Triassic Island

by bardwatson

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Triassic Island

Welcome to Triassic Island, the brain child of the eccentric billionaire Dr Fitzwilliam Beacon. A soon-to-be popular attraction filled with dinosaurs, luxury hotels, and gift shops. First, however, he needs to call in the advice of experts to ensure it's safe.

The Setting

Triassic Island is set on the island of Isla Sola. There is a second, smaller island called Isla Sin, that is roughly one hour by boat from Isla Sola. This island is intended to house the luxury hotels and guest quarters of the richer clientele of Triassic Island.

DM Note: Isla Sin also houses the cloning laboratory described later.

Locations

Triassic Island has six main locations for players to explore:

Main Hub

The Main Hub of Triassic Island contains the reception area, this is where the PCs are greeted by Dr Beacon and a select few of his employees. It contains the first point of access for guests to welcome them to the park; it includes maps of the park, as well as helpful informational leaflets about the dinosaurs at the park, and the cloning process used to create them.

Just off the reception area, is the Security building, this is off limits to guests, but may be explored by PCs in their capacity as advisors. It includes the central power system that operates the park, both physical and cyber security officials, and on call sleeping quarters, as the Security building is always staffed by at least two people.

DM Note: The Security building also has a locked room that contains monitors tracking the implants in the PCs, and any information relating to the Beta Test.

Safe House

The Safe House is a small building that is used by the staff of Triassic Island as a holding place for supplies going to or from Isla Sin. It is located next to a small dock where there is a limited selection of company boats. The Safe House is mostly filled with supplies to stock the hotels and apartments on Isla Sin.

DM Note: The Safe House also contains maps, references, and supplies for the laboratory on Isla Sin, which may be information the PCs do not have.

Aquatic Dinosaurs

The first section of the island's tour contains a large lake that is seperated by underwater dividers. The lake is filled with aquatic creatures, and the tour takes guests underground to a viewing track that goes around the whole of the lake. The first half contains smaller creatures, and on the return trip around the island, guests can see the second half of the lake, which is filled with the more dangerous creatures.

DM Note: Depending on which route the PCs take back through the island depending on which underwater dinosaurs the PCs will battle.

Herbivores

The second section of the island's tour contains the Herbivores. This section of the track winds its way through open pens and fields containing a large variety of peaceful dinosaurs. On the return trip the guests pass through a dome like structure containing the flying dinosaurs.

Carnivores

The third, and final, section of the island's tour contains the Carnivores. The largest section of the three in the park, it contains a winding path that takes guests through multiple high fenced areas, and under reinforced clear tunnels through the pens to truly show off the wide variety of dinosaurs at the park.

The Laboratory

The Laboratory is located on Isla Sin, and is not on any maps that are easily accessible to the PCs. The only places on the island where it is mentioned is in the locked room in the Security building in The Main Hub, or in The Safe House.

The Laboratory is where Dr Beacon and his team of scientists clone the PCs, and where they had originally cloned the dinosaurs (the dinosaurs now have a natural breeding program and so are not currently being cloned in the laboratory).

Running Triassic Island

The Secret of Triassic Island

Dr Beacon is currently running a Risk Assessment for the opening of Triassic Island, and the PCs are there not in an advisory capacity, but as guinea pigs to run through different disaster scenarios so the park can fix any problems before opening.

Dr Beacon refers to this as The Beta Test, and it is also referred to as such in any document regarding it.

Important points:

  • The PCs have actually been on the island for four years. They are the 64th versions to go through the Beta Test.

  • Due to repeated cloning, the originally blood samples have been used, and the scientists are using the clones' blood samples, causing varying results.

  • There was an additional member of the group who is no longer being cloned due to these mixed results.

  • Each time the PCs have been cloned they believe they are visiting the island for the first time.

  • Dr Beacon intends to dispose of the PCs as soon as The Beta Test has been completed. When the PCs arrived for the very first time, he circulated news that their plane had gone down, with no survivors.

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TRIASSIC ISLAND

Arc 1

Welcome To Triassic Island

The PCs are welcomed for the 'first time' to Triassic Island by Dr Beacon, the billionaire who is funding the park. He is joined by :


  • Dr Emily Radford The Head Scientist who has overseen the cloning of the dinosaurs, and their subsequent natural breeding program. She is a geneticist but works closely with veterinary experts to oversee the dinosaurs breeding and general welfare.
  • Dr William Salmer The Head Scientist who has overseen the cloning of the PCs, and who is constantly monitoring their health, and any bugs the cloning process has created. He does not interact with PCs unless necessary, and insists he is simply Dr Radford's second in command if asked.
  • Strider He is the Head of the Cyber Security team, which deals with protecting Triassic Island's secrets, and the running of the park's electronic fences, locks, and doors.
  • Millicent Meyer She is the Head of the Physical Security, which deals with animal control, and guest control. She is the one who will be taking the PCs on the tour of the island.

If the PCs wish to make an Insight check on any of the NPCs a DC 15 will reveal that the NPC has a familiar face, although they can't place it, a DC 20 reveals that the NPC seems to recognise the PCs, and a DC 25 reveals that the PC thinks they have met the NPCs before, although they cannot remember where.

The PCs are shown to the on call room in the Security building as that is where they will be staying for the duration of their visit. The luxury hotels are not finished, and are on Isla Sin.

The PCs can explore the Security building with a group DC 15 Stealth, anything below that they will be caught at some point that is up to the DM's discretion. Within the Security building is:

  • A small vet lab, this also backs onto a hanger for the larger dinosaurs
  • The on call room with ten beds
  • The main hub of computers that control the park
  • An armory filled with both tranquilisers and ammunition

If the players succeed on a DC 15 Investigation check they find a locked room at the furthest point from the on call room, just off from the computer hub. A DC 15 Sleight of Hand check will open the door. There is always someone in this room so the PCs will be caught, however, they can roll a Perception check to see how much they see inside the room before they are escorted back out. DC 15 will reveal a few computer screens that are monitoring a creatures heart rate and movements, the person monitoring them seems to be engrossed in their lunch and not paying attention, and that there is a large amount of paperwork. A DC 20 reveals all of that, and a spreadsheet on top of the paperwork, the PC cannot read what is on there but get the gist that there is some form of trial and error going on. A DC 25 will get all of that, and also the name Beta Test which is written on a lot of documents.

The PCs will be caught by Dr William Salmer who is most often in the room. He will insist that they don't have high enough clearance to be there and that they must leave immediately. For the rest of the time the PCs are in the Security building there will be a guard stationed at that door.

The PCs may also wish to explore the Main Hub welcome centre. In it is a small cafeteria, a gift shop, and lots of informational posters and leaflets. There are maps of the island that the PCs can take with them, these will reduce the DC of Survival checks later on, and an informational leaflet on the dinosaurs that will help reduce DCs on History checks later on in the game.

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Arc 2

Abandoned

In the morning Millicent Meyer takes the PCs on the tour that the guests will go on. The cars operate on electic tracks, but there will always be a tour guide in with the guests to ensure that no one leaves the car, and that they can answer any questions.

The track runs around the island in a clockwise fashion, and so the PCs will first pass around half of the underground facility which houses the smaller aquatic dinosaurs, before coming above ground and passing into the second section, which contains the Herbivores. Each of the sections has large electrified fences seperating them (perimeter electrified fences do 10d6 lightning damage if touched, smaller electrified fences do 5d6 lightning damage).

The tour continues through the Herbivore pens, and through into the third section, which contains the Carnivores. When the tour is at the furthest point of the island, the electricity cuts out, and the car is stranded.

Millicent Meyer tells the PCs to remain in the car, while she goes to the nearest emergency box. She says she will be back in ten minutes. She does not return.

DM Note: Millicent Meyer does not head off to call for help as the electricity has been shut off deliberately as part of the Risk Assessment. She instead drops some stored blood and ripped clothing in case the PCs try and track her. She then makes her way on foot to a prearranged collection point for one of the secutiy team to pick her up.

Making Their Way Back

PCs can try and head back to The Main Hub in one of two ways:

  • Straight back down the middle of the island, which is the quicker route but requires a DC 20 Survival check every six hours to avoid being lost

or

  • Following the track back through the island will take longer, but only requires a DC 10 Survival check per long rest to avoid being lost

Whichever way the PCs decide to take will require them to head through the Carnivore section, the Herbivore section, and the Aquatic section, each will pose their own difficulties.

Carnivore Section

The PCs can follow the track back the way they just came, which is technically shorter, although will dip into the Herbivore section briefly, before coming back into Carnivore section, and then back into Herbivore, or they can follow the track on the second half of the tour, which takes a longer route through the Carnivore section but doesn't require additional crossings of the electric perimeter fences.

If they choose the former option, they will encounter a pack of Compsognathus (1d4 swarms, or 3d6 individuals), before heading into the Herbivore section. When they return to the Carnivore section they will encounter a Spinosaurus.

If they choose the latter option, they will encounter the Compsognathus (1d4 swarm, or 3d6 individuals), and as they make their way deeper into the Carnivore territory they will encounter a Tyrannosaurus Rex.

There is also a pack of velociraptors (1d6+3), however, they are clever, and know from previous Beta Tests that the largest quantity of food is at the Main Hub, and so unless provoked will make their way there via the fastest option.

If the velociraptors are provoked they will hunt the PCs until the PCs are dead or until the pack is at half numbers, and the remaining ones will flee.

Herbivore Section

There are two possible scenarios for the Herbivore section:

  • The PCs can head straight through the park, which will take them passed the flying creatures cage. Due to the power outage the electrified mesh on the inside of the dome is down, and so the creatures have managed to smash the glass from the inside. Roll a d4 to determine which creature emerges.
D4 Roll Dinosaur
1-2 Ornithocheirus (1d4+1)
3-4 Pteranodon (1d8+2)
  • The PCs could also head through the open fields which continue to follow the track through the park. As the fences are no longer electrified, and the Herbivores feared the sounds of the T-Rex or the Spinosaurus, they have started stampeding away from the Carnivore section and are heading en masse towards the top of the island.

The open field that the PCs are in has small electrified fences running alongside it, as they are not currently electrified the PCs could try to scale the fences. The fences are approximately 30ft high, and require a DC 15 Althletics check to climb.

The stampede consists of, but is not limited to, (1d4) Brachiosauruses, (1d4) Stegosauruses, (1d4) Triceratops, (1d4) Ankylosauruses, and (1d10+2) Gallimimuses.

The Herbivores do not want to fight, however, they will not be careful who they hit while they are running.

The PCs can take their chance at avoiding being stepped on, or they can try scaling the fences as the stampede moves through the space. However, if a Herbivore gets too close to the fence, it could jostle the fence with its tail, requiring a DC 20 Strength saving throw for any PC that is holding on to the fence. DC 15 and the PC drops 5ft and takes 1d6 bludgeoning damage, DC 10 and the PC drops 10ft and takes 2d6 bludgeoning damage.

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A failed save drops the PC to the ground and they fall prone, and on a succesful save, if the fall distance puts the PC lower than they have climbed they fall to the ground. If on the ground, the PC must immediately make a DC 15 Dexterity saving throw to avoid taking any trampeling damage from the Herbivore.

Aquatic Section

Whether or not the PCs fought the flying creatures or the stampede in the previous section, both are loose, and are making their way to the top of the island.

The PCs come across the Aquatic section, they will either have to head around it overground battling the flying creatures and the stampede, or they can follow the track underground.

As the track is a loop of the island, they can either go through the right hand side of the track, which is the way they came on the first half of the tour, or they can head around the left hand side which is on the end of the tour.

If they choose the right hand side, roll a d4 to determine which creature they encounter.

D4 Roll Dinosaur
1-2 Diplocaulus (2d10+3)
3-4 Shonisaurus (1d4+1)

When the PCs get down to the underground section, a stray Ankylosaurus has gotten itself trapped down there and is distressed. In its distress it is slamming repeatedly into the glass and the wall. By the time the PCs get there the glass is already splintering. If they rolled a 1-2, they are halfway through when they see the Ankylosaurus, and the glass starts to shatter. If they rolled a 3-4, they are three quarters of the way through.

After the glass starts to shatter, the Ankylosaurus runs off, and the PCs have one round before the glass shatters fully and the water starts filling up the room.

From the halfway point it is approximately 300 feet to the exit, from the three quarters point they are 150 feet to the exit. After the first round, the filling water makes it difficult terrain, and after the second round, the water has filled enough that the PCs will need to start swimming.

If the PCs choose to head through the left hand side of the track, roll a d6 to determine which creature they encounter.

D6 Roll Dinosaur
1-2 Pair of Plesiosauruses
3-4 Pair of Helicoprions
5-6 Baby Mosasaurus

When the PCs get down to the underground section, a stray Ankylosaurus has gotten itself trapped down there and is distressed. In its distress it is slamming repeatedly into the glass and the wall. By the time the PCs get there the glass is already splintering. If they rolled a 1-2, they are a quarter of the way through when they see the Ankylosaurus, and the glass starts to shatter. If they rolled a 3-4, they are halfway through. If they rolled a 5-6, they are three quarters of the way through.

After the glass starts to shatter, the Ankylosaurus runs off, and the PCs have one round before the glass shatters fully and the water starts filling up the room.

From the quarter way point it is approximately 450 feet to the exit (or 150ft to come back the way they came), from the halfway point is is 300ft, and from the three quarters point they are 150 feet to the exit. After the first round, the filling water makes it difficult terrain, and after the second round, the water has filled enough that the PCs will need to start swimming.

DM Note: Wading through the water is classed as difficult terrain and imposes half movement. Swimming removes 10ft from the PCs walking speed.

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Arc 3

The Safe House

After having emerged from the underground track the PCs are almost back to the Main Hub. While they are en route, the pack of velociraptors pass through the same space. They are still heading towards the Main Hub.

If the PCs decide to fight them, the velociraptors will fight back until their number is halved and then they will flee.

If the PCs decide to hide, they need a group Stealth check DC 10, as the velociraptors are moving at high speed, and are focused on reaching the Main Hub.

A DC 10 Perception or Survival check reveals that there are tire tracks that lead towards the edge of the island. A DC 15 reveals that they are not fresh, and there are repeated tracks implying it is a regularly used track. A DC 20 reveals it is likely to be a medium sized van that is going back and forth.

If the PCs decide to follow the tracks to the edge of the island they find the Safe House. If they decide to head straight back to the Main Hub the fight between Dr Beacon and his staff happens there.

The Safe House is unlocked when they arrived, and empty, although it does not appear to be in disuse.

Once inside the Safe House PCs can make Perception or Investigation checks. On a DC 10 the PCs note that it seems to be a regularly used place, including the dock, more than would be required for setting up the hotels at this stage of development. On a DC 15 the PCs find paperwork with a date four years in the future on it, they also find the technology is more advanced than they would expect. The paperwork also has references to 'additional supplies' to Isla Sin. On a DC 20 the PCs find mentions of the lab on Isla Sin, and a memo warning about faulty blood samples.

The PCs can either continue to the Main Hub, or they can investigate the lab by travelling to Isla Sin by boat.

Boat Ride

The boat ride takes approximately an hour. If a PC has proficiency with water vehicles they do not need to make a check, if no PC has this proficiency, it is a DC 10 Survival check. The low DC is due to there being buyont markers in the water that show the way.

The Laboratory

The Laboratory is almost immediately visible from the small dock, and seems to be from the exterior a normal building. Dr Beacon has plans to refurbish the inside as a restaurant once the Beta Test is over.

The doors are not locked, as there was no anticipation that the PCs would make it here. None of the core staff are present as they are not currently making clones, however, there is a skeleton crew working here. The PCs must make a group DC 10 Stealth check, or a group DC 15 Deception check, depending on if they wish to sneak through or bluff their way through the building.

The Laboratory is not a massive building and so finding the main area does not require an Investigation check. Once they reach the room, the PCs may choose to lock the door to avoid being interrupted.

DM Note: If they lock the door, the PCs will later gain an extra round to prepare at the start of combat, as Dr Beacon and co. spend a round breaking down the door. If they do not lock the door, Dr Beacon and co. get a suprise round at the start of combat.

The PCs can make Investigation or Perception checks to explore the Laboratory. On a DC 10 the PCs notice the large spherical tanks contain humanoid creatures, not dinosaurs, and upon closer inspection they realise the figures in the tanks are them. (There are a number of tanks equal to the party size plus one, the additional one is empty and was the tank containing the lost party member).

On a DC 15 the PCs find the spreadsheet detailing the Beta Test that they may have seen in the Main Hub, they also find lists detailing their causes of death, and information about the Beta Test. They also find the letter to the newspaper with information detailing their 'plane crash' when they initially came to the island.

On a DC 20 they find the document about faulty blood supplies, and information about their missing party member.

The Beta Test

Dr Beacon, Dr Emily Radford, Dr William Salmer, Strider, and Millicent Meyer have followed the tracking chips, they started doing this as soon as they knew the PCs had left Isla Sola. They took a helicopter here to catch up. If the PCs previously locked the door, they get a round to prepare for the fight, if they did not then Dr Beacon and co. get a suprise round.

The goal of Dr Beacon and co. in the fight is to sedate the PCs, as they need blood samples to continue creating clones. They will only kill them if absolutely necessary.

The tranquilisers Dr Beacon and co. are using have a +2 to hit, and they do not do damage, but the target has a number of rounds equal to 1+ their Constitution modifier (minimum of 1) before they fall unconscious. During this time their movement is halved, and they can take an action or a bonus action on their turn, but not both. Each member of Dr Beacon and co. have four tranquilisers each. Dr Beacon, Dr Radford, and Dr Salmer get a +6 to hit with the tranquilisers as melee attacks as they are proficient with using them. Meyer gets a +6 to hit with ranged attacks as she is proficient with them.

If a melee attack misses, it does not waste the tranquiliser, as the dose would only be injected on a successful hit. If a ranged attack misses, it wastes the tranquiliser. However, if the PCs wish to try and destroy the tranquilisers, they have an AC 5, and 10 HP.

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Escape From Triassic Island

If the PCs manage to defeated Dr Beacon and co., they can escape from the island using the helicopter Dr Beacon and co. flew from Isla Sola.

If the PCs all fall unconscious with at least Dr Salmer or Dr Beacon still standing, they wake up back on Isla Sola in a pen with similarly tranquilised velociraptors.

The PCs and the velociraptor must roll Constitution saving throws to see who wakes up first. If the velociraptros wake up first they can have a surprise round. If one of the PCs wake first, they get a suprise round, or they can use their action to wake the rest of the PCs, and they will wake regardless of their saving throw.

Dr Beacon has decided to scrap this run of the Beta Test and start anew, however, he is still too proud/principled to kill someone himself, and so he has locked the PCs in with the velociraptors (1d8) to finish the job. The room they are in is located in the Security Building, on the other side of the room that had the locked door, and can only be accessible through there.

The velociraptors will fight, although some of their number will also try to escape the room. If the PCs help break down the door the velociraptors will flee and hunt down Dr Beacon and co. The door has 14 HP and 13 AC.

Dr Beacon and Dr Salmer (providing they both survived the fight in the laboratory) are watching the fight to ensure the PCs die, and occasionally giving commentry through a speaker system so the PCs know they're nearby.

If the PCs or the velociraptors manage to break down the door, the velociraptors will seek Dr Beacon and co. out and kill them out of revenge. An Insight DC 10 will reveal that the velociraptors have been used and mistreated by the staff and having been hunting them down ever since the fences shut off.

The helicopter Dr Beacon and co. used to get to Isla Sin is at the Main Hub. The PCs can use this to leave the island. If a PC has proficiency in either Land or Water Vehicles, this will also give proficiency in Air Vehicles, and a DC 10 Survival check will be needed to safety navigate the helicopter to Costa Rica. If none of the PCs have proficiency it will require a DC 20 Survival check, or a group DC 15 Survival check.

However, this is not the only option available to PCs; they could leave the island through other means, or enact revenge should they wish. PCs should be rewarded for creativity and have their ideas enacted on, within reason.

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Additional Material

Another Member

There was originally another member of their group that went mad due to the deteriorating blood samples. This character is assumed to be dead by Dr Beacon and co. and was not cloned again for fear of what might happen.

At the DM's descretion the character could have worked out what was going on and cut out their tracker and destroyed it, and now be living in the Herbivore section to avoid having to go through another Beta Test.

This provides a mechanic for if the DM feels like the PCs are getting overwhelmed in combat, or if later on in the Safe House/Laboratory they are not discovering enough information.

The DM could also use this to add further intrigue if they occassionally get the PCs to roll Insight checks for themselves. A DC 15 will reveal that they feel that something is missing, but they can't put their finger on it. A DC 20 will reveal they feel as though someone is missing, although it is more of a muscle memory, for example, going to make another portion of rations for someone who isn't there. A DC 25 will reveal a name, although they do not know why they remember the name.

The DM could also include this character as part of Survival checks in the Herbivore section, if a PC rolls well they may find evidence of someone living out there, or high Perception checks might let the PCs know they are occassionally being watched or even followed.

Blood Samples

As the PCs are the 64th versions of themselves to go through the Beta Test, the original blood samples were used up a long time ago. They are now using blood samples from clones, which is deteriorating the blood quicker and in unusual ways.

At the DM's decision they can add a mechanic to demonstrate this deterioration, although the PCs will not know why it is happening at first.

When building their characters, get the players to choose one ability skill (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). The DM can let them know the basics of what will happen, or not.

If a player choose Dexterity, for example, every time they make a Dexterity check or Saving Throw, or any Dexterity based check (Acrobatics, Sleight of Hand, Stealth) they will have to roll a d20, on a 1 they will roll on a table for the effect that will happen. Each time they roll a d20 and no effect happens the failure will then happen on a 1 or a 2, and steadily increase. As soon as an effect happens, the DC will revert back to 1.

If the PC has an effect in place they do not need to roll for any additional effects until the previous has worn off.

If they fail they must roll a d4 for which effect happens.

Strength
D4 Roll Effect
1 Immediate pain, take 5 damage
2 +5 speed (reset on long rest)
3 Damage die lowers by one (reset on long rest)
4 Immediate successful 25 DC check
Dexterity
D4 Roll Effect
1 Immediate pain, take 5 damage
2 +5 speed (reset on long rest)
3 -10 initiative (reset on long rest)
4 Immediate successful 25 DC check
Constitution
D4 Roll Effect
1 Immediate pain, take 5 damage
2 +5 speed (reset on long rest)
3 Disadvantage on ability checks (reset on LR)
4 Immediate successful 25 DC check
Intelligence
D4 Roll Effect
1 Immediate pain, take 5 damage
2 +5 speed (reset on long rest)
3 Disadvantage on attacks (reset on short rest)
4 Immediate successful 25 DC check
Wisdom
D4 Roll Effect
1 Immediate pain, take 5 damage
2 +5 speed (reset on long rest)
3 No proficiency bonus (reset on long rest)
4 Immediate successful 25 DC check
Charisma
D4 Roll Effect
1 Immediate pain, take 5 damage
2 +5 speed (reset on long rest)
3 Disadvantage on ability checks (reset on LR)
4 Immediate successful 25 DC check
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Equipment

Additional clues the PCs might come across involve how much technology has advanced in the four years they've been on the island, and that due to upgrades after each Beta Test, a lot of the structures have been added to or improved on recently. Whenever they come across any of the fences/gates/technology they can roll either an Investigation or Perception check. Investigation will reveal information about the technological advances, and Perception will reveal information about the improvements made to the structures.

A DC 15 Investigation check about any structure or piece of technology will reveal that they seem to have state of the art technology available, even some things the PC didn't realise were available yet.

A DC 20 Investigation check will reveal that this technology should not be possible (whether material type or advanced technology) and Triassic Island should not have access to something so advanced, particularly as the PC believes it to be four years earlier than it actually is.

On a DC 25 Investigation, the PC knows that this technology is too advanced not only to be available to the public, but too advanced to have been invented yet. The PC knows this technology is years away from being realised.

On a DC 15 Perception check about any structures or pieces of technology the PC notices that there is an odd assortment of old and new, as if some of the structures or technology have already needed to be replaced.

On a DC 20 Perception check the PC notices that some of the older pieces outdate when they were told the park was built, implying it was built earlier than Dr Beacon had told them.

On a DC 25 Perception check the PC notices that some of the older technology that looks like it has been in place for years, only became available recently, and so Triassic Island has had it for years before it was invented/accessible.

At the DM's discretion, and depending on what the PCs are investigating, more information can be added, or elaborated on. The above is to give a general idea about what the PCs would find.

Final Words

If you have made it through this far, I hope your adventures goes well. (I used Jurassic Encounters by Paul Weber for the dinosaur stat blocks, it's amazing but also up to you).

This was initially written for my own personal use, so is heavy on details such as DC for checks, these are not necessary to use, and the adventure is free to make your own.

It is ideally for higher level characters, although depends heavily on how many short and long rests the party decide to take. It has not been playtested, so any feedback on how it went would be appreciated.




Thank you, and enjoy!

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