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Temfala Jungle Encounters

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1A group of 5 (1d6+2) 1d6+2 young forest drakes running through the forest. Upon seeing the party, they will become curious and will investigate. A nature check of DC 12 will identify the creatures and an additional check of DC 15 will reveal that the mother likely has a nest somewhere nearby.
2A patch of quicksand 20ft in diameter covered by debris. Players with a passive Perception score of 18 or higher will recognize the quicksand for what it is. Players who do not recognize the danger will travel 5ft into the sand, 10ft if moving quickly, before becoming stuck. Stuck players must make an Athletics check of DC 15 to move 5ft in any direction, sinking 5ft and beginning to drown upon failing.
3A herd of 7 (1d10+2) 1d10+2 elephants grazing on the jungle vegetation. The elephants will be initially peaceful towards the party, only becoming aggressive if provoked or approached too closely.
4The party is ambushed by a group of 3 (1d6) 1d6 giant hyenas, 3 (1d6) 1d6 gnoll pack lords, and 1 gnoll fang of Yeenoghu. Once the party defeats the gnolls, they may be able to follow their tracks back to their camp, where a CR 4 treasure horde will be waiting for them.
5The party will have to cross a small creek containing 2 (1d4) 1d4 hidden giant crocodiles which will attack once the party enters the water.
6The party will walk through a small grove containing two treants. The treants will not attack or take any action unless the party disturbs the plant or animal life in the area by searching for herbs or through any other action.
7The party will approach an area of road or forest covered by dense webbing. If the party interacts with the webbing at all, they will be attacked by 6 (1d12) 1d12 grimlurkers (giant spiders) and 1 grimlurker mother. These spiders all speak demonic.
8The party encounters a falling net trap as described on page 122 of the Dungeon Master's Guide. If the players are trapped, a hunter will arrive the next morning, freeing the party, but also angry that his trap was wasted on a group of travelers.
9A crazed man wearing loose, tattered clothing will run up to the party, spouting nonsense. He will hand the party a key and a map to a location marked as "Tynnklend" in the nearest mountain chain.
10A patrol of 6 (1d8+2) 1d8+2 tribal warriors riding an equivalent number of elephants (maximum of 4 tribal warriors per elephant) is encountered. If the party has already formed good relations with said tribe, they will be peaceful and welcoming towards the party, otherwise they will be hostile.
11A camp of two simians with the appearance of large-eyed lemurs will be passed. The simians will be engaged in a thought-provoking conversation about the surrounding forests and the creatures which lurk within them. If approached, the lemurs will explain that they are resting before continuing their travels to a nearby town or city.
122 scouts may be seen patrolling the outskirts of the road, later followed by 8 (1d8+4) 1d8+4 soldiers (guards) on their way to reinforce a nearby fort.
13A lone tribesman from a nearby tribe will follow the party from afar. He will attempt to steal valuables from them during the dead of night. This can be prevented with by a good watchmen, but if the tribesman succeeds, three of the groups' magic items will be stolen.
14The party will come across a merchant caravan during the day, traveling in between cities, selling their goods. The party may choose to purchase goods from the caravan.
15A group of 11 (2d6+4) 2d6+4 jungle trolls swing through the canopy overhead. If the party is not hidden, the trolls will drop upon them and attack.
16The party is assaulted by a large swarm of mosquitoes (4x health of a medium swarm). If the party does not escape or defeat the swarm in three rounds, the swarm grows to gargantuan size, multiplying hit point maximum by four and regaining all lost hit points. Adventurers at least 5ft within the swarm find it hard to breath and begin to suffocate.
17The party approaches an area of road or forest which is densely covered by foliage. Without becoming lost, the dense foliage covers an area requiring a total of 8 (1d8+4) 1d8+4 hours to travel through. The party leader must make a DC 15 Survival check every two hours they traverse the dense foliage. If the party leader fails their check and the group becomes lost, another check is made in two hours, requiring a successful Survival check of DC 18 to realize the error and get back on track; on a failed check, the group realizes they are lost, but are unable to find their way back during those two hours. For each failed check, the party leader should roll 1d4, rolling on this random encounter table if the DM rolls the same number. Every three hours the party traverses the dense foliage, they will come across an area in which they must either avoid prickly vines by a DC 12 Dexterity saving throw or climb over a large, fallen tree by a DC 12 Acrobatics check. On a failed saving throw, an adventurer is caught in the vines, taking 3 (2d4) 2d4 piercing damage. The vines can be broken out of by a successful DC 12 Athletics check or can be destroyed by other party members. An Athletics check to break out, whether successful or not, causes an additional 2d4 piercing damage to be taken. Each failed attempt to climb over a fallen tree results in one point of exhaustion to be added to the adventurer.
18A jaguar runs past the party.
19A Spy man dressed in adventurer's gear approaches the party. He will explain to the group that he is in search of adventure and will ask if the party knows of any locations nearby which might contain treasure.
20A Spy man is seen walking along the road or through the forest. He has been lost for days, and he is very hungry and thirsty. He will beg for food and water.

Created by

spywilliam123.

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