I developed the Dinosaur Racing rules from ToA, to provide a bit more fun for players to get into. I'veset mine in Azeroth, but feel free to place a racetrack anywhere in your world!
The Mirage Raceway is a race track, deep within the dry lake bed known as the Shimmering Flats. It is here on the Shimmering Flats saltpan that both goblin and gnomish engineers work to test and perfect their new rocket designs. The natural animosity between the two engineering teams created the perfect opportunity for races to see once and for all whether Goblin Engineering or Gnome Engineering was superior.
Since then, the Mirage Raceway has become a unique draw for both the Horde and the Alliance, as supporters come to cheer on their respective favorites. Races between the gnome and goblin drag cars take place daily, as both teams scramble to come up with improvements that will give their side an edge. The track has also drawn a number of seedy types, attracted to the prospect of gambling on the winner.
* If a Dexterity (Acrobatics) check made with advantage fails by 5 or more, the pilot loses control and crashes, taking (35)10d6 force damage. **If a Vehicle's HP falls below half of their total HP, the Vehicle suffers a breakdown and its speed is halved for the rest of the lap . If a Racers HP is reduced to 0, the pilot crashes and takes (35)10d6 force damage.
Prior to the race, vehicles are inspected by Race Organizers to ensure conformation to safety standards, as well as inspect for illegal equipment. Teams may attempt to hide illegal equipment on their vehicle with a Dexterity (Tinker's Tools) check contested by the Race Organizers Wisdom (Perception) check with a +6 bonus.
A race runs a length of 3 laps of 300 feet. One referee keeps watch from a 40-foot watch tower on the far side of the track to prevent outside interference. If the referee believes the race has been tampered with, the race will be halted, an additional inspection of vehicles will occur, before the race starts again from the beginning the following day. The referee's passive perception is 14, and uses the statblock of a Goblin. The track contains several hazards (as determined by the DM), and the vibration caused by the vehicles risk disturbing the hives of monstrous insectoids that burrow beneath the Shimmering Flats. Race organizers do their best to ensure a fair race, but the stakes involved quite frequently result in sabotage to teams.
Each racer rolls 1d20 to determine starting order, and line up in a row. The first in the starting order moves first. A Dexterity (Sleight of Hand) check can be attempted vs the referee's +6 Wisdom (Perception) check to gain advantage on the 1d20 roll. If not using a map, then each round you can add the distance each team moves to a running tally. The first team to pass 900 feet wins.
Every round, each pilot makes a Dexterity (Acrobatics) check; the Skill Check DCs for different types of vehicles are listed in the Racing Vehicle table.
With each successful Dexterity (Acrobatics) check, the racer can move a distance equal to its lower speed. If the check fails, that racer loses control and only moves half of their speed.
A racer can try to move at the higher listed speed; in this case, the Dexterity (Acrobatics) is made with advantage, but the Vehicle must also make a successful DC 10 Constitution check at the end of this round or it suffers a breakdown and its speed is halved for the rest of the lap. Each Vehicle's Constitution is listed in the chart above.
In order to repair a breakdown, the racer must make a pitstop, and the team's mechanics must spend one round making a successful Dexterity (Tinker's Tools) check against the Skill Check DC of the Vehicle. On a success, the Pilot may resume racing on the next round. If the check fails, the team can attempt an additional check each subsequent round. If the check fails by 5 or more, an explosion in the pits occurs, and everybody within 30 feet of the Vehicle must make a DC:13 Dexterity saving throw or take 17 (5d6) fire damage, or half as much damage on a success.
If a racer passes within 5 feet of another racer during their turn, they may attempt to ram that racer. The racer makes an attack roll against the AC of the opponent's vehicle, the bonuses to hit are listed in the chart above. Critical Hits immediately cause the opponent to suffer a breakdown, while a Critical Failure will result in a breakdown for the attacker.
If two or more Racers cross the finish line on the same round, the racers must make Dexterity (Acrobatics) checks against one another, the outcome determining the winner. If the Dexterity (Acrobatics) checks tie, the racers tied. In the event of a tie, brawls are likely to break out in trackside betting pools.
I developed the Dinosaur Racing rules from ToA, to provide a bit more fun for players to get into. I'veset mine in Azeroth, but feel free to place a racetrack anywhere in your world!
The Mirage Raceway is a race track, deep within the dry lake bed known as the Shimmering Flats. It is here on the Shimmering Flats saltpan that both goblin and gnomish engineers work to test and perfect their new rocket designs. The natural animosity between the two engineering teams created the perfect opportunity for races to see once and for all whether Goblin Engineering or Gnome Engineering was superior.
Since then, the Mirage Raceway has become a unique draw for both the Horde and the Alliance, as supporters come to cheer on their respective favorites. Races between the gnome and goblin drag cars take place daily, as both teams scramble to come up with improvements that will give their side an edge. The track has also drawn a number of seedy types, attracted to the prospect of gambling on the winner.
Betting on Rocket Races
Odds
Roll
Win on
Payout =
Racer Example
7:1
d8
2–8
Wager ÷ 7
White Lightning (crowd-pleasing tabaxi pilot)
5:1
d6
2–6
Wager ÷ 5
Gelbin’s Favorite (young gnome on a streak)
3:1
d4
2–4
Wager ÷ 3
Banana Candy (well-trained goblin)
2:1
d6
3–6
Wager ÷ 2
Bonecruncher (young, ill-tempered orc)
1:1
Any
Even
Wager
Murloc Stomper (young human)
1:2
d6
1-2
Wager × 2
Scarback (old human on his last race)
1:3
d4
1
Wager × 3
Nasty Boy (troll with famous trainer)
1:5
d6
1
Wager × 5
Princess (frightened dwarf)
1:7
d8
1
Wager × 7
Mountain Thunder (aging tauren)
Rocket Racing
Team
Speed
Skill Check DC
AC
Hit Points
Attack
Damage
Constitution
Gadgetzan
50/80
16*
13
30 (15)**
+6
(1d10 + 3)
15 (+2)
Horde Raptors
40/60
13*
13
26 (13)**
+4
(1d8 + 2)
16 (+3)
Alliance Lions
40/60
12
12
24 (12)**
+3
(1d8 + 2)
14 (+2)
Gnomeregan Widgets
50/75
14
13
38 (19)**
+5
(1d10 + 2)
15 (+2)
Venture Co. Juggernauts
50/100
18*
13
46 (23)**
+6
(1d12 + 3)
17 (+3)
* If a Dexterity (Acrobatics) check made with advantage fails by 5 or more, the pilot loses control and crashes, taking (35)10d6 force damage.
**If a Vehicle's HP falls below half of their total HP, the Vehicle suffers a breakdown and its speed is halved for the rest of the lap . If a Racers HP is reduced to 0, the pilot crashes and takes (35)10d6 force damage.
Buy-in for a Team is 1000GP, winner takes all (minus 10% to the Mirage Raceway Independent Oversight Committee)
Prior to the race, vehicles are inspected by Race Organizers to ensure conformation to safety standards, as well as inspect for illegal equipment. Teams may attempt to hide illegal equipment on their vehicle with a Dexterity (Tinker's Tools) check contested by the Race Organizers Wisdom (Perception) check with a +6 bonus.
A race runs a length of 3 laps of 300 feet. One referee keeps watch from a 40-foot watch tower on the far side of the track to prevent outside interference. If the referee believes the race has been tampered with, the race will be halted, an additional inspection of vehicles will occur, before the race starts again from the beginning the following day. The referee's passive perception is 14, and uses the statblock of a Goblin. The track contains several hazards (as determined by the DM), and the vibration caused by the vehicles risk disturbing the hives of monstrous insectoids that burrow beneath the Shimmering Flats. Race organizers do their best to ensure a fair race, but the stakes involved quite frequently result in sabotage to teams.
Each racer rolls 1d20 to determine starting order, and line up in a row. The first in the starting order moves first. A Dexterity (Sleight of Hand) check can be attempted vs the referee's +6 Wisdom (Perception) check to gain advantage on the 1d20 roll. If not using a map, then each round you can add the distance each team moves to a running tally. The first team to pass 900 feet wins.
Every round, each pilot makes a Dexterity (Acrobatics) check; the Skill Check DCs for different types of vehicles are listed in the Racing Vehicle table.
With each successful Dexterity (Acrobatics) check, the racer can move a distance equal to its lower speed. If the check fails, that racer loses control and only moves half of their speed.
A racer can try to move at the higher listed speed; in this case, the Dexterity (Acrobatics) is made with advantage, but the Vehicle must also make a successful DC 10 Constitution check at the end of this round or it suffers a breakdown and its speed is halved for the rest of the lap. Each Vehicle's Constitution is listed in the chart above.
In order to repair a breakdown, the racer must make a pitstop, and the team's mechanics must spend one round making a successful Dexterity (Tinker's Tools) check against the Skill Check DC of the Vehicle. On a success, the Pilot may resume racing on the next round. If the check fails, the team can attempt an additional check each subsequent round. If the check fails by 5 or more, an explosion in the pits occurs, and everybody within 30 feet of the Vehicle must make a DC:13 Dexterity saving throw or take 17 (5d6) fire damage, or half as much damage on a success.
If a racer passes within 5 feet of another racer during their turn, they may attempt to ram that racer. The racer makes an attack roll against the AC of the opponent's vehicle, the bonuses to hit are listed in the chart above. Critical Hits immediately cause the opponent to suffer a breakdown, while a Critical Failure will result in a breakdown for the attacker.
If two or more Racers cross the finish line on the same round, the racers must make Dexterity (Acrobatics) checks against one another, the outcome determining the winner. If the Dexterity (Acrobatics) checks tie, the racers tied. In the event of a tie, brawls are likely to break out in trackside betting pools.