crit x3, Winchester
rifle), or +1 melee (1d4, knife); AL CE; SV Fort +2, Ref +0,
Wil +0.
Skills: Climb (1), Intimidate +3 (3), Jump (1), Ride +3
(3). Feat: Run.
Possessions: Knife, Colt .45 and 2d10 bullets,
Winchester rifle and 2d10 bullets, leather armor, bedroll,
blanket, 2d4 sacks, 3d6 days worth of hardtack, cash
$1d10-2, 25% chance of stolen loot worth $2d10 x10.
Peddler/Trader, Com1: CR 1/2; HD 1d4; Init +0; Spd
30 ft.; AC 10; Atk +0 melee (1d4, knife); AL N; SV Fort +0,
Ref +0, Wil +0; Cha 12.
Skills: Appraise +4 (4), Bluff +7 (2), Gather Information
+3 (2). Feat: Fast Talker.
Machinist, Mac1: CR 1; HD 1d4; Init +0; Spd 30 ft.; AC Possessions: Knife, cart, cash $2d10, 25% chance of a
10; Atk. +2 ranged (1d10/crit x3, custom +2 automatic pis- common mount.
tol), or possibly another ranged weapon (see below); AL N; Goods for trade: d8-2 of any common item, 1d4 com-
SV Fort +0, Ref +1, Wil +2; Int 13. mon weapons (tech level 3 or lower), 1d6-2 uncommon
Skills: Chemistry +3 (2), Craft (Blacksmith) +4 (3), Craft weapons (tech level 4), as well as seeds, clothes, ore, and
(Gunsmith) +4 (3), Disable Device +7 (4), Drive +2 (2), other items picked up along his route.
Knowledge (Science) +4 (3), Knowledge (Technology) +6 Pioneer, Com1: CR 1/2; HD 1d4; Init +0; Spd 30 ft.; AC
(3), Repair Device +7 (4), Use Technical Equipment +7 (4). 10; Atk +0 melee (1d4, knife), or 25% chance of +0 ranged
Feat: Gearhead. (1d10/crit x3, Colt .45); AL LN; SV Fort +0, Ref +0, Wil +0.
Possessions: Custom +2 automatic pistol with 1d4 20- Skills: Handle Animal +2 (2), Profession (any 2 of
bullet cartridges, binoculars, handheld communicator, com- Farming, Fishing, Mining, Logging) (each +2), Wilderness
pass, engineering tools, flashlight, scanner, cash $2d10, Lore +2 (2). Feat: Endurance.
25% chance of an exotic weapon (d%: 01-15 screamer Possessions: Knife, 25% chance of Colt .45 with 1d10
knife, 16-30 laser sword, 31-50 flamer, 51-80 whisper gun, bullets, shovel, hammer, pick, bucket, 20 rope, canteen,
81-95 laser pistol, 96-100 amp bomb). bedroll, blanket, d4 sacks, 6d6 days worth of hardtack,
Mayor, Exp2: CR 1; HD 2d6; Init +0; Spd 30 ft.; AC 10; hooded lantern, 10 ft. pole, fishing net, 1d4 fishing hooks,
Atk. +1 melee (1d4, knife); AL LN; SV Fort +0, Ref +0, Wil 1d4 small pouches filled with seeds (d%: 01-75 worth $1d4,
+6; Cha 14, Int 12, Wis 12. 76-95 worth $2d6, 96-100 rare local plants worth $2d20 in
Skills: Appraise +6 (5), Bluff +7 (5), Diplomacy +7 (5), New Savannah), cash $1d4-2.
Gather Information +7 (5), Intimidate +7 (5), Sense Motive In addition to the equipment listed, a typical pioneers
+6 (5), Spot +6 (5). Feat: Iron Will. load could include a full wagons worth of equipment. Some
Possessions: Knife, pen, paper, seal of office, 1d4 local of the more common items might be feather beds, ground

86
cloths, pillows, a tent, poles, stakes, a hatchet, bullet molds, rifle), or +2 melee (1d4+1, knife); AL LG; SV Fort +2, Ref +0,
lead, a keg of gunpowder, flour, bacon, coffee, baking soda, Wil +0; Str 12.
corn meal, dried beans, dried beef, dried fruit, molasses, Skills: Climb +1 (1), Intimidate +4 (4), Jump +2 (2), Ride
vinegar, pepper, eggs, salt, sugar, rice, tea, a kettle, a skil- (1). Feat: Toughness.
let, a coffee grinder, a teapot, a butcher knife, a ladle, tin Possessions: Knife, Colt .45 with 4d10 bullets,
plates and silverware, a water keg, matches, a hoe, a plow, Winchester rifle with 3d10 bullets, studded leather armor,
a spade, a whetstone, an extra axle and bolts, chains, flashlight, manacles, cash $2d6.
trousers, boots, hats, bonnets, shirts, coats, bandages, Shopkeeper, Com1: CR 1/2; HD 1d4; Init +0; Spd 30
campstool, chamber pot, washbowl, candles, candle molds, ft.; AC 10; Atk +0 ranged (1d10/crit x3, Colt .45); AL LN; SV
scissors, needle and thread, and perhaps even some of the Fort +0, Ref +0, Wil +0.
trappings of home: books, family albums, china, silverware, Skills: Appraise +4 (4), Listen +2 (0), Profession
and furniture. (Merchant) +4 (4), Spot +2 (0). Feat: Alertness.
Ranch Hand, Bro1: CR 1; HD 1d8; Init +0; Spd 30 ft.; Possessions: Colt .45 with 1d6 bullets, pen, paper,
AC 11 (+1 padded armor); Atk +0 ranged (1d10/crit x3, Colt ledger, coin purse, cash $2d10 mostly in small coins.
.45), +0 ranged (special, lasso), or +1 melee (1d4+1, knife); Soldier, Confederate Sol1: CR 1; HD 1d10+1; Init +0;
AL N; SV Fort +0, Ref +2, Wil +0; Str 12, Cha 12. Spd 30 ft.; AC 15 (+5 flak jacket); Atk +1 ranged (1d10/crit
Skills: Animal Empathy +5 (4), Balance +2 (2), Craft x3, automatic pistol), +1 ranged (1d12/crit x3, Winchester
(Leatherworking) +2 (2), Handle Animal +7 (4), Intuit rifle), or +0 melee (1d4, knife); AL LN; SV Fort +3, Ref +0,
Direction +4 (4), Ride +4 (4), Wilderness Lore +4 (4). Feat: Wil +0; Con 12.
Mounted Combat, Dinosaur Presence. Skills: Climb +0 (2), Intimidate +4 (4), Jump +0 (2),
Possessions: Knife, lasso, Colt .45 and 2d20 bullets, Knowledge (strategy and tactics) +4 (4), Listen +2 (2), Use
padded armor, bit and bridle, saddlebags, backpack, Technical Equipment +2 (2). Feat: Point Blank Shot.
bedroll, blanket, clay jug, 3d10 pounds of animal feed, 2d4 Possessions: Knife, automatic pistol with 3d6 20-bullet
days of hardtack, cash $d10. cartridges, Winchester rifle with 3d6 20-bullet cartridges,
Mount: Depends on region, employer, and character flashlight, binoculars, compass, flak jacket.
level, but in general (d%): 01-25 parasaurolophus, 26-50 Soldier, Union Sol1: CR 1; HD 1d10+1; Init +0; Spd 20
camptosaurus, 51-65 iguanodon, 66-75 pachy- ft.; AC 16 (+6 riot gear); Atk +1 ranged (1d10/crit x3, auto-
cephalosaurus, 76-85 triceratops, 86-90 pteranodon, 91-97 matic pistol), +1 ranged (1d12/crit x3, Marionette), or +0
allosaurus, 98-100 T-rex. melee (1d4, knife); AL LN; SV Fort +3, Ref +0, Wil +0; Con
Sheriff, War2: CR 1; HD 2d8+5; Init +1 (Dex); Spd 30 12.
ft.; AC 16 (+1 Dex, +5 flak jacket); Atk +3 ranged (1d10/crit Skills: Drive +2 (2), Intimidate +4 (4), Jump -2 (2),
x3, automatic pistol), +3 ranged (1d12/crit x3, Winchester Knowledge (strategy and tactics) +4 (4), Listen +2 (2), Use
rifle), +3 ranged (special, shotgun), +3 ranged (special, Technical Equipment +2 (2). Feat: Point Blank Shot.
bronto gun), or +3 melee (1d4+1, knife); AL LG; SV Fort +4, Possessions: Knife, automatic pistol with 3d6 20-bullet
Ref +1, Wil +0; Str 12, Dex 12, Con 12. cartridges, Marionette (a.k.a. Absentee Voter) with 3d6 20-
Skills: Climb +1 (2), Intimidate +6 (5), Jump +1 (2), Ride bullet cartridges, flashlight, binoculars, compass, riot gear.
+4 (3). Feat: Toughness. Wealthy Merchant, Exp2: CR 1; HD 2d6; Init +0; Spd
Possessions: Automatic pistol with 1d4+1 20-bullet car- 30 ft.; AC 10; Atk +1 melee (1d4, knife); AL N; SV Fort +0,
tridges, Winchester rifle with 1d4 30-bullet cartridges, shot- Ref +0, Wil +3; Cha 12, Int 12.
gun with 3d10 shells, bronto gun with 2d4 shells, knife, flak Skills: Appraise +6 (5), Bluff +6 (5), Diplomacy +6 (5),
jacket, binoculars, flashlight, medical kit, manacles, cash Gather Information +6 (5), Listen +5 (3), Profession
$5d6. (Merchant) +6 (5), Ride +2 (2), Sense Motive +6 (5), Spot
Sheriffs Deputy, War1: CR 1/2; HD 1d8+3; Init +0; +2 (0). Feat: Alertness.
Spd 30 ft.; AC 12 (+2 studded leather armor); Atk +1 ranged Possessions: Knife, pen, paper, ledger, 1d4 odd trin-
(1d10/crit x3, Colt .45), +1 ranged (1d12/crit x3, Winchester kets, coin purse, cash $10d10.

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Getting Around Cretasus They are difficult to ride and they cant carry much weight only
a single human with very little baggage. Most domesticated pter-
anadons are used by Dino Warrior scouts, by the few private mes-
Not everybody on Cretasus has a pet triceratops to cart them senger services, or by wild ones who travel light. The enormous
around town. Although livestock provide the most common quetzalcoatlus, a pterosaur almost twice the size of pteranodon, is
means of locomotion, there are still quite a few motorized vehi- considered by dino handlers to be a likely target for practical use,
cles in service. The Confederacy is constructing a railroad though no specimen has ever been domesticated. Quetzalcoatlus
between New Savannah and Mount Crowe. Air transport, though roost only at very high altitudes and have so far escaped human
rare for civilians, is not unheard of, and there are even a few captivity.
spaceships that have been adapted for atmospheric transport. Recent explorations of the Fur River have revealed its west-
This section gives a brief overview of common modes of ern passage to Mammoth Valley. Prehistoric mammals are often
transportation on Cretasus. It also provides basic rules for incor- found in the Main Valley around the mouth and western edges of
porating vehicles into your campaign. the river. Some reckless animal handlers have taken to training
mammoths, mastodons, prehistoric horses, and other mammals
captured there. Such mounts are extremely rare, but are seen more
Common Mounts often as more travelers reach (and return from) the Fur River.
Spooking: Any herbivore within 100 ft. of carnivores of
As you might expect, most people on Cretasus travel by equal or higher challenge rating becomes nervous. All Ride or
dinosaur. Within the confines of New Savannah and other civi- Handle Animal checks have a penalty equal to the difference
lized towns, you usually see only smaller dinosaurs; larger ones between challenge ratings. (This reflects that the animal is more
are common only on the outskirts of towns, or in frontier and wary of more dangerous creatures.) Within 25 ft., the herbivore
wilderness areas. Several species of smaller herbivores can be may actually panic. The rider or handler must make a Handle
easily trained and safely handled by most civilians. These are used Animal check (DC 14) or the herbivore will buck (requiring a
as individual mounts, or as beasts of burden to haul carts, wagons, Ride check (DC 5) to stay in saddle) and try to run away.
and stagecoaches. Monoclonius, styracosaurus, and bactrosaurus Horses are particularly afraid of dinosaurs. The penalties
are sold by most stables and are used virtually everywhere. above apply for horses within 100 ft. or 25 ft. of any dinosaur. If
Larger herbivores carry larger loads or haul heavier wagons. the dinosaur is a carnivore, an additional -2 penalty applies to
Miners use convoys of edmontosaurus, triceratops, vulcanodon, Ride and Handle Animal checks.
or even brachiosaurus to transport large loads of ore, as do many
farmers moving huge quantities of grain. Convoys of such huge Getting Around
creatures snake their way toward and from New Savannah in
every direction. Many stagecoach services operate between New Savannah
Theropods and other large carnivores are rarely used except and the neighboring towns. Direct transportation usually costs
by adventurers, soldiers, wilderness hunters, and hired hands who $0.03 to $0.50 per mile, depending on traffic, road conditions, and
protect ranches and trade caravans. Most regular citizens are danger. For that price, you get your own seat inside the coach, and
understandably nervous around an allosaurus or T-rex, even if the storage space for a backpack or two. Skinflints can hitch rides
rider claims its domesticated. Furthermore, theropods make her- with non-commercial wagons for half or even a quarter of that
bivorous mounts nervous, and at close quarters can even cause price but you may end up sitting on a sack of ore or a pile of
them to panic. As a result, large carnivores (and even most small- grain, or even in a hammock slung under a dinos belly. None of
er ones) are banned from the city center of New Savannah and these is comfortable, and the last option is rather smelly.
many of the towns around it, although frontier areas are more tol- Outside New Savannah, transportation is less regular. Travel
erant. along the trails is possible by hitching a ride with a wagon train.
Another regular sight is imported horses. Horses have been However, many pioneers dont actually ride in their wagons. They
carried by the Confederacy to every planet it has visited; some tra- walk alongside to conserve their mounts energy. (Even a perfect-
ditionalist ranchers on Cretasus still raise them. It is easy to ly healthy mount can tire itself to the point of injury or even death
acquire a horse in New Savannah, though they become scarce on such a long journey. Moreover, heavier loads increase the risk
very quickly as one enters the frontier. The problem with horses of injury.) Hitching a ride in that case may only mean walking
on Cretasus is that they spook easily around dinosaurs. This is an with the pioneers. The pioneers may charge a fee and will cer-
instinctive response, and even those born on the planet are subject tainly require the characters to contribute to chores and common
to spooking. expenses. Well-armed characters may be able to negotiate their
Pteranadons and other pterosaurs are not in common use. protection services as the fee for accompanying the caravan.

88
Transportation Speed as mounts because of their bird-boned structure a lightweight
skeleton that cant support much weight. The dryosaurus of the
Table 4-8 summarizes tactical and overland speeds for northwestern plains will prove to be a very popular mount if it can
dinosaur mounts. The overland speeds are for one hour periods, be successfully raised in New Savannah but so far it is a rarity
and are divided into mount speed and load speed. Mount speed is seen only in the hands of returning explorers.
the animals speed carrying nothing or only a single human as a
mount. (The pteranodon is an exception to this; it slows to load Vehicle Rules
speed when carrying a human.) Load speed is the animals speed
while pulling more weight, whether carried on its back or towed Like all other technologies on Cretasus, the vehicles in use
in a wagon. (This is simplified but serves as an easy reference
range from ancient to ultra-tech. However, their use is dwindling.
feel free to adapt the more complicated encumbrance rules if you
Because there are no vehicle manufacturing facilities on Cretasus,
wish.) they cannot be replaced except through importation from offplan-
As you can see, dinosaur mounts move slowly. A heavy horseet. Maintaining and fuelling a vehicle costs a lot more than a
can outpace most dinosaurs, and a light horse can beat most of the
domesticated dinosaur that can be grazed on the plains for free.
rest. Dinosaur mounts are generally large, heavy-boned creatures.
Nonetheless, some vehicles are still in use. Union colonists use
They support a lot of weight, but move slowly. There are several
them on a regular basis, as well as many plains travelers. They are
species of so-called ostrich dinosaurs (such as coelophysis and
something of a status symbol in New Savannah, and are still quite
elaphrosaurus) which are very swift runners but which are useless useful in and around the city.
This section gives descriptions of several common
Table 4-8: Movement Speed for Dinosaur Mounts vehicle types, as well as an overview of basic vehicle
rules. We wont even attempt to go into detail on air or
Mount Tactical Mount Load space vehicles they would fill a whole book. The pur-
Speed Speed Speed pose of the rules herein is to give you simple guidelines
Albertosaurus 30 ft. 3 miles 2 miles for dealing with the typical overland adventure. Future
Allosaurus 40 ft. 4 miles 2 1/2 miles supplements will delve into greater detail.
Bactrosaurus 30 ft. 3 miles 2 miles The skills Drive and Pilot (as presented in the
Brachiosaurus 80 ft. 8 miles 5 1/2 miles Broncosaurus Rex Core Rulebook, pages 36 and 38-39)
Camptosaurus 30 ft. 3 miles 2 miles cover most driving situations. In most respects, the
Ceratosaurus 30 ft. 3 miles 2 miles * existing d20 rules cover most tanks, cars, and walkers
Dryosaurus 70 ft. 7 miles 4 1/2 miles just as well as they do wagons. There are only two areas
Edmontosaurus 50 ft. 5 miles 3 1/2 miles where vehicle rules need special attention: movement
Iguanodon 40 ft. 4 miles 2 1/2 miles and maneuverability, and resolving damage.
Monoclonius 30 ft. 3 miles 2 miles
Pachycephalosaurus 40 ft. 4 miles 2 1/2 miles Movement and Maneuverability
Parasaurolophus 40 ft. 4 miles 2 1/2 miles
Pteranodon 50 ft. (fly) N/A** 3 1/2 miles A vehicles movement is governed by acceleration
Quetzalcoatlus 80 ft. (fly) 8 miles 5 1/2 miles and handling ability.
Stegosaurus 30 ft. 3 miles *** 2 miles The speed listed for a vehicle is its maximum speed
Styracosaurus 20 ft. 2 miles 1 1/2 miles on a road. This speed is slowed by difficult terrain. In
Therizinosaurus 20 ft. 2 miles 1 1/2 miles addition, getting to max speed requires acceleration.
Triceratops 30 ft. 3 miles 2 miles Acceleration takes place at the rate per round indicated
Tyrannosaurus rex 40 ft. 4 miles 2 1/2 miles * in the vehicle description. Deceleration is generally
Vulcanodon 30 ft. 3 miles 2 miles three times as fast as acceleration. A vehicle carrying
50% or more of its payload accelerates and decelerates
* Only when carrying a load on its back even the best-trained at half the normal rate.
ceratosaurus or T-rex would refuse to pull a wagon.
** A pteranodon can only carry 200 pounds. With such a low Turns
capacity, it slows to load speed when carrying even a single
human. Turning is a tad more complex. Each vehicle has a
specified turn limit statistic. For every 50 ft. of speed,
*** A stegosaurus cannot be ridden, of course its plates leave the vehicles sharpest turning angle per round is equal to
no room for a rider. 90 minus its turn limit. The minimum turning angle is

89
15. A turn can be made at any point in the rounds movement. Collisions
For example, imagine a lumbering truck with a turn limit of
15. At a speed of 100 ft., this vehicles maximum turn per round A vehicle that cannot decelerate or turn in time may collide
is 60 (90 base turning angle, minus 30 twice the turn limit of with something. Collision damage is similar to falling damage in
15). At 150 ft., this drops to 45 (50 ft. faster = 15 less), and at that distance moved determines the amount of damage. However,
200 ft. it drops to 30. the two big distinctions are the mass of the colliding objects, and
A character attempting a tighter turn than is normally possi- the speed of the collision.
ble must make a Drive or Pilot check (DC 13). The DC increases Damage is inflicted based on the size and speed of the objects
by 2 per increment of turn limit i.e., if a 60 turn is safe and theinvolved, as referenced on table 4-10. Collisions of less than 15
vehicle has a turn limit of 10, the DC would be 13 for 70; 15 for mph (tactical speed of 150 ft. or less) do not cause damage it is
80; and 17 for 90. Failure indicates the vehicle goes out of con- assumed a fender prevents serious injury; at worse, a human hit by
trol. a vehicle at that speed gets a bad bruise. Additionally, this rule
prevents normal humans from inflicting collision damage merely
Shooting While Driving by running into one another!
In a collision with an immobile object (such as a jeep hitting
Attempting to shoot or attack while driving whether with a a wall), determine damage on table 4-10 based on the size of the
hand-held weapon or a built-in weapon requires a Drive check. moving object. For example, if the jeep (a Large object) were
The DC is 5 (drive with one hand) if the shooting is not during moving 500 ft. or 50 mph, it would take 6d6 points of damage.
full-fledged combat (e.g., taking a pot shot at a passing pterosaur), In a collision between two mobile objects (such as a jeep run-
but DC 14 if the shooting is in active battle (e.g., a T-rex is lung- ning over a human), each object takes damage according to the
ing for the car or a tank is firing at you). Failure means loss of other objects size. Use the speed of the fastest-moving object. For
control. Driving while being shot at or otherwise involved in com- example, if the jeep were moving 50 mph and the human were sta-
bat requires a Drive check against DC 9 (as described in the tionary, the human would take 6d6 points of damage, and the jeep
Broncosaurus Rex Core Rulebook, page 36). Otherwise, the pilot would take 4d6.
loses control. Note that a jeep running into a canyon wall takes less damage
than if it runs into a stationary T-rex (size Huge). The rationale
Shooting At Vehicles behind this is that the T-rex would be moving, and all that mass
would wallop the jeep as a force vector opposite its own trajecto-
Some vehicles move very fast. Fast objects are hard to hit. ry. A wall, on the other hand, just absorbs the blow. In reality, the
The following attack penalties apply to any fast-moving object: damage should take into account the angle of impact, but that is
beyond the scope of these rules, which are intended to provide
only a simple, fast game mechanic.
If a vehicle is destroyed in the colli-
sion, excess damage is applied evenly to
Condition Penalty
each occupant (e.g., if a vehicle has 12 hit
Defender moved greater than 250 ft. in previous round (25 mph) -1
points and takes 32 hp of damage, each
Defender moved greater than 500 ft. in previous round (50 mph) -2
occupant takes 20 hp of damage).
Defender moved greater than 1,000 ft. in previous round (100 mph) -4
Furthermore, even if the vehicle is not
destroyed, the occupants may take damage
from the jostle of the crash itself. Roll d%; on a result of 35 or
Going Out of Control less, apply that percentage of the vehicle damage to each occupant
(e.g., if the crash causes 120 damage, a d% roll of 32 means each
An out of control vehicle moves in a random direction each occupant takes 0.32 x 120 = 38 hp damage, whereas a d% roll of
round. Roll 1d8 on table 4-9 to determine the direction. 67 indicates the occupants take no damage).
The angle of an out of control turn is always less
than the vehicles maximum turn angle. It is equal to the Table 4-9: Out of Control Vehicles (d8)
vehicles current maximum turn radius (based on its
speed and turn limit) minus d4 times its turn limit, with
Roll Result
a minimum turn of 15. For example, if a vehicles cur-
1-2 Turns left
rent max turn radius is 70, and its turn radius is 10, a
3 Goes straight ahead and accelerates (if possible)
roll of 3 on 1d4 would indicate the vehicle turned 70
4-5 Goes straight ahead at current speed
(10 x 3) = 40.
6 Goes straight ahead and decelerates maximum amount
7-8 Turns right

90
Table 4-10: Collisions pants take damage, with the exception of crit-
ical hits, collisions, and a few kinds of
Speed Damage by Objects Size weapons. Even when the vehicle is reduced to
Tactical Overland Small Medium Large Huge 0 hp, it still provides some protection, as
160-200 ft. 16-20 mph 1d6 1d6 2d6 2d6 detailed below. Of course, a passenger or
201-300 ft. 21-30 mph 1d6 2d6 2d6 4d6 driver who can be seen through the closed
301-400 ft. 31-40 mph 2d6 2d6 4d6 6d6 vehicle (via a windshield, view slit, etc.) can
401-500 ft. 41-50 mph 2d6 4d6 6d6 8d6 be targeted with the normal cover rules.
501-600 ft. 51-60 mph 4d6 6d6 8d6 12d6 Certain weapons (such as psychic and
601-700 ft. 61-70 mph 6d6 8d6 12d6 16d6 genetic weapons) can penetrate a closed vehi-
701-800 ft. 71-80 mph 8d6 12d6 16d6 24d6 cles hull and injure the occupants while the
801-900 ft. 81-90 mph 12d6 16d6 24d6 32d6 vehicle has full hp. These are an exception to
901-1000 ft. 91-100 mph 16d6 24d6 32d6 48d6 the usual rules.
Finally, note that vehicles are similar to
constructs under the core d20 rules. Although
Running Over Enemies (or Friends!) they do suffer critical hits, they do not suffer damage from poison
and certain other sources. Use common sense to evaluate this.
Running over an enemy is a great way to kill them. These
sorts of collisions are resolved with a Drive check versus an Critical Hits
opposed Reflex save.
First, the driver must make a melee touch attack against the
Unlike normal objects, vehicles are susceptible to critical
victim, using his Drive skill bonus as the base attack bonus. The
hits. Vehicles have critical components as well as weak spots
higher the roll, the more accurate his driving. Faster vehicles are
where damage may pass through to the occupants.
harder to dodge, but theyre also much harder to aim accurately,
It is possible for a vehicle to stop running while still at a sig-
so there are no modifiers for speed.
nificant number of hit points. A single lucky hit might puncture a
If the attack hits, the drivers roll with all bonuses applied is
tire or cause a fuel leak. When a vehicle is reduced to 50% of its
the DC for the victims Reflex save. If successful, the victim
starting hit points, the driver must make a Drive check against DC
jumps out of the way at the last minute and takes no damage. If
8. If the check fails, the vehicle automatically takes a critical hit.
unsuccessful, the target takes full collision damage.
At 25% of its starting hit points, the driver must make another
check against DC 12. This represents chance damage to tires,
Damage engines, and other components. A good driver can maneuver his
vehicle so the vulnerable parts face away from enemies.
A vehicle has hit points, armor class, and hardness, like any When a weapon causes a critical hit, determine damage with
other object. the usual multipliers for a crit. Half applies to the vehicle and the
Unlike other objects, however, vehicles can be disabled long other half is applied to a single randomly determined occupant. In
before they are destroyed. The conventional rules for damaging addition, roll d% on table 4-11, the Vehicle Critical Hits Table.
objects do not consider complex mechanical systems that can be Attackers can target specific areas of a vehicle, if the targets
disabled by puncturing one tiny hose. In game terms, a single are visible. Tires are the most common specific target. Raise the
point of well-placed damage can immobilize a truck! targets AC based on its size for example, a tire is Tiny, which is
Thus, vehicle hit points represent not the amount of damage a +2 AC bonus. Remember to remove penalties for the vehicles
necessary to physically destroy the vehicle, but the amount of overall size i.e., a Huge truck has a 2 size penalty to AC, so its
damage necessary to disable its functional systems and prevent it tires would net out +4 above the trucks body AC. A normal tire
from operating. It is important to note that a vehicle at zero hit has 10 hit points; the number of tires that must be destroyed
points is not necessarily destroyed. It still provides cover for occu- depends on the vehicle, but destroying enough (such as 1 for a
pants, and can still be repaired. It just cannot move or otherwise motorcycle, or 5 for a 3-axled, 10-tired truck) can cause locomo-
act as a vehicle. tion system damage or even destruction.
Vehicles are divided into two classes: open or closed. A
closed vehicle provides protection to its occupants. Open vehicles Destruction
provide no protection, and the driver and passengers may be indi-
vidually targeted. Note that a vehicle may be open for the driver When a vehicles hit points are reduced to 0, it ceases to func-
and closed for passengers, or the reverse, depending on the tion. It cannot accelerate, its weapons are damaged and unusable,
design. and it will decelerate at its maximum rate until stopped. It cannot
A closed vehicles hit points are depleted before any occu- be steered and is out of control until it stops (use table 4-9 but do

91
Fuel
Table 4-11: Vehicle Critical Hits Table (d%)
One final consideration for vehicles is fuel. The vehicle
Roll Result descriptions indicate how many gallons of petrol each vehicles
01-15 Locomotion system (tires, wheels, jets, etc.) tank holds, and how far they can go on that load. Most wilderness
destroyed: max speed reduced to 0; deceler- travelers carry along a lot of additional fuel. But petrol is expen-
ate at max rate until stopped; Drive check sive it goes for $3 to $5 a gallon in New Savannah and for as
against DC 12 or lose control much as ten times that in the back country. And petrol purchased
16-25 Locomotion system damaged: acceleration in the back country could have who-knows-what mixed in
and max speed are halved; Drive check which could cause the vehicle to sub-perform or even break
against DC 8 or lose control down...
26-35 Engine damage: engine cuts off; vehicle
decelerates at max rate; Drive check against
DC 12 to restart engine Typical Vehicles
36-50 Fuel leak: lose 1/4 gallon of fuel each round
until repaired On the following page are profiles of eight typical vehicles.
51-75 Steering damage: turn limit doubled; DC to They have damage reduction values based on their armor and the
drive with one hand increased by +5 exposure of their technical innards.
76-90 Brake damage: deceleration reduced to same Motorcycle: A motorcycle has two wheels. Destroying one is
rate as acceleration enough to destroy the locomotion system. Some motorcycles have
91-100 Acceleration damage: acceleration rate halved sidecars to hold larger weapons or a passenger.
Jeep: A jeep has four wheels and is designed for 4x4 wilder-
ness transportation. Characters driving jeeps need only check
not allow for acceleration). It is now an inert hulk. against DC 9 (not 11 as normal) to drive in the wilderness.
But even an inert hulk might still have quite a bit of sub- Halftrack: A halftrack has two wheels on its front and two
stance. All damage down to 20 hit points is split evenly between tracks on its rear. It is designed for moving over difficult terrain.
a randomly determined occupant and the vehicle. (If the occu- A halftrack can move on roads and trails in jungle, swamp, hills,
pants disembark, the vehicle itself absorbs full damage.) and mountains as if they were highways.
Occupants in a vehicle that has 0 to 20 hit points can disembark Overlander: An overlander is a heavy truck. It has a large
safely as a full round action. hood, a rumbling engine, and a ribbed canvas cover for the cargo
A vehicle that reaches 21 hit points is a mangled mess that bed behind the cab.
provides no cover to occupants. Anyone still in it is automatically Recon Walker: A recon walker is a basic walking vehicle.
helpless. They can escape only if someone with a blowtorch or The cab stands on two legs about 10 feet from the ground but
saw cuts them out (which takes 1d6+6 rounds), or by passing an crouches for the driver to enter and exit. It moves slowly but is
Escape Artist check (DC 18). (The character may repeat this excellent at traversing difficult terrain.
check each round.) Light Tank: This is a typical light tank. Each of its passen-
If a vehicle reaches 40 hit points, it is liable to explode. Each gers acts as a gunner for one weapon.
time thereafter that it suffers damage, roll d% and deduct its hit Hover Car: Hover cars are uncommon on Cretasus, but the
points from the roll. On a result of 0 or less it blows. Anyone still military and some well-to-do citizens do have them. They require
inside automatically takes 12d6 points of damage (no save). All the Pilot skill rather than the Drive skill.
other creatures within 30 ft. take 6d6 points of damage, with Prop Plane: This is the typical small open-topped propeller
Reflex saves (DC 16) for half damage. plane used by ranchers to patrol their territories. They have an
Damage may be repaired with the Repair Device skill. Loss unfortunate tendency to attract the attention of pteranadons.
of up to 20% of system hp counts as minor repairs; loss of up to
60% counts as substantial; and loss of more than 60% counts as
heavy damage. In addition to fixing the systems damage as Buying a Mount
explained in the Repair Device skill, it takes additional time and
money to restore the vehicle to full hit points. It costs $1d6 and On page 94 is a list of prices for vehicles and trained mounts.
takes 1d6 minutes per hit point repaired. Note that hit points can The prices listed are New Savannah prices. Some dinosaurs are
be restored only if the systemic damage is repaired with the cheaper in their native terrain (as there is no need to pay transport
Repair Device skill. costs to New Savannah), while most manufactured goods are
much cheaper in New Savannah than anywhere else. Therefore,
the multiplier column indicates how much more or less expensive
each item is outside of New Savannah. For example, x2 indi-

92
Typical Vehicle Statistics

Motorcycle Jeep Halftrack Overlander


Type: Open wheeled Open wheeled Closed tracked Closed wheeled
Size: Medium Large Large Large
Tech Level: 3 3 4 3
Driver(s): 1 1 1 1
Passengers: 0 or 1 3 7 15
Payload: 450 lbs. 1,000 lbs. 4,000 lbs. 6,000 lbs.
Damage Reduction: 0 5 10 5
Hp: 8 48 72 64
Speed (Max): 500 400 300 400
Acceleration: 250 90 60 60
Turn Limit: 5 10 10 15
AC: 13 (+3 natural) 13 (-1 size, 15 (-1 size, 13 (-1 size,
+4 natural) +6 natural) +4 natural)
Weapons: 1 medium 1 medium 1 large, 1 medium 1 large, 1 medium
Face: 5 by 5 10 by 10 10 by 15 10 by 15
Fuel Load: 5 gallons 10 gallons 20 gallons 30 gallons
Miles/gallon: 50 40 20 15
Range: 250 miles 400 miles 400 miles 450 miles

Recon Walker Light Tank Hover Car Prop Plane


Type: Closed walker Closed tracked Open atmospheric Open atmospheric
Size: Large Huge Large Large
Tech Level: 5 4 6 4
Driver(s): 1 1 1 1
Passengers: 0 3 3 1
Payload: 400 lbs. 5,000 lbs. 1,000 lbs. 800 lbs.
Damage Reduction: 5 20 5 5
Hp: 36 156 48 36
Speed (Max): 120 400 800 1600
Acceleration: 60 50 120 80
Turn Limit: 5 10 5 10
AC: 13 (-1 size, 16 (-2 size, 11 (-1 size, 10 (-1 size,
+4 natural) +8 natural) +2 natural) +1 natural)
Weapons: 1 medium 1 huge, 1 large 1 medium 1 medium
Face: 5 by 5 15 by 15 5 by 10 10 by 10
Fuel Load: 8 gallons 50 gallons 10 gallons 15 gallons
Miles/gallon: 30 10 10 20
Range: 240 miles 500 miles 100 miles 300 miles

cates the item may cost up to twice as much outside New would sell the meat?), and the mounts speed, fighting ability, and
Savannah, although it could be only x1.5 or 1.75 depending on carrying capacity. Trained mounts arent always easy to come by,
market fluctuations. but untrained mounts are. Assume untrained mounts are available
The availability column indicates the chance of finding this at twice the frequency of trained mounts. Prices for untrained
item for sale in and around New Savannah (N.S.) or in any given mounts range from a quarter to half the price for a trained mount,
frontier settlement (Fron.). If an item is not available, you can depending on several factors: how hard it is to train; whether it is
move on to the next town, or wait a month and make another also used as a source of food; and whether the seller raised it,
check in the same town. caught it, or bought it off others for resale.
Prices for a mount are determined from a variety of factors, Vehicle prices are strictly a matter of supply and demand
including supply and demand, training difficulty, transportation the supply on Cretasus is limited, and demand is slowly dwindling
costs, availability (through ranchers or wild-caught?), opportuni- as trained dinosaurs become more prevalent.
ty costs (why sell an iguanodon as a mount for less than you

93
Table 4-12: Vehicle and Trained Mount Costs and Availability

Mount or Vehicle Price Multiplier ____Availability____


N.S. Fron.
Trained Mounts
Albertosaurus $6,000 x1 5% 10%
Allosaurus $8,000 x1 4% 8%
Bactrosaurus $250 x2 75% 60%
Brachiosaurus $19,000 x1 5% 5%
Camptosaurus $900 x2 10% 5%
Ceratosaurus $6,500 x3/4 3% 6%
Dryosaurus $3,000 x3/4 1% 1%
Edmontosaurus $2,500 x3/4 50% 60%
Iguanodon $2,200 x3/4 5% 10%
Monoclonius $400 x1 50% 50%
Pachycephalosaurus $3,500 x2 15% 10%
Parasaurolophus $900 x1 40% 40%
Pteranodon $1,500 x3 7% 3%
Quetzalcoatlus $5,000 x3 * *
Stegosaurus ** $1,000 x2 60% 40%
Styracosaurus $350 x1 50% 50%
Therizinosaurus $850 x2 10% 5%
Triceratops $2,000 x2 80% 60%
Tyrannosaurus rex $17,000 x3 2% 1%
Vulcanodon $1,700 x1 40% 30%

Vehicles
Motorcycle $1,000 x2 50% 20%
Jeep $2,800 x2 40% 15%
Halftrack $8,000 x3 20% 5%
Overlander $10,000 x3 30% 10%
Recon Walker $5,000 x4 10% 1%
Light Tank $50,000 x3 5% 1%
Hover Car $30,000 x4 5% 1%
Prop Plane $20,000 x3 20% 5%

* No trained mounts are available. But if characters


were to bring one back and train it, this is what they
could get for it.
** These are not used as mounts, obviously, but they
can haul goods.

94
Treasure Tables The value of these bonds always depends on the solvency of their
issuers. For example, an exploration in search of natural sugar
cane fields might issue bonds to pay for their journey. The owners
These treasure tables allow you to customize treasure results of the bonds are entitled to partial land rights on any fields dis-
for Cretasus. Use the standard treasure tables first to determine the covered; sugar processors might buy the bonds, hoping to reduce
value of a treasure horde. Where the GM must depart from the the price of their primary ingredient. When an exploration party
standard is in determining the coinage and objects which consti- falls out of contact and is not heard from for three months, they
tute that value. are presumed dead and the value of their bonds falls to nearly
zero. Thats when a high-risk investor steps in, buys up the bonds
Coinage and Currency for pennies on the dollar, and hires the characters to find the sugar
cane fields and bring the original explorers back alive. If they do,
Standard coinage should be substituted as follows: of course, the investor recoups a huge return on his investment
Copper pieces: Heavy chunks of rock or earth containing and has plenty of money to pay his brave troubleshooters.
unprocessed ores (coal, aluminum, sulfur, tin, lead, or copper); IOU: In the cash-poor frontiers, local residents may trade
byproducts (skulls, skins, etc.) from common dinosaurs; coinage hand-written IOUs for goods and services. The IOU itself can in
from regional Confederate governments (actual coins, not paper). turn be used as currency, provided the recipient recognizes who-
Silver pieces: Nuggets of semi-valuable ores (iron, nickel, sil- ever wrote it. Eventually, the IOU is presented back to the issuer
ver); rare dinosaur byproducts; paper money (either Confederate for redemption in cash or barter, often by a party far removed
or Union). from the original recipient. If issued by someone prominent, the
Gold or platinum pieces: Valuable metals (gold or platinum); IOU may be called a letter of credit. The only problem is that the
paper money; gems; high-denomination bank notes. IOU is only good as long as the issuer is known you cant spend
There are many other currencies that can be spent on a new it very far from where it was issued. IOUs are standard practice on
world like Cretasus, including: the frontier, and characters trying to sell goods in distant free-
Alien currencies: Coins or paper from alien species. Some of towns may have no alternative but to accept IOUs. This might cre-
the more common alien currencies may have recognized value on ate an adventure if the person who issued their IOUs is kidnapped
Cretasus, whereas others may be considered worthless by terres- or threatened theyll never get a pay-out if hes killed!
trial merchants and only have worth when dealing with wide-trav-
eling merchants (such as the Free Fleet). Art Objects
Regional Confederate currencies: Coins from local
Confederate governments, including those on or off Cretasus. The Art objects may be of human, dinosaur, or alien origin. On
spending power of these notes drops off rapidly from their face average, assume an equal chance of each, but modify this accord-
value the more distant one gets from the issuing government. ing to circumstances in the unexplored back country, for exam-
Bank notes: Securities guaranteed by a banks reserves. The ple, most art objects will be of dinosaur origin.
bearer is entitled to exchange the bank note for its face value in You can determine the value of the art objects using the stan-
gold bullion at the issuing bank. Bank notes are a good light- dard tables, then come up with the appropriate type of object.
weight way to carry a lot of money. They are readily spent as cur- Human art on Cretasus also incorporates dinosaur themes for
rency, but only in their initial denomination (usually in increments example, a necklace with a gold-plated T-rex incisor, an ornate
of $500). Unfortunately, their value rapidly drops to zero if the shield made from a baby triceratops skull plated in silver, and so
issuing bank has financial problems (or even if theyre rumored to on. Alien art objects may be completely indecipherable.
have financial problems) which may a great adventure hook for Characters without Appraise or the appropriate Knowledge skill
characters in possession of a lot of bank notes! may not realize they have value!
Railroad bonds: A security sold by a railroad to finance its Most dinosaur art objects are primitive art; their value is not
growth. Although still a rarity on Cretasus, this kind of currency in their refinement, but in the frenzied fashionability which
is growing in popularity since New Savannah began construction dinosaur art has achieved in the art world. Dinosaur art includes
on a railroad to Mount Crowe. The bonds are sold in increments sculptures, bas-relief, statuettes, ornate pillars and architectural
of $50 and can be redeemed three years after their issuance date elements, cave paintings, carved horns and skulls, primitive neck-
for cash plus a small amount of interest (usually around 5% per laces, helmets, earrings and other pierce-jewelry, and images
year). An investor with a large position in railroad bonds is eager scratched into bowls, urns, or simple rock faces. Most of the finer
to make sure a railroad does get built otherwise his bonds will art objects are fashioned by protoceratops or velociraptors, some-
be worthless! times utilizing the services of ornitholestes, but even the more
Other bonds: Many companies on Cretasus have issued clumsy species will occasionally feel the urge to scratch an image
bonds, including the Bay Side Company, timber companies, into a rock face, which, no matter how primitive, is of great value
ranchers, and even explorers who promise valuable discoveries. to art collectors and paleoanthropologists.

95
Dinosaur art objects are also great adventure hooks. You Table 4-13: Weapons
should make up art objects that relate to whatever adventure the Minor Medium Major Weapon Bonus
characters are on, or whatever adventure you want to steer them 01-50 01-05 Heirloom weapon
toward. For example, here are six art objects that might be dis- 51-70 06-10 +1 custom weapon
covered in the search for the Great Library of Logos: 71-85 11-20 +2 custom weapon
1. A stone tablet detailing T-rex genealogy for thousands of 21-58 01-20 +3 custom weapon
years. It ends five hundred years ago, when the library was 59-62 21-38 +4 custom weapon
destroyed. Such an authoritative history would be incredibly valu- 39-49 +5 custom weapon
able to any T-rex descended from those listed on the tablet. The 63-68 50-63 Alien weapon
characters might be able to wring some treasure or favors from the 86-95 69-85 64-85 Custom weapon with
right T-rexes. Of course, they will also need someone to translate special ability
the Ceratopsian inscription into Tyrannosaurus... 96-100 86-100 86-100 Roll again twice
2. A stone tablet describing the medicinal uses of the lepto-
ceratops anatomy. See the leptoceratops description on page 115 Table 4-14: Heirloom Weapons
for the benefits of using leptoceratops parts in Heal checks.
d% Weapon
3. A Rosetta stone inscribed with a protoceratops fable
01-20 Longsword
written in Ceratopsian and 1d4+2 other languages. One of the lan-
21-40 Greatsword
guages is not a known language. A character can use the stone to
41-50 Dagger
learn the other languages. The stone can also be sold to
51-60 Longbow
researchers or collectors.
61-75 Winchester rifle
4. A map of the area that now contains New Savannah, with
76-100 Colt .45
strange symbols dotting the area along the shoreline and the
mountains. If the characters explore the areas, they will find that
the symbols indicate areas rich in gold deposits. Some of them
Table 4-15: Custom Weapons
have already been discovered, but some of which havent. And d% Weapon
who knows what may be guarding those that havent yet been 01-10 Absentee Voter
found... 11-12 Ammunition only*
5. A tablet with a diagram explaining the cataloguing system 13-15 Bronto Gun
and layout of the great library. This essentially serves as a map of 16 Cryon Ray
the first level of the library. 17-19 Flamer
6. Ancient protoceratops artifacts. These range from inscribed 20-25 Gauntlet, Energy
tablets to rough-hewn statuettes of local animals and long-gone 26-27 Howzer
heroes. 28-29 Laser Lance
30-37 Laser Pistol
38-41 Laser Rifle
Items 42-44 Laser Sniper Rifle
45-53 Laser Sword
There is no magic in Broncosaurus Rex. But there is ultra- 54-56 Piledriver
tech. The creations of aliens and advanced machinists make valu- 57-70 Pistol, automatic
able rewards for characters. 71-74 Plasma Sling
Item rewards can be weapons, armor, exotic equipment, and 75-76 Pulse Rifle
alien devices. The following tables allow you to randomly gener- 77-78 Reactive Truncheon
ate weapons and armor. Other item rewards should be determined 79-84 ROGUE Rifle
by the GM as appropriate to an adventure or setting. 85-87 Screamer Knife
88-90 Screamer Rifle
Weapons 91-94 Trank Gun
95-96 Whisper Gun
Special weapons come in three categories: heirloom 97-99 Wide Beam Laser
weapons, which are well-constructed masterwork weapons pro- 100 Roll on alien weapons table
viding a simple +1 enhancement bonus to attack rolls; custom
weapons, which are refined by machinists (and sometimes aliens) * Roll again to determine the weapon that the ammunition
to exceptional quality, sometimes incorporating a special ability fits.
of some sort; and alien weapons, some commonly known, but oth-
ers rare or poorly understood.

96
Table 4-16: Alien Weapons Extra penetration: The weapon causes extra damage.
d% Weapon Increase damage by one-half after including all modifiers.
01-30 Annihilator Flame: The weapon causes fire damage. Targets must make
31-45 Chimera Fiend a Reflex save (DC 15) or catch fire.
46-60 Dust Gun Improved range: The weapons range increment is multi-
61-80 Monofilament Blade plied by 2.
81-90 Warp Render Increased crit multiplier: Add 1d2 to the crit multiplier.
91-100 New alien weapon (see below) Increased threat range: Subtract 1d2 from the weapons
threat range. For example, if the current threat range is 19-20 and
Table 4-17: Special Abilities* you roll 2, the new threat range would be 17-20.
Lightweight: The weapons weight is reduced by 50%.
d% Ability
Low-tech: The weapons technology has been simplified. Its
01-08 Armor piercing
tech level is 1d2 points lower than normal. (Does not apply to
09-12 Defuser
weapons of tech level 3 or lower.)
13-25 Duo
Plasma: The weapon uses plasma blasts. Targets must make
26-29 Electric
a Reflex save (DC 15) or catch fire. In addition, the area within 5
30-36 Explosion
of the point of impact is embroiled in a fireball which dissipates
37-45 Extra penetration
in 1d3+6 rounds in still weather and 1d3+1 rounds in windy
46-53 Flame
weather.
54-65 Improved range
Rapid fire: The user may make an extra attack per turn with
66-73 Increased crit multiplier
the weapon. The attack is at the wielders highest base attack
74-81 Increased threat range
bonus, but each attack (the extra one and the normal one) suffers
82-86 Lightweight
a 2 penalty. You must use the full attack action to use this special
87-91 Low-tech
ability.
92-95 Plasma
Trank: The weapon carries tranquilizer fluid and inflicts sub-
96-97 Rapid fire
dual damage as well as normal damage. Targets take 1d6 points of
98-100 Trank
subdual damage in addition to normal damage. Moreover, they
must take a Fortitude save (DC 15). If the save fails, they take an
* Some special abilities may not apply to some weapons.
additional 1d6 points of subdual damage on the next round, and
Re-roll if the result doesnt make sense.
must continue making saves each round thereafter until one is
Armor piercing: The weapon is extremely effective against passed.
physical armor. It ignores up to 3 points of armor bonus from
physical armor. For example, a flak jacket (normally +5) would New alien weapon: There is unlimited potential for intro-
only provide a +2 bonus against an armor piercing weapon. ducing powerful alien weapons into your Broncosaurus Rex cam-
Padded armor (normally +1) would provide no bonus, but the user paigns. They were transported to Cretasus by the Free Fleet, off-
would not suffer a penalty to his AC. In addition, armor piercing world adventurers, or even the aliens themselves (perhaps thou-
weapons bypass object hardness up to a hardness of 10; hardness sands of years ago, perhaps quite recently), and were in use until
above 10 works normally. the untimely demise of their owners.
Defuser: The weapon is extremely effective against energy You can create alien weapons as you deem appropriate, or
armor. It ignores up to 3 points of armor bonus from energy armor. you can use the following method to randomly determine them.
Duo: The weapon has been combined with another weapon Future Broncosaurus Rex supplements will have even more alien
such that they can both be fired with the pull of a single trigger. weapons.
Both weapons must be aimed at the same target. A single roll is Here are the steps to generate a new alien weapon:
used to determine whether both guns hit or miss. Roll again on the 1. Roll 1d6 on the table on the next page to determine the tech
custom weapons table to determine which other weapon is type and tech level. This also determines how you will determine
involved. damage. (This method stops at tech level 16. To determine higher
Electric: The weapon causes an electric shock. This adds 1d4 tech levels, roll 1d8 or 1d10 and add 10 to the result.)
points of damage on a successful hit, plus another 1d4 if the tar- All weapons of tech level 12 and higher are modified touch
get is wearing metal armor. weapons (only energy fields provide an armor bonus against mod-
Explosion: The weapon causes an explosion upon impact. ified touch weapons). All weapons of tech level 16 and above are
The explosion causes the same damage as the weapon. Its area touch weapons (even energy fields dont give an armor bonus).
effect has a 1d3 x10 feet radius.

97
Roll Tech Type Tech Level d% by Tech Level Damage
1 Monofilament 11 11 12 13 14 15 16
2 Genetic 12 01-20 3d10
3 Antimatter 13 21-50 3d12
4 Disintegrator 14 51-70 4d10
5 Beam 15 71-85 01-10 4d12
6 Psychic 16 86-90 11-20 01-15 4d20 subdual
91-95 01-20 21-30 16-40 6d20 subdual
2. Determine damage by rolling d% 96-97 21-40 31-40 01-20 41-50 5d10
according to the weapons tech level on the 98 41-50 41-70 21-40 01-10 6d10
table to the right. For weapons with a die 99 51-60 71-80 41-60 11-25 4d20
roll for damage, determine the crit modifier 100 81-85 26-35 Death (Ref save negates)
by rolling 1d3+1, and determine the threat 61-85 Mutation (Fort save negates)
range by subtracting 1d4 from 21. For 86-100 61-100 Death (Fort save negates)
weapons with a save against damage, the 86-100 36-55 Blink
DC of the save is determined by adding 2d6- 56-100 51-70 Energy drain (-1 level) (Will
4 to the weapons tech level. save negates)
Mutation: The weapon causes a physi- 71-80 Ability drain (-1 Int) (Will save
cal mutation of some kind. Some weapons negates)
target specific organs (always mutating the 81-100 Death (Will save negates)

98
arms or eyes, for example), while others are more general in their Table 4-18: Random Armor Type
effects. Regardless, the mutations are never pleasant and usually d% Armor Type
harmful. Each mutation causes a permanent loss of 1d4-1 points 01-07 Hermetic suit
of Cha. In addition to changes in physical appearance, the muta- 08-12 Padded
tion causes damage roll 3d20 as if on tech level 11 to determine 13-20 Leather
how much. 21-24 Studded leather
Blink: The target blinks into the warp. The effect is just like 25-27 Chain shirt
the warp render (see Broncosaurus Rex Core Rulebook, page 61). 28-40 Flak jacket
3. Determine range increment by rolling d% according to tech 41-55 Hide
level (see table below). 56-60 Chainmail
61-65 Reflective armor
d% by Tech Level Range Increment 66-68 Riot gear
11 12 13 14 15 16 69-70 Vacuum suit
01-25 01-15 None (Melee) 71-74 Reactive armor
26-40 16-30 01-20 01-20 Grenade 10 ft./20 ft. 76-78 Bomb suit
41-55 31-45 21-50 21-40 Grenade 10 ft./40 ft. 79-85 Powered armor
56-80 46-47 51-65 41-50 10 ft. 86 Bioceramic armor *
81-95 48-59 66-75 51-70 25 ft. 87-89 Kinetic field
96-100 50-53 76-95 71-90 50 ft. 90-92 Absorption field
54-60 96-100 91-95 01-25 01-10 100 ft. 93 Vibrofield
61-85 96-98 26-50 11-25 250 ft. 94 Allosaur hide
86-98 99-100 51-85 26-50 400 ft. 95 Ceratosaur hide
99-100 86-95 51-75 1 mile 96-97 Croc hide
96-100 76-100 None limited only 98 Tyrannosaur hide
by sight range 99 Stegosaur hide
100 Ankylosaur hide

4. To determine the weapons weight, roll 1d20. On 1-10, * As given in the Scray creature description on page 119.
record the result as the weapons weight in pounds. On 11-20, Bioceramic armor discovered as treasure has a 75%
record the result and then roll 1d20 again. If the second roll is 1- chance of having been already fitted to its original wearer,
10, the weight is the sum of the two rolls. If the second roll is 11- and is thus useless to anyone else. A machinist might still
20, record the two rolls and repeat the process until you roll 1-10. buy fitted bioceramic armor to study its composition and
see if he can duplicate it; these suits are rare and even fit-
Armor ted ones can fetch $500 or more. If not fitted, it conforms
to the shape of the first person to don it. Roll 1d6 for type:
Armor and shield bonuses can be randomly determined 1-2 light, 3-4 medium, 5-6 heavy.
according to the standard rules. The type of armor or shield can be
determined according to the tables that follow. Many of the stan- Table 4-19: Random Shield Type
dard special abilities make sense in Broncosaurus Rex fire d% Shield Type
resistance, energy resistance, and so on. If the resulting special 01-50 Small steel
ability does not make sense in your campaign, re-roll or pick. 51-65 Large steel
There is a 10% chance that armor will not be built for a medi- 66-80 Riot
um-size creature, but instead be designed for a mount. If so, it will 81-90 Energy
be designed for Large (01-50), Huge (51-90), or Gargantuan (91- 91-100 Reinforced dinosaur skull
100) creatures.

99
Encounter Tables
The following tables allow you to create random encounters by challenge rating and terrain. For encounters in ruins, caves, or other
underground areas, use the column corresponding to the terrain that surrounds the encounter area (because creatures from the sur-
rounding terrain will seek shelter there). You can then use the standard CR rules to determine the number of creatures encountered.
These encounter tables lump CRs in increments of two. That should work for most encounters just remember to increase the
number of creatures if the CR is below the partys level, and decrease the number of creatures if above the partys level.

Table 4-20: Encounters of CR 1/10 through 1


CR Creature d% by Terrain
Forest Plains Riverine/ Hills/ Desert Aquatic
Swamp Mountain (Any)
1/10 Toad 01-02 01-04
1/8 Mon. Centipede, Tiny 03-04 01 01-04 01-09
1/8 Trilobite, Common 05-14 01-15
1/6 Lizard 05-07 02-03 15-17 05-06 10-12
1/6 Small Game, Tiny 08-12 04-09 18-25 07-11 13-20 16-25
1/4 Cheirolepis 26-35
1/4 Mon. Centipede, Small 13-14 10-11 12-13 21-25
1/4 Mon. Scorpion., Tiny 15 12 14-15 26-30
1/4 Mon. Spider, Tiny 16 13 16-17 31-33
1/3 Giant Beetle, Fire 17-18 14-15 18-19 34-35
1/3 Small Game, Small 19-26 16-23 26-35 20-25 36-40 36-45
1/3 Snake, Tiny Viper 27 24 36-40 26-29 41-43 46-50
1/2 Claim Jumper (NPC) 30-33
1/2 Compsognathus 28-31 25-28 41-50 34-45
1/2 Giant Bee 32-33 29-30 46-47 44
1/2 Mon. Centipede, Med. 34-35 31-32 48-49 45-49
1/2 Mon. Scorpion, Small 36-38 33-35 50-51 50-54
1/2 Mon. Spider, Small 39-40 36-37 52-53 55-60
1/2 Pterodactylus 38-43 54-65
1/2 Snake, Small Viper 41-42 44-45 51-55 66-67 61-65 51-55
1/2 Tanystropheus 43-47
1 Dino Rustler (NPC) 48-49 46-49 68-69
1 Dryosaurus 50-54
1 Edaphosaurus 50-57 56-65
1 Eurypterid 56-65
1 Giant Ant, Worker 58-60 55-56 70-71 66-67
1 Mon. Centipede, Large 61-63 57-58 72-73 68-72
1 Mon. Scorpion, Med. 64-65 59-60 74-75 73-77
1 Mon. Spider, Med. 66-67 61-62 76-77 78-80
1 Octopus 66-75
1 Ornitholestes 68-77 63-72 66-70 78-83
1 Outlaws/Bandits (NPCs) 78-80 73-75 71-73 84-90 81-84 76-80
1 Oviraptor 81-86 76-85 85-90
1 Protosuchus 87-95 86-92 74-80 91-95 91-92
1 Shark, Medium 81-85
1 Snake, Medium Viper 96-97 93-95 81-83 96-97 93-96 86-88
1 Soldier (NPC) 98-99 96-99 84-86 98-99 97-99
1 Squid 89-95
1 Stenonychosaurus 100 100 87 100 100
1 Trilobite, Giant 88-100 96-100

100
Table 4-21: Encounters of CR 2 and 3
CR Creature d% by Terrain
Forest Plains Riverine/ Hills/ Desert Aquatic
Swamp Mountain (Any)
2 Bactrosaurus 01-10
2 Camptosaurus 01-05 11-20
2 Crocodile 21-30 01-20
2 Dimetrodon 06-12 31-40
2 Dunkleosteus 21-40
2 Giant Ant, Soldier 13-17 01-10 01-10 01-15
2 Giant Ant, Queen 18-19 11-13 11-13 16-19
2 Giant Beetle, Bombardier 20-25 14-18 14-18 20-25
2 Giant Dragonfly 41-60
2 Giant Lizard 26-35 19-28 61-65 19-28 26-35
2 Giant Praying Mantis 36-40
2 Leptoceratops 29-38 36-45
2 Mon. Centipede, Huge 41-45 29-34 39-44 46-50
2 Mon. Scorpion, Large 46-50 35-39 45-49 51-55
2 Mon. Spider, Large 51-55 40-44 50-54 56-60
2 Plesiosaurus 41-70
2 Protoceratops 56-65 45-56 66-70 55-70 61-79
2 Scray 66-67 57-58 71-72 71-72 81-85
2 Shark, Large 71-90
2 Snake, Constrictor 68-71 73-82 91-95
2 Snake, Large Viper 72-73 86-95 96-98
3 Giant Wasp 74-75 59-62 73-75 96-98
3 Parasaurolophus 83-87
3 Snake, Huge Viper 76 71-74 88-90 76-77 99-100 99-100
3 Stegoceras 77-79 75-85
3 Velociraptor 89-100 86-100 91-100 90-100

Table 4-22: Encounters of CR 4 and 5


CR Creature d% by Terrain
Forest Plains Riverine/ Hills/ Desert Aquatic
Swamp Mountain (Any)
4 Giant Beetle, Stag 01-05
4 Giant Crocodile 01-20 01-30
4 Monoclonius 01-20
4 Mon. Spider, Huge 06-10 21-35 01-15 01-100
4 Pteranodon 36-50 16-45
4 Shark, Huge 31-60
3 Styracosaurus 11-30 46-75
5 Edmontosaurus 21-50
5 Elasmosaurus 61-90
5 Iguanodon 31-60 51-85
5 Pachycephalosaurus 61-75 51-70
5 Quetzalcoatlus 71-80 76-85
5 Snake, Giant Constrictor 76-85 86-100 91-100
5 Therizinosaurus 86-100 81-100 86-100

101
Table 4-23: Encounters of CR 6 and 7
CR Creature d% by Terrain
Forest Plains Riverine/ Hills/ Desert Aquatic
Swamp Mountain (Any)
6 Ceratosaurus 01-05 01-13 01-10 01-20
6 Deinosuchus 06-15 04-09 11-35
6 Megaraptor 16-25 10-16 36-45 21-35
6 Mon. Centipede, Garg. 26-30 17-18 36-45 01-20
6 Mon. Scorpion, Huge 31-40 19-20 46-55 21-50
6 Vulcanodon 41-50
7 Albertosaurus 51-60 21-35
7 Allosaurus 61-70 36-45 46-60 56-65
7 Ankylosaurus 46-60 61-70 51-85
7 Mon. Spider, Gargantuan 71-80 61-65 66-70 86-100
7 Spinosaurus 71-100
7 Stegosaurus 81-90 66-75 71-85
7 Triceratops 91-100 76-100 86-100

Table 4-24: Encounters of CR 8 and 9


CR Creature d% by Terrain
Forest Plains Riverine/ Hills/ Desert Aquatic
Swamp Mountain (Any)
8 Kronosaurus 01-60
8 Mon. Centipede, Col. 01-35 01-25 01-25 01-40
8 Octopus, Giant 61-85
8 Tyrannosaurus 36-85 26-75 01-100 26-75
9 Mon. Scorpion, Garg. 86-100 76-100 76-100 41-100
9 Squid, Giant 86-100

Table 4-25: Encounters of CR 10 and 11


CR Creature d% by Terrain
Forest Plains Riverine/ Hills/ Desert Aquatic
Swamp Mountain (Any)
10 Mon. Spider, Colossal 01-25 01-30 01-20 01-40
11 Brachiosaurus 26-75 31-70 21-70
11 Mon. Scorpion, Colossal 76-100 71-100 76-100 41-100

In addition to the random encounter tables such as those above, there are tables for encounters
that are specific to certain areas of Cretasus. These encounters need not be creatures on trails, for
example, they could be simple travel hazards. Here are two tables to generate encounters relating
to travel along the Tecumseh or Bay Trails, and the lost library of Logos. The Logos encounters are
more detailed and can be fleshed out into mini-adventures. You can create similar tables for other
areas that your characters will frequent.

102
Table 4-26: Trail Encounters
d% Result
01-05 Steep rocky hill. Going around takes two full days. Wagons hauled uphill may break loose (5% chance) or flip
over (5% chance).
06-10 Steep downhill slope. Going around takes three full days. Wagons must be carefully skidded downhill, but there
is a chance they may go out of control (10%).
11-15 River or stream which must be crossed. If the party camps overnight before crossing, there is a 15% chance
that a nighttime thunderstorm will raise the water level to impassable levels for 2d6 days.
16-20 Marauding dinosaurs (determine randomly).
21-25 2d4 outlaws on horses.
26-27 1d4 outlaws on triceratops.
28-35 1d6 graves alongside the trail. Disturbing them yields $1d6 in salable goods (boots, belt buckles, hats, etc.).
36-37 1d6+3 graves clustered in one spot alongside the trail. Characters who examine them closely must make a Fort.
save against DC 7 or contract a disease (incubation 1d4 days, damage 1d4 Con).
38-50 Unusual rock formations, which are interesting to look at but impede movement (reduce speed by half).
51-60 Deep wagon ruts filled with mud. Movement speeds reduced by half.
61-65 A crying child, whose caravan accidentally left her behind.
66-75 A natural spring an oasis of sorts. Food and water are plentiful.
76-85 Various belongings dumped by earlier pioneers to lighten their load: a chest of clothes, kitchen table, anvil,
stove, window glass, bureau, etc.
86-90 A dry riverbed.
91-100 Natural springs; use d%: with (01-15) geysers, (16-30) high salt content, (31-50) natural carbonation, (51-85)
pure, delicious water, (86-95) slight intoxicating effect, (96-100) harmful bacteria (Fort save DC 12 vs. disease;
incubation 3d6 days; damage 1d3 Str).

Table 4-27: Encounters in the Search for Logos


d6 Result
1 The characters discover a small boat wrecked on the shores of the Danjow. The crew has been killed and
scalped. It is the work of an adolescent zulep who needs just one more scalp to complete his coming-of-age ritu-
al. He returned to his tribe to tell them about the boat he has captured.
2 As they are traveling along the Danjow, the characters hear a human cry for help. After a difficult search, they
find the person at the bottom of a pit, less than four feet square and more than thirty feet deep. The pit is at the
crest of a bluff along the river. It leads into a section of the library which broke loose in the great flood and now
makes a medium-sized cave. The person is an explorer in search of the great library; he climbed down but his
rope broke and now he cant make his way back up.
3 A section of the library tunnels that broke loose during the great flood has washed up on the shore of the
Danjow. A zulep band has moved in, using it as shelter. This enrages some protoceratops who live nearby, so
they are preparing a raid to chase out the zuleps and reclaim the library section for their study.
4 Logos was well known for the series of grand gates that guarded its entrance. While the opening on the first
gate was enormous, the aperture on each successive gate grew progressively smaller until the final gate was a
wall forty feet tall with a door less than four feet high. The gates provided protection from large theropods, and a
system for trapping predators foolish enough to pursue their prey to the citys edge. Now one of the gates
nearly intact is discovered being used as a wall in a settlers barn. He found it in the Danjow, hauled it to his
plot of land, and is only interested in its practical uses. It is covered in Ceratopsian script. Despite its value, he
wont sell it for any price unless the buyer also helps him build a new barn.
5 The characters encounter a tribe of ornitholestes carrying ancient gold-leafed tablets inscribed in Ceratopsian.
The ornitholestes decorate their nesting areas with the sparkly, pretty tablets. They wont divulge where they
found them, but if the characters observe them for several days they will find that the ornitholestes frequent an
unremarkable group of caves along the Danjow.
6 A well-known protoceratops explorer sent news back to his relatives that he had found a stone tablet with a map
to Logos. He was on his way home when he was eaten by a ceratosaurus known to the local protoceratops.
They now want to kill and gut the ceratosaurus in the hope that it ate but cannot digest the tablet.

103
Chapter V: Creature Statistics

Coloration Table 5-3: Unusual Colors


d% Colors
01-03 Albino
Each dinosaur species has a characteristic coloration, but the
04-05 Black (melanistic)
colors of individuals vary depending on local conditions. Some
06-10 Black and blue
wide-ranging dinosaurs have evolved different skin colors and
01-15 Black and red
patterns for camouflage in the regions they inhabit. Others have
16-20 Red and blue
bright colors to frighten off competitors. Genetic anomalies may
21-25 Red and yellow
produce unusual coloration unrelated to the environment.
26-30 Yellow and blue
Giving your dinosaurs unusual skin tones can add adventure to
31-40 White and red
the game. Big game hunters may want to capture a specimen of the
41-50 Black and white
elusive tiger-striped tyrannosauruses of the northwestern plains.
51-55 Black and yellow
Characters about to face a dinosaur in combat may be thrown off by
56-60 Green and red
the bright red spots on its skin is it diseased? is it a mutant with
61-65 Orange and white
unusual abilities? or is it simply an unusual but natural marking?
66-70 Blue and white
The following tables summarize standard color schemes for
71-75 Purple and orange
dinosaurs, and provide a random generation method for producing
76-100 Roll again twice and combine the colors
variants. (Start with table 5-1, which is on the following page...
layout of tables is harder than you might think!) The variants are
divided into habitat-based color schemes and unusual color
Table 5-4: Unusual Patterns
schemes. Habitat-based schemes usually evolve to suit a particu- d% Pattern
lar environment; they are rarely found outside that environment. 01-10 Tiger stripes
Aquatic dinosaurs have no habitat-based variants listed because 11-20 Zebra stripes
their habitat is always the water (although you could allow for 21-30 Polka dots
albino deep-sea inhabitants). 31-40 Leopard spots
You can pick from this table if characters are in the appropri- 41-50 Giraffe spots
ate region. Unusual color schemes can evolve from cross-breed- 51-60 Alternating bands
ing or from intimidation advantages, or by random genetic muta- 61-70 Random smudges
tion. For unusual schemes, roll once on table 5-3 to determine the 71-80 Camouflage pattern
colors, then roll on table 5-4 to determine the pattern. 81-90 Long dorsal stripes (parallel to the spine)
91-100 Different-sized splotches

Table 5-2: Habitat-Based Color Schemes


d% Color Scheme
Subspecies and Mutations
01-10 Desert: Brown and tan
11-20 Desert: Black and brown Cretasus is a large planet, and its parallel evolution with Earth
21-25 Forest: Green and black remains a mystery. Unlike on Earth, however, the evolution of
26-30 Forest: Dark green and light green dinosaurs continues on Cretasus. There are dinosaur subspecies
31-40 Forest: Gray and green with special abilities, and some unusual mutations whose origins
41-45 Plains: Black and tan
(natural or artificial) are unknown.
46-50 Plains: Green and tan
51-60 Plains: Green and brown
Many zoologists, biologists, paleoanthropologists, and explor-
61-70 Hills/mountains: Black and brown ers are interested in tracking down subspecies for their own uses
71-80 Hills/mountains: Gray, green, and black research, taxidermy, or trophies. Some safari hunters want to bag a
81-90 Marsh/river: Gray and blue rare creature. A few machinists with an interest in genetic research
91-95 Marsh/river: Gray and dark green want to trace the origins of the dinosaurs or duplicate unusual abil-
96-97 Nocturnal: Gray and black ities. Finding and capturing subspecies can be a profitable vocation.
98-100 Nocturnal: Dark gray and navy It can also be dangerous. Subspecies and mutations can be a

104
Table 5-1: Color Schemes and Chance of Variant
Creature Common Colors % Chance of Variant
Habitat Unusual None
Albertosaurus Red 01-03 04-06 07-100
Allosaurus Yellow, red, blue 01-05 06-10 11-100
Ankylosaurus Yellow, brown 01-05 06-07 08-100
Bactrosaurus Gray, green 01 02-04 05-100
Brachiosaurus Brown, gray, olive 01 02-03 04-100
Camptosaurus Green, gray 01-06 07-12 13-100
Ceratosaurus Olive, brown 01-02 03-05 06-100
Compsognathus Blue-gray 01 02 03-100
Deinosuchus Dark green 01-02 03-05 06-100
Dimetrodon Red, blue 01-03 06-15 16-100
Dryosaurus Pale green, tan 01 02-03 04-100
Edaphosaurus Brown, green 01-03 06-15 16-100
Edmonotosaurus Gray, green, brown 01 02-04 05-100
Elasmosaurus Brown w/ gray spots N/A 01-03 04-100
Iguanodon Green, gray 01-06 07-12 13-100
Kronosaurus Brown w/ tan stripes N/A 01 02-100
Leptoceratops Brown, tan 01 02 03-100
Monoclonius Tan, green 01 02-03 04-100
Ornitholestes Pale red 01-05 06-10 11-100
Oviraptor Black, gray, white 01-05 06-10 11-100
Pachycephalosaurus Brown, gray 01-02 03-04 05-100
Parasaurolophus Gray, brown 01 02-04 05-100
Plesiosaurus Grayish-red N/A 01-05 06-100
Protoceratops Green, brown, blue 01-10 11-20 21-100
Protosuchus Brown, tan, dark gray 01-05 06-08 09-100
Pteranodon Gray 01 02 03-100
Pterodactylus Gray 01 02 03-100
Quetzalcoatlus Gray 01 02 03-100
Spinosaurus Dark gray, black 01 02-10 11-100
Stegoceras Brown, gray 01-02 03-04 05-100
Stegosaurus Brown, blue, gray 01-05 06-15 16-100
Stenonychosaurus Pale gray-blue 01 02 03-100
Styracosaurus Green, olive 01 02-03 04-100
Tanystropheus Green, olive 01-03 04-06 07-100
Therizinosaurus Green, brown 01-02 03-05 06-100
Triceratops Brown, olive, black 01-10 11-25 26-100
Tyrannosaurus Rex Brown, olive, black 01-15 16-30 31-100
Velociraptor Brown, black, green 01-15 16-30 31-100
Vulcanodon Red and yellow 01-05 06-10 11-100

way to throw your characters for a loop. Just when they think its Table 5-5 provides a guide for randomly determining sub-
yet another stegosaurus... species and mutations. Roll again if you get a result that is redun-
These unusual specimens never associate with normal ani- dant or doesnt make sense (like a kronosaurus that can breathe
mals of their kind. If the creature is geographically isolated from underwater or a sneaky brachiosaurus).
the rest of its kind, call it a subspecies. It is possible to encounter Avoid the temptation to overpopulate your world with anom-
entire herds of subspecies dinosaurs. If the animal is not isolated, alies. No more than 1 out every 1,000 creatures will be a subspecies
however, it is a mutation of some sort, and no more than one fam- or mutation and even then, the mutation may be insignificant.
ily will ever be encountered. Side note: One of the more interesting evolutionary routes is

105
that followed by the cetaceans. The modern cetaceans are known tough than a T-rex in another d20 game just because one is an ani-
as whales... but their ancestors were land-dwellers. This means mal and the other is a beast!
they evolved from primitive sea-dwelling amphibious mammals You may notice one other inconsistency in our stat blocks: we
to land-dwelling ungulates, then back to the sea as the whales we do not always apply Str bonuses evenly across all of an animals
know. If you really want to throw a monkey-wrench into your attacks. Str bonuses are applied based on how the creatures mus-
campaign, the cetaceans provide empirical precedent for an evo- cular system works. Many large herbivores are have strong legs
lutionary process that could result in plesiosauruses with legs or and bodies, but their jaws are quite weak. In game terms, the crea-
allosauruses with fins... tures Str bonus should not apply to its bite. Or, for a more dra-
matic example, consider the T-rex. The muscles in a T-rexs jaw
and neck are much more powerful than the muscles in its arms.
A Note on Stats Some paleontologists conjecture that T-rexs arms could only lift
50 pounds! The legendary crushing power of the T-rexs jaws
As noted in the Broncosaurus Rex Core Rulebook, we treat makes it obvious that there are two Str stats at work here: one for
dinosaurs as type animal, not beast as in the core d20 rules. the jaws, and one for the arms. This relevant muscular group
Nevertheless, we have given our dinosaurs the hit dice of beasts approach to Str bonuses is why some Broncosaurus Rex dinosaurs
(d10), not animals (d8), to conform to previously published d20 do not have Str bonuses applied evenly to all of their attacks.
stats for dinosaurs. A T-rex on Cretasus shouldnt be any less

Table 5-5: Subspecies and Mutations


d% Mutation Effect
01-02 Fur or feathers Extremely rare specimen on cusp of major physi-
ological evolution of great value to biologists
03-10 Unusual color Roll on tables 5-3 and 5-4
11-15 Short legs Speed half normal
16-20 Long legs Speed twice normal
21-30 Long neck or tail Double range of bite or tail attack
31-35 Poisoned bite Injury causes poison DC 1d10+10, initial and
secondary damage of 1d3 to (roll 1d4) Dex (1),
Str, (2), Con (3), or Int (4)
36-40 Spits poison Range 1d6 x 10 feet poisoned touch attack
determine type as above
41-45 High intelligence +2d4 Int
46-50 Opposable thumbs/claws Depending on Int, may have advanced tools and
weapons
51-55 Very strong +2d4 Str; this increases attack bonus and dam-
age
56-65 Very fast Increase speed by 50%, +1d4 Dex
66-70 Chameleon Can change color to suit environment: one-half
concealment at all times (20% miss chance) due
to ability to blend in to background, +15 to Hide
checks
71-75 Breathe underwater Can breathe underwater indefinitely
76-80 Swim/walk Swimming (walking) speed equal to normal speed
81-85 Good eyesight +6 to Spot checks
86-90 Good hearing +6 to Listen checks
91-95 Canny +6 to Bluff checks
96-100 Sneaky +6 to Hide and Move Silently checks

106
Statistics For Dinosaurs And Other Creatures

ALBERTOSAURUS (PACKMOUTHS)

Albertosaurus
Huge Animal
Hit Dice: 14d10+42 (119 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 14 (-2 size, +2 Dex, +4 natural)
Attacks: Bite +15 melee, kick +6 melee
Damage: Bite 3d8+9, kick 1d6+3
Face/Reach: 10 ft. by 10 ft./15 ft. bite, 10 ft. kick
Special Attacks: None
Special Qualities: Scent
Saves: Fort +12, Ref +11, Will +8
Abilities: Str 24, Dex 14, Con 17,
Int 7, Wis 18, Cha 10
Skills: Listen +8, Spot +8, Wilderness Lore +5
Climate/Terrain: Warm forest, plains
Organization: Pack (7-12 adults and 1-6 young)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually neutral
Advancement: 15-21 HD (Huge)

Albertosauruses are highly social carnosaurs, slightly smaller


than allosaurus. They reach 30 feet in length. Unlike allosauruses,
ceratosauruses, and tyrannosauruses, they are pack animals, and
as many as a dozen will hunt together. A keen observer will quick-
ly distinguish an albertosaurus from other theropods by the way it
moves: it is quite agile and light on its feet for a creature its size. All large theropods compete for hunting grounds. Because of
their pack nature, albertosaurus are a particular threat to their
SOCIETY competitors. Although an allosaurus or tyrannosaurus would eas-
Albertosaurus live in packs of up to a dozen adults. During ily win a one-on-one fight, they are almost always outnumbered
mating season, the pack may have as many as half that number of because albertosaurus travel in packs. Enemies of albertosauruses
additional young. Albertosaurus packs are ruled by the largest ani- focus on ambushes and hit-and-run tactics when fighting them.
mal, who may be male or female, as both genders grow to similar They also make a concerted effort to kill albertosaurus youth
proportions. whenever they get the chance.
Albertosaurus packs spend their time much as lions do. Albertosauruses speak their own language, Albertosaur,
Almost all of their day is spent lounging in the shade. When an which has no dialects.
opportunity presents itself, they will rise groggily, shake them-
selves awake, and stalk a potential meal. Albertosaurus packs are COMBAT
not against attacking large herds of herbivores, which they will try Albertosauruses are enthusiastic hunters. They enjoy stalk-
to splinter into smaller groups that can be safely attacked. ing, chasing, and fighting prey. They attack with their jaws. When

107
fighting at close range, they CERATOPSIANS (HORN LIZARDS, BRONCOS)
also employ short, powerful
strikes with their well-
Styracosaurus (Thrasher) Monoclonius (Longhorn)
clawed hind legs. They are
Large Animal Large Animal
the only large theropods to
Hit Dice: 6d10+30 (63 hp) 6d10+30 (63 hp)
employ kick attacks.
Initiative: -1 (Dex) -1 (Dex)
Speed: 20 ft. 30 ft.
BYPRODUCTS AC: 14 front (-1 size, -1 Dex, +6 natural), 14 front (-1 size, -1 Dex, +6
Ranchers hate alber- natural),
tosauruses. Because of their 10 sides (-1 size, -1 Dex, +2 natural) 10 sides (-1 size, -1 Dex, +2
pack habits, they can do natural)
more damage in a shorter Attacks: 3 gores +7 melee Gore +7 melee
time than any other large Damage: Gore 1d4+4 Gore 1d10+4
theropod. Many ranchers Face/Reach: 5 ft. by 10 ft./5 ft. 5 ft. by 10 ft./5 ft.
offer a standing bounty for Special Attacks: None Charge for double damage
any albertosaurus killed on Special Qualities: Scent Scent
their land. Saves: Fort +10, Ref +4, Will +3 Fort +10, Ref +4, Will +3
Albertosaurus skins can Abilities: Str 18, Dex 9, Con 20, Str 19, Dex 9, Con 21,
be used to make one suit of Int 5, Wis 12, Cha 6 Int 6, Wis 12, Cha 6
human-sized masterwork Skills: Listen +2, Spot +2 Listen +2, Spot +2
hide armor, and their claws
and teeth can be used to Climate/Terrain: Warm forest and hills Warm plains
make daggers. An intact hide Organization: Pair or herd (9-16) Herd (21-40)
can be sold for $400. A full Challenge Rating: 4 4
set of claws and teeth can be Treasure: None None
sold for $200. Alignment: Always neutral Always neutral
Albertosauruses are no Advancement: 7-9 HD (Large) 7-9 HD (Large)
easier to train than most
other large theropods, so their eggs are not in especially high There are many kinds of ceratopsians on Cretasus, with
demand. The Dino Warriors will occasionally purchase them, triceratops being the best known. But several smaller varieties
though they prefer allosaurus and T-rex eggs. A single alber- also inhabit the planet, and their small size makes them preferred
tosaurus egg can fetch $200. for many domestic uses. All share the same basic build, similar to
a triceratops, with the arrangement of their horns being their
TRAINING defining characteristic.
Young albertosaurus can be trained as mounts at DC 27, Styracosaurus has a crown of horns emerging from its neck
while adults can be trained at DC 34. An adult albertosaurus can crest. Unlike the horns of a triceratops, these horns point to the
carry 2,000 pounds. side, not the front. Three long horns protrude from each side of the
crest, as well as many smaller horns along the crests edge and a
shorter spike on the creatures nose.
Monoclonius has only a single horn coming from its snout,
but it is long and deadly.
Styracosaurus can grow as long as 18 feet, but most speci-
mens are shorter. Monoclonius is slightly larger, with some known
to have reached 20 feet. These lengths include their tails and their
rather long skulls; their bodies are only about half as long.

SOCIETY
These ceratopsians share similar societal traits. Like tricer-
atops, they wander in herds without fixed leaders. Males compete
for mating rights in non-lethal contests, but are otherwise not
combative. The various herds ignore each other except in cases of
territorial infringement.
Styracosaurus and monoclonius follow migration patterns,
much like triceratops. They travel the same circuit year after year.

108
COMBAT CHEIROLEPIS (NEEDLE-BITER)
Ceratopsians are herbivores. They dont attack unless threat-
ened. Predators are obviously a threat, as are any creatures that Cheirolepis
can endanger their nesting grounds. Since the arrival of man, cer- Tiny Animal (Aquatic)
atopsians have learned to fear humans, who hunt them and rope Hit Dice: 1/2 d8 (2 hp)
them. Most herds will go on alert at the sight of a human. Initiative: +2 (Dex)
The AC of a ceratopsian depends on the angle of attack. Any Speed: Swim 10 ft.
attack coming from the forward 90 arc hits the neck crest, which AC: 15 (+2 size, +2 Dex, +1 natural)
has a much higher AC than the creatures fleshy sides. Attacks: Bite +4 melee
If forced to fight, all ceratopsians fight with their horns. Damage: Bite 1d6-3
Styracosaurus is the least graceful its sideways-facing horns Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
make it hard to directly gore an enemy, so it comes in close and Special Attacks: None
thrashes its head around wildly. The sheer number of horns being Special Qualities: None
flailed about makes this attack quite dangerous. The damage Saves: Fort +2, Ref +4, Will +1
inflicted by this counts as slashing, not piercing. Abilities: Str 4, Dex 14, Con 10,
Monoclonius makes powerful stabbing motions with the long Int 1, Wis 12, Cha 1
horn that extends from its snout. The horn inflicts double damage Skills: Spot +3
on a charge. Feats: Weapon Finesse (bite)

BYPRODUCTS Climate/Terrain: Temperate aquatic


Both monoclonius and styracosaurus are valued as mounts. Organization: School (4-40)
They are small and easily handled (compared to their larger Challenge Rating: 1/4
cousins, at least). However, their eggs are not particularly valu- Treasure: Standard
able, as they have been heavily domesticated and are easy to Alignment: Always neutral
acquire from tame creatures. Eggs can be sold for $10 each to Advancement: -
ranchers for breeding, or for much less to farmers for dinner!
Cheirolepis is a primitive predatory fish that lives in slow-
moving water, such as swamps. It grows up to 22 inches long, has
TRAINING thick, heavy scales, and has large eyes at the front of its armored
Adult monoclonius and head. Its most unusual feature is
styracosaurus are the size of its mouth, which is filled with
very large oxen (not counting irregular rows of sharp, angled
their tails, of course!) and are teeth. Although its jaw is only
now in common use as mounts four inches long, cheirolepis can
and beasts of burden. Both can open its mouth wide enough to
be trained as adults at DC 22, engulf prey up to two-thirds of
or as youth at DC 18. Fully its length. A single cheirolepis is
grown styracosaurus can carry no danger to a human, but a
1,200 pounds, and monoclo- school of them can tear apart
nius can carry 1,400 pounds. prey much larger than them-
selves.

COMBAT
Cheirolepis will attack just
about anything when they are
hungry. Characters moving
through swampy areas are
bound to encounter them.

109
DRYOSAURUS (GRASS-RUNNER,
DINOSAUR GAZELLE)
Dryosaurus
Large Animal
Hit Dice: 4d10 (22 hp)
Initiative: +3 (Dex)
Speed: 70 ft.
AC: 13 (-1 size, +3 Dex, +1 natural)
Attacks: Bite +0 melee
Damage: Bite 1d4
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: None
Special Qualities: None
Saves: Fort +4, Ref +7, Will +2
Abilities: Str 11, Dex 17, Con 10,
Int 3, Wis 12, Cha 10
Skills: Spot +10, Listen +8, Jump +10
prance off. Their alertness combined with their great speed makes
Climate/Terrain: Warm plains
them difficult prey.
Organization: Herd (41-60+)
Dryosaurus herds do not have a single leader or an organized
Challenge Rating: 1
social system. They are social creatures but they lack a complex
Treasure: None
language.
Alignment: Always neutral
During mating season, the entire herd stops for five weeks to
Advancement: 6-8 HD (Huge)
tend to the eggs. As soon as the eggs hatch, the herd immediately
Dryosaurus is a recently discovered dinosaur native to the moves on and the young learn very quickly how to walk, run, and
northwestern plains. It has been nicknamed the dinosaur gazelle jump. The herd is most vulnerable during mating season, when it
for its constant sprinting, playful antics, alert herds, and jumping loses the mobility that protects it from predators; dryosauruses
behavior. carefully conceal their nests during this time.
Dryosaurus speed makes it valuable as a mount, and the few
that have been brought back from the northwestern plains have COMBAT
been sold for high prices to New Savannah residents. There is a Dryosauruses do not like to fight. Given the choice, they
great demand for faster dinosaur mounts, and the first person to retreat from combat. Their speed, agility, and jumping ability give
raise a herd of trained dryosauruses will be very successful. So far, them the ability to outrun or outmaneuver most opponents. If cor-
however, their natural habitat is so distant that no one has man- nered, they use their bite until they get an opening to retreat.
aged this.
Although dryosaurus reaches a length of 13 feet, it is very BYPRODUCTS
lightweight. Half of its length is its straight, counter-balancing
Dryosaurus are playful and cute a difficult standard for
tail. Its hips are only a foot or so taller than a humans hips. Its
most dinosaurs to meet. Humans enjoy their presence. A trained
skeletal structure is much more substantial than many of the other
adult dryosaurus currently fetches $3,000 in the New Savannah
fleet-footed dinosaurs, so it can carry a human mount.
livestock markets. Eggs would probably fetch $350 each or more,
SOCIETY but none have been brought back. Prices are high, because
demand exceeds supply. As more dryosauruses are caught, these
Dryosauruses dart across the northwestern plains in enor-
prices will fall. But there will always be a demand for them, as
mous herds. At watering holes or good grazing areas, several
they are very fast mounts.
herds sometimes coalesce into even larger uber-herds, which then
dissipate as the constituent herds move on separately.
A herd of dryosauruses is marked by the fact that at least half TRAINING
the animals are always alert. The herd is always scouting for Dryosauruses can carry up to 250 pounds. An adult can be
potential danger. At the slightest sign of trouble, they jump up and trained at DC 20, and a youth at DC 16.

110
DUNKLEOSTEUS (HELMET-FISH) COMBAT
Dunkleosteus lurks below the surface of the water waiting for
Dunkleosteus prey. It has been found in water as shallow as four feet; in such
Large Animal (Aquatic) circumstances, characters who pass Spot checks may see the dun-
Hit Dice: 6d8+6 (33 hp) kleosteus silhouette under the water before it attacks (DC 8 to 12
Initiative: +0 depending on the waters clarity). Because they patrol fixed terri-
Speed: Swim 60 ft. tories, the remains of former kills may be found in the area. This
AC: 15 (-1 size, +6 natural) means treasure but it might be underwater!
Attacks: Bite +6 melee Improved Grab (Ex): Dunkleosteus attack with a ferocious
Damage: Bite 1d8+3 bite. Once they land a successful bite, they lock their jaws and
Face/Reach: 5 ft. by 10 ft./5 ft. begin grinding with the rear section of their dental plates. This
Special Attacks: Improved Grab, Grind quickly dissolves most victims. A dunkleosteus may use its
Special Qualities: None improved grab ability if it lands a bite attack.
Saves: Fort +6, Ref +5, Will +2 Grind (Ex): A target grabbed by a dunkleosteus will be sub-
Abilities: Str 16, Dex 11, Con 13, jected to a gruesome grinding by its rear dental plates. The grind-
Int 1, Wis 10, Cha 1 ing does 2d8+6 damage on a successful grapple check. The dun-
Skills: Spot +3 kleosteus cannot use its bite attack while it is grinding an enemy.
Climate/Terrain: Any aquatic
Organization: Solitary or school (2-5) EURYPTERID (SEA SCORPION)
Challenge Rating: 2
Eurypterid
Treasure: Standard
Medium-Size Vermin (Aquatic)
Alignment: Always neutral
Hit Dice: 3d8 (13 hp)
Advancement: 7-12 HD (Huge), possibly larger Initiative: +2 (Dex)
Speed: 10 ft., swim 30 ft.
The dunkleosteus is a barrel-shaped primitive fish with massive AC: 14 (+2 Dex, +2 natural)
armored plates covering its head. This bony shield extends as far as Attacks: Claws +4 melee
its pectoral fins, giving its scale-less body and eel-like tail a moder- Damage: Claws 1d6
ate degree of maneuverability. The most frightening feature of dun- Face/Reach: 5 ft. by 10 ft./5 ft.
kleosteus is its jaws. It does not have teeth; rather, it has two large Special Attacks: None
dental plates with varied edges. The fronts are edged with powerful Special Qualities: Vermin
fangs, while the back are flat, molar-like surfaces for grinding. Saves: Fort +3, Ref +2, Will +0
Most dunkleosteus are 12 to 15 feet in length. However, a few Abilities: Str 11, Dex 14, Con 10,
survive to reach a size of near-invulnerability, at which point they Int -, Wis 10, Cha 2
continue growing almost indefinitely. The largest dunkleosteus Skills: Spot +6
known was 35 feet long, but there are doubtless even larger ones Feats: Weapon Finesse (claws)
swimming the seas.
Climate/Terrain: Any aquatic
Organization: Solitary or pack (2-5)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium), 7-9 HD (Large)

Eurypterids are ancient arthropods that resemble aquatic


scorpions. They have two long pincers extending from their head,
which they use to catch their prey. Their tail has small barbs but is
used to swim, not fight, and it does not have poison glands. The
common eurypterid is eight feet long.

COMBAT
Eurypterids swim through the water, always on the lookout
for prey. They are not a threat to boats but are a real danger for
swimmers.

111
HADROSAURS (DUCKBILLED DINOSAURS) SOCIETY
Hadrosaurs graze in
Bactrosaurus Edmontosaurus large herds. The herds will
Large Animal Gargantuan Animal congregate where the grass
Hit Dice: 4d10 (22 hp) 16d10+16 (104 hp) is greenest (so to speak),
Initiative: +0 -1 (Dex) forming enormous popula-
Speed: 30 ft., swim 30 ft. 50 ft., swim 40 ft. tions in rather small areas.
AC: 10 (-1 size, +1 natural) 8 (-1 Dex, -4 size, +3 natural) These roving hadrosaur
Attacks: Bite +1 melee Bite +9 melee cities graze as a single
Damage: Bite 1d4 Bite 1d8+6 mass, with herds of many
Face/Reach: 5 ft. by 10 ft./5 ft. 40 ft. by 15 ft./10 ft. different species intermin-
Special Attacks: Trample Trample gling. Following close
Special Qualities: Scent Scent behind are the many preda-
Saves: Fort +4, Ref +4, Will +2 Fort +11, Ref +9, Will +6 tors that survive by picking
Abilities: Str 12, Dex 11, Con 11, Str 22, Dex 8, Con 13, off the old, young, and sick.
Int 4, Wis 13, Cha 11 Int 4, Wis 13, Cha 12 When not grazing along-
Skills: Listen +6, Spot +6 Listen +10, Spot +10 side a river or lake, hadrosaurs
spend their time wading in the
Climate/Terrain: Warm marsh, lakeshore, riverbank Warm marsh, lakeshore, riverbank shallow waters near the bank.
Organization: Herd (10-40) Herd (10-40) It is very rare to encounter a
Challenge Rating: 2 5 herd of hadrosaurs far from
Treasure: None None other hadrosaurs. They are
Alignment: Always neutral Always neutral weak herbivores and they
Advancement: 5-8 HD (Large) 17-24 (Gargantuan) know their greatest strength is
in numbers.
Many species of hadrosaurs, or duckbilled dinosaurs, graze Each species of hadrosaur has its own language
along the lakes and rivers of Cretasus. Superficially, they are very (Parasaurolophus, Bactrosaurus, Edmonotosaurus, etc.), but they
different, sporting a wide variety of colors, crests, and skin tex- are derived from a single source. A person who speaks one can
tures. Structurally, however, they are very similar, with their uni- communicate in another hadrosaur language, much as if it were a
fying characteristic being the broad, flat snout with a toothless
beak. For game purposes, the primary distinction is their size.
Parasaurolophus, described in the Broncosaurus Rex Core
Rulebook (p. 75), is an example of a Huge hadrosaur. Here we
describe typical examples of Large and Gargantuan hadrosaurs:
bactrosaurus (13 feet long) and edmontosaurus (45 feet long).

112
different dialect, but with a 25% chance of misunderstanding KRONOSAURUS (OCEANIUS REX)
rather than the usual 10%.
Kronosaurus
COMBAT Huge Animal (Aquatic)
Hadrosaurs are timid plant-eaters that do not enjoy combat. If Hit Dice: 16d10+64 (152 hp)
attacked, they attempt to flee. If they must fight, they use their Initiative: +1 (Dex)
duckbilled bite in defense. Speed: 10 ft., swim 60 ft.
Trample (Ex): Small groups of predators will rarely cause a AC: 13 (-2 size, +1 Dex, +4 natural)
hadrosaur herd to panic. But if many enemies attack, the herd will Attacks: Bite +26 melee
move in unison in a giant stampede. Although no hadrosaur vol- Damage: Bite 6d8+16
untarily approaches a predator, the panic and crazed trampling of Face/Reach: 15 ft. by 40 ft./10 ft.
animals in the rear of a herd may cause the entire herd to move Special Attacks: Hurdle, improved grab, swallow
directly toward predators. The ensuing trampling can be deadly. whole
Hadrosaur tramples cause 1d8 (bactrosaurus) or 2d10 (edmon- Special Qualities: Scent
tosaurus) points of damage. Opponents who dont make attacks of Saves: Fort +14, Ref +11, Will +6
opportunity may make a Reflex save (DC 13) to take half damage. Abilities: Str 32, Dex 12, Con 18,
Int 7, Wis 12, Cha 10
BYPRODUCTS Skills: Listen +3, Spot +5
Hadrosaurs are most valued for their meat. They are basical-
ly the dinosaur equivalent of cattle. A bactrosaurus carcass can be Climate/Terrain: Any aquatic deep sea or shallow
sold for $200, and an edmontosaurus carcass for $800. shorelines
Organization: Solitary
Challenge Rating: 8
TRAINING Treasure: None
Bactrosauruses are common civilian mounts. They can be Alignment: Usually neutral evil
trained as a mount at DC 23 for an adult, and DC 19 for a youth. Advancement: 17-32 HD (Gargantuan)
Edmontosauruses are less common as mounts, as their bulk makes
them unwieldy; there are smaller creatures that are almost as Kronosaurus is the tyrannosaurus rex of the seas. Although
strong. An edmontosaurus can be trained at DC 35 for an adult, not the longest marine reptile, it is the deadliest. Its short-necked
and DC 31 for a youth. Bactrosaurus can carry 500 pounds; 45-foot long body is thick and muscular, giving it far more
edmontosaurus can carry 16,000 pounds. strength and mass than its long-necked
competitors. Fully grown kronosauruses
have been known to weigh 20 tons or
more.
Fortunately, kronosaurus is extremely
rare. Encounters with kronosauruses are
notable enough to quickly become gossip
for miles around.

SOCIETY
Kronosauruses are solitary hunters.
They cruise the ocean devouring anything
large enough to merit their attention. They
are feared by all sea dwellers.
Kronosaurus have a compact, highly
maneuverable body which is surprisingly
agile for their size. They are adroit swim-
mers in both deep and shallow water, and
have been encountered in water as shallow
as 10 feet deep.
No one knows their mating or social
habits. Kronosaurus encounters are usually
singular events only a dozen or so

113
encounters are reported each year, rarely in the same places. It is LEPTOCERATOPS (ZULEPS)
unknown whether this is because the kronosauruses are few but
far-ranging, or many but reclusive. Leptoceratops
Medium-Size Animal
COMBAT Hit Dice: 2d10+6 (17 hp)
Kronosauruses take massive gulps out of whatever stands in Initiative: +0 (Dex)
their way. Their jaws are longer than a T-rexs and their bites are Speed: 25 ft.
justifiably feared. AC: 13 (+3 natural)
Hurdle (Ex): Kronosauruses are so strong that they can hurl Attacks: Bite +4 melee
their entire body out of the water. They use this ability to attack Damage: Bite 1d8+3
ships and even low-flying pterosaurs. As a move-equivalent Face/Reach: 5 ft. by 5 ft./5 ft.
action, the kronosaurus can hurdle itself out of the water. A hurdle Special Attacks: None
can only take place if the kronosaurus ran its full distance in the Special Qualities: Scent, fire resistance 10, cold vulnerabil-
previous round. The hurdle covers a distance of 100 and reaches ity, barbarian rage
30 above sea level at the arcs apex. Saves: Fort +6, Ref +3, Will +2
One of the most famous kronosaurus attacks concerned the Abilities: Str 17, Dex 11, Con 17,
merchant vessel Plentiful. While bearing liquor from Plesiosaur Int 6, Wis 15, Cha 9
Bay to New Savannah, Plentiful encountered a kronosaurus. The Skills: Listen +8, Spot +8
beast hurled itself into the masts, shattering both of them in two
leaps. It completely cleared the decks with each jump. After Climate/Terrain: Warm desert, hills, and mountains
destroying the masts, it bit several large holes in the hull. It then Organization: Solitary, pack (4-5), or entire tribe (9-16)
followed lazily behind until the boat sank, whereupon it picked off Challenge Rating: 2
the sailors one by one. Treasure: Standard
Other captains learned from the Plentiful encounter. When a Alignment: Usually chaotic neutral
kronosaurus was spotted approaching the vessel New World in Advancement: By character class
shallows near Plesiosaur Bay, the captain steered the boat parallel
to the shore in very shallow water. The kronosaurus hurdled over The leptoceratops are primitive relatives of the protoceratops.
the boat, grabbing several crewmen. But the water on the other Although more lightly built and not as hardy, they are much more
side of the boat was too shallow and the creature ran aground! By ferocious. They are unusually bloodthirsty for herbivorous crea-
the time the kronosaurus waddled off the beach, New World had tures, a development that can be traced to their proud warrior cul-
sped safely away. ture forged by the harsh environment of the Crystal Desert. It is
Improved Grab (Ex): To use this ability, the kronosaurus this warrior culture that allowed them to survive where their weak-
must hit a Medium-size or smaller creature with its bite attack. If er cousins, such as the psittacosaurus or bagaceratops, did not.
it gets a hold, it can try to swallow the foe. An adult leptoceratops can be as long as seven feet. They
Swallow Whole (Ex): A kronosaurus can swallow a have five toes and strong grasping ability with their front arms,
Medium-size or smaller foe with a successful grapple check. The though they lack a true opposable thumb. They walk on their rear
swallowed creature takes 2d8+8 points of damage plus 8 points of legs, but sometimes drop to all fours to run.
acid damage each round. A swallowed creature can cut its way out
with claws or a small or tiny slashing weapon. It must cause 25 SOCIETY
points of damage to the gizzard (AC 20) to escape. The desert-dwelling zuleps have always had to battle for lim-
ited supplies of food and water, against both other animals and
BYPRODUCTS neighboring tribes. Long ago, they developed a martial code
So few kronosaurus have been sighted that it is not known which has since evolved into a strong warrior culture. Although
whether they have any useful byproducts. Many hunters would herbivores, they eat flesh for ceremonial purposes.
crown their collections with a kronosaurus skull trophy, but the All zuleps, both male and female, must undergo a coming-of-
beasts are so difficult to locate that no one has yet killed one. age ritual that involves leaving the tribe and not returning until
they have scalped a certain number of enemies. They must return
TRAINING with one scalp for every year of their own age, and the scalped
The well-known dino handler Jaws Giovanni, famed for enemies must be no smaller than their own size.
having trained four T-rexes with his own hands, met his death Zulep adolescents can choose to undergo this ritual at any
while trying to capture and train a kronosaurus. They are hard to time from the age of 7 to 12 years. Obviously, the ritual is more
locate and nearly impossible to capture. No one has ever trained difficult for older creatures even though they are older and
one. If characters do manage to locate and isolate one, they can stronger, they must capture more scalps from larger creatures. But
attempt to train it at DC 36. the most militant zuleps intentionally delay their coming-of-age

114
COMBAT
Zuleps value strength and power. They are aggressive espe-
cially so for herbivores. Their violent culture produces great war-
riors, and a horde of screaming, charging zuleps is a terrifying
sight. But they are barbarian warriors individual heroes with
very little coordination, strategy, or formation to tie them togeth-
er. They are vulnerable to organized, regimented opponents.
Although they have a powerful natural bite, zuleps prefer to
use spears, clubs, and shields in battle. They produce their own
stone, metal, and crystal spear heads, which they attach to cane
shafts; they also wield other weapons acquired through trade or
plunder. Individual zuleps are armed as follows. Zuleps should be
considered proficient in whatever weapons they bear:

d% Armament
1-40 Club
41-60 Longspear
61-80 Halfspear and large wooden shield
81-95 Battleaxe and large wooden shield
95-100 Other (GMs choice acquired through trade or
plunder)

Zulep weapons often have straps so they can be slung over


the creatures back when it runs on all fours.
Zuleps often carry trophies from previous battles. These tro-
phies range from mundane (a velociraptor claw or human scalp)
to exotic (a laser pistol which they dont know how to use).
Fire Resistance 10 (Ex): Zuleps are raised in extreme tem-
peratures and are accustomed to great heat. They ignore the first
10 points of fire damage dealt to them each round.
Cold Vulnerability (Ex): Zuleps suffer double damage from
all cold attacks except on a successful save (as if of the fire sub-
as a sign of strength. Those that succeed in the ritual at the latest type).
ages often become leaders in their tribes. Barbarian Rage (Ex): Once per day, a zulep can rage exact-
Throughout their lives, zuleps practice tattooing, scarifica- ly as a first-level barbarian. This stacks with rages gained by
tion, and piercing. Some tattoos and scars commemorate passages zuleps who have barbarian class levels.
or successes, while others are purely aesthetic. Many zuleps
exhibit unusual mutations, including malformed limbs, extra or
BYPRODUCTS
missing fingers, strangely shaped beaks, or extra eyes. This is due
Zuleps have unusual anatomies. They can endure extreme
to the radiation immanent in the Crystal Desert they inhabit.
heat and frequent dehydration. Many of their organs have medic-
Leptoceratops live in nomadic tribes. They wander in search
inal uses. Any character with the Heal skill can learn how to use
of food, living off of the rugged shrubs that grow in the Crystal
leptoceratops parts in healing. This takes two months with instruc-
Desert and the foothills of the Danjow. They stay in one place for
tion (whether teacher or text), or six months if self-taught. The
a few weeks or months, until they have exhausted nearby supplies,
character must also be able to gather the leptoceratops parts,
then move on to somewhere else in the same general region. They
which requires the Wilderness Lore skill (see Dinosaur
are intimately familiar with the desert and know the uses of its
Byproducts, Broncosaurus Rex Core Rulebook p. 63). One lepto-
more common crystals.
ceratops corpse will yield 1d3 uses of healing agents. After study-
Zulep tribes are frequently at war, both with neighboring
ing the leptoceratops anatomy, the character receives a +1 compe-
tribes of zuleps and with other species of dinosaurs. When a pred-
tence bonus to Heal when he uses leptoceratops healing agents.
ator approaches, they usually face it head on. War is their usual
state of affairs.
Each zulep tribe speaks a different dialect of their own lan- TRAINING
guage, a corrupted version of Ceratopsian which is no longer rec- Due to their antagonistic nature, zuleps are practically impos-
ognizable as such. sible to train.

115
PLESIOSAURUS (SEA WOLF) down, and move on to the next target. Plesiosaurs often follow
right behind fishing expeditions, grabbing fish out of the nets as
Plesiosaurus fast as the fishermen can haul them in. They are the bane of fish-
Medium-Size Animal (Aquatic) ermen throughout the inland sea, but especially in the northern
Hit Dice: 3d10+6 (23 hp) waters of Plesiosaur Bay, where they are so numerous as to make
Initiative: +3 (Dex) fishing expeditions pointless.
Speed: 20 ft., swim 40 ft.
AC: 15 (+3 Dex, +2 natural) COMBAT
Attacks: Bite +5 melee Plesiosaurs do not actively threaten humans, but their daring
Damage: Bite 1d6+3 attempts to steal fish from under fishermens noses inevitably get
Face/Reach: 5 ft. by 10 ft./5 ft. them into trouble. They will defend themselves if attacked, as
Special Attacks: None many a fisherman has learned when clubbing one with an oar.
Special Qualities: Scent Nevertheless, plesiosaurs will not initiate attacks against humans
Saves: Fort +5, Ref +6, Will +0 except against injured swimmers or children, as their mouths are
Abilities: Str 16, Dex 16, Con 14, too small to easily eat humans.
Int 3, Wis 9, Cha 6
Skills: Listen +2, Spot +3 BYPRODUCTS
Plesiosaurs are considered pests with no usable byproducts.
Climate/Terrain: Ocean
Organization: School (3-10) TRAINING
Challenge Rating: 2 It is rumored that some wild ones have taught plesiosaurs to
Treasure: None fish for them. Characters can attempt this at DC 23.
Alignment: Always neutral
Advancement: 4-6 HD (Large), 7-9 HD (Huge)
QUETZALCOATLUS (GRAYWING)
Quetzalcoatlus
Gargantuan Animal
Hit Dice: 13d8+26 (85 hp)
Initiative: +2 (Dex)
Speed: 20 ft., fly 80 ft. (good)
AC: 10 (-4 size, +2 Dex, +2 natural)
Attacks: Bite +9 melee
Damage: Bite 3d8+4
Face/Reach: 20 ft. by 40 ft./15 ft.
Special Attacks: Improved grab
Special Qualities: Scent
Saves: Fort +10, Ref +10, Will +5
Abilities: Str 19, Dex 14, Con 14,
Int 7, Wis 12, Cha 6
Skills: Listen +5, Spot +6*
Climate/Terrain: Any mountains
Organization: Solitary or pair
Challenge Rating: 5
Plesiosaurus is the most common of the sea predators. It Treasure: None
reaches a length of 8 feet, with a neck as long as 3 feet just long Alignment: Always neutral
enough to threaten fisherman in small boats. Plesiosaurus is built Advancement: -
for maneuverability, not speed, and is extremely skilled at snatch-
ing fish out of nets without being captured itself. When they are Quetzalcoatlus is the largest flying creature of all time. Its
caught in nets, plesiosaurs are usually able to gnaw their way out. forty-foot wingspan and seven-foot-long beak frighten humans
and dinosaurs alike, although it feeds primarily on carrion and
SOCIETY shellfish. Quetzalcoatlus has incredible eyesight and can spot food
Plesiosaurus schools are constantly on the move. They dart from several miles away.
among the fish, snatch them in their jaws, quickly gulp them

116
SOCIETY TRAINING
Quetzalcoatluses live in lofty, inaccessible rooks far from Many dino trainers covet the chance to train a quetzalcoatlus,
human settlements. They are sometimes seen cruising over human as they make strong, fast mounts. An adult can be trained at DC
settlements at high altitudes, but it is very rare for a human to 32. A youth can be trained at DC 26, although the youth grow up
encounter one close-up. High in their cliff-side dwellings, they at such high altitudes that they are extremely rare. An adult can
seem to live a life of their own, unconcerned with what the rest of carry up to 900 pounds.
the world is doing. They speak pterosaur.
SCRAY
COMBAT
Quetzalcoatluses are not predators, so they generally will not Scray
attack unless provoked. However, they will swoop down from Medium-Size Humanoid (Alien)
above to feed on the body of a recent kill which may be a prob- Hit Dice: 1d8 (4 hp)
lem for humans intent on recovering some trophy from the car- Initiative: +0 (Dex)
cass. Speed: 30 ft.
Quetzalcoatluses have claws, but they only use their bite in AC: 21 (+6 vibrofield, +5 light bioceramic
combat. They first try to intimidate opponents by snapping their armor)
huge beaks. If that doesnt work, they will take a few bites. If the Attacks: Laser pistol +1 ranged or monofila-
enemy is still not cowed, the quetzalcoatlus will resort to picking ment blade +1 melee
them up and dropping them from very high up. Damage: Laser pistol 2d10 or monofilament
Improved Grab (Ex): To use this ability, the quetzalcoatlus blade 3d12
must hit a Large or smaller sized creature with its bite attack. It Face/Reach: 5 ft. by 5 ft./5 ft.
can then carry the target to a great height and drop it (often for the Special Qualities: Fast healing 4
maximum of 20d6 points of falling damage). It can continue to Saves: Fort +0, Ref +2, Will +2
bite whatever it is carrying, automatically inflicting 3d8+4 dam- Abilities: Str 13, Dex 10, Con 11,
age until the creature escapes or is dropped. If it tries to bite some- Int 18, Wis 11, Cha 13
thing else, the carried creature is automatically dropped. Skills: Chemistry +5, Disable Device +10,
Skills: *Quetzalcoatlus gain a +8 racial bonus to Spot checks Drive +2, Knowledge (nature) +5,
in daylight. Knowledge (science) +5, Knowledge
(technology) +5, Listen +1, Operate
BYPRODUCTS Ironclad +2, Pilot +2, Repair Device
Quetzalcoatluses are valued as mounts. Their eggs would +10, Use Technical Equipment +10
surely go for a good price if any could be found! The creatures Feats: Weapon proficiency (all alien
roost at such high altitudes that none of their eggs has ever weapons), Gearhead
hatched in captivity.
Climate/Terrain: Any
Organization: Any; on Cretasus, usually found in
pairs or small groups (3-6)
Challenge Rating: 2
Treasure: Standard plus technology (see below)
Alignment: Usually chaotic neutral
Advancement: By character class

The Scray were the first aliens that humanity encountered.


They are native to the Scray system, though they can now be
found across the universe.
All Scray look menacing to humans. They are thin, bipedal
humanoids who stand about seven feet tall, with arms that are
noticeably longer than human proportions. They are always
sheathed in fringed black cloaks. The occasional glimpse beneath
the cloak reveals complex Giger-like ridged body armor. In
human atmospheres, they must wear coiled, bio-organic gas
masks to breathe. Examining a Scray corpse reveals a thin, dusky,
gray-skinned creature with near-human proportions (except for

117
The Scray are uninterested in human politics. They seem
interested only in technology. Much of their interaction with
humans comes about because of their many gadgets they invari-
ably have a miniaturized handheld machine for doing whatever a
human needs to do. Except for meeting their basic needs, they are
not interested in human wealth, and prefer to trade their technolo-
gy for interesting machines, artifacts, or chemicals. There are very
few human technologies unknown to them, but our raw materials
sometimes mystify them. Even the most basic human chemicals
may be exotic to the Scray who first encounters them. Savvy
traders sometimes walk away with amazing deals it is rumored
that the first dust gun to fall into human hands was traded for a
pack of cigarettes!
Communication with a Scray is not easy. They are naturally
reticent, and easily annoyed by humans who are loquacious, over-
bearing, or noisy. At the same time, Scray have been known to
offend humans by refusing to accept normal wealth for their
goods. Fortunes have been offered for Scray technology, only to
be refused. Of course, the failed buyer is none too happy to learn
the Scray later traded their gadgets for the equivalent of cigarettes.
Scray interests are eclectic and inscrutable to humans, and
attempts to acquire their technology with human riches rarely suc-
ceed. The Scray may demand an obscure chemical or strange
device in trade for their goods or, as they once did, they may
trade powerful technology only if the purchaser arranges an intro-
duction with a well-known human biochemist. No human has yet
to understand, much less predict, what a Scray will want.
Scray come to Cretasus for three primary reasons. First, it is
the Scray who provide the technology that the Union uses to build
ironclads, so they are most common in Union areas in and around
the ironclad research center near Fort Lincoln. (Only the highest
the skinny arms that reach almost to their calves), a small head Union officers know what they have offered the Scray in return
with two pinprick eyes, and a small mouth with omnivorous teeth. for their assistance.) Second, much as they explore all new plan-
The Scray are much more technologically advanced than ets, the Scray are exploring Cretasus in search of interesting raw
humans. Although they speak their own languages (at least twen- materials and native life forms they can use in their bio-tech
ty-six have been identified by human scholars), they are always research. Finally, some Scray are there simply for adventure.
equipped with translator devices which make them understood by
almost any creature. COMBAT
Scray do not enjoy bloodshed. They prefer to resolve disputes
SOCIETY peacefully. But when forced to fight, Scray fight viciously with
Scray civilization predates humanity by at least four hundred their advanced technology. A typical Scray has a tech level of 15;
thousand years. But the Scray are an introverted race whose galac- more intelligent ones may be even higher. They have human-like
tic ambitions fall far short of humanitys. Had we not found them, hands and most of their inventions can be used by humans. A typ-
they would have avoided us. ical Scray carries a laser pistol and monofilament blade, but they
Like humans, the Scray have their own varied nations and may be encountered with almost any combination of weapons.
allegiances. Most humans are familiar with only a small portion of Fast Healing 4 (Ex): The Scray have self-repairing medical
their society. The Scray that humans encounter are invariably systems built into their armor. This allows them to heal quickly.
researchers, adventurers, explorers, or traders, and it is by these The medical systems only work with their physiology, although it
acquaintances that most humans form their perceptions. is rumored that they have designed similar systems for humans.
At the simplest level, the Scray are aloof, stand-offish, and
silent. They seem eerily quiet even when not around humans, with BYPRODUCTS
the rasping of their gas masks providing a noisy contrast to their Scray wear a lightweight bioceramic armor that is custom-
own silence. molded to their body shape. The armor is literally grown to match

118
their build,; one Scrays bioceramic armor cannot be worn by any SCRAY NPCS
other creature, even another Scray. Bioceramic armor is tech level
12, and can be grown in varying thickness, as follows. Growing Many Scray adventurers have character levels. The stats pro-
bioceramic armor requires advanced facilities, which a Scray vided are for a Scray commoner. 60% of all Scray encountered on
might be persuaded to provide. Cretasus have character levels. Of those
with character levels, 75% are machin-
Bioceramic Armor Armor Max Dex Armor Speed Wt. ists, 20% soldiers, and 5% spies. Scray
Bonus Bonus Check (30 ft.) wild ones and bronco riders are unheard
Penalty of, and although they do have two-fis-
Light +5 +4 -2 30 ft. 8 lb. ters, theyre not encountered on alien
Medium +6 +3 -3 20 ft. 16 lb. planets like Cretasus. Roll 1d6 to deter-
Heavy +7 +2 -4 20 ft. 24 lb. mine a Scrays character level. If you
roll a 6, re-roll and add 5 to the result,
rolling again and adding 10 if you roll
another 6, and so on.
Scray carry a variety of technological doodads. Assume each
Scray has 1d4 randomly determined tech items (2d4 if the Scray
is a machinist). Some will be in use; others will be carried for
trade or examination. You can use this table to determine what the
Scray has, or you can pick or create an item. Remember that they
often carry minor items that humans find immensely useful for
example, a handheld metal detector that lets miners find minute
veins up to 100 ft. underground.

d% Tech Item SMALL GAME


01-05 Ankle jets
06-07 Annihilator Small Game, Tiny Small Game, Small
08-10 Bionic arm Tiny Animal Small Animal
11 Bionic ear Hit Dice: 1/2 d8 (2 hp) 1d8+2 (6 hp)
12-13 Bionic eye Initiative: +2 (Dex) +3 (Dex)
14-16 Bionic leg Speed: 20 ft. 40 ft.
17 Chimera fiend AC: 14 (+2 size, +2 Dex) 15 (+1 size, +3 Dex, +1 natu-
18-20 Cryon ray ral)
21-22 Dust Gun Attacks: Bite or claw +1 melee Bite or claw +3 melee
23-26 Dyno-mites Damage: Bite or claw 1d3-4 Bite or claw 1d4
27-31 Electron field Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft. 5 ft. by 5 ft./5 ft.
32-37 Energy gauntlet Special Attacks: None None
38-43 Energy packs (2d6) Special Qualities: Scent Scent
44-46 Energy shield Saves: Fort +2, Ref +4, Will +1 Fort +4, Ref +5, Will +1
47-56 Engineering tools Abilities: Str 3, Dex 15, Con 10, Str 11, Dex 17, Con 15,
57-58 Grav field Int 2, Wis 12, Cha 5 Int 2, Wis 12, Cha 6
59-68 Holosphere Skills: Listen +2, Spot +3, see below Listen +4, Spot +5, see below
69-70 Jet pack
71-76 Laser rifle Climate/Terrain: Various Various
77-82 Medical kit Organization: Solitary, pair, or pack Solitary, pair, or pack
83-85 Plasma charges (1d6) Challenge Rating: 1/6 1/3
86-88 Plasma sling Treasure: None None
89-91 Powered armor Alignment: Always neutral Always neutral
92-93 Pulse rifle Advancement: - -
94-96 Scanner
97-98 Spibot The hunters of Cretasus do not spend all their time tracking T-rexes. An endless variety of
99 Tractor beam small game skitters across the landscape. Small-time hunters, independent farmers, and trap-
100 Warp render pers devote a lot of their energy to capturing these smaller creatures, which are less dangerous,
more common, and easier to transport than large dinosaurs.

119
Labidosaurus (Gizzard Lizard) (Tiny 2 ft. long; skills:
Balance +10, Climb +10; climate: warm forest, plains, desert):
Labidosaurus is a fat, squat lizard that eats insects, snails, and veg-
etation.
Coelurosauravus (Glider) (Tiny 1 1/2 ft. long; glide 40
ft.; skills: Balance +13, Climb +16, Move Silently +8; climate:
warm forest): Coelurosauravus is an unusual early reptile that is
adapted for gliding. It looks like a thin lizard, but its ribs are great-
ly elongated to form two rigid wings emerging from either side
of the body. Flaps of skin between the ribs allow it to glide. It falls
5 ft. downward for every full 20 ft. that it glides. Some forest
clearings on Cretasus are practically alive with the constant glid-
ing of coelurosauravuses. Sharp-shooting them in mid-air is a
favorite sport of bored farm hands.

SPINOSAURUS (SWAMP LURKER)


Spinosaurus
Huge Animal
The small game profiles can be applied to a variety of small
Hit Dice: 14d10+56 (133 hp)
amphibians and reptilians living on Cretasus. They are the prehis-
Initiative: +1 (Dex)
toric equivalent of rabbits, beavers, weasels, pheasants, raccoons,
Speed: 40 ft., swim 20 ft.
dogs, and other such creatures. Since small game will likely play
AC: 13 (-2 size, +1 Dex, +4 natural)
a small part in most campaigns, we have not described it here in
Attacks: Bite +15 melee, claws +2 melee
great detail; the entries below give specific details for some of the
Damage: Bite 3d8+7, claws 1d4
many creatures that fit the profiles above. They can be used to
Face/Reach: 10 ft. by 10 ft./15 ft.
flesh out wilderness encounters, give results to hunting expedi-
Special Attacks: None
tions, and explain whats for dinner when the characters stop by
Special Qualities: Scent
Farmer Browns house.
Saves: Fort +13, Ref +10, Will +6
Platyhystrix (Spinyback) (Small 3 ft. long; swim 20
Abilities: Str 24, Dex 13, Con 18,
ft.; climate/terrain: warm swamp, forest, river and lake
Int 5, Wis 15, Cha 11
shore): Platyhystrix is a sail-backed, semi-aquatic creature. Its
Skills: Listen +12, Spot +12, Wilderness Lore
brightly colored skin is red with green and yellow sails. It bites if
+5, Hide +0*, Move Silently +0*
attacked.
Peltrobatrachus (Fatball) (Tiny 2 ft. long; speed 10 ft., Climate/Terrain: Swamp or marsh
swim 10 ft.; AC 14 when moving, 15 when balled up (no Dex Organization: Solitary or pride (3-5 adults and 0-4
bonus, +3 bonus to natural armor); climate: warm swamp, young)
forest, plains): Peltrobatrachus looks like a cross between a sala- Challenge Rating: 7
mander and an armadillo. Hunters value this slow-moving Treasure: Standard
armored amphibian because it is extremely easy to kill rather Alignment: Usually neutral evil
than running, it rolls up into an armored ball. Unfortunately for Advancement: 15-30 HD (Gargantuan)
the peltrobatrachus, its armadillo armor is easily penetrated by
modern weapons (especially when it loses its Dex bonus after Spinosauruses are large theropods distinguished by the six-
rolling up), and the ball defense is nearly useless against humans. foot-tall spine that runs down the length of their backs, much like
If it actually survives an attack, it unrolls and bites. that of the dimetrodon. They are huge carnivores, growing to 40
Gerrothorax (Flathead) (Small 3 ft. long; swim 30 ft.; feet in length (as long as an allosaurus) and six tons in weight.
AC 12 until hit (no Dex bonus), then AC 15; skills: Hide +9; They dwell exclusively in swamps and are the most feared
climate: warm swamp, shallow water): Gerrothorax is a flat denizens of the Bayou. No survivor ever forgets the sight of a
amphibian that looks sort of like a fat lizard that has been run over. dripping, moss-laden spine slicing menacingly through the water
Its eyes are on the top of its flattened head. It hunts by digging into as the spinosaurus pursues its victim.
a shallow river bottom, covering itself with sand or rocks, and bit- Spinosauruses spend a great deal of time lurking just below
ing the first thing to come by. It is difficult to spot, but once spot- the waters surface, much like crocodiles. Spinosaurus seek out
ted extremely easy to kill because it wont move until attacked. water that is about ten feet deep just the right depth for their
Gerrothorax always counts as flat-footed until it has been hit. lurking. If water of the right depth cant be found, they dig pits in

120
hunt alone or in pairs, bringing their
kills back to the rest of the pride to eat.
They alternate on hunting duty. When
not hunting, the other spinosauruses
laze about in the water.
Each pride has its own territory.
They aggressively contest any other
large carnivore within their territory.
They dont attack velociraptors or
other smaller predators because they
dont consider them competition.
Spinosauruses speak their own
language.

COMBAT
Spinosauruses fight with their
jaws and front claws. Their jaws are
noticeably slimmer than those of the
other large theropods. They are no
match in a head-on fight with an
allosaurus or T-rex, but their ambush-
ing abilities make them just as feared
among prey. They consider humans to
be eligible meals.
Skills: * Spinosauruses receive a
racial bonus of +9 to Hide checks in
water or swamp. They have an uncan-
ny ability to move silently through
water and muck, and receive a +6
racial bonus to Move Silently in water
or swamp terrain. They can move
silently while swimming or while
walking.

BYPRODUCTS
At close range, spinosaurus have
an unbearable stench. This usually
doesnt affect their ambushing ability,
as they will have attacked by the time
their prey could have smelled them,
but it reduces their resale value.
shallow water so they can hide, waiting for prey to pass. Nobody wants spinosaurus leather!
The spine serves several purposes. It helps regulate body tem- The only part of the spinosaurus that has value is its sail, and then
perature, absorbing heat while the rest of the spinosaurus is sub- only as a trophy for the dino hunter who bagged it himself.
merged. A submerged spinosaurus often hides among reeds or
swamp grass to conceal its spine which extends above the water line. TRAINING
The spine can also be inflated slightly to help the spinosaurus float. Nobody in their right mind would try to train a spinosaurus,
since they stink, they have a huge spine right where youd want to
SOCIETY sit, and their native environment is the swamp. But if you really
Spinosauruses live in prides of three to five adults: one an want to try, go for it. The DC is 34 for an adult and 27 for a youth.
adult male, and the rest adult females. The pride may have as An adult can carry 3,500 pounds, though it is impossible to find
many one child per female. saddle bags that accommodate their spine.
Spinosauruses generally hunt large hadrosaurs. The adults

121
STENONYCHOSAURUS (MOON
LIZARD, GHOST DINO)
Stenonychosaurus
Small Animal
Hit Dice: 1d10 (6 hp)
Initiative: +4 (Dex)
Speed: 40 ft.
AC: 16 (+1 size, +4 Dex, +1 natural)
Attacks: Kick +1 melee, bite +0 melee
Damage: Kick 1d6, bite 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: None
Special Qualities: Scent
Saves: Fort +2, Ref +6, Will +5
Abilities: Str 11, Dex 18, Con 11,
Int 17, Wis 20, Cha 13
Skills: Balance +4, Climb +3, Hide +8*,
Jump +5, Knowledge (nature) +8,
Knowledge (dinosaurs) +8,
Knowledge (arcana) +8, Knowledge
(geography) +8, Knowledge (history)
+8, Knowledge (local) +8, Move
Silently +8, Listen +5, Spot +5,
Wilderness Lore +12
Feats: Blind-fight
Climate/Terrain: Any Nocturnal
Organization: Solitary or flock (20-40 adults and 5-
15 young)
Challenge Rating: 1
discovered. Their hiding ability makes encountering them very
Treasure: None
different from discovering them, however. Many a nighttime trav-
Alignment: Usually neutral
eler has been startled to realize he is only a few feet from one of
Advancement: By character class
the creatures, which promptly sprints away. Groups of stenony-
chosaurus are almost never seen. When encountered, though, they
Stenonychosauruses are light, nimble dinosaurs of exception-
are surreal: an oblivious passer-by will witness a seemingly still
al intelligence. They are similar in structure to a velociraptor,
forest come to sudden life as twenty or more previously hidden
although smaller and weaker. Relative to their body size, they
ghost dinos suddenly flee.
have the largest brain of any dinosaur. They are extremely rare
Stenonychosauruses have limited relations with other intelli-
due to their small size, stealthy habits, and nocturnal lifestyle.
gent dinosaurs. They are known to engage in trade with veloci-
Most settlers on Cretasus will never see one, even though they are
raptors and protoceratops. Dinosaur legends hold that they are the
native to every terrain.
guardians of long-hidden secrets. Protoceratops claim they are the
servants of a mysterious race of humanoid dinosaurids.
SOCIETY The only humans to have initiated communication with a live
Very little is known about the reclusive stenonychosauruses. stenonychosaurus are wild ones, and they have not divulged what
They are active only at night, though no one has ever found their theyve heard. On the other hand, stenonychosaurus have initiat-
daytime hiding places. Given that the three fingers on their hand ed communication with humans, albeit rarely. Their enormous
are very useful for grasping, it is possible that stenonychosaurus intelligence has let some learn to read and write human languages,
build hidden dwellings. Their large, round eyes reflect light like and this is their method of communication (as they lack the vocal
an owls, and their pale gray-blue skin is haunting in moonlight. abilities to speak properly).
These two traits have earned them the nicknames moon lizards They are enigmatic and their messages do not always make
and ghost dinos. sense. Moreover, the communication process is terrifying: a human
Stenonychosauruses try to remain hidden; they always flee if who thinks himself alone will suddenly find ten stenonychosaurus

122
TANYSTROPHEUS (LONG BITER)
Tanystropheus
Medium-Size Animal
Hit Dice: 1d10 (6 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 13 (+2 natural, +1 Dex)
Attacks: Bite +0 melee
Damage: Bite 1d4
Face/Reach: 5 ft. by 5 ft./10 ft. (see below)
Special Attacks: Poison
Special Qualities: None
Saves: Fort +2, Ref +3, Will +0
Abilities: Str 10, Dex 13, Con 11,
Int 2, Wis 10, Cha 5
Skills: Spot +6, Listen +1, Hide +4
Feats: Combat reflexes
Climate/Terrain: Warm Forest
Organization: Solitary
Challenge Rating: 1/2
Treasure: Standard
Alignment: Always neutral
Advancement: 2-4 HD (Large)

Tanystropheus is a bizarre ancient reptile of ridiculous pro-


portions. It resembles a modern lizard, with one gigantic excep-
materialize out of the darkness around him, drop off a rock or log tion: its neck is three times as long as its body. Its body is about
with a message scratched on it, then disappear just as suddenly. two feet long with a tail of equal size, while its neck extends a full
But the communication is often useful, at least in retrospect. six feet in front of the body before terminating in a small lizard-
There is no pattern to their decisions to communicate; the mes- like head. Strangely, the neck is not particularly flexible, as it only
sages passed have ranged from fruit red good (which apparent- has ten vertebrae!
ly thanked a farmer for the apples he had imported to grow in his
orchard) to danger hole mouth (a warning to a Confederate ser-
SOCIETY
geant about a ceratosaurus lurking in a ravine near his unit).
Tanystropheus are always found alone, although they are usu-
ally alone in the same general area that is, if you find one by
COMBAT itself, youll probably find others nearby.
It is highly unlikely that a stenonychosaurus will ever be
pinned down in combat. They always try to flee. If forced to fight,
COMBAT
they bite and kick and look for any opportunity to escape.
Tanystropheus lurk in tangled jungles. They especially like
Skills: *Stenonychosaurus receive a racial bonus of +8 to
areas with vines and thick underbrush. They position their body in
Hide checks at night.
a protected area, then snake their head around to observe the area
around them. When an enemy approaches, they thrust out a series
BYPRODUCTS of quick bites. Their bite range is aided by their long neck, but the
Stenonychosaurus have no known useful byproducts, but necks inflexibility also prevents them from striking enemies at
when killed they are often stuffed and displayed as rarities. close range. Their bite attack should be treated as a reach weapon.
Tanystropheus hiding ability is due to their skill at blending
TRAINING into areas of dense underbrush, where their projecting neck will
No one has ever captured a live stenonychosaurus to train. be mistaken for a vine.
However, given their intelligence, training isnt an issue. They Poison (Ex): Tanystropheus has a poisonous bite. The poison
will probably be smarter than their trainer. The issue would be is transmitted via injury, and requires a Fort save (DC 16) to count-
persuading them to cooperate. er. Initial and secondary damage are each 1d4 temporary Dex.

123
BYPRODUCTS COMBAT
Tanystropheus poison is released from a pair of glands at the Compared to the other large theropods, therizinosaurus is
base of its neck. These glands can be harvested and sold for the slow, fat, and weak. It does not need strength or power to survive,
poison they contain. Each gland provides 1d4 uses. A gland can be so it does not have such strength or power. It is considered poten-
sold for $50, though harvesting it is dangerous it requires a tial prey by many carnivores, although its claws are intimidating
Wilderness Lore check (DC 6), and failure has a 50% chance of and most predators would prefer a defenseless duckbill.
subjecting the character to the poison. Therizinosaurs spend most of their time gazing at the ground
as they root around for insects. They count on their hearing to alert
THERIZINOSAURUS (REAPER) them to danger.

Therizinosaurus BYPRODUCTS
Huge Animal Humans use therizinosaur claws as weapons. They can be
Hit Dice: 12d10+36 (102 hp) shaped into swords, scimitars, and other weapons of various
Initiative: +0 lengths. Many wild ones fight with a reaper claw, a simple,
Speed: 20 ft. unhewn therizinosaur claw. A reaper claw has the stats of a
AC: 11 (-2 size, +3 natural) longsword.
Attacks: 2 claws +13 melee
Damage: Claw 2d6+6 TRAINING
Face/Reach: 10 ft. by 10 ft./10 ft. Therizinosaurs can be trained at DC 27 for an adult and DC
Special Attacks: None 20 for a youth. They can carry 1,000 pounds.
Special Qualities: Scent
Saves: Fort +11, Ref +8, Will +4
Abilities: Str 22, Dex 11, Con 17,
Int 4, Wis 11, Cha 7
Skills: Listen +8, Spot +2
Climate/Terrain: Warm plains, forest, hills
Organization: Solitary or herd (3-5 adults)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 13-18 HD (Gargantuan)

Therizinosauruses are eccentric theropods. Unlike T-rex and


the other theropods, their 35-foot long bodies are rather plump
(almost like the sauropods), with a long neck, small head, and
weak jaws. Their front legs are eight feet long and fully function-
al, and they sometimes saunter about on all fours. Most notably,
they have three-foot long scythe-like claws on their front feet.

SOCIETY
Therizinosauruses are highly specialized carnivores. They
feed only on insects. They use their enormous claws to dig up dirt,
river bottoms, and even tree trunks in search of prey. They have a
voracious appetite and eat constantly, as creatures their size must
eat a lot of bugs to stay full!
Some farmers on the plains have used therizinosauruses to
help till and plow their fields. Simply letting one of the beasts
loose on a field will ensure it is well plowed, though a bit errati-
cally. Some farmers have had limited success training them to
plow in a straight line.
Therizinosauruses speak a dialect of sauropod.

124
TRILOBITE (SEA BUGS, SCURRIES) mostly found deep at sea,
although they have been seen
Trilobite, Common Trilobite, Giant near shore in Plesiosaur Bay.
Tiny Vermin (Aquatic) Medium-Size Vermin (Aquatic)
Hit Dice: 1/2 1d8 (2 hp) 3d8+3 (17 hp) COMBAT
Initiative: +1 (Dex) -1 (Dex) Although individual trilobites
Speed: 20 ft., swim 20 ft. 20 ft., swim 20 ft. are mere vermin, swarms are
AC: 13 (+2 size, +1 Dex) 10 (+1 natural, -1 Dex) sometimes dangerous. Humans
Attacks: Bite +1 melee Bite +2 melee who have fallen asleep near a
Damage: Bite 1d4-4 Bite 1d4-1 swarm have awakened to the
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft. 5 ft. by 10 ft./5 ft. rasping bites of feeding trilobites.
Special Attacks: None None A misstep on a rocky shore could
Special Qualities: Vermin Vermin accidentally disturb a hidden
Saves: Fort +2, Ref +1, Will +0 Fort +4, Ref +0, Will +1 trilobite colony, prompting them
Abilities: Str 2, Dex 13, Con 10, Str 10, Dex 9, Con 12, to file out from beneath the rocks
Int -, Wis 10, Cha 2 Int -, Wis 10, Cha 5 and defend themselves.
Skills: Hide +5, Spot +2 Hide +2, Spot +4
Climate/Terrain: Any aquatic, shorelines Any aquatic, shorelines
Organization: Colony (5-10) or swarm (30-100) Colony (5-10) or swarm (30-100)
Challenge Rating: 1/8 1
Treasure: None None
Alignment: Always neutral Always neutral
Advancement: 1-2 HD (Small) 4-6 HD (Large)

Trilobites are the primordial arthropods of the sea. They can


still be found in many of the waterways of Cretasus. They swim
VULCANODON (FLAMER, STOMPER)
along river bottoms and scurry in the rocks beside shore, scav-
enging for tidbits of plant and animal matter. Many seaside vil- Vulcanodon
lages must deal with swarms of trilobites attracted by the leftovers Huge Animal
of fishing expeditions. Trilobites are not good for eating (theyre Hit Dice: 14d10+98 (175 hp)
more shell than meat) and are considered pests at best and preda- Initiative: -2 (Dex)
tors at worst. Speed: 30 ft.
Although most are only a few inches in length, some common AC: 8 (-2 size, -2 Dex, +2 natural)
species reach two feet long. The six-foot-long giant trilobites are Attacks: Bite +9 melee
Damage: Bite 1d6+6
Face/Reach: 20 ft. by 10 ft./10 ft.
Special Attacks: Trample
Special Qualities: Scent
Saves: Fort +16, Ref +7, Will +7
Abilities: Str 22, Dex 7, Con 25,
Int 5, Wis 16, Cha 6
Skills: Spot +6, Listen +4
Climate/Terrain: Warm forest
Organization: Herd (5-20)
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral
Advancement: 2-4 HD (Large)

Vulcanodons are ponderous, slow sauropods. They grow to


20 feet long, which is small for a sauropod. Their powerful build
but (relatively) small size makes them useful as mounts and beasts
of burden, for they are much more easily trained than their larger

125
Templates
IRONCLAD (Template)
Ironclads are the bipedal walking tanks developed by the
Union with alien assistance. They require a human pilot. In game
terms, an ironclad is treated as a template applied to the pilot when
he activates the armor. Ironclad armor without a pilot is simply an
inert hulk like a vehicle, it needs someone to drive it!
There are three classes of ironclads. The Monitor is the small-
est, the Ulysses is larger, and the Sherman is the largest.

CREATING AN IRONCLAD
Ironclad is a template that can be added to any pilot who
boards an ironclad and who has the Operate Ironclad skill (see
Broncosaurus Rex Core Rulebook, page 38). Pilots without the
Operate Ironclad skill are unable to activate the ironclad.
sauropod relatives. They are named after their brilliant flame-like An ironclad uses the pilots statistics and special abilities
red and yellow coloration. except as noted here.
Size: Monitor class ironclads are Large (12 ft. tall). Ulysses
(16 ft.) and Sherman (20 ft.) class ironclads are Huge.
SOCIETY
Hit Dice: The ironclad is fundamentally an armored vehicle.
Vulcanodons prefer forests to open areas. They push their
It does not replace the pilots hit dice, but it does add hit points,
way through the underbrush, munching as they go. They are quite
which represent the superstructure of the ironclad itself. These hit
easy to find, as they are brightly colored and leave a trail of flat-
points are depleted before the pilot takes damage but critical hits
tened vegetation. As mounts, they grudgingly travel in open areas
and a few kinds of weapons may damage the pilot before the
mildly agoraphobic, they get nervous on the plains. They do
superstructure is destroyed. If the pilot is killed, the ironclad ceas-
make good city mounts, being quite comfortable with lots of
es to function.
close-range distractions.
An ironclads hit dice depend on its class. Monitor class iron-
Vulcanodons speak a dialect of Sauropod.
clads have 8d10+24 HD (68 hp). Ulysses class ironclads have
12d10+36 HD (102 hp), and Sherman class have 18d10+72 HD
COMBAT (171 hp). You dont have to roll for hit points for standard mili-
The bit of a vulcanodon is designed for plants and thus not tary-issue ironclads; they have 68, 102, or 171 hit points depend-
particularly dangerous, but sometimes enough to convince a pred- ing on class. The HD entry provides limits on the hit points of cus-
ator to go fight something else. tomized (souped-up) ironclads.
Trample (Ex): Vulcanodons can trample creatures of A critical hit against an ironclad indicates a lucky shot that
Medium size or smaller. The trample causes 2d12+6 points of has penetrated the hull. Determine the crit damage as usual. Half
damage. Opponents who do not make attacks of opportunity may of it applies to the ironclad itself, and the other half is applied to
make a Reflex save (DC 23) to take half damage. the pilot.
Ironclads are treated as vehicles for purposes of critical hits
BYPRODUCTS and negative hit points.
Vulcanodons eggs are prized as the hatchlings are relatively Initiative: The ironclad uses the pilots initiative modifier.
easy to train. A single egg can go for $200. No Operate Ironclad check is required a quick pilot (even if
unskilled) makes for a quick ironclad.
TRAINING Speed: 50 ft. for Monitor; 40 ft. for Ulysses and Sherman.
Vulcanodons are highly valued as beasts of burden and, to a Monitor-class ironclads are usually equipped with jump jets
lesser degree, as mounts. It takes less effort to train a herd of vul- which allow the ironclad to move up to 300 feet in a single jump.
canodons than a single brachiosaurus, and the herd of vulcan- This distance is limited by the jets power and cannot be increased
odons can carry more. More and more caravans are coming to rely by running. As stated in the Jump skill description, the height of a
on vulcanodons. jump for maximum distance is one-quarter its length. The jets can-
A vulcanodon adult can be trained at DC 29, and a youth at not be fired in two successive rounds and they carry enough fuel
DC 22. An adult vulcanodon can carry 13,000 pounds. for 12 uses. The pilot must make an Operate Ironclad check (DC

126
10) to land the suit safely after jumping.
AC: Ironclads are fundamentally oversized suits of
powered armor. They have a base AC which indicates the
strength of their armor. This is modified by the ironclads
size. In addition, a skilled pilot can maneuver the iron-
clad well enough to add his Dex bonus. The pilots Dex
bonus only applies if he succeeds at an Operate Ironclad
check (DC 10) (see Broncosaurus Rex Core Rulebook,
page 38). The max Dex modifier of an ironclad suit is +2.
It is added to these base ACs: Monitor AC 22/20 (-1 size,
+9 armor, +4/+2 absorption field), Ulysses AC 22/20 (-2
size, +10 armor, +4/+2 absorption field), Sherman AC 25
(-2 size, +11 armor, +6 vibrofield).
Attacks: An ironclad has two weapon mounts, one
on each shoulder. In Monitor and Ulysses ironclads,
these can hold any weapon up to Large size; in
Shermans; they can hold weapons up to Huge size. Some
custom suits have a third mount in the chest or on the
back, though this is not standard Union issue. All iron-
clads also feature a grenade dispenser at the waist. Since
the primary and secondary weapon depends only on
where the pilot is focusing his attention, the pilot can
declare each round which weapon is primary and which
is secondary. The standard ironclad armament is as fol-
lows, though this is modified for special missions. Attack
modifiers are not listed; they vary according to ability
score modifiers and the usual rules for fighting with mul-
tiple weapons.
Monitor: Two oversized hydraulic claws; grenade
launcher, 10 smoke and 10 frag grenades
Ulysses: Oversized hydraulic claw, heavy machine
gun; grenade launcher, 10 smoke and 10 frag grenades
Sherman: Heavy machine gun, howzer; grenade
launcher, 10 smoke and 10 frag grenades
Damage: Damage by weapon plus the appropriate
Saves: Ref and Will saves use the pilots save. Fort saves
ability modifier. A hydraulic claw does 3d8 points of damage plus
depend on the ironclads construction, as follows: Monitor +8,
the ironclads Str modifier.
Ulysses +12, Sherman +18. Use the pilots Fort save if it is better.
Face/Reach: 10 ft. by 10 ft./10 ft.
Special Attacks: Trample (Ex): An ironclad can trample Abilities: The ironclad uses the Dex, Int, Wis, and Cha scores
creatures smaller than itself, although only a good pilot can of its pilot. Its Str and Con depend on its class as follows:
remain standing after a trample! The pilot must succeed at an Str Con
Operate Ironclad check (DC 15) or the ironclad falls over. Even if Monitor 20 (+5) 16 (+3)
it falls over, there is a 25% chance that it will trample an opponent Ulysses 24 (+7) 17 (+3)
in the process. Trampled opponents take damage according to the Sherman 30 (+10) 18 (+4)
ironclads size: 1d8+5 for Monitors, 2d8+7 for Ulysses, and Skills: All ironclads have the Jump skill: 16 ranks for
3d8+10 for Shermans. Trampled opponents who do not make Monitors, 12 for Ulysses, and 8 for Sherman. Including Str and
attacks of opportunity can attempt Reflex saves for half damage. armor check modifiers, this nets out to Jump +13 for Monitors,
The save is DC 18 for Monitors, 21 for Ulysses, and 25 for Jump +11 for Ulysses, and Jump +10 for Shermans. You should
Shermans. use the pilots Jump skill if better. All other skills are as the pilot,
Special Defenses: Damage Reduction 20; Construct. An though the ironclads ability scores are used if applicable. An iron-
ironclad is a machine. As such, it is not affected by poisons. The clad suit has a -8 armor check penalty.
ironclad suit itself is not vulnerable to genetic or psychic Feats: Same as the pilot.
weapons, though powerful examples of those weapons may pene- Challenge Rating: As pilot, plus 6 (Monitor), 7 (Ulysses), or
trate the suit and damage the pilot. 8 (Sherman).

127
Index
Albertosaurus . . . . . . . . . .9-10, 107 Ranching . . . . . . . . . . . . .64-65 Mammoth Valley . . . . . . . .5, 56, 58 Silvia Jameson . . . . . . . . . . . .21, 22
Alien Weapons . . . . . . . . . . . .97-99 Singers . . . . . . . . . . . . . .57, 58 McCauley, Marshal . . . . . . . . . . . .42 Singers, Dinosaur . . . . . . . . . .57, 58
Aliens . . . . . . . . . . . . . . . .See Scray Smuggling . . . . . . . . .61, 67-68 McQuarry Brothers . . . . . . . . .27-28 Skill Evolution . . . . . . . . . . . . . . .78
Allosaur, Old Ned the . . . . . . . . . .43 Subspecies . . . . . . . . . .104-106 Microsensor . . . . . . . . . . . . . .70, 80 Small Game . . . . . . . . . . . .119, 120
Animal Empathy . . . . . . . . . . .58-59 Thrum . . . . . . . . .58, 59, 63, 72 Millers Crossroads . . .37, 41, 43-44 Song Crystal . . . . . . . . . . . . . . . . .33
Armor Tool Use . . . . . . . . . . . . .56-57 Monoclonius . . . . . . . . .88, 108-109 Southwestern Plains . . . . . . . .43-45
As Treasure . . . . . . . . . . . . .99 See also individual species Monitor . . . . . . . . . . . . .See Ironclad Spaceport . . . . . . . . . . . . . .12, 14-15
Bioceramic . . . . . .99, 118-119 Dons . . . . . . . . . . . . . . . . . . . . . . .68 Montague, Richard . . . . . . . . . . . .19 Sparkle Root . . . . . . . . . . . . . . . . .46
Dino Hide . . . . . . . . . . . .79-80 Dryosaurus . . . . . . . . . . . . . .89, 108 Mount Crowe . . . . . . . . . . . . .19-23 Spinosaurus . . . . . . . . . . . . .120-121
Dinosaurs and . . . . . . . . . . . .71 Duckbill Moss . . . . . . . . . . . . . . .46 New Savannah . . . . . . . . . . . . . .5-19 Sports . . . . . . . . . . . . . . . . . . .21, 50
Army of Solaris . . . . . . . . . . .35, 37 Duckbilled Dinosaurs . . . . . . . . .112 Northwestern Plains . . . . . . . . . . .54 Stenonychosaurus . . . . . . . .122-123
Art Objects . . . . . . . . . . . . . . .95-96 Duels . . . . . . . . . . . . . . . . . . . . . . .51 NPCs . . . . . . . . . . . . . . . . . . . .84-87 Styracosaurus . . . . . . . . . . .108-109
Assoc. for Mutual Protection . . . .44 Dukes, The . . . . . . . . . . . . . . .23-26 See also individual NPCs Tanystropheus . . . . . . . . . . .123-124
Bargain Hunter . . . . . . . . . . . . . . .78 Dunkleosteus . . . . . . . . . . . . . . . .111 Office of Agriculture . . . . . . . .14-15 Tax Collection . . . . . . . . . . . . . . . .15
Barrister House . . . . . . . . . . . . . . .54 Egg Warmer . . . . . . . . . . . . . . . . .80 Office of Civil Defense . . . . . . . .15 Tecumseh Trail . . . . . . . . . . . .34-46
Bay Side Company . . . . . .47-48, 95 Encounter Tables . . . . . . . . .100-103 Office of Public Welfare . . . . . . . .14 Therizinosaurus . . . . . . . . . . . . .124
Bay Trail . . . . . . . . . . . . . . . . .47-54 Equipment . . . . . . . . . . . . . . . .79-80 Office of Public Works . . . . . . . . .14 Thrum . . . . . . . . . . . . .58, 59, 63, 72
Bayou . . . . . . . . . . . . . . . . . . .45-46 Eurypterid . . . . . . . . . . . . . .111-112 Office of Trade and Industry . . .15-16 Thud Sensor . . . . . . . . . . . . . . . . .80
Big Als Bronco Rodeo . . . . . .22-23 Fast Talker . . . . . . . . . . . . . . . . . .78 Old Ned the Allosaur . . . . . . . . . .43 Thunder Moon . . . . . . . . . . . . . . .59
Black Jungle . . . . . . . . . . . . . .44-45 Federal Marshals . . . . .40-42, 76-77 Ornitholestes . . . . . . . .60-61, 67, 95 Towns, Generating . . . . . . . . .81-84
Bowie, General . . . . . .34-35, 37-39 Fort Apache . . . . . . . . . . . . . . .49-51 See also Zagmo Trail Encounters . . . . . . . . . . . . .103
Brisbane, Colonel . . . . . . . . . .41-43 Fort Lincoln . . . . . . . . . . . . . . .39-43 Othelthwaite, Jeremiah . . . . . .15-16 Treasure . . . . . . . . . . . . . . . . .95-100
Bubble Berry . . . . . . . . . . . . . . . .46 Fort Tecumseh . . . . . . . . . . . . .34-39 Oviraptors . . . . . . . . . . . . .39, 59-60 Trilobite . . . . . . . . . . . . . . . . . . .125
Butlers, The . . . . . . . . . . . . . . .23-26 Frog & Spanner . . . . . . . . . . . .21-22 Permanent Enhancement . . . . . . .79 Tyro Musk . . . . . . . . . . . . . . . . . . .80
C.P.C.K. . . . . . . . . . . . . . . . . . .18-19 Frot Gut . . . . . . . . . . . . . . . . . . . .46 Peltrobatrachus . . . . . . . . . . . . . .120 Ulysses . . . . . . . . . . . . .See Ironclad
Cabal . . . . . . . . . . . . . . . . .42, 67, 72 Fur River . . . . . . . . . . . . . .44, 45, 88 Peterson Precinct . . . . . . . . . . . . .13 Underglen . . . . . . . . . . . . . . . .18, 48
Carey, Calhoun . . . . . . . . .55, 56, 58 Gaines Gang . . . . .19, 20, 21, 22, 26 Platyhystrix . . . . . . . . . . . . . . . . .120 Vehicles . . . . . . . . . . . . . . . . . .89-94
Ceratopsians . . . . . . . . . . . . .70, 108 Garsville . . . . . . . . . . . . . . . . . . . .43 Plesiosaur Bay . . . . . . . . . . . . .51-54 Prices . . . . . . . . . . . . . . . . . .94
Chatham Theatre . . . . . . . . . .12, 16 Gerrothorax . . . . . . . . . . . . . . . . .120 Plesiosaurus . . . . . . . . . . . . . . . .116 Rules . . . . . . . . . . . . . . . .89-92
Cheirolepis . . . . . . . . . . . . . . . . .109 Gilmore Homestead . . . . . . . . . . .44 Police, New Savannah . . . . . . . . .13 Typical Stats . . . . . . . . . . . . .93
City Hall (of New Savannah) . . . .12 Glass Blood . . . . . . . . . . . . . . . . .32 Porter, Hepsediah . . . . . . . .5-19, 32 Velociraptors
Coelurosauravus . . . . . . . . . . . . .120 Grand Market . . . . . . . . . . . . . . . .12 Price, Dr. Ezekial P. . . . . . . . . . . .48 Coloration . . . . . . . . . . . . . . .55
Crowe, Jonas . . . . . . . . . . . . . . . . .10 Great Library . . . . . . . . . .see Logos Protoceratops Cree . . . . . . . . . . . . . . . . . . .45
Crystal Desert . . . . . .30-33, 114-115 Hadrosaurs . . . . . . . . . . . . . . . . .112 Amnesia . . . . . . . . . . . . . . . .31 Dark Heart . . . . . . . . . . . . . .60
Danjow River . . . . . . . . .29-32, 103 Hampshire Mines . . . . . . . . . .41-42 Art Objects . . . . . . . . . . .95-96 Inaka . . . . . . . . . . . . . . . . . . .45
Decker, Col. Paul . . . . . . .19-20, 22 Hideout Hills . . . . . . . . . . . . . . . .29 Conclave . . . . . . . . . . . . . . . .61 Kerosaw . . . . . . . . . . . . . . . .45
Devices . . . . . . . . . . . . . . . . . .79, 80 Hollow Hills . . . . . . . . . . . . . . . . .56 Hollow Hills . . . . . . . . . . . . .56 Kidnappings . . . . . . . . . . . . .60
Dino Warriors . . . .21-22, 35-37, 65 Hollow-point Ammo . . . . . . . .10, 79 Intelligence . . . . . . . . . . .55-56 Lettoko . . . . . . . . . . .36, 38-39
Dinosaur Cavalry . . . . . .70-71 Hood, Nathanial . . . . . . . .10-11, 15 New Savannah, In . . . . .17, 84 New Savannah, In . . . . . . . .17
Hatcheries . . . . . . . . . . . . . . .39 Inland Sea . . . . . . . . . . . . . . . . . . .47 Thrum and . . . . . . . . . . . . . .58 Thunder Hills . . . . . . . . . . . .70
Prestige Class . . . . . . . . .74-76 Iron, Laila . . . . . . . . . . . . . . . . . . .60 Underglen . . . . . . . . . . . .18,48 Thrum and . . . . . . . . . . . . . .63
Dinopathy . . . . . . . . . . . . . . . .58-59 Ironclads . . . .7, 41-42, 63, 126-127 See also Logos, qrfel, vrthu Tool use and . . . . . . . . . .56-57
Dinosaurs . . . . .55-73, 88-94, 104-126 See also Scray qrfel . . . . . . . . . . . . . . . . . . . . . . . .18 War . . . . . . . . . . . . . . . . . . . .63
Aquatic . . . . . . . . .72, 113, 116 Kelly, Nathanial . . . . . . . . . . . . . .13 Quetzalcoatlus . . . . . . . .88, 116-117 White Branch . . . . . .49. 69-70
Belly Rubbing . . . . . . . . . . .50 Kittys . . . . . . . . . . . . . . . . . . . . . .22 Raptors . . . . . . . . .See Velociraptors Wild Ones and . . . . . . . . . . .64
Coloration . . . . . . . . . .104-105 Kronosaurus . . . . . . . . . . . . .113-114 Reactive Truncheon . . . . . . . . . . .79 Vicente Pass . . . . . . . . . . . . . . . . .44
Combat . . . . . . . . . . . . . . . . .73 Labidosaurus . . . . . . . . . . . . . . . .120 Reaper Claw . . . . . . . . . . . . . . . .124 vrthu . . . . . . . . . . . . . . . . . . . . . . .57
Cooking . . . . . . . . . . . . . . . .67 Lake Hope . . . . . . . . . . . . .34, 43-44 Red Claws . . . . . . . . . . . . . . . . . . .68 Vulcanodon . . . . . . . . . . . . .125-126
Cyborged . . . . . . . . . . . . . . .71 Lantern Crystal . . . . . . . . . . . .32-33 Resonator . . . . . . . . . . . . . . . .56, 80 Warp Pirates . . . . . . . . . . . . . . . . .54
Flying . . . . . . .72, 88, 116-117 Laser Sniper Rifle . . . . . . . . . .69, 79 Rifleman, 2nd South Carolina . . . .20 Weapons . . . . . . . . . . . . . . . . . . . .79
Hunting . . . . . . . . . . . . . .68-69 Lefitte, Captain . . . . . . . . . . . . . . .53 Rough Riders . . . . . . . . . . . . . .13-14 Dinosaur hunting and . . . . . .69
Intelligence . . . . . . . . . . .55-58 Leptoceratops . . . . . . . . . .see Zuleps Scray . . . . . . . . . . . . . . .56, 117-118 Wild Ones . . . . . . . . . .59, 63-64, 82
Labor . . . . . . . . . . . . . . . .66-67 Levers, William T. . . . . . . . . . .21-22 New Savannah, In . . . . .14, 84 Wilderness Lore and Listen . . . . .55
Languages . . . . . . . . . . . . . .56 Listen checks and Cretasus . . . . . .55 See also Ironclads Windham, Ford . . . . . . . . . . . . . . .42
Mounts . . . . . . . . .88-89, 92-94 Logos . . . . . . . . . . . . . . . . . . . .29-32 Sea Scorpions . . . . . . . . . . .111-112 Winthorpe, Edgar . . . . . . . . . . . . .10
Movement Speed . . . . . . . . .89 Encounters . . . . . . . . . . . . .103 Sesquiped . . . . . . . . . . . . . . . . . . .31 Wylde, Zeke . . . . . . . . . . . . . .10, 13
Mutations . . . . . . . . . .104-106 See also Crystal Desert Settlements, Generating . . . . .81-84 Zagmo . . . . . . . . . . . . . . . . . . . . . .10
New Savannah, In . . . . . .17-18 Long Ridge Hatchery . . . . . . . . . .39 Sheriffs Office . . . . . . . . . . . .13-14 Zuleps . . . . . . . .30-33, 103, 114-115
Picture Shows . . . . . . . . .69-70 Machinists . . . . . . . . .32, 71, 78, 79 Sherman . . . . . . . . . . . . .see Ironclad
Prices . . . . . . . . . . . . . . . . . .94 Main Valley . . . . . . . . . . . . . . . .5-54 Shouter . . . . . . . . . . . . . . . . . .56, 80

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