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Dino Quest PDF
Dino Quest PDF
SEMAPHORE: When you get to a high vantage point SPEED DEMON: When you are running flat-out in a TAIL WHIP: When you hit someone with your tail,
and make your presence known (a call, dance, etc.), situation where stopping or slowing would mean roll+Strong. On a 10+, they are dazed and move—
you are always able to summon others of your your doom or someone else’s, turn a failure on your stumbling—in a direction you say. On a 7-9, they are
species. Roll+Shrewd. On a 10+, there’s as many of roll into a 7-9 success. dazed and stumble somewhere the DM says.
your species here as desired and they’re friendly. On
a 7-9, choose 1: SPOTTER: When you scan the horizon from your TERRITORY MARKING: When you clearly mark the
- There’s only one. highest vantage point, roll+Shrewd. On a 10+, you perimeter of an area with signs of your presence
- They signal back: you must go to them. see something auspicious, say what. On a 7-9, you (your scent, feathers, claw marks, etc.), all foes who
- They love you but don’t like your friends. see something auspicious, say what—but the DM enter that area suffer 1 panic and all friends inside
- They can only help you if you help them. says something inauspicious you also see. roll with advantage.
SENTINEL: You don’t need to sleep, you can see SPRAY: You can create a stinging, noxious cloud that THERMOREGULATION: You are immune to heat and
perfectly in the dark, and you make all rolls with functions as a temporary barrier which no one but fire.
advantage in darkness. you and others of your species can cross.
THREAT DISPLAY: When you single out someone else
SHREDDER: When you viciously tear at something STRANGE: The first time someone sees you, they and make a threatening display, roll+Shrewd. On a
with your claws, make your next roll with advantage hesitate in surprise. success, they are frozen in place for as long as you
against each who witnessed your handiwork. maintain your display and they choose why: they are
STRUGGLE: You can increase your panic by 1 to add confused, they are frightened, they are hypnotized,
SKREE!: When you shriek to let your friends know of +2 to a roll. they are impressed. Additionally on a 10+, friends
danger, roll+Steady. On a 10+, your friends make roll with advantage against the target for as long as
their next roll with advantage. On a 7-9, they make SUBMERGE: When you disappear out of sight under the target is frozen in place (and the target rolls with
their next roll with advantage but the danger comes the surface of a body of water, you can choose to disadvantage).
for you. inexplicably reappear anywhere else in the scene,
dripping wet. TRACKER: When you follow a track or trail of someone
SLY SPY: When you observe someone who is alone whose trail isn’t cold, roll+Shrewd. On a 10+, you
and they don’t know you’re watching, the DM will SUSPICIOUS EYE: When you carefully examine a find them quickly and they don’t know they were
tell you one secret about them. You can only use this suspicious area, roll+Shrewd. On a 10+, ask 3 now followed. On a 7-9, you find them quickly OR they
once per individual. or hold some for later in the same situation. On a 7-9, don’t know they were followed.
ask 1 now or hold it for later in the situation.
SNOUT-TO-SNOUT: When you are close enough that - Is there an ambush or trap here? TRAMPLE: At any point during a scene you can decide
you can smell someone else’s breath and they can - What will happen when it is sprung? to exit the scene by the shortest route, trampling
smell yours, you can ask them one question which - What else is hidden here? anyone in your way and inflicting as much panic on
they must answer truthfully. They then ask you one those trampled as on a successful attack. You cannot
question, which you can answer truthfully or not, SWORN ENEMY: When you declare your intention to return until a subsequent scene.
but if you lie you can never use this on them again. defeat a foe, you make all subsequent rolls against
them with advantage and make all rolls against TREAD LIGHTLY: When you take special care while
SONG: When you sing a calming song to soothe your anyone else with disadvantage. This remains until journeying and progress at half your normal speed,
friends, say what you sing about and roll+Shrewd. you defeat the foe. you and your friends leave no traces of your passage
On a 10+, all your friends who listened don’t increase (footprints, scent, sound, etc.).
their panic when they fail rolls until the end of the SYMPATHETIC HEALER: When you touch someone
TRIVIAL: When you are pursued by someone larger 7-9, you can do as you like but they’ll catch on after
than you, you can increase your panic by 1 to have a bit.
them give up the chase or attack.
WORLD TRAVELER: When you come to a new place,
TWITCH REFLEXES: When you are betrayed or you can tell everyone about a local animal, plant,
ambushed, you have anticipated it and get to terrain, or point of interest that gives you and your
act first. When you betray or ambush others, you friends an advantage.
have prepared for it and make your next roll with
advantage. APPENDIX
UNFLAPPABLE: Anyone unfamiliar with you dvan
personally will not attack you for as long as you
remain motionless.
CREDITS
VENGEFUL: When someone you have any bond with
dies in front of you, declare who you hold most dvan
responsible. Roll with advantage against them
forever thereafter.