One Shot JP

Welcome to a world where Dungeons and Dragons meets the prehistoric world of Jurassic Park. In this campaign, players will embark on a thrilling adventure as they explore the mysterious island of Isla Nublar, the site of a top-secret theme park where scientists have managed to clone prehistoric dinosaurs.


As you approach Isla Nublar, the first thing you notice is the vast expanse of lush greenery that covers the island. The helicopter flies over towering cliffs and rocky outcroppings, giving you a bird's eye view of the jagged coastline that surrounds the island.


As you near the center of the island, you can see the winding rivers and streams that cut through the dense jungle, creating a network of twisting waterways that glisten in the sunlight. The trees below are so thick that they seem to form an unbroken canopy, a sea of green that stretches as far as the eye can see.


As you descend towards the helipad, you catch glimpses of the various structures that dot the landscape, including the imposing Visitor Center, with its stark white walls and imposing design. The helipad itself is situated on a small plateau overlooking the surrounding jungle, providing a perfect vantage point from which to take in the stunning views of the island.


Despite the brief turbulence that accompanied your arrival, the viewing conditions are perfect, allowing you to fully appreciate the beauty and grandeur of Isla Nublar from above. As you step off the helicopter and onto the solid ground, you can't help but feel awed by the breathtaking scenery that surrounds you.


As the players arrive on the island, they begin to experience strange occurrences – power outages, strange noises in the jungle, and strange behavior from the animals. The  first encounter they face is with a pair of Dilophosaurus, small but dangerous dinosaurs that spit venom at their prey. After defeating them, the players come across an abandoned visitor center, where they find a map of the park and a warning about a storm approaching.


-As the players make their way through the dense jungle of Isla Nublar, they suddenly hear a loud screech overhead. Looking up, they see three pterodactyls soaring towards them, their razor-sharp beaks glistening in the sunlight.


Before they can react, however, they feel the ground shake beneath their feet as a pack of dilophosaurus bursts out of the nearby bushes, their jaws dripping with saliva.


The dilophosaurus moves quickly, their powerful legs propelling them towards the players with frightening speed. The pterodactyls circle overhead, occasionally swooping down to attack with their talons.


The players must act quickly if they hope to survive this encounter. They may choose to fight the dinosaurs head-on, using their weapons and spells to take down the creatures one by one. Alternatively, they could try to outsmart their opponents, using stealth and strategy to evade their attacks and strike from the shadows.


Regardless of their approach, the players will need to stay focused and work together if they hope to emerge victorious against these prehistoric predators.- 


-As the party makes their way through the dense jungle of Isla Nublar, they come across an old, abandoned building that appears to have once been a visitor center for the park. The once grand entrance is now overgrown with vines and foliage, with shattered glass littering the ground. 


Upon closer inspection, the party can see that the building is in complete disarray, with broken furniture and debris scattered throughout the rooms. As they investigate further, they discover that the center is much larger than they initially thought, with several rooms and hallways branching off from the main entrance. 


Rooms:

1. Lobby - Located at the front of the building, this room was once bustling with tourists eager to explore the park. Now, it's filled with overturned chairs and broken windows. 

2. Exhibit Hall - To the left of the lobby, this room once housed exhibits of the various dinosaur species on the island. Now, only the skeletons of the exhibits remain. 

3. Control Room - Located in the back of the building, this room was once used by the park staff to monitor the dinosaurs and keep them under control. The screens and control panels are all smashed and destroyed.

4. Gift Shop - Once a popular spot for tourists to buy souvenirs, the shelves of this room are now empty and the cash register has been looted. - key item located - Employee ID Card, grants access to Break Room. 


5. Restrooms - Located in the back of the building, these restrooms are now completely unusable due to years of neglect.

6. Staff Quarters - Upstairs from the lobby, the staff quarters once housed park employees. The rooms are now empty and ransacked.

7. Cafeteria - Also located upstairs, the cafeteria once served meals to park guests and staff. Now, the kitchen is in ruins and the tables and chairs are overturned.

  1. Employee Break Room - located across from the Staff Quarters, can only be accessed after locating the Employee ID in the ransacked gift shop. Once inside there is a faint radio that can be detected and a map of the park. 


As the party explores the visitor center, they may encounter remnants of the dinosaurs that once roamed the park. Dilapidated fences and gates may provide clues to the creatures' former habitats, while claw marks on the walls and floors indicate that they once roamed freely through the building. The abandoned visitor center serves as a haunting reminder of the chaos and destruction that once reigned on Isla Nublar.- 




As they continue through the park, they come across a herd of Gallimimus, which they must avoid, or risk being trampled. They soon discover that one of the park's most dangerous dinosaurs, the Velociraptors, has escaped their enclosure, and are wreaking havoc throughout the park. The players must use all their wit and cunning to avoid the raptors as they make their way to the control room, where they must restore power to the park.


  • Players may search for an opening, which is located through an opened window to the security room. The front door may be hacked to gain entrance. 


In the control room, the players face off against a group of raptors, using the security systems to their advantage – activating electric fences and traps to take down the speedy predators. They restore power to the park, but not before encountering the infamous T-Rex, who attacks them while they are in their vehicle.


-The Control Center on the island of Isla Nublar is a massive complex that serves as the central hub for all management and control activities related to Jurassic Park. As adventurers step inside, they are greeted by an intimidating array of screens and consoles, each displaying vital information about the park's various systems and habitats. The walls are lined with maps and charts, while the floor is bustling with activity as technicians and support staff move between workstations.


Room 1 - Main Control Room:

Located at the heart of the facility, this spacious chamber houses the primary control consoles and data servers for Jurassic Park. Here, adventurers can monitor the status of all the park's systems and make adjustments as needed. This room also connects to several other areas of the facility.


Room 2 - Power Distribution Room:

This room contains the power distribution consoles for the entire island. It's located in the lower levels of the Control Center and requires keycards to access. Without power, the park will quickly grind to a halt, so it's important to keep this area secure.


Room 3 - Security Center:

Located on the upper level of the Control Center, the Security Center contains the surveillance feeds, alarms, and communication systems for the park. Adventurers can use this room to monitor the activity of guests, staff, and the various creatures that inhabit the island.


Room 4 - Research Facility:

This high-security research lab contains equipment and resources for studying the park's dinosaur population in more detail. Here, scientists can perform genetic analyses, develop new dinosaur species, and conduct experiments to improve the animals' health and behavior.


Puzzle - Restoring Power:

To restore power to the park, adventurers must find and activate three separate power switches located across the island. Each switch is hidden behind a complex puzzle or obstacle, such as a locked door or a riddle. Once all three switches have been activated, the power will be restored to the park. (MosaSaurus Lagoon, Treetop Observatory, Generator Tunnel)


Puzzle - Restoring Security:

To restore the security systems, adventurers must solve a series of hacking puzzles to gain access to the mainframe. The puzzles may involve cracking codes, decrypting messages, or navigating a virtual maze. Once they reach the mainframe, they must locate and remove the virus that has infected the system, restoring full functionality to the park's security network.- 


The final showdown takes place in the jungle, where the players face off against both the T-Rex and the raptors. The T-Rex is a formidable opponent, with powerful jaws and immense strength, while the raptors are fast and agile, using teamwork to take down their prey. The players must use all their skills and abilities to take down the ferocious beasts and escape the island before the storm hits.


In this DnD 5th edition campaign, players will experience the thrill and danger of the prehistoric world, facing off against iconic creatures from the Jurassic Park movie. With each encounter, they will uncover the secrets of the park and the science behind the cloning of these incredible creatures. Will they survive the island, or become another victim of the ancient predators? Only time will tell.


1. Jurassic Park Visitor Center

2. Innovation Center - 


The Innovation Center on Isla Nublar is a state-of-the-art facility that houses the latest technology and research in genetics and biotechnology. It is the hub of scientific innovation for the Jurassic World theme park, dedicated to advancing our understanding of the prehistoric creatures that call the island home. 


Located at the heart of the park, the Innovation Center is a massive structure that features a variety of locations and exhibits, including:


1. The Genetics Lab: A high-tech laboratory where scientists study the DNA of dinosaurs and other prehistoric creatures.


2. The Creation Lab: Where geneticists create new and genetically modified species, such as the Indominus Rex.


  1. Employee Locker Room - a place where employees can store their belongings through the day that is not accessible to the public. Searching this area you may find notes on the the type of virus that was installed on the systems mainframe.


4. The Dino-Pad: An interactive exhibit where visitors can learn about the different species of dinosaurs and their characteristics.


5. The Gyrosphere Launch Station: Where visitors can board a gyrosphere and take a tour of the park's dinosaur habitats.


6. The Helipad: Where helicopters depart and arrive, transporting visitors and staff across the island.


The Innovation Center is a must-visit destination for anyone interested in learning about the cutting-edge technology and research that makes Jurassic World possible.


3. T-Rex Kingdom - 


The T-Rex Kingdom is a thrilling and dangerous attraction located on Isla Nublar, home to some of the most ferocious creatures that ever existed on earth - the mighty Tyrannosaurus Rex. This prehistoric kingdom offers visitors a chance to experience the thrill of seeing these massive giants up close and personal, as they roam the lush forests and open plains of this incredible park.


Inside the T-Rex Kingdom, there are several locations that visitors can explore, including:


1. The T-Rex Paddock - this is where visitors can get a glimpse of the mighty T-Rex in its natural habitat. The paddock features a large fence that separates visitors from the dinosaurs, ensuring their safety.


2. The Fossil Museum - visitors can learn about the various types of dinosaurs that roamed the earth millions of years ago. The museum also features interactive exhibits and hands-on activities for visitors of all ages.


3. The Dinosaur Enclosure - this is where visitors can see other species of dinosaurs, such as the Velociraptor, Stegosaurus, and Triceratops, among others. The enclosure is designed to mimic their natural habitats, giving visitors a chance to experience what it was like to be near these extinct creatures.


4. The Research Center - this is where scientists conduct research on the dinosaurs, studying their behavior, habits, and genetics. Visitors can watch live experiments and demonstrations, and even participate in some of the activities themselves.


5. The T-Rex Arena - this is the main attraction of the T-Rex Kingdom, where visitors can witness the ultimate showdown between the T-Rex and other dinosaurs. The arena features special effects and pyrotechnics, making it a truly unforgettable experience.


Overall, the T-Rex Kingdom is a must-visit destination for anyone who loves dinosaurs and wants to experience the thrill of being up close and personal with these incredible creatures. But be warned, it's not for the faint of heart!


4. Raptor Paddock -


The Raptor Paddock on Isla Nublar is a highly secured area that houses some of the most ferocious and intelligent creatures in the world – Velociraptors. The paddock is surrounded by electrified fences and security cameras that ensure the safety of both the visitors and the animals.


Inside the paddock, you will find several locations that serve different purposes. These include:


1. The Feeding Area – This is where the raptors are fed their daily diet of meat. It is a spacious and enclosed section of the paddock that allows the handlers to safely deliver the food without getting too close to the predators.


2. The Observation Deck – Visitors can observe the raptors from a safe distance on the observation deck. It is a raised platform that offers a panoramic view of the paddock and its inhabitants. The deck is equipped with telescopes and binoculars to enhance the viewing experience.


3. The Training Arena – This is where the raptors are trained by their handlers. The trainers use positive reinforcement techniques to teach the raptors how to follow commands and perform certain behaviors. The arena has various obstacles and challenges to keep the raptors mentally stimulated.


4. The Nursery – This is where the raptor eggs are incubated until they hatch. The nursery is kept at a specific temperature and humidity level to ensure the best possible conditions for the eggs to develop.


5. The Holding Pens – These are small enclosures where the raptors are kept when they need medical attention or when they are being transported to another location. The pens are also used for quarantine purposes to prevent the spread of diseases.


Overall, the Raptor Paddock is an intriguing and exciting attraction on Isla Nublar. Its unique features and locations provide a glimpse into the world of these incredible creatures, making it a must-visit destination for any dinosaur enthusiast.


5. Mosasaurus Lagoon - 

The Mosasaurus Lagoon is one of the main attractions at Jurassic World, located near the park's main entrance. The lagoon is a massive, artificial body of water that houses the prehistoric marine reptile, Mosasaurus. The lagoon is surrounded by bleachers and observation decks where visitors can watch the Mosasaurus swim and feed on other marine animals such as sharks.


Inside the Mosasaurus Lagoon, there are several locations that visitors can explore, including:


1. The Main Viewing Area - This is the primary viewing area for the Mosasaurus Lagoon. Visitors can sit on the bleachers and watch the Mosasaurus swim and jump out of the water to catch its prey.


2. The Underwater Observatory - Visitors can descend into a glass tunnel that takes them underwater, providing an up-close view of the Mosasaurus and the other marine animals that live in the lagoon.


3. The Feeding Platform - Visitors can watch the caretakers feed the Mosasaurus from a platform that extends over the water.


4. The Control Room - This is where park staff monitors the Mosasaurus Lagoon and controls the feeding and behavior of the Mosasaurus. One of the 3 switches needed to restore power to the park is located here. 


Overall, the Mosasaurus Lagoon is a thrilling and awe-inspiring attraction that provides visitors with a glimpse into the world of these ancient sea creatures.


6. Gyrosphere Valley - 


Gyrosphere Valley on Isla Nublar is a massive, enclosed area that spans several acres. The valley is surrounded by towering cliffs and dense foliage, giving visitors the feeling of being in a prehistoric jungle. The main attraction of Gyrosphere Valley is the large glass sphere vehicles, known as gyrospheres, which allow guests to safely and closely observe the dinosaurs in their natural habitat.


Located within the valley are a variety of herbivorous dinosaurs such as Triceratops, Stegosaurus, and Brachiosaurus. The park ensures that the dinosaurs are well-fed and taken care of, making for a safe and enjoyable experience for visitors. The enclosure itself is state-of-the-art, with advanced security systems and barriers that ensure the safety of both the dinosaurs and the visitors.


Gyrosphere Valley is a must-visit attraction for anyone who loves dinosaurs or adventure. It offers a unique and thrilling experience that is sure to leave a lasting impression.


7. Triceratops Territory - 


The triceratops enclosure is designed to replicate the natural habitat of triceratops, which includes open grasslands and forests with plenty of vegetation. The enclosure is spacious, allowing the triceratops to roam around freely and engage in their natural behaviors.


The perimeter of the enclosure is surrounded by a high, sturdy fence made of reinforced steel or concrete to prevent the triceratops from escaping. The fence is also electrified to deter any attempts of the triceratops to breach it.


Inside the enclosure, there are various types of plants, shrubs, and trees that provide the triceratops with food and shelter. Additionally, there are shallow ponds and streams where the triceratops can drink and cool off during hot days.


To ensure the well-being of the triceratops, the enclosure is fitted with state-of-the-art monitoring systems that track the animal's health, behavior, and movements. There is also a team of expert caretakers who provide the triceratops with daily care and attention, including feeding and medical checkups.


Overall, the triceratops enclosure is a carefully designed and maintained environment that prioritizes the safety and comfort of these magnificent prehistoric creatures.


1. Valley: This is the main area where the Triceratops herd roamed, and where Claire and Owen searched for the injured dinosaur.


2. Riverbed: The riverbed was a dry creek where several Triceratops were seen grazing in the movie.


3. Forested Area: A densely forested area where the Triceratops moved about looking for food could also be part of their habitat.


4. Watering Hole: A watering hole located at the center of the valley was also shown where the Triceratops gathered to drink water.


5. Mud Pits: A shallow mud pit area where the Triceratops were seen rolling around in the mud was also present in the movie. 


8. Dilophosaurus Ridge - 


The Dilophosaurus Ridge Enclosure on Isla Nublar is a large and heavily fortified area designed to house the fearsome Dilophosaurus dinosaurs. The enclosure is situated on a steep ridge, surrounded by dense jungle and cliffs, which makes it an ideal location for containing these dangerous creatures.


The main entrance to the enclosure is a set of large gates, designed to withstand the strength and ferocity of the Dilophosaurus. Once inside, visitors can explore various areas of the park, including:


1. The Dilophosaurus Paddock: This is where the main attraction of the enclosure is kept. Visitors can observe the Dilophosaurus in their natural habitat, hunting and interacting with each other.


2. The Aviary: Located at the top of the ridge, this is a large dome-shaped structure that houses a variety of flying reptiles, including pterodactyls and quetzalcoatls.


3. The Research Center: This is where scientists and researchers study the Dilophosaurus and other dinosaur species, conducting experiments and performing tests to better understand these ancient creatures.


4. The Control Room: From here, park staff can monitor the Dilophosaurus and other dinosaurs in real-time, making sure that they are safe and secure.


5. The Viewing Platform: Situated at the highest point of the ridge, this platform offers visitors a breathtaking view of the surrounding jungle and ocean, as well as a panoramic view of the Dilophosaurus Paddock.


Overall, the Dilophosaurus Ridge Enclosure is a thrilling and unforgettable destination for dinosaur enthusiasts and adventure seekers alike.


10. Jungle River Cruise - 


The Jungle River Cruise is a thrilling attraction located on Isla Nublar, designed to take visitors on an exciting adventure through the dense jungle. The ride begins at the riverbank, where guests board a boat and embark on a journey that takes them deep into the heart of the island. 


As the boat sets off, travelers are immediately transported into a world of lush greenery, towering trees, and misty waters. The ride features several stops along the way, each offering a unique experience for visitors. 


List of locations found inside the Jungle River Cruise: 

1. The Riverbank 

2. The Temple Ruins 

3. The Caverns 

4. The Waterfall 

5. The Rapids 

6. The Dinosaur Enclosure 

7. The Predator Cove 


During the cruise, visitors can expect to encounter a range of prehistoric creatures, including some of the most fearsome predators of the Jurassic era. 


List of dinosaurs you might see during the ride include: 

1. Velociraptor 

2. Tyrannosaurus Rex 

3. Stegosaurus 

4. Triceratops 

5. Brachiosaurus 

6. Dilophosaurus 

7. Parasaurolophus


With stunning visuals, realistic animatronics, and thrilling twists and turns, the Jungle River Cruise is sure to be a highlight of any trip to Isla Nublar.


11. Gentle Giants Petting Zoo - 


The Gentle Giants Petting Zoo is a charming and unique attraction located on the picturesque Isla Nublar. Nestled amidst lush greenery and rolling hills, this petting zoo offers visitors a chance to get up close and personal with some of the world's largest and most fascinating animals.


The enclosure is vast and sprawling, covering several acres of prime real estate on the island. The animals are housed in spacious and well-maintained enclosures that recreate their natural habitats as closely as possible. Visitors can stroll through these enclosures, observing the animals as they graze, laze about or engage in playful antics.


Some of the locations that can be found inside the Gentle Giants Petting Zoo include:


1. The Elephant Enclosure - Here, visitors can interact with majestic African elephants, watching them as they go about their daily routines.


2. The Giraffe Habitat - This is the perfect spot for a selfie, as visitors can hand-feed the giraffes from a raised platform.


3. The Hippopotamus Pond - Observe these massive creatures as they swim, play and wallow in the water.


4. The Rhino Sanctuary - Get up close with these gentle giants and learn more about their behavior and biology.


5. The Zebra Pasture - Watch these graceful creatures as they gallop about, their black and white stripes creating a striking contrast against the green landscape.


6. The Camel Ride - For an additional fee, visitors can ride a camel around a designated track, soaking in the scenic beauty of Isla Nublar.


Overall, the Gentle Giants Petting Zoo is an unforgettable experience that combines education, entertainment and adventure in equal measure. A must-visit for wildlife enthusiasts of all ages!


12. Cretaceous Cruise - 


The Cretaceous Cruise attraction on Isla Nublar is an adventure-packed journey that takes visitors back in time to the Cretaceous period, where they can witness the majesty and ferocity of dinosaurs up-close. The attraction is designed to resemble a riverboat cruise, with visitors boarding a specially designed vessel that travels along a winding river.


Inside the attraction, visitors can explore a variety of locations, including dense jungles, towering cliffs, and tranquil lagoons. The boat’s crew provides expert commentary on the environment and the creatures that inhabit it, making sure visitors get the most out of their experience.


Some of the dinosaurs visitors might see on the Cretaceous Cruise include the mighty Tyrannosaurus rex, the massive Brachiosaurus, the spiky Stegosaurus, and the agile Velociraptor. Other dinosaurs that may make an appearance include Triceratops, Ankylosaurus, and Pteranodon.


Overall, the Cretaceous Cruise attraction is a thrilling and educational experience that transports visitors to a bygone era, giving them a glimpse of the wonders of prehistoric life.


13. Isla Nublar Ferry Dock -


The Isla Nublar Ferry Dock is a bustling transportation hub located on the island of Isla Nublar. It serves as the primary point of arrival and departure for visitors and staff members alike, providing seamless access to the island from the mainland.


At the Isla Nublar Ferry Dock, visitors can purchase tickets for their journey, board the ferry, and enjoy a comfortable ride across the water to their destination. The dock is equipped with all the amenities necessary for a pleasant travel experience, including restrooms, seating areas, and a variety of snacks and beverages for purchase.


In addition to transportation services, the Isla Nublar Ferry Dock also offers a range of shops and restaurants for visitors to enjoy. From souvenir stores to gourmet eateries, there is something for everyone at this bustling location.


Some of the key locations found at the Isla Nublar Ferry Dock include:


- Ticket booths: where visitors can purchase ferry tickets and any necessary permits or passes

- Boarding areas: where visitors can queue up and board the ferry for their journey

- Restrooms: conveniently located throughout the dock area

- Seating areas: featuring comfortable benches and chairs for relaxation before boarding

- Snack stands: offering a variety of snacks and beverages for purchase

- Souvenir shops: selling a range of unique items and gifts related to Isla Nublar and its attractions

- Restaurants: serving up delicious meals and beverages for hungry travelers.


14. East Dock - 


The East Dock is a bustling hub of activity on Isla Nublar, the tropical island known for its prehistoric inhabitants. Located on the eastern coast of the island, this dock provides access to the many attractions and facilities on the island, making it a crucial hub of transportation and logistics.


The East Dock is located at the mouth of a small river that flows into the ocean, creating a natural harbor that can accommodate a variety of ships and boats. From here, visitors can take ferries and transport vessels to other parts of the island, including the main visitor center, the dinosaur paddocks, and the research facilities.


Aside from the dock itself, there are several other locations found in the vicinity of the East Dock. These include:


1. The Loading Zone: A large area where vehicles and equipment are loaded onto the transport ships.


2. The Storage Warehouse: A massive warehouse used to store supplies, equipment, and research specimens.


3. The Fueling Station: A facility where boats and vehicles can refuel with gasoline or diesel.


4. The Helipad: A landing zone for helicopters bringing in VIPs, scientists, and other personnel.


5. The Security Office: A small building where security personnel can monitor the comings and goings of people and vehicles.


Overall, the East Dock is a vital part of the infrastructure of Isla Nublar, providing access and support to the many operations that take place on this remote and dangerous island.


16. Maintenance Shed - 


The maintenance shed on Isla Nublar is a sturdy concrete building, designed to withstand the island's tropical storms and the occasional dinosaur rampage. The roof is sloped to prevent water from pooling and there are large steel doors that can be closed to protect the contents of the shed from the elements.


Inside, the walls are lined with shelves and cabinets filled with tools, spare parts, and equipment for maintaining the park's vehicles and machinery. There are welding stations, hydraulic lifts, and large industrial fans to keep the space cool and well-ventilated.


In addition to the standard maintenance equipment, the shed also contains a small arsenal of weapons and ammunition, including rifles, handguns, and shotguns. These are kept in a secure locker for use in emergency situations or if any dangerous animals escape from their enclosures.


Basic medical supplies are also kept on hand, including first aid kits, bandages, and antiseptic solutions. In the event of an injury or illness, park staff can quickly access these supplies to provide treatment.


Materials and equipment you may find in the maintenance shed on Isla Nublar include:


- Industrial-grade tools such as wrenches, hammers, screwdrivers, and pliers

- Spare parts for vehicles, including tires, batteries, and belts

- Welding equipment and supplies

- Hydraulic lifts and jacks

- Industrial fans and air compressors

- Small munitions, such as bullets and shotgun shells

- Small arms, including rifles, handguns, and shotguns

- Basic medical supplies, including first aid kits, bandages, and antiseptic solutions


17. Hammond Creation Lab


Hammond's Innovation Lab on Isla Nublar is a state-of-the-art research facility dedicated to discovering the latest advancements in genetic engineering and biotechnology. This lab is spearheaded by international renowned scientist Dr. Henry Wu, and his team of highly skilled researchers who are constantly pushing the boundaries of science.


The lab is located in a remote area on the outskirts of the island, away from the main tourist attractions. It is constructed with cutting-edge technology, such as high-tech surveillance systems, advanced robotics, and climate-controlled laboratories.


Some of the locations found within Hammond's Innovation Lab include:


1. The Genetics Laboratory: This is where the scientists study the DNA structure of various species, including dinosaurs, to understand their behavior and characteristics.


2. The Cloning Facility: Here, the researchers use advanced cloning techniques to recreate extinct species, such as the dinosaurs.


3. The Robotics Laboratory: This location houses the lab's advanced robotic technology, including the InGen Security System robots, which provide security for the lab.


4. The Biomedical Facility: This is where the researchers study the effects of genetic engineering on living organisms, including the dinosaurs.


5. The Aquatic Laboratory: Here, the researchers study aquatic creatures, including marine reptiles and fish, to gain insights into their behaviors and biology.


Overall, Hammond's Innovation Lab on Isla Nublar is an incredible place that combines cutting-edge technology and scientific research to provide solutions to some of the world's most pressing issues.


18. Treetop Observatory - 

The Treetop Observatory is an elevated structure located in Jurassic Park that offers a breathtaking view of the surrounding jungle and park facilities. It consists of several levels, each featuring different locations:


1. Top Observation Deck: The highest level of the observatory, it provides an unobstructed panoramic view of the park. Visitors can use binoculars and telescopes to get a better look at the dinosaurs and other wildlife.


2. Communications Room: This room houses the communication equipment used by the park staff to communicate with each other and the mainland. One of three switches needed to restore power to the park is located here. 


3. Control Room: The control center of the observatory, it allows the staff to monitor the park's security systems, including the electric fences and surveillance cameras.


4. Research Laboratory: A laboratory where park scientists conduct experiments and research on the dinosaurs.


5. Infirmary: A medical facility equipped to handle injuries and emergencies.


6. Break room: A lounge area for the staff to take a break, relax, and have refreshments.


7. Storage Room: A room where supplies and equipment are stored.


The Treetop Observatory is an essential part of Jurassic Park, providing a safe and secure vantage point for park staff to monitor the park's activities and ensure the safety of visitors.


19. Waterfall Plaza


The Waterfall Plaza Attraction on Isla Nublar is a stunning showcase of natural beauty and engineering ingenuity. Located at the heart of the island's lush tropical jungle, this attraction features a massive cascading waterfall that towers over visitors, creating a mesmerizing spectacle of mist, rainbows, and roaring water.


As visitors approach the Waterfall Plaza, they are greeted by a spacious platform that overlooks the waterfall and provides stunning panoramic views of the surrounding landscape. The platform is surrounded by lush vegetation that creates a soothing and relaxing atmosphere, making it an ideal spot for visitors to take a break from their adventures and soak in the beauty of the island.


To access the top of the waterfall, visitors can take a thrilling ride on a specially designed elevator that ascends along the side of the cliff face, providing breathtaking views of the jungle and the ocean beyond. At the top, visitors can explore a network of paths and bridges that wind through the trees and offer stunning views of the waterfall from different angles.


Throughout the Waterfall Plaza, visitors can learn about the ecology and geology of the island through interactive exhibits and educational displays. They can also enjoy a variety of dining and shopping options, including a cafe that offers refreshments and snacks with a view of the waterfall.


Overall, the Waterfall Plaza Attraction on Isla Nublar is a must-see destination for anyone visiting the island, offering a unique combination of natural beauty, education, and adventure.


20. Safari Lodge


The Safari Lodge on Isla Nublar is a luxurious and remote resort nestled within the lush tropical forests of the island. The lodge boasts stunning panoramic views of the island's breathtaking landscapes, including the towering Mount Sibo and the sparkling azure waters of the Pacific Ocean.


The lodge features a variety of locations that cater to every guest's needs, including:


- Deluxe guest rooms and suites, each with modern amenities and private balconies or terraces overlooking the jungle or ocean.


- A lavish dining area serving delectable dishes made from locally sourced ingredients.


- A state-of-the-art fitness center and spa offering a range of wellness treatments and services.


- A fully equipped business center with high-speed internet access and conference facilities.


- An outdoor pool and lounge area surrounded by lush foliage, perfect for relaxing and soaking up the sun.


- A wildlife observation deck where guests can watch exotic animals in their natural habitat.


Basic supplies found at the Safari Lodge include:


- Bottled water and other beverages


- Snacks and light meals


- Insect repellent


- Sunscreen


- First aid kit


- Flashlights


- Maps and guides of the island


- Binoculars for wildlife viewing.


  1. Control Center 
  2. Generator Tunnel -  


As you push your way through the dense, lush jungle of Isla Nublar, you come across a small clearing. In the center of it lies the entrance to the Generator Tunnel - an imposing concrete structure that looks like it was hewn out of the earth itself.


The entrance is flanked by two massive metal doors that have been sealed shut with heavy locks and chains. The only way to gain access is by hacking the system, as the keypad next to the doors requires a code to be entered correctly.


Once inside, you're swallowed up by the darkness of the tunnel. The air is cool and damp, and the smell of earth and rust fills your nostrils. The walls are rough and uneven, and occasional drips of water can be heard echoing in the distance.


As you venture further into the tunnel, you soon realize just how vast it truly is. The ceiling looms high above you, disappearing into the shadows, and the walls seem to stretch out endlessly. The sounds of your footsteps echo hauntingly around you, and you can't help but feel a sense of unease.


Finally, you come across the switch - a large, ominous-looking lever set into the wall. It's clear that this is one of the three switches needed to restore power to the park, and you feel a surge of excitement at the thought of being one step closer to achieving your goal.


With a deep breath, you reach out and pull the lever down, feeling it click satisfyingly into place. For a moment, nothing happens, and you begin to worry that all of this effort was for nothing. But then, you hear a distant hum, and suddenly the entire tunnel is bathed in a warm, orange glow. The generator is powering up, and you know that you've made the right decision in coming here.


  • STAT BLOCKS - 

Tyrannosaurus Rex


Huge beast, unaligned


Armor Class 13 (natural armor)

Hit Points 136 (13d12 + 52)

Speed 50 ft.


STR 25 (+7) DEX 10 (+0) CON 19 (+4)

INT 2 (-4) WIS 12 (+1) CHA 9 (-1)


Skills Perception +6

Senses passive Perception 16

Languages –

Challenge 8 (3,900 XP)


Actions:


Multi-attack: The T-Rex can make two attacks: one with its bite and one with its tail.


Bite: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the T-Rex can't bite another target.


Tail: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.


Frightful Presence: Each creature of the T-Rex's choice within 30 ft. and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the T-Rex's Frightful Presence for the next 24 hours.


Swallow: The T-Rex makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, has total cover against attacks and other effects outside the T-Rex, and takes 14 (4d6) acid damage at the start of each of the T-Rex’s turns. A swallowed creature can use its action to try to escape, ending the effect on a success. The T-Rex can have only one creature swallowed at a time.


Legendary Actions:


The T-Rex can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The T-Rex regains spent legendary actions at the start of its turn.


Bite: The T-Rex makes a bite attack.


Roar (Costs 2 Actions): The T-Rex lets out a roar. Each creature of the T-Rex's choice within 60 ft. of it and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Tail Attack: The T-Rex makes a tail attack.


Anklyosaurus


Large beast, unaligned


Armor Class: 15 (natural armor)


Hit Points: 68 (8d10 + 24)


Speed: 30 ft.


STR: 19 (+4)

DEX: 11 (+0)

CON: 16 (+3)

INT: 2 (-4)

WIS: 12 (+1)

CHA: 5 (-3)


Skills: Perception +3


Senses: passive Perception 13


Languages: -


Challenge: 3 (700 XP)


Actions:


Club Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 4) bludgeoning damage.


Trample. The anklyosaurus moves up to its speed and can move through the space of any creature that is Medium size or smaller. Any creature it moves through must make a DC 14 Strength saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save, the creature is also knocked prone.


Rocky Hide. The anklyosaurus has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.


Reactions:


Tail Slam. When a creature misses the anklyosaurus with a melee attack, the anklyosaurus can use its reaction to make a Club Tail attack against that creature.


Pteranodon


Medium beast, unaligned


Armor Class 13

Hit Points 22 (5d8)

Speed 10 ft., fly 60 ft.


STR 12 (+1) DEX 15 (+2) CON 10 (+0) INT 2 (-4) WIS 12 (+1) CHA 5 (-3)


Skills Perception +3

Senses passive Perception 13

Languages -

Challenge 1/4 (50 XP)


Actions


Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage.


Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.


Dive Attack (1/day). The Pteranodon can make a dive attack while flying. If the attack hits, the target takes an extra 4 (1d8) damage.


Reactions


Winged Escape. If the Pteranodon is within 5 feet of a creature that attacks it, it can use its reaction to fly up to 30 feet without provoking opportunity attacks.



Parasaurolophus


Medium beast, unaligned 


Armor Class 14 (natural armor) 

Hit Points 45 (7d8 + 14) 

Speed 40 ft.


STR 16 (+3) DEX 12 (+1) CON 14 (+2) INT 2 (-4) WIS 10 (+0) CHA 6 (-2) 


Skills Perception +2 

Senses passive Perception 12 

Languages - 

Challenge 1 (200 XP) 


Actions


Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.


Tail Swat. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.


Trumpet. The parasaurolophus trumpets with its distinctive crest, producing a loud, echoing call that can be heard up to 1 mile away. Any creatures within 60 feet of the parasaurolophus when it trumpets must make a DC 12 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Description


The parasaurolophus is a large, herbivorous dinosaur with a distinctive crest on its head that it uses to produce a loud, echoing call. These creatures are found in forests and grasslands, where they graze on plants and can be seen moving in herds. Despite their size, they are relatively peaceful and will only attack if threatened.


Stegosaurus


Large beast, unaligned


Armor Class: 13 (natural armor)

Hit Points: 76 (8d10 + 32)

Speed: 40 ft.


STR: 20 (+5)

DEX: 9 (-1)

CON: 18 (+4)

INT: 2 (-4)

WIS: 12 (+1)

CHA: 5 (-3)


Skills: Perception +3

Senses: passive Perception 13

Languages: -


Challenge Rating: 4 (1,100 XP)


Trampling Charge. If the stegosaurus moves at least 20 feet straight toward a creature and then hits it with a tail attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the stegosaurus can make one stomp attack against it as a bonus action.


Actions:


Multiattack. The stegosaurus makes two attacks: one with its tail and one with its stomp.


Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 5) bludgeoning damage.


Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 5) bludgeoning damage.


Reactions:


Spiny Defense. When a creature the stegosaurus can see within 30 feet of it hits the stegosaurus with a melee attack, the stegosaurus can use its reaction to deal 7 (2d6) piercing damage to the attacker. 


Legendary Actions:


The stegosaurus can take 1 legendary action per round, choosing from the options below:


- Tail Attack. The stegosaurus makes one tail attack.

- Move. The stegosaurus moves up to its speed without provoking opportunity attacks.

- Spiny Defense (Costs 2 actions). The stegosaurus uses its spiny defense ability.



 Velociraptor


Medium beast, unaligned


Armor Class 15 (natural armor)

Hit Points 22 (4d8 + 4)

Speed 40 ft.


STR-14(+2) DEX-18(+4) CON-13(+1) INT-4(-3) WIS-12(+1) CHA-6(-2)


Skills: Athletics +4, Stealth +6

Senses: passive Perception 11

Languages: -


Pack Tactics. The velociraptor has advantage on attack rolls against a creature if at least one of the raptor's allies is within 5 feet of the creature and the ally isn't incapacitated.


Keen Hearing and Smell. The velociraptor has advantage on Wisdom (Perception) checks that rely on hearing or smell.


Pounce. If the velociraptor moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is prone, the velociraptor can make a bite attack against it as a bonus action.


Actions


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 2) slashing damage.


Dilophosaurus


Medium beast, unaligned


Armor Class: 13 (natural armor)

Hit Points: 52 (8d8 + 16)

Speed: 40 ft.


STR: 17 (+3)

DEX: 16 (+3)

CON: 14 (+2)

INT: 2 (-4)

WIS: 12 (+1)

CHA: 5 (-3)


Skills: Stealth +5

Senses: passive Perception 11

Languages: -

Challenge: 2 (450 XP)


Traits:

Ambusher: The dilophosaurus has advantage on attack rolls against any creature it has surprised.


Actions:

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 3) piercing damage.


Spit Acid: Ranged Weapon Attack: +5 to hit, range 30 ft., one creature. Hit: 10 (3d6) acid damage.


Frightful Presence: Each creature of the dilophosaurus's choice within 30 feet of it and aware of it must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dilophosaurus's Frightful Presence for the next 24 hours.


Description:

The dilophosaurus is a fearsome predator that hunts in the dense jungles and forests of the world. It is known for its iconic frill that it can expand when threatened, as well as its ability to spit a corrosive acid from its mouth. The dilophosaurus is a stealthy hunter, using its natural camouflage to blend into its surroundings and ambush prey. It is a solitary creature that is only seen in pairs during mating season.


Mosasaurus


Huge beast, unaligned


Armor Class: 14 (natural armor)

Hit Points: 220 (20d12 + 100)

Speed: 40 ft., swim 60 ft.


STR DEX CON INT WIS CHA

28 (+9) 10 (+0) 20 (+5) 2 (-4) 12 (+1) 8 (-1)


Skills: Perception +5

Senses: passive Perception 15

Languages: –


Challenge: 14 (11,500 XP)


Actions:


Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 35 (6d10 + 3) piercing damage.


Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 30 (4d10 + 9) bludgeoning damage.


Swallow. The mosasaurus makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target takes the bite’s damage and is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the mosasaurus, and it takes 20 (6d6) acid damage at the start of each of the mosasaurus’s turns. The mosasaurus can have only one creature swallowed at a time.


Legendary Actions:


The mosasaurus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The mosasaurus regains spent legendary actions at the start of its turn.


Attack. The mosasaurus makes one bite or tail attack.


Move. The mosasaurus swims up to its speed without provoking opportunity attacks.


Chomp. The mosasaurus bites a swallowed creature, dealing the bite’s damage again. The swallowed target must succeed on a DC 20 Constitution saving throw or be stunned until the end of the mosasaurus’s next turn.


Brachiosaurus


Large beast, unaligned


Armor Class 16 (natural armor)


Hit Points 195 (17d10 + 85)


Speed 40 ft.


STR 23 (+6) DEX 9 (-1) CON 21 (+5) INT 2 (-4) WIS 10 (+0) CHA 7 (-2)


Skills Perception +4


Senses passive Perception 14


Languages --


Challenge 8 (3,900 XP)


Actions


Multiattack. The brachiosaurus can use its Frightful Presence. It then makes two attacks: one with its tail and one with its bite.


Tail. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 22 (3d12 + 4) bludgeoning damage.


Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 27 (4d10 + 6) piercing damage.


Frightful Presence. Each creature of the brachiosaurus's choice within 60 feet of it and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the brachiosaurus's Frightful Presence for the next 24 hours.


Trample. The brachiosaurus can trample creatures that are Medium or smaller as part of its movement. A target must succeed on a DC 18 Dexterity saving throw or take 22 (3d12 + 4) bludgeoning damage and be knocked prone. If the target is prone, the brachiosaurus can make another attack against it as a bonus action.


Reactions


Legendary Actions


The brachiosaurus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The brachiosaurus regains spent legendary actions at the start of its turn.


Step. The brachiosaurus moves up to half its speed without provoking opportunity attacks.


Tail Attack. The brachiosaurus makes a tail attack.


Call of the Brachiosaurus (Costs 2 actions). The brachiosaurus lets out a bellowing call. All creatures within 120 feet of the brachiosaurus that can hear it must make a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the brachiosaurus's Call of the Brachiosaurus for the next 24 hours.


Gallimimus

Medium beast, unaligned


Armor Class: 12

Hit Points: 38 (7d8 + 7)

Speed: 60 ft.


STR: 14 (+2)

DEX: 18 (+4)

CON: 12 (+1)

INT: 2 (-4)

WIS: 10 (+0)

CHA: 6 (-2)


Skills: Athletics +4

Senses: passive Perception 10

Languages: -


Actions:

Multiattack. The gallimimus makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.


Special Features:

Swift Runner. The gallimimus has advantage on all Dexterity checks and saving throws made to avoid being grappled or restrained.


Description:

The gallimimus is a large, flightless bird with powerful legs and a long, narrow beak. It can run at incredible speeds, easily outpacing most creatures. In the wild, it travels in herds, using its speed to evade predators. However, in combat, it is a fierce opponent, lashing out with its sharp beak and claws. Its quick reflexes also make it difficult to capture or trap.


Pterodactyl


Medium beast, unaligned


Armor Class: 13

Hit Points: 22 (5d8)

Speed: 30 ft., fly 60 ft.


STR     DEX     CON     INT     WIS     CHA

12 (+1) 16 (+3) 10 (+0) 2 (-4)  12 (+1) 5 (-3)


Skills: Perception +3

Senses: passive Perception 13

Languages: --

Challenge: 1/2 (100 XP)


Flyby. The pterodactyl doesn't provoke opportunity attacks when it flies out of an enemy's reach.


Actions:


Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.


Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.


Dive Attack. If the pterodactyl is flying at least 30 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 3 (1d6) damage from the attack.


Keen Sight. The pterodactyl has advantage on Wisdom (Perception) checks that rely on sight. 


The pterodactyl is a prehistoric creature known for its ability to fly. They are agile creatures that can quickly take to the air to avoid danger or swoop down to attack prey. Pterodactyls are not very intelligent and lack the ability to communicate with other creatures. They are solitary hunters and spend most of their time searching for food in the skies. Pterodactyls have keen eyesight that enables them to spot prey from great distances.


-Dinosaur Encounter


Medium Beast, Unaligned


Armor Class: 14 (natural armor)

Hit Points: Varies by dinosaur

Speed: Varies by dinosaur


STR 20 (+5) DEX 14 (+2) CON 17 (+3)

INT 2 (-4) WIS 12 (+1) CHA 5 (-3)


Senses: Passive Perception 11

Languages: -


Actions:


Bite: Melee Weapon Attack, +7 to hit, reach 5 ft., one target. Hit: Varies by dinosaur.


Claws: Melee Weapon Attack, +7 to hit, reach 5 ft., one target. Hit: Varies by dinosaur.


Tail Swipe: Melee Weapon Attack, +7 to hit, reach 10 ft., one target. Hit: Varies by dinosaur.


Notes:

- This stat block represents a variety of dinosaurs found on Isla Nublar, including but not limited to velociraptors, tyrannosaurus rex, and triceratops.

- Use the appropriate stat block for each individual dinosaur encountered.

- Vary the number and type of dinosaurs encountered based on the party's level and strength. -


Triceratops


Large beast, unaligned


Armor Class 13 (natural armor)


Hit Points 95 (10d10 + 40)


Speed 50 ft.


STR DEX CON INT WIS CHA 


22 (+6) 9 (-1) 17 (+3) 2 (-4) 11 (+0) 5 (-3) 


Skills Perception +4


Senses passive Perception 14


Languages --


Challenge 5 (1,800 XP)


Charge. If the triceratops moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.


Actions


Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.


Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 6) bludgeoning damage.


Trampling Charge. If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action.


Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.


Reactions


Frightful Presence. Each creature of the triceratops's choice within 30 feet of it and aware of it must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the triceratops's Frightful Presence for the next 24 hours.


Compsognathus


Tiny beast, unaligned


Armor Class 12

Hit Points 3 (1d4+1)

Speed 40 ft.


STR 2 (-4) DEX 14 (+2) CON 13 (+1) INT 2 (-4) WIS 10 (+0) CHA 4 (-3)


Skills Stealth +4

Senses passive Perception 10

Languages –


Challenge 1/8 (25 XP)


Pack Tactics. The compsognathus has advantage on an attack roll against a creature if at least one of the compsognathus's allies is within 5 feet of the creature and the ally isn't incapacitated.


Actions


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


Note: Compsognathus is a small, feathered dinosaur that lived during the Late Jurassic period. They were about the size of a chicken and are known for hunting in packs.




Jurassic Park Park Ranger

Level 5


Medium humanoid, any race


AC: 15

HP: 51 (10d8 + 10)

Speed: 30 ft.


STR: 12 (+1)

DEX: 16 (+3)

CON: 12 (+1)

INT: 14 (+2)

WIS: 18 (+4)

CHA: 10 (+0)


Skills: Athletics +3, Perception +6, Survival +6

Tools: Vehicles (land), Smith's tools, Herbalism kit


Equipment:

- Ranger uniform

- Binoculars

- Walkie-talkie (x2)

- Tranquilizer gun with 20 darts

- Handcuffs (x2)

- First Aid Kit

- Compass

- Map of Jurassic Park

- Flamethrower

- Machete

- Rope (50 ft.)


Abilities:


Favored Enemy: Dinosaurs - The ranger has extensive knowledge of dinosaur behavior and physiology, giving them advantage on Intelligence (Nature) checks when dealing with dinosaurs.


Natural Explorer - The ranger is immune to difficult terrain caused by natural hazards like foliage or rocky terrain. They can also track creatures through these terrains.


Primeval Awareness - The ranger can spend 1 minute observing their surroundings to detect creatures within 1 mile of them that are of a specific type (dinosaurs).


Spellcasting - The ranger can cast a variety of spells, including Cure Wounds, Detect Poison and Disease, and Speak with Animals.


Combat Style - The ranger can choose from two combat styles: Archery or Two-Weapon Fighting. The Archery style gives a bonus to hit with ranged attacks, while the Two-Weapon Fighting style allows the ranger to make an additional attack with their off-hand weapon.


Extra Attack - At level 5, the ranger can attack twice per turn instead of once.


Colossal Creature Takedown - The ranger has advantage on attacks against creatures that are Large or larger.


Loyalty to the Park - The ranger gains advantage on Insight checks when dealing with NPCs who work for or support Jurassic Park.


Jurassic Park Dinosaur Scientist, Level 5


Armor Class: 15

Hit Points: 39 (5d8 + 10)


Ability Scores:

Strength: 10 (+0)

Dexterity: 14 (+2)

Constitution: 14 (+2)

Intelligence: 18 (+4)

Wisdom: 12 (+1)

Charisma: 10 (+0)


Skills: Arcana +6, History +6, Investigation +6, Nature +6, Perception +3


Equipment:

- Field Journal (1)

- Backpack (1)

- Binoculars (1)

- Tranquilizer Gun (1)

- Traps (5)

- Rope (50ft) (1)

- Map of the Island (1)


Abilities:

- Expertise: The dinosaur scientist is an expert in their field, and gains proficiency in two skills of their choice.

- Advanced Knowledge: The scientist has dedicated their life to studying dinosaurs, and gains advantage on all Intelligence checks related to dinosaurs.

- Dinosaur Handling: The scientist has learned the art of handling and interacting with dinosaurs. They can attempt to calm or intimidate a dinosaur as a bonus action on their turn. This ability has a DC of 15 + the dinosaur's CR.

- Tranquilizer Shot: The scientist can choose to fire a tranquilizer dart instead of a regular shot with their tranquilizer gun. If they hit, the target is instantly knocked unconscious for up to 1 hour.


Note: This class is designed for use within a Jurassic Park themed campaign, and may not be suitable for other settings. Please consult with your DM before using this class.


Jurassic Park Systems Engineer (Level 5)


Armor Class: 12

Hit Points: 35 (5d8 +10)

Speed: 30 ft.


STR: 8 (-1)

DEX: 14 (+2)

CON: 14 (+2)

INT: 16 (+3)

WIS: 12 (+1)

CHA: 10 (+0)


Skills: Arcana +5, History +5, Investigation +7, Perception +3, Science +7, Technology +7


Tools: Tinker's tools, computer, radio, security system, engineering kit, and first aid kit.


Equipment:

- 1 laptop computer

- 1 headset radio

- 1 taser gun

- 1 engineering kit

- 1 first aid kit

- 1 security system control module


Abilities:


Expertise: Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with tinker's tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.


Hacker: As an action, a systems engineer can attempt to hack into a computer or electronic device. The DC for this check is determined by the DM based on the complexity of the device. On a successful check, the systems engineer gains access to the device and can control it as if they were physically present.


Security Expert: A systems engineer is skilled in the use of security systems and can bypass or disarm them. They have advantage on checks made to disarm traps, open locks, and disable alarms.


Tinkerer: A systems engineer can use their tinker's tools to create gadgets and modify devices. They can spend downtime between adventures tinkering and creating new items. Additionally, they can repair broken mechanical devices by making an Intelligence check using their proficiency with tinker's tools.


Systems Analysis: A systems engineer can analyze a computer system to find vulnerabilities or flaws. They gain advantage on Intelligence (Technology) checks made to understand or manipulate a computer system.


John Hammond, Park Owner (Level 5)


Medium humanoid (human), chaotic good


Armor Class: 14

Hit Points: 55

Speed: 30 ft.


STR: 10

DEX: 14

CON: 14

INT: 16

WIS: 12

CHA: 18


Skills: Insight +3, Persuasion +6, Animal Handling +3, Nature +3, History +3


Equipment:

- Walking stick x1

- Whistle x1

- Notebook x1

- Map x1

- Compass x1

- Binoculars x1


Abilities:

Entrepreneur: John Hammond has advantage on Persuasion checks when making deals or negotiating contracts.


Park Management: John Hammond can manage and oversee the operations of a park or facility. He can use his action to give orders to his employees or workers to increase efficiency and productivity.


Diplomat: John Hammond has proficiency with Persuasion and Insight skills, which he can use to negotiate with other people or creatures.


Legendary Abilities:


1. Jurassic Park: John Hammond can summon a prehistoric creature to aid him in battle. The creature is under his control and will follow his commands for 1 hour before disappearing.


2. Ingen Contractor: John Hammond can call upon his engineering team to construct a device or structure to aid him in a task. The device or structure will appear in front of him and function for 1 hour before disappearing.


3. Legacy: John Hammond can inspire his allies to fight with renewed vigor. All allies within 30 feet gain advantage on attack rolls, saving throws, and ability checks for 1 minute.


Jurassic Park, Dr. Alan Grant, Paleontologist, Level 5


Armor Class: 15

Hit Points: 45 (5d10)

Speed: 30ft


STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 18 (+4) WIS: 16 (+3) CHA: 10 (+0)


Skills: Arcana +6, History +6, Investigation +8, Nature +8

Saving Throws: Intelligence +6, Wisdom +5


Equipment:

- Handaxe x1

- Notebook x1

- Chisel x1

- Hammer x1

- Brush x2

- Trowel x1

- Magnifying glass x1

- Compass x1

- Rope x50ft

- Bedroll x1

- Backpack x1

- Rations x5 days

- Waterskin x1


Class Abilities:

- Spellcasting: Alan Grant can cast spells from the Wizard spell list as a 5th level Wizard.

- Arcane Recovery: Once per day, Alan Grant can recover expended spell slots by taking a short rest.

- School of Divination: Alan Grant has chosen to specialize in the School of Divination. He gains the Portent ability which allows him to roll two d20s when making an attack roll, saving throw or ability check and choose which result to use.


Legendary Abilities:

- Fossilize: Alan Grant can turn one creature within 30ft into a fossil. The creature must make a Constitution saving throw (DC 15) or be turned into a statue for one hour. The effect ends early if the creature takes any damage.

- Summon Prehistoric Animal: Once per day, Alan Grant can summon a prehistoric animal to fight for him. The animal will be of the DM's choosing and will have appropriate stats for its type.

- Dinosaurs Everywhere: Alan Grant can summon a pack of dinosaurs to attack his enemies. The pack will consist of 1d4+2 dinosaurs and will be of the DM's choosing.


Jurassic Park, Dr. Ellie Sattler, Paleobotanist, Level 5


AC: 14 (Leather Armor)

HP: 42

Speed: 30 ft.


STR: 10

DEX: 16

CON: 12

INT: 14

WIS: 18

CHA: 8


Skills: Arcana +4, History +4, Insight +6, Nature +6, Perception +6


Equipment:

- Leather Armor

- Backpack

- Bedroll

- Mess Kit

- Tinderbox

- 10 Torches

- 10 Days of Rations


Abilities:

- Spellcasting (Druid Spells)

- Wild Shape (2 Uses): Can transform into a beast with CR 1/4 or lower

- Natural Recovery: Can regain spell slots during a short rest

- Circle Spells: Gain access to additional spells based on Druid Circle


Legendary Abilities (Can be used once per day):

1. Plant Growth: Causes plants within a 100 ft. radius to grow rapidly, providing cover, slowing down enemies, and creating difficult terrain.

2. Wall of Thorns: Creates a wall of thorns, dealing damage to any creature trying to pass through it and creating a barrier that can provide cover.

3. Control Water: Allows the caster to manipulate water in a large area, including creating waves, currents, whirlpools, and floods.


Dr. Ian Malcolm, Level 5 Mathematician/Chaos Theorist


Race: Human


Alignment: Chaotic Neutral


AC: 10


HP: 35


Speed: 30ft


STR: 10


DEX: 12


CON: 14


INT: 18


WIS: 16


CHA: 8


Proficiencies:


- Saving Throws: Intelligence, Wisdom

- Skills: Investigation, Perception, Science, Survival

- Tools: Analytical Instruments, Mathematical Tools, Alchemist Supplies

- Languages: Common, Elvish, Dwarvish


Class Features:


- Mathematical Mind: You gain proficiency with mathematical tools and can use them to solve puzzles, decipher codes, and make calculations.

- Chaos Theory: You have a deep understanding of the unpredictability of complex systems. You can use this knowledge to predict outcomes and manipulate probabilities.

- Analytical Thinking: You have a knack for noticing patterns and details that others miss. You have advantage on Investigation and Perception checks.

- Scientific Method: You have a systematic approach to problem-solving that allows you to test hypotheses and draw conclusions. You have advantage on Science checks.


Equipment:


- Analytical Instruments (x1)

- Mathematical Tools (x1)

- Alchemist Supplies (x1)

- Leather Armor (x1)

- Dagger (x1)


Legendary Abilities:


1. Chaos Control: You can spend an action to manipulate the probability of an event within line of sight. You can either increase or decrease the likelihood of the event occurring. This ability can only be used once per day.


2. Chaotic Blast: You can spend an action to release a burst of chaotic energy that affects all creatures within a 20-foot radius. Each creature must make a Dexterity saving throw or take 4d6 damage. This ability can only be used once per day.


3. Mathematical Miracle: You can spend an action to perform an incredible feat of calculation. You can determine the exact location of any creature or object within a 1-mile radius. This ability can only be used once per day.



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