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Encounters by Environment - Jungle

This document provides encounter outlines for a jungle environment with the goals of avoiding generic encounters and providing backstory, multiple paths, and layers to keep players engaged. It discusses designing random encounters that are unique, captivating, and have story and consequence. The author aims to inspire DMs and help them design better random encounters.

Uploaded by

Corey Senko
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© © All Rights Reserved
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0% found this document useful (0 votes)
367 views31 pages

Encounters by Environment - Jungle

This document provides encounter outlines for a jungle environment with the goals of avoiding generic encounters and providing backstory, multiple paths, and layers to keep players engaged. It discusses designing random encounters that are unique, captivating, and have story and consequence. The author aims to inspire DMs and help them design better random encounters.

Uploaded by

Corey Senko
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Credits
  • Encounters by Environment: Jungle
  • About the Author
  • Tribes and Tribulations
  • How to Run a Jungle Adventure
  • Part of a Larger World
  • Quiet Moments
  • Ruins, Overrun
  • Survival
  • Navigation
  • A Varied Environment
  • As Danger Arises
  • Once the Storm Has Passed
  • 1d20 Jungle Encounters
  • Patrons

Credits

Author: Troy McConnell


Editing: Troy McConnell and Ross McConnell
Map Art: Ross McConnell (2-Minute Tabletop)
Parchment Texture: Seth Tomlinson
Statblock Generation: Tetracube

Product Identity: All stories, storylines, plots, events, locations, characters, artwork, trade dress, and proper
names (characters, deities, locations, etc.) are Product Identity, as defined in the Open Game License 1.0a,
Section 1(e) and are not open content.

Open Content: Except content designated as Product Identity, all game mechanics and content of this product
are Open Game Content, as defined in the Open Game License 1.0a, Section 1(d). No portion of this other than
the material designated as Open Content may be reproduced in any form without written permission.

Copyright 2019 Troy McConnell

OPEN GAME LICENSE Version 1.0a 5.Representation of Authority to Contribute: If You are contributing original material as Open
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Gygax and Dave Arneson.

1
Encounters by Environment: Jungle

Miles of tangled plants stretch in every direction. Moisture fills the thick air. Every sound, every rustled leaf or rippled
pond, could be another threat, camouflaged but watching. The jungle itself is hunting them. But the party must press
on. They must face whatever lurks after them. They must survive.

Designing random encounters for players to find when traveling can be tedious and taxing, especially for
inexperienced writers. Running out of ideas is inevitable and inspiration is hard to find. You want to keep your
players on their toes with combat and intrigue, but random encounters of ‘XdX wolves leap from the bushes’ are
a quick way to lose interest. Each and every encounter should be unique and captivating and come with both story
and consequence. That’s where we aim to help.
Our goal is to steer clear of basic combat and generic ambushes. We design encounters not only with backstory
and multiple paths but also with layers to keep players guessing and invested. Our encounter outlines are
designed as jumping-off points, to save you prep time while remaining loose enough to make them feel your own
and to be adjusted to all parties and levels.

Our aim is not to tell you what to do, but rather to inspire and teach you with new ideas and advice. Your campaign
will still be your own; we’re just helping you get started.

About the Author

I am Troy McConnell. With an interest in fantasy, writing, and acting stretching as far back as I can remember, I
was always somewhat destined to end up in tabletop gaming.
I first entered the medium of roleplaying games with a campaign in 2014, run by my brother who went on to
create 2-Minute Tabletop. It was soon after that that ideas for my own campaign began formulating, before I
finally took the plunge and introduced my first hand-crafted world, Fornheim.
But running one game a week limits the number of stories I can tell, and the difficulty of creating each and every
encounter between plot points frustrated me. The answer to this eventually came in the form of producing
content. I am able to vent all the stories and ideas I have while making it easier for other people to avoid the
inspiration pitfalls.
My goal is to create content that can help people at all levels by simplifying the initial steps in session and game
planning. I do this primarily by providing the building blocks for adventures and encounters that can be tailored
to any campaign and party.

2
Contents

Credits 1 5 – Lyre-ing in Wait 13


Encounters by Environment: Jungle 2 6 – Petrifying Parasites 14
About the Author 2 7 – Venus Player-trap 14
Contents 3 8 – Relentless Rubble 15
How to Run a Jungle Adventure 4 9 – Dive Through the Doorway 16
Part of a Larger World 4 10 – Traders You can Trust 17
Tribes and Tribulations 4 11 – Eyes in the Water 18
Ruins, Overrun 5 12 – Guardians of the Foggy Swamp 19
Quiet Moments 5 13 – A Daring Delve into the Depths of the
Navigation 6 Derelict Dungeon! 20
Survival 6 14 – Curious, Commanding Cave 21
As Danger Arises 7 15 – Gateway of Green 22
A Varied Environment 7 16 – A Serpent and its Sect 24
Once the Storm has Passed 8 17 – Big, Friendless Giant 25
1d20 Jungle Encounters 9 18 – At the Feet of a King 26
1 – Trees of Legs and Eyes 9 19 – A Favor or a Curse 27
2 – True Stripes 10 20 – Dinner with the Locals 28
3 – A Troop of Tricks 11 Patrons 29
4 – Druid Under Siege 12

3
How to Run a Jungle Adventure

Finding encounter ideas and planning them for your own should be quicker as they progress to avoid wasting time
game is only one part of adventures. The key to making or boring players but you should not ignore them entirely.
encounters great is by integrating them into the journey. They work to connect each stretch of travel or encounter
Doing this requires handling of pace, downtime, and and maintain both the session flow and the tone of the
effective transitions between each moment. This might seem environment. They will also play into navigation, which
easier than the encounters themselves but it is these details we will discuss later. Lastly, putting a focus on travel can
that can set great campaigns apart. It can also prove to be also emphasize the strengths and weaknesses of different
a challenging factor for even those with experience. We'd characters. Describing their contribution is a great and
like to help with that. simple way to reward jungle-attuned druids or rangers.

Tribes and Tribulations


Part of a Larger World Jungles’ rampant growth means that integrating them
with your world largely comes down to the people. The
first example of this is characters that connect the jungle
One of the most important aspects of creating any to the outside world. Settlements and camps on the
environment is to ensure it has its own character. A jungle borders of the jungle are perhaps the most obvious choice.
adventure should not feel the same as traveling through They allow players to meet people who are a mixture of
the desert or across plains. This is the key to creating native and knowledgeable as a transition into the jungle-
landscapes that players can remember and reference proper. These locations should be filled with sources of
down the line. It might come from the challenges they information and appropriate supplies, as well as people
faced, the people they met, or locales they visited. making use of the jungle itself. Think about who could
The first step of this can come down to creating the profit off the location and its visitors. There could be
landscape itself. Play into typical aspects of jungles. You companies exporting from the jungle, importing to
should aim to make it feel dense and restrictive, as if it’s explorers, or those that will guide travelers in exchange
trying to swallow the players at every moment. Use this as for generous pay.
a challenge for the party’s travel and ask them how they A specific characteristic of jungles is their propensity for
fight through the plant growth. This can be as simple as attracting explorers. The abundance of ruins and
hacking through it with a sword and does not need to be a untouched tribes can draw treasure-seekers and
skill check. Instead, use their answer in your descriptions researchers, while the jungle’s density can make them
and emphasize the need for the measures they take. Each difficult to chart. You can use this by making various
section only needs to be short, describing the changing journals and notes available to players. The records can
terrain and small things that characters notice. assist in their exploration with stories and approximated
Mentioning a passing bird or sounds of a river are simple maps but do not need to be perfectly accurate. Some
ways to differentiate each day, gives players the option to explorers will embellish their escapades. Likewise, the
interject and act, and can also disguise encounters’ party could meet other groups. This could be in the form
introductions. of explorers hiring muscle in town or encountered within
Your descriptions are most important as the players are the jungle. These provide players with interactions and
first beginning their jungle adventure. Give some time to options, as well as creating links into the jungle from the
focus on the changes in terrain, using features like the tall outside world.
trees and dense underbrush to foreshadow the challenges Of course, jungles also tend to be home to other groups.
they will face. Likewise, ask how the party is moving These can be regular settlements established by the
(stealthily, perceptively, based on rolls) and mix in some aforementioned explorers, in which case they will
description of how well they do it. These descriptions function much like any other camp or town. Just keep in

4
mind the defenses and facilities they would need and have The most prominent ruins will also attract locals. Your
access to. jungle adventure’s factions might congregate in the largest
The other side of the population is natives. This is where or strongest of the structures, or those that pertain to their
you can mix in your beast races, goblinoids, and other history or religion. Smaller ruins can likewise attract
jungle-themed tribes. Consider how much contact these wildlife in search of shelter or nesting opportunities. All of
groups have had with the outside world, for a start, and these will also be the focal points of any information
how this influences their behavior. Do they react violently, players have gathered, as they are the most likely to have
or with curiosity? Next, determine their relationships with been explored and documented, or mentioned by legends.
each other. This point is why we would advise limiting the This also means that they will become waypoints and
number of ‘main groups’, as you must manage their markers for exploration groups. Others may already be
alliances, conflicts, and territories. Try not to overwhelm camping in them or the party may need to use them for
yourself. You might want to select your possible navigation. But more on that in the next section…
encounters first and build from those. Once you have two
to four factions, you can always populate the gaps between
them with smaller, independent groups or individuals.

Ruins, Overrun
In addition to the living people, your jungle adventures
should also have plenty of evidence of the dead ones. By
this, we mean that overgrown temples and ruins are a
classic point of interest in jungles. They are also perhaps
the easiest way to create different and interesting battle
maps. The old buildings can be used almost anywhere in
the jungle, but give some thought to how they are laid out.
They should at least make sense in relation to each other.
What wouldn’t make sense is for every building to be a
temple, for example. Likewise, differing styles of The Jungle Podium is only one of 2-Minute Tabletop’s
architecture and levels of degradation can set ruins apart maps included in your downloaded folder. It’s a good
from each other. Make sure to use them in moderation, example of a ruin used as a climactic or central location in
unless you are specifically aiming for the ‘ruined, your jungle.
overgrown metropolis’ theme. If you are not, you risk
losing the feeling of an uninhabitable terrain.
Give some thought to the discoverable history of your Quiet Moments
jungle. This plays back into the stories and records that
players can find, the people they can speak to, as well as
what can be discovered in these ruins. Murals and statues Every environment should come with its own unique
will have eroded over time but might be decipherable. challenges to set it apart from others. Encounters contain
Think about how interested your players might be and, many of these but it is important to maintain the
again, do not overwhelm yourself. It is more interesting atmosphere in the moments in between. Players should
for players to learn about an ancient fable than to hear the remain immersed for as much of the session as possible.
entire history of a certain faction. Focus on what will be This should come with the design of your environment,
relevant and only expand further if it is something you both drawing from real-life examples and exaggerated
want to do. Ideally, these should also play into your party’s with magic and other fantastical effects. For jungle
current goals. This is to increase their interest and adventures, two of the most prominent challenges are
immersion in the world, as well as rewarding them for navigation and survival.
investigation.

5
Navigation daily pay, many requiring an upfront investment. Perhaps
one of the cheapest is also part of a scam or trap?
We have already mentioned some of the navigational
difficulties that come from jungle environments but it is
important to understand how they all fit together. To put Survival
it simply, jungles are dense, overgrown, and generally
Survival mechanics are an effective way to emphasize the
lacking in identifiable markers. Getting lost is a danger
dangers of many environments. Our previous snow and
equal to the predators that stalk the region. Navigating
desert adventures put a great deal of focus on them. Jungle
them often requires knowledge of the area or access to
adventures pose similar challenges, in a different form.
that of another person.
Rather than the elements and environment being the
Navigation is an aspect of the game that can often be danger, it instead shifts to the predatory flora and fauna.
overlooked or relegated to a simple survival skill check, This is one way to make your adventure more attritionary
with certain classes and feats giving advantages. This is and further emphasize the risks of being ill-prepared. This
fine for open or urban areas, but not when it is a focus of also means it can make the later stages of your jungle
the environment design. Ensure that players understand adventure much more deadly. Feel free to avoid it entirely,
this before beginning their expedition and motivate them or include backup encounters and options for players to
to find solutions. They might hire a guide, study the area, recover as they travel.
or devise a marker system. You can have them making
Unlike our desert adventures, jungle survival does not
survival checks to maintain a heading each day, relying on
focus on resources. The party will still need food, of
sparse points of interest to find their way. Encounters can
course, but gathering water and hunting are both viable
then have the possibility of putting them off track and
options in a jungle. Rather, think about the different
certain terrain obstacles (rivers, ravines, etc.) can cut off
poisons, sicknesses, and diseases that might be present.
their path and force them to circumnavigate or overcome
That is not to say that you should randomly give the party
them. Both options come at their own risks.
malaria, though. It is better to add these effects as results
One way to do this is to prepare a loose map of the region to encounters in order to give players ample ways of
with the most prominent structures and features marked. fighting back. You could extend creatures’ regular poison
Players can use these to plot their journey and you keep effects. Being hit by poison-based attacks could also have
the ability to slot in random encounters. Each additional lingering effects, resulting in sweaty delirium the next day
research effort (seeking out journals, notes, stories) can if they are not healed (magically or with a healer’s kit).
give them succinct points of extra dangers and navigation Exhaustion and the poisoned condition can be especially
markers. Let a character spend time reading these and punishing, so perhaps limit it to double vision giving
then give the player some basic dot points, as simple as disadvantage to perception and survival checks.
‘there is a waterfall south-west of the main temple, north
In these next two cases, we would stress thinking about a
of the expedition camp’. You can let them mark these on
magical explanation for the sickness. The jungle air could
the map themselves, but be sure not to punish players
be cursed or suffused with poisonous fog, for two
whose characters have skills they do not. If a player makes
examples. This is to avoid player characters from suddenly
a mistake that their character shouldn’t, subtly help them
feeling weak and compromising the game’s power fantasy.
correct it.
While it may be realistic, it is rarely satisfying for a
Navigation is much simpler if the party hires a guide or monster-slaying, maiden-saving adventurer to be felled by
expedition team. This is good. It is the costliest choice, so an infected cut. Try to give a reason for the ambient
it’s okay for it to make the most impact. Keep in mind that danger’s potency, preferably one that is related to and
most locals who are willing to guide adventurers through possibly solved by the party’s jungle adventure.
a jungle adventure are unlikely to engage in combat,
You can step up the first example by removing the
unless heavily compensated. It will be up to players to
requirement for the attacks being poison damage. You
protect them or avoid fights altogether, which may conflict
could set a threshold, such as losing 50% of a character’s
with the party’s goals. In the case of guides, you might wish
health in a given day, that then risks infection. Resting
to have a scale of ‘price for quality’. Include at least three
could then require a constitution save to avoid the
choices, with more expensive options having greater
aforementioned sickness. Perhaps losing more health in a
knowledge and experience. These will all come down to a

6
day increases the DC? Again, magical or medicinal healing checks for each new stretch of movement. Try to ration the
could fight this, and players should be warned of it in town number of times you do this, to prevent rolls from feeling
before ever leaving. You should also include mentions of it fleeting and losing effect. These rolls will often determine
in your travel descriptions. Highlight that players are who gets the jump on who. The dense jungle also makes it
struggling against unhealed wounds and can feel it taxing particularly difficult to see threats that are a distance
their bodies. away. Think about how much noise a situation might be
The reference to malaria was a joke but similar sicknesses making, as that will be the first clue players get. The details
can be incorporated if handled correctly. Just as in real life, should be mixed into your travel descriptions to create a
illnesses can be contracted from drinking unfiltered water natural and organic transition between the two as the
or simply from insects. A magical version may drift in the characters themselves realize something is afoot.
air or as a fog. But players should, again, not just randomly These transitions will vary depending on the structure of
receive them. You can use the same constitution saves the encounter, particularly in terms of their speed.
each rest to fight against it. In this case, though, we would Hearing a distant fight will build slowly, whereas a force
also advise a local vaccine. It could be a relatively that is hunting the players might appear suddenly. In the
inexpensive potion that must be ingested every day for latter case, you might be wondering how to avoid your
immunity. This is a more straightforward way of description feeling abrupt and flavorless. You can avoid
challenging players to be prepared for their jungle this by slowing down the moment it happens. Try to subtly
adventure with minimal bookkeeping. Again, be sure to shift from a general description to details that would alert
have a local character mention this to the party as a a perceptive character, such as a lack of birds or natural
common and known danger, to allow them to prepare. movement, or a glimpse of something in the corner of their
eye. Use the tone of your voice to match the suspicious
details and increase your pace, describing the last few
We know we mention it over and over, but always make
moments as the trap or ambush is sprung. If a player tries
sure players are aware of these mechanics before they
to react, their character will begin the action as initiative
come up. Many tables will not expect them and it does not
rolls.
feel fair when a character suddenly falls ill to something
the player didn’t realize could happen. You want the The key is for all of this to lead up to the moment players
challenge to enhance the atmosphere and fun, not hamper take control, whether that is before or after initiative. Be
it. Players have the choice to ignore the information, at sure to vary your encounters between those that are
their own risk, but it is your job to ensure they understand ambushes and those that are player-driven. The latter will
that risk first. have clues that indicate a problem or encounter is nearby
and asks that players decide their own approach. Use their
stealth and perception rolls to determine relative
As Danger Arises positions at the point that it becomes obvious so that
players have enough information to act, even without a
battle map. Once they do, let them be creative. They can
use their own resources or make perception and
Now that you are able to handle traveling through your
investigation checks to find others around them.
jungle adventure, the next step is weaving your way into
Ultimately, your job is to set the canvas for them and then
encounter introductions. There is nothing more
determine how it reacts, while your goal is to make it
immersion-breaking than a description that flips from
realistic and, above all, fun.
describing a passing bird to “and then a bush rustles and
16 wolves jump out so everyone roll initiative”. Your
encounter integration should allow for player input while A Varied Environment
acting as a smooth transition into the encounter’s tone.
When it comes to encounters themselves, it is important
Just like the local wildlife, jungles grant players the ability to use a variety. This goes for both the encounter structure
to remain hidden as they move. It pays to be familiar with that we just discussed and the location. It is fine for some
the general rules for passive versus active perception and encounters to simply occur in a section of lush jungle but
stealth and how that affects travel times. This means that overusing these somewhat featureless arenas can quickly
you will likely be asking players to make appropriate

7
drain encounters of their ability to engage players. encounters. You don’t need to use a ruin encounter, then a
Instead, break them up with encounters that take place in jungle encounter, then ruins, and then jungle again. Your
ruins and structures, the middle of lakes, or within jungle adventure should have other expedition camps,
settlements. When you do have the party fight in a map of either active or empty, tribal communities and villages, or
foliage, use a variety of natural features and obstacles to even just a lone druid’s hut. These different locations are
make them unique. the best way to create unique and memorable encounters,
We have already discussed the strengths of jungle ruins particularly if the creatures involved are not as exciting.
and similar features, so we will avoid reiterating it all here. Variety is always the key.
But there are drawbacks to keep in mind and avoid. Above
all, you want to stay away from overusing ruins, just like
any other map. This is because you want each ruin to feel
Once the Storm has Passed
special and interesting, with lore to be discovered and a
reason for it to exist. Encountering too many will have the
jungle begin feeling developed and civilized, rather than Finally, you come to the reverse of the previous section:
being a remote and dangerously restrictive terrain. The what comes after each encounter? It is important to think
maps themselves can also begin to blend together, about both the immediate and longer-term effects of each
especially if the buildings are worn down to walls that do encounter. Jungle adventures act similarly to other
nothing but act as convenient cover. Your ruin encounters environments in these moments, with some exceptions.
should, ideally, feel like highpoints in the journey that Consequences should continue to demonstrate the
provide excitement and can later act as navigational character of the jungle, the dangers within it, as well as
markers. linking back to other characters both outside of and within
it.
First is any survival mechanics you choose to include in
Keep in mind what your players will be thinking as you
your jungle adventure, which may make injuries more
design maps and encounters. You don’t want them
impactful and affect subsequent travel. These can lead to
becoming bored or complacent or predicting each
players acting more cautiously as each day progresses.
encounter before it appears. Likewise, using too many
More immediately, it can require them to stop and deal
features such as ruins can cause them to think the
with any wounds from combat. This can lead to the next
encounters are connected when they might not be. Players
point, which can also exist outside of survival mechanics:
can mistake this for a hook and be motivated to investigate
what else heard the encounter happen? Similar to parties
it. It is best to avoid the disappointment of a player trying
hearing the encounters coming, the noise they make in
to solve a mystery and then realizing there never was one.
combat can lead to other monsters and hunters hearing
them. This can lead to smaller, secondary encounters
But what can we use other than ruins and sections of immediately following, or may alert locals to the players’
random jungle? Well, think about all the differences in the presence. Emphasizing this is a good way to show the
environment you can find in real-life. Hills can form dense dangers of the jungle and make players act more
difficult, muddy slopes, or even cliffs. Wide rivers can part intelligently and cautiously.
the landscape and lead to waterfalls and lakes. Caves are Positive consequences will most often come down to the
also common for these areas, which can then create party’s specific actions. They may develop new alliances
ravines and sinkholes. You can roll and use these features or build a reputation with an expedition group, granting
randomly or carefully design your region. Just try to keep access to new supplies or support. Keep in mind how these
it realistic so that players can use them intelligently. A could continue once the players head back to town, given
ranger should be able to navigate by knowing to follow a the prevalence of exploration records and artifact
river upstream to find a vantage point, for instance. Doing retrieval. Perhaps they can sell the location of a ruin?
something you think is smart and that works out is Townsfolk and expedition camps could celebrate their
incredibly rewarding for a player. discoveries (or just their survival). Writing a recounting of
The final note is simply to make use of the other points of their own journey is also a great way for them to
interest that we’ve mentioned both here and in our jungle immortalize themselves in the world. If they don’t think of

8
it, have a local prompt them to or ask for an exclusive, paid When considering these kinds of negative consequences,
interview. always remember to be fair. Don’t have hunters ambush
This should all be in addition to the items and gold they players immediately after a fight that almost killed them.
receive, of course, which should likewise reflect the jungle. Use them in moderation and only when it is appropriate,
Unique, characterful magical items are perhaps the best such as within a hostile tribe’s territory. If you want to
reminder of a previous adventure. The best kind of reward maintain the feeling without directly threatening players,
is one that a player can hold and retell the story of in a maybe they hear the hunters coming? Or perhaps
tavern, ten levels and many adventures later. Use them to whatever predator the noise drew will now stalk them and
cap off the climaxes of your jungle adventure and wait for nightfall to attack? It could even lead to less
encapsulate the memories that led to acquiring it. negative results, such as Encounter 13’s explorer
or 17’s ogre finding them.

9
1d20 Jungle Encounters

1 – Trees of Legs and Eyes follow the strings upwards, seeing the puppeteer spider
and all its friends.
Hopefully, your players do take the bait. This will have
Giant spiders have set traps using web-covered their path lead them directly into the webbed ground.
ground and puppeteered victims. Describe this first, as they slowly realize that the
ordinarily difficult forest terrain has become… sticky.
Everyone in or near the jungle has heard of the abnormally
Fortunately, the web spell gives us some good guidelines
large insects found within. Few have survived to know just
for handling this. Designate an area of the map (invisible
how intelligent the beasts are. As the party travels, stepping
to players) that is webbed. Moving into this area will have
through the underbrush and cutting away vines, they spot
them notice the difficult terrain. Once they stop, likely to
something in the distance. Humanoid forms stand,
inspect the humanoids’ odd movements, the webs will
silhouetted between trees and silently waving for the group
stick enough to require skill checks. This is also when an
to approach. But as the party does, they find their boots
appropriate number of giant spiders will skitter down the
sticking to the ground. By the time the effect becomes
trees and their accompanying giant wolf spiders will
noticeable through the regular terrain, it is too late. Glints
crawl from the ground.
of sunlight reveal webs that hold the waving bodies upright
like puppeteer strings. The same web covers the jungle floor.
Above them, a canopy of legs skitters to life.

Giant spiders are great for jungle encounters but direct


fights with them can become uninteresting. We want to
avoid this by taking an approach that adds another layer
to the encounter. The basic setup is that the local spiders
have set an intelligent trap for adventurers. This is what
the players will notice first. Describe the humanoid forms,
perhaps with a cart or terrain-appropriate gear,
motioning for the party to approach silently. One finger to
the mouth and the other hand beckoning them over should
work. Keep in mind your characters’ perception and
insight abilities and what details these might reveal. While
the general forms can be seen from a distance, drawing
closer might alert them that something is wrong.
If your players are able to identify the strange, robotic
movements and avoid the encounter, that’s fine. Spiders,
especially those with boosted intelligence, will not pursue
prey that navigates around their trap. You might consider
trying to use the encounter again later but the unique lure
makes this more obvious to players. Instead, consider
letting them see what they managed to avoid. The path
they follow, or perhaps just walking closer, can reveal light
glinting off of the web strings. To make it extra creepy,
describe the desiccation of the corpses as one turns its
head to the players. A perceptive player can then visually

10
2 – True Stripes
When balancing this encounter, be sure to remember the
effects of being restrained. Players can avoid it with
dexterity saves (or leaving the area), but being caught will A man in torn rags finds the party after escaping
make them easier to hit and impose disadvantage on their from his captors, a tribal jungle cult. He has no
own attacks. On top of that, giant spiders have their own
memory of what they did to him.
web attack. This all means that it is important to be careful
with outnumbering and swarming your players. For Footfalls stomp through the jungle brush, headed in the
lower-leveled groups, use fewer giant spiders and more party’s direction. They ready their weapons and await an
giant wolf spiders. attack. Instead, a flustered and confused man runs to them,
panting and begging for help. He appears exhausted and
emaciated, his clothes reduced to shreds. He bears no
weapons. With the adventurers choosing to hesitantly assist
the man, he tells them of the group he recently escaped. A
cult, led by some sort of shaman, had attacked his caravan
and taken him hostage. They fed and tended to the man,
performing strange rituals with seemingly no effect. Now,
he only wishes to leave the jungle. It is only days later that
the results of the magic appear. Moonlight falls on him and
he begins to transform.

To contrast the first, this jungle encounter is almost


entirely character-driven. It begins with the introduction
of the stranger, who the party will likely hear or see
coming. Skilful perception will reveal that he is alone and
moving frantically. If they prepare for combat or
confrontation, be sure to play the man as desperate and
with no desire to fight. He should clearly be an addled
victim. Start by having him ask their intentions in a panic
before begging for food and water, for which he will be
immediately thankful. Once the situation calms down and
conversation can resume, the man can request to travel
with the players. This works best if they are headed to
town. Otherwise, he may simply intend to stay with them
until they come across an official path or landmark.
Perhaps he wishes to find the ruins of his attacked
caravan?
While traveling, be sure to play the stranger as friendly
and appreciative. Your intention is to make the players
like him. This can be difficult and will depend on the kinds
of players you have. Keep in mind that the man is unaware
of his own truth and happy to be free again. He will freely
share his story, so prepare a short backstory. He may have
been a guard for the caravan, giving him some combat
prowess to assist the party. His time with the cult will be
foggy, owing to the strange herbs they fed him and spells
they cast.

11
Alternatively, they might tell him to take a hike and then to help, have the man promise them a share of his or the
leave him behind. There’s not much you can do about this, caravan’s gold as payment.
aside from the man begging for basic supplies and Speaking of transforming, the encounter’s combat is
directions. If you do wish to keep him around or progress relatively simple. Some days after their meeting, allow
the encounter, he may find his way back to town. What your players to set camp for the night, selecting what kind
happens when his transformation occurs surrounded by of location they look for and how they erect their camp as
regular townsfolk? If you simply want to motivate players normal. A full moon will then rise. Confused and overcome
with an uncontrolled ferocity, their new friend will
transform into a raging weretiger. He can wield claws and
any weapons he was given. Ultimately, combat shouldn’t
last too long. His winning the fight might even see him
realizing what is happening and fleeing, to be found the
next day. The players will hopefully be hesitant to kill what
should be a friend, thereby giving them a difficult decision.
They must choose what to do with a weretiger that cannot
yet control his bestial form. With time, though, maybe he
could learn to?

3 – A Troop of Tricks

A monkey swings down and begs for scraps.


Later, it returns with friends.
From amongst the rustling of trees and vines, a small
monkey swings into view. It spends some minutes tracking
and inspecting the party, curious but benign. It seems to like
them. Apparently growing comfortable, the creature makes
its way down to the visitors, extending tiny hands for a
donation. Once it is satisfied with food, gold, or a trinket, it
leaps back and excitedly vanishes into the trees. The next
hour of travel is quiet and uninterrupted. That is until the
monkey returns, now with a dozen or more of its kind. One
by one, they approach the party and extend their hands.

Not every jungle encounter needs to have combat or even


danger. This encounter is one such example, where the
focus is more on engaging players and alleviating tension
without compromising pace. The first monkey appearance
will be an innocuous addition to your description of the
environment as they travel. Point out that it follows them
as they move, slowly moving closer to gauge their
reaction. Your players can respond if they wish to, either
coaxing it closer or scaring it away. In the latter case, it can
return later and resume. Once it is comfortable with them,
it will drop down either beside their path or on a cart. It
will hold its hands out, waiting for players to give it
something.

12
Give your players a small travel break before the monkey
returns. This can act as an opportunity to speak amongst
themselves, search for a place to camp, or simply continue
your description of movement. About an hour later, they
will hear the little guy return. Only this time he will have
friends. Up to two dozen of the same monkeys will follow,
mimicking the same apprehensive approach that the first
showed. They will each beg for a handout. It’s at this point
that your players will be given control. Hopefully, they will
realize that giving the troop more will only worsen the
situation by attracting more.
Your players will eventually stop donating to the monkeys.
They will not like this. The group, or the single monkey
with his backup if he was denied the first time, will grow
agitated and forceful. They will try to pick at the players’
bags and pockets, making off with scraps of food or single
coins. You don’t need to run this as combat, though. Simply
ask each player what they wish to do to avoid, dissuade, or
even attack the thieves. If there are any left on them after
the first ’round’, make a basic roll for what is taken. It
could be as easy as a d4 each (1 = a scrap of food, 2 =
copper coin, 3 = silver, 4 = gold). Let your players be
creative in their solutions and reward them for it.
Remember that the monkeys are not attacking and will
flee if injured. 4 – Druid Under Siege

Zombies are attacking a jungle druid’s hut, held


back by awakened plants.
The sound was the first warning. Drawn-out moans,
rustling, and the guttural cries of combat echo out from the
clearing. As they get closer, the party is able to see a large
group of undead that have surrounded an overgrown hut.
The building is being protected by shrubs and trees that
have been brought to life. Suddenly, a number of the
shambling corpses turn and notice the adventurers. They
fall easily, their strength coming from sheer numbers.
Initially unknown to the party, a jungle druid watches on
from inside the hut, thankful for the assistance.

Sometimes, you want a fight that is short, uncomplicated,


and rewarding. This is where we introduce… trees vs
undead? Flora vs fiends? Whatever you want to call it, this
encounter functions as a simple stop along the party’s
path, with the possibility for a new ally and magical
gadget.

13
You can introduce this encounter the same as any other Seeds of Awakened Green
random occurrence. A perceptive player might hear the
A handful of large seeds that glow with a pulsing green of
commotion from a distance, or you might have them come
transmutation magic.
across the clearing when searching for a campsite. An
altruistic party could even be lured by the druid sending As an action, you can throw the seeds either at a tree or on
out a magical distress call through the jungle plants. Once the ground within 30 feet of you. The seeds then sprout
your players reach the hut, having the undead notice them and bind the tree or take root and grow. A tree is
and attack is your way to bring them into the fight. Feel awakened into an awakened tree, while seeds thrown on
free to use a larger number of zombies and other undead, the ground produce 1d4+4 awakened shrubs. The
as the party will be assisted by a pair of awakened trees awakened plants are friendly to you and your companions
and many more awakened shrubs. and lose their magic after 10 minutes, becoming regular
plants.
Once the combat is over, have the druid appear from his
hut and thank the players. He can explain that the zombies
were a failure of his testing magical spores, or you can tie 5 – Lyre-ing in Wait
the undead into a larger presence in your world’s jungle.
Prepare a basic character outline and story for the druid
but feel free to keep it brief. He can reward the players
The party has caught the eye of a bird that loudly
with food and shelter, though the real fun comes from a
pouch of seeds (however many you wish) that he will give
mimics their conversations.
them… The jungle is home to many forms of life, some wonderous
and exotic and some that are deeply annoying. It is the latter
that now finds the party. A bird of bright plumage and
curious disposition begins to follow them, showing interest
in their conversations. Not long after, it displays its skills in
mimicry. The adventurer’s quiet, cautious words screech
from the small bird, filling the jungle and alerting an
unknown number of ears.
One of my personal favorite types of encounters is one that
modifies the party’s travel or subsequent encounters. This
particular example allows you to add a moment of levity
and challenge without disrupting your adventure’s pace.
Much like the monkeys of Encounter 3, the lyrebird does
not stop the party from moving. It can also become a
lighthearted hindrance if you choose to connect it to
another encounter.
The setup to this jungle encounter is incredibly simple,
though the timing is important. You want it to have an
actual impact on the players. This means it is best to use
when they are favoring stealth or privacy. Alternatively,
you can have it appear once and then reappear when these
moments arise, as a running joke. The choice is yours!
When it does appear, play it similar to how we described
the monkeys. It can be seen at a distance, its plumage
either camouflaging or exposing it. Have it observe the
party for some time. In reality, you simply need to wait for
the best or funniest moment for it to loudly repeat what
they say.

14
If you’re not familiar with a lyrebird’s real-life talents, we either a later perception roll or when the leeches’ effects
would suggest looking up a video. They are exceptional come into play.
creatures. This means that playing one will require you to But what are the effects? You can opt for more potent
have a vague ability to replicate your characters’ voices. versions of real leeches by having them drain a player’s hit
But don’t worry too much about accuracy. This jungle dice after some time or even inflict damage to their
encounter’s focus is on humor. If you don’t think you can maximum health (recovered by resting or via magic).
do it well, just chalk it up to being a bird mimicking human Another version we’ve seen is magic-draining,
speech! Finally, don’t drag the joke on for too long. Have progressively consuming a player’s spell slots. Our own
the bird leave if attacked or shooed away and only bring it suggestion is the ‘medusa leech’. Not only will they drain
back once if the situation fits and you’re confident it will blood but their bite also slowly petrifies their victim. This
still be funny. would only become deadly to players if they decided to
swim in the stream for several minutes. More likely, the
effect can slowly impact their movement speed by
6 – Petrifying Parasites petrifying their legs, eventually inflicting the poisoned
condition. Feel free to develop the symptoms further as
they are attached longer, such as being completely
A stream cuts off the party’s path, filled with restrained or even resistance to healing magic. Resting can
hidden, magical leeches. remove or slowly alleviate the effects.
One of many jungle streams crosses the party’s path, forcing
them to cross it or waste time by circumnavigating it. The
water is shallow and slow-moving but the real danger 7 – Venus Player-trap
swims under the surface. Magical leeches wait for any
creature that steps in their waters. They would not be a
problem if blood was all they drained, but these creatures The floor of vines opens, dropping the party into
are avoided for a reason. The party is about to find out why. the stomach of an acidic plant.
Below the jungle ground is a plant of enormous size. Its
When considering natural obstacles, it can be a good mouth is covered in a mesh of vines, waiting to open in
practice to give them an extra layer. This shouldn’t be response to a wayward step. Those that fall victim to it are
done every time, of course, but it is one way to develop a dropped into the pool of acid that fills its belly. This is where
mundane annoyance into a more impactful jungle the party now finds itself. The liquid burns into their
encounter. For this instance, we’re using a basic stream clothing and skin and the mouth has shut above them. Their
crossing. The water is no major issue for players on foot, time is limited. They must escape. But is there something
though they may take precautions for a cart or to simply else in the chamber with them?
avoid danger. This means it is best to describe the water
as being at least 15 feet across and with a depth and speed Similar to the last, this jungle encounter is primarily an
that can be crossed rather simply. Moving through will environmental hazard. This means that your first job is
place them in difficult terrain but nothing seems to be introducing it. You can feel free to use it as a random
waiting to attack them. encounter with the possibility for passive skills (nature
Of course, you know that the water is only a minor and perception) to give players clues before they fall in.
annoyance. The leeches are the real danger. Assign them a Alternatively, you could position an animal or character as
passive stealth score, taking into account their size and the a ‘lure’, stuck in the vines and being slowly dragged down.
water’s movement hiding them. 15 is a good choice, Your party might move to help, though you should keep in
making it possible for perceptive characters to notice mind that they might succeed, negating the rest of the
them early. They will stick to any part of the players that encounter. Another option is for the plant to have its own
is submerged for more than a few seconds. If the players bait. This could be similar to Encounter 1’s puppets or the
do not notice them immediately, it will come down to plant might have created a clearing, the perfect campsite,
to draw in its prey.

15
Once the majority of your players have stepped into the to dash away. It will not have a health value, owing to it,
area, a simple strength save can be called for them to avoid well… being a rock. Spells such as shatter will chip away at
being dragged down. It does not have to swallow them all, its form, perhaps slowing it or simply creating weak
as dividing the players can make for an interesting twist to points. Otherwise, the players must find a way to stop its
the encounter. Those that succeed will be left in difficult movement until they can get out of ‘sight’. This could mean
terrain. Ending subsequent turns can require another ducking through other ruins or sprinting through the
strength save, adding risk to assisting those inside the jungle as it blitzes through the trees to chase them.
plant. Speaking of which, the players dropped into the The beauty of this encounter is its flexibility. You can
plant will be taking acid damage each turn. Think about incorporate it into the ruins and temples of your other
your players’ maximum health points and try to balance encounters (we have some in later encounters), or have it
for them to survive five rounds or more. stand on its own. If you do place it in a populated or
The party can ‘kill’ the plant but their real goal is to escape guarded structure, we would advise leaving it for the end.
it. This will come down to their own choices. You might Not only does it make sense for the trap to be guarding the
require a threshold of damage within a turn for it to open central treasure, having a sentient boulder chase the party
its mouth, with a weakness to fire. To make the jungle as they make a frantic escape can make for a hilarious,
encounter more involved, consider adding other victims creative climax. Using it as a random, standalone
within the belly. This is a great way to instantly show the encounter is as simple as placing a small ruin with a single
threat they face and the bodies could even still have their prize at the center. The boulder will be the entire
bags and belongings. Do players prioritize escaping or risk encounter and the prize can either be magical or valuable
their lives for loot? Perhaps the plant’s interior is enough to sell later. In both cases, have the trap be obvious
reinforced with grappling vines, or reanimates the bodies so that players can prepare for it before the twist becomes
of those it consumes? apparent.

8 – Relentless Rubble

The party easily avoided the boulder trap. That


was until the rock turned to follow them.
The jungle’s ruins and temples are renowned for their traps
but not for their subtlety. A pedestal holding a golden relic,
with an enormous boulder suspended above it, is more than
enough to tip the adventurers off. They move to avoid the
stone’s path, allowing them to take their prize without much
issue. The boulder drops, rolling predictably past them
down the slope and coming to a stop against a tree. The
group triumphantly move to leave but hearing a heavy
grinding. Behind them, the stone begins rolling again. It 2-Minute Tabletop’s Jungle Podium battle map is perfect
rushes towards them, not planning on giving up. for small ruins such as this one. The rock can roll down the
slope before turning. This map and its night variant were
included in your download.
One of the most fun ways to design jungle encounters is to
add a twist to classic tropes. This example takes Indiana
Jones’s boulder trap, as well as the ‘just run to the side’
trope of Prometheus and many other movies. Our boulder
is enchanted and will actively pursue the players. The
large ‘creature’ will have a speed of 40 feet to outpace
most characters’ regular movement while allowing them

16
9 – Dive Through the Doorway

A small body of water drops suddenly into a deep


fissure, opening into a parallel plane.
The party comes to another small stream, thin and shallow,
that they must cross. Doing so is easy and will cost them
naught but wet boots. As they move to cross, the stones and
mud that make up the ground give way below the water. An
inexplicable torrent of water rushes to fill the space,
dragging them into the depths. Seaweed surrounds them. A
light shines some distance below. Swimming to it, they find
themselves now in a separate plane. There are only ruins,
statues, and sleeping residents.

The core of this is based on something that my own party


briefly experienced. It acts as less of a singular jungle
encounter and more as a way to expand and add depth to
your world. There are almost limitless ways to adapt the
foundational idea. We will cover one version that
functions as an encounter, as well as some other ways you
can develop the portals.
To start off, you can position this jungle encounter
anywhere you wish. The only important aspect is the
water entrance. This could be a pool of water in a small
ruin, similar to the previous encounter. Perhaps the party
follows a river to its origin, where the water simply rises
out of the depths of a small lake. This would be a great way
for it to integrate with their larger goals if they have been
tasked with searching for something at “the river’s
source”. Our example uses a stream that must be crossed
for the option of using it as a random jungle encounter and
to avoid players easily or accidentally bypassing it. If
another option fits better for your game, it can easily be
changed.
Once in the water, players will find themselves in a watery
‘nexus’. There will be no discernible up or down and
seaweed hides any surrounding walls. A small glint of light
will draw them into the other plane. Following it will find
them breaching into a set of grey ruins in a land of
obfuscating fog. In my party’s version, we rose out of a
small pool to find multiple rings of statues that all held
cryptic books and pointed towards the central water.
What was the meaning? Well, we haven’t found out yet.
But the air of a damaged, lost world was the perfect

17
atmosphere for such an alien environment. We were on This jungle encounter serves to act as a curiosity and
edge and panicked the whole time. Doing the same or moment of levity. The idea is to subvert your players’
similar is a great way to inspire curiosity in your players. expectations by making them anticipate combat and then
Your jungle encounter will also ideally have an objective. delivering the opposite. You can emphasize this by having
This could come from a larger goal or assignment. them see what appears to be a cart, either on the road or
Otherwise, the simplest way to do this is with combat, by in their path, with lizardfolk crawling across it. They will
having a group of merrow or merfolk attack them. You can instinctively move into ‘encounter mode’, perhaps
also include strange artifacts or discoverable lore in the attempting to get the first hit. If they do attack, have the
area, similar to the books we found. This will all depend on leader of the traders react by waving his hands and
what best motivates your players. In either case, try to motioning for peace. This is when players can notice that
maintain the creepiness of the environment. You can he is wearing a human coat and hat and that the cart is set
encircle the ruins with an ocean that fades into the mist. up as a stall.
The architecture could be inhumanly simple and precise, What the lizardfolk are selling and why they are doing it is
or a petrified natural formation. Keep in mind how you up to you. The encounter is inherently silly so feel free to
want to explain the location and whether it will appear make them motivated by curiosity. Maybe they enjoy the
again. Even if it is just a section of the water plane, many feel and shine of coins and had observed how human
players will want an explanation for whatever they find traders acquire money. Did they kill those traders and take
there. their cart and clothes? Maybe. Include some local
delicacies and oddities in their stock, focusing on what
lizardfolk would want or think humans would want. There
Another way to expand this encounter and make it more
could be crude weapons, strange poisons and remedies,
integral to your world is to fill the watery ruins with other
and scavenged supplies that really suggest that they may
pools. Swimming back through the pools will return them
have killed the previous owners. If you choose to include
to the material plane. Each one can connect to another
magic items, you may wish to limit them to thematically
point in the jungle, vastly reducing travel time if they can
fitting, minor or unusual effects.
navigate them. Of course, doing so might come at a cost.
Could something be watching them in this other plane? Do you want this jungle encounter to progress into
What might benefit from their repeated use of the pools? combat? Then subvert your players again. The lizardfolk
If doing so thins the barrier between it and the material could have previously seen how many people approach
plane, could something escape? traders. Surely this means it would be the perfect bait for
travelers! While your players are browsing, have the
traders’ assistants attempt to move behind and club the
party. The encounter is lighthearted so the ambush
doesn’t need to work and the players will quickly triumph.
10 – Traders You Can Trust Just be sure to tone down the power of what they are
selling, in this case, as the players will have free access
once the injured lizardfolk scramble away.
The party finds a cart of lizardfolk who offer to
trade strange and exotic goods.
The jungle is an environment of both isolation and dense
danger. One must always be on guard for the many tribes of
beastmen, with their vile magic and savage physicality. At
least, that was what the party heard. These warnings seem
more confusing than helpful as a cart pulls in front of them,
a group of lizardfolk scrambling out to… trade? They speak
in their own tongue yet their movements appear to mimic
eccentric and charismatic salesmen. The only thing stranger
than their demeanor is the items they offer.

18
11 – Eyes in the Water

A barge is available for crossing the wide lake,


but something is lurking in the water.
The party’s travel through the jungle brings them to a large
body of water that extends in both directions. Fortunately, a
barge awaits them. The rickety wooden platform is old but
functional. They begin their crossing, being sure to move
swiftly and staying aware of their surroundings. Then they
feel a shifting below the craft. Moving to the edge to take a
look, they find nothing. They turn again, to continue rowing.
Only now their other companion is gone, replaced by a
splash on the surface of the water. Something has dragged
them under.

This encounter is simpler than many of our others. It uses


an environmental obstacle to add variety and depth to
otherwise straightforward combat. Unfortunately, the
introduction of this jungle encounter can seem obvious to
players. Conveniently finding a barge to aid their crossing
tends to scream “prepare for an encounter”. The easiest
way to avoid this is to first have them come to the edge of
a large river. Hundreds of feet wide, swimming
is possible but ill-advised. Provided they have no easy
access to flight or teleportation, this should prompt them
to follow along the shore in search of a ford or other way
across. Let them walk for a little while before they find the
old, mossy barge.
Running the combat is equally as easy, with much of your
focus being on balancing the creatures. This is due to the
many disadvantages imposed on underwater fighting, as
well as the possibility of drowning. The latter is unlikely
but it is best to keep it in mind as it can quickly place
characters in death-spirals. An obvious choice for the
enemy units is a water elemental, perhaps with some
smaller, weaker minions. Another option is to have one or
more (water-breathing) ropers below the surface. All of
these behave in a similar manner, by using grapples and
constriction to pull players off the barge and into the
water. Elementals have a much greater advantage of being
able to wash over the entire platform, as well as hiding
2-Minute Tabletop’s Jungle River Crossing was included
within the river. You should keep these strengths in mind
in your download too. Its night and day variants are great
while planning.
for a party that must fight from the confines of a rowboat.
The creatures should only attack once your party is near
the middle of the river. This is not only because they are
intelligent hunters but also to prevent your players from

19
simply backtracking to shore and then struggling to find
another way across. They will need to continue moving
while they fight, which might require an athletics check to
row. This is a good way to make them think intelligently
but does mean you should avoid outnumbering them.
Doing so only increases the likelihood that they are all
dragged under, unable to help each other. Ideally, your
players will have the option of engaging or focusing on
rowing to escape, and most likely attempting both. Party
members being dragged off will force them to balance
their actions and work as a unit.

12 – Guardians of the Foggy Swamp

Swamp guardians attack the party, assuming


them to be invaders.
Cutting through another wall of vines, the party comes to
one of their objectives: a ruined temple, overrun with
growth. They approach, seeing no obvious guards or traps.
Will they finally triumph with little or even no danger? No.
Only a few steps into the area, their entry is met by a
colossus of vines bursting through the opposite trees.

20
Several masked men accompany it, armed with crude
weaponry and magic. They scream accusations of invasion
at the party, seeming to act on assumptions. Is the attack
simply a misunderstanding? Will the adventurers survive
long enough to calm the situation?

As in the description, this jungle encounter functions best


when connected to another objective. It could be the party
finding their way to their destination or simply as they
stumble upon an old ruin when exploring or searching for
a campsite. This is primarily to give the enemy faction a
reason for thinking the party is encroaching on their
territory. But this does not mean it is mandatory. If you
choose to use it as a random, travel encounter, simply try
to include another reason for the attack. They could have
been following the party for some time and witnessing the
players, in their eyes, attacking their land and animals. You
could even link another encounter that includes other
explorers to give the guardians a preconception of
outsiders. This could then have led to them taking the
party to these people as the next encounter.
This jungle encounter, like many others, involves
relatively basic combat with a single twist. Try to combat
the sameness by using an interesting map, with different
obstacles, points of cover, and elevations. The central unit
can function as a shambling mound, though you might
wish to upgrade him to a huge creature. Inside the mass of
vines is actually another human, controlling the plants like
an armor. He will be assisted by regular humanoids, each
with javelins and nature-based magic. Start with Poison
Spray, Shillelagh, Entangle, and Fog Cloud. You can add
more depending on what your party can handle. Notice
also that many of them are crowd control spells, chosen to
display their command over the environment and strike
fear into the party. 13 – A Daring Delve into the Depths of
The fight will begin with the guardians yelling in their the Derelict Dungeon!
native tongue. Sylvan and druidic are fitting choices that
make it possible for certain party members to understand.
If they do not, the natives could shift to common after A famed explorer camps outside of a jungle
hearing the party speak. They will threaten the players temple. He would pay the party handsomely to
and insult them for being invaders who tread with no care
aid his expedition.
for the jungle. This should make it clear to the party that it
is a misunderstanding, motivating them to negotiate their Lord Bernard Islington-Wellerby is nothing if not
way out of combat. Or they might kill them all, in which determined. His exploration party cut through the jungle at
case the guardians were kind of right, weren’t they? Their great cost, both in gold and lives. But now he does not have
responses will be cautious and rooted in previous negative the numbers to breach the temple. That is until the party
experiences, though successfully calming them will show finds his camp, lavishly ill-equipped, and is immediately
them to be very friendly and curious, if overzealous. offered paid roles in his expedition. Accepting would pay

21
well, but Bernard seems quite comfortable in having them Keep in mind that Bernard and the encounter are being
face all the traps and dangers while taking the credit for played as jokes. He may trigger multiple traps, catching
himself. players in their area, but these stop being funny when the
traps play a real threat. It is better to have ten traps that
each barely scrape the players than three with the
The purpose of this jungle encounter is to introduce a
possibility of killing them. You will hopefully have some
humorous micro-dungeon. Aside from the conversations
idea of what is funny to your players, which is what you
and interactions, the content is a short crawl through an
would focus on. They might prefer conversations,
abandoned temple. Filling its halls and chambers can be
watching Bernard be injured but pridefully brushing it off,
undead, spiders, other monsters from our encounters, or
or even playing up their own characters’ damage at his
almost anything else. An important note is to make full use
hands. But try not to overuse a single joke, for risk of it
of traps, as they play into the interactions with Lord
getting old. This is also the reason for keeping the delve
Bernard. When it comes to the final rewards, you have two
short.
basic options. There could be a glistening treasure trove,
which the party will surely negotiate (aka threaten) their
way into taking the whole pile. Alternatively, they could 14 – Curious, Commanding Cave
find next to nothing. Bernard will still have to pay their
promised wages, though he will be less-than-happy about
it.
The skull-shaped cave booms with a threatening
So what about Bernard himself? The best way to play a voice, commanding fealty from those that
pompous nobleman stuck in the jungle is by doing it for
approach.
laughs. His argument with the last survivors of his
employees could be what alerts the party to the camp. The cliff’s stone forms into the shape of a skull, weathered
When they speak to him, Bernard will maintain his and ominous. It looms over the party in threatening
position as a renowned explorer while also begging for shadows. A stream runs from its mouth and offerings of food
them to help him. Play him as a character that will always and treasures surround the entrance. Suddenly, the ground
act as if he holds the power, despite buckling easily if shakes with a booming voice. Commands bellow out from
pressed or threatened. Should the players accept the job, deep within the tunnels, demanding that visitors kneel
Bernard will remain behind them and far out of trouble for before the great being and prove their fealty. It requires
the entire exploration. That is until he thinks he sees offerings. But something is off. Firstly, its accent is
something valuable, triggering every trap as he rushes to recognizably non-native. There is also a shadow moving
it. inside and it appears to be… humanoid?

The best way to explain and run this jungle encounter is


by starting with the true story…
Some time ago, the traveling caravan of an affluent bard
came under attack. His attackers, a local tribe of goblins or
other local races, chased him to a strangely skull-shaped
cave. Terrified, he hid inside. They managed to follow his
tracks to the entrance, at which point he tearfully begged
for his life. But something about the cave’s structure and
its brilliant acoustics echoed his voice into that of a
thundering giant. The attackers, believing that the ‘cliff
god’ had consumed the man and could do the same to
them, kneeled and begged for their lives. As any good bard
would, he saw this as an opportunity. He has since taken
Your download included the perfect entrance to a
residence in the cave, living off of offerings as his grip on
puzzling, trap-riddled dungeon, in the form of 2-Minute
Tabletop’s Jungle Temple.

22
reality slowly deteriorated. He has begun to believe his of the offerings, expose the man, or help him back to
own lie. civilization?
The introduction can come in one of two ways. Players
might simply stumble across the cave, the bard inside This encounter can link perfectly to Encounter 16. The
mistaking them for his followers and calling out for their worshippers might come from the dragon’s tribe,
offering. It would then come down to player investigation. believing them to be the two true gods. Unfortunately,
The visible offerings and scraps that float downstream will they also have prophecies of the two gods warring against
be their first clue and you can also use an accent that is each other. Inform players of this either through seeing
specifically foreign to the area. You may wish to include a the prophecies or, ideally, by having previously
group of worshippers that appear once the players experienced Encounter 16. The cave bard’s reaction will
discover the truth, creating an awkward situation and change drastically when he realizes that they expect him
prompting them to decide how to act. to fight a dragon!
Another option is having the players encountering the
goblins first. This could come in their actual camp, or a
group on their way to give their offerings. Perhaps they 15 – Gateway of Green
will attempt to fight the party but retreat to the cave when
they begin to lose. Just make sure the cave is nearby, or
have the goblins steal an offering from them, to ensure
A planar portal has opened in the jungle,
players don’t just let them go and miss the real encounter.
The voice then calls out when they approach and the
releasing creatures and affecting nearby plants.
goblins will sit by as the players are ‘fed’ to it. From there, Somewhere amidst the dense trees of the jungle, the veil has
you end up in the same interaction as the previous path. weakened and torn. A hole opened between the material
Your players must take control and decide the outcome of plane and another. Auroras spill forth as it releases strange
the situation. Do they leave it be in exchange for a portion creatures and enchants the area around it. Vines and trees
begin to move as faeries dance around them. The sight is
admittedly beautiful as it drifts over the party. That is until
they begin seeing the remains of other victims within the
trees.

The setup of a planar portal gives enormous freedom in


encounter design. It could open to the fire plane, spilling
out lava and burning the jungle, or the earth plane could
have created a desert in its vicinity. For our jungle
encounter, we’re going to focus on a connection to the
Feywild or another nature-based plane. This works to
create a jungle encounter in which the environment is
exaggerated rather than contrasted.
You can introduce this jungle encounter from some
distance away. Players might notice the aurora-like lights
drifting through the area, spanning a wide radius. While
they are unlikely to seek out the visible source, their path
might force them to travel through it. As they do, make a
note in your descriptions that the plant life is growing
denser and harder to navigate. Characters with an affinity
for the terrain or general memory might even notice that
the plants have moved after a night of camping. It should
only be once they are too far in to turn back that they catch

23
sight of bodies strung up in vines or absorbed into the lash out and attempt to bind, then consume, players that
trunks of trees. stray too close. These don’t need to require difficult saves
There are a number of options you can use here. The first to avoid, as they function as map obstacles. Choose an
is to simply have it affect the environment as a large area appropriate number of the aforementioned fey and plant
of increased danger. Your party might encounter creatures. For the climax, keep in mind whether players
awakened trees and shrubs that attack their camp and can dispel the portal and give them an alternative if they
giant versions of regular snakes, spiders, and other beasts. cannot. Perhaps it is held open by a ritual being
Vines could reanimate their victims. Make this area feel maintained on the other side? Closing it is also sure to
like the core of the jungle, where everything is more anger those that are now stranded in our world.
dangerous and exaggerated. If you wish to leave it at that,
you can have their travel take them past the central grove
to tease the option of dealing with the portal. You can also
lean further into the faerie side of the encounter. Players
notice dryads, satyrs, and sprites that observe them from a
distance. They could be curious or malicious, attempting
to lure the party towards the portal.
Including a central fight is easy enough, provided they
choose to face it. If you want to motivate them, have
characters either in town or en route to the portal offer to
pay for its closure. You can use a temple battle map or
construct a grove clearing. Include sparse trees that will

(Statblocks for Awakened Shrubs and Awakened Trees


can be found in Encounter 4, pg. 12)

24
16 – A Serpent and its Sect

A local tribe has taken a ruin for themselves,


worshipping the beast that lives within.
It is not uncommon to find nomadic tribes within the jungle,
or for groups to congregate around the various ancient
structures. This community seems to be different. They
strictly follow the guidance of their leader, an unknown
creature that rarely leaves to confines of its temple. That is
probably for the best, as the depictions of it around the area
show a great serpent that easily destroys its enemies. The
party now finds themselves before this tribe, preparing to
meet their beast of legend.

Similar to the last, this jungle encounter functions around


creating a tribe and location and integrating that into your
world. Because of this, we will also include some ideas for
including it as a random encounter.
Possibly the simplest way of guiding players into the ruin
is to place something they need inside the building. This
would likely lead to an assault on the tribe, an infiltration,
or negotiation. The first two are far more likely than the
third for most parties. You can also advertise the tribe as
being generally nonviolent, using another character
(townsfolk, Encounter 4’s druid, Encounter
10’s lizardfolk, etc.) to tell the players that the tribe’s
‘leader’ might have useful information. To introduce it
randomly, the party could come across the temple and
witness people being led inside. A less altruistic party can
be motivated by another group sent to retrieve prisoners
from the tribe. These characters could offer pay, as well as
mentioning the rumored hoard kept within.
But what about the tribe itself? While regular humanoids
are fine, using either goblins or kobolds can make for a
more memorable experience as well as enhancing the
later reveal. Their leader is either an adult/ancient green
dragon or a lazy, overfed hydra. Keep in mind that the
latter, as an unintelligent creature, should instead be
tended to by a tribal elder that ‘interprets’ its wishes. The
purpose of this is to build to subversion when the party
faces this leader, finding it to be content and manipulative,
but not particularly malicious. You can enhance this
further simply by focusing your descriptions on the
weapons and masks of the tribe warriors, as well as the
many animal trophies in their camp.

25
What happens once they reach the leader can depend on 17 – Big, Friendless Giant
the type of encounter you are aiming for. A hydra is much
more likely to lead to combat, especially if the tribe is
actually kidnapping and feeding people to it. A dragon is
An ogre sits, sulking among the huts of his
smart enough to speak with the party, allowing them to
bargain. It could propose a trade, in exchange for them
captured friends. He needs help to get them back.
completing a task for it. Dealing with the previous two A tight collection of mud and leaf huts surround the ogre’s
encounters’ planar portal and false god are two great form, towering over them and sniffling. The mound of grey
examples. Alternatively, they could add to its hoard. Play muscle, initially threatening, appears to be whimpering.
the dragon as powerful but unenthusiastic to give players Closer inspection reveals that he is lamenting his captured
some control of the conversation. If combat is initiated friends, presumably the residents of the huts. Unfortunately,
with the tribe, possibly for infiltrating or attacking them, this closer inspection alerts him to the party’s presence. The
the dragon’s fickle loyalty will go to the highest bidder. giant spins around, wiping his nose and spotting the band of
heavily-armed individuals. They look strong, and brave, and
heroic; surely, they will help get his friends back!

This jungle encounter uses a similar subversion to the last.


The difference is that the previous encounter used the
twist as its climax, while this builds it into the setup.
Players will likely avoid the ogre at first, which makes it
important that they are able to perceive its cries. They
would also need stealth checks to move around the small
clearing, giving it a chance to hear them. If it does, it will
obviously not attack. Instead, have it spot them, squint and
scan, and then grin widely. He can ask for their help,
flattering them with how heroic and strong they look. If
your players ask for or generally only go for monetary
motivation, the ogre can mention that he has seen gold
where his friends were taken.
Helping the ogre is a fantastic way to lead players to other
encounters. His friends could be trapped by the spiders
in Encounter 1 or the plant in Encounter 7, or taken by
Encounter 15’s faeries or Encounter 16’s tribe. If you have
an encounter that you’re having difficulty introducing, use
it here! If not, your options are almost limitless. We will
cover two possible examples…
A raiding band of jungle cultists attacked the camp at
night. They took the residents to a nearby ritual site,
where their leader, a powerful mage, is now conducting a
ceremony. The party must interrupt the ritual and save the
prisoners before they are sacrificed to create a flesh golem
or other powerful creature. The ogre will assist in combat,
entering a rage if he sees his friends fall.
A humorous alternative is to have the party track the
‘attackers’ to a human caravan. The ogre will accuse them
and prepare to attack. It will fall to the party to quell and

26
understand the situation. In reality, the explorer caravan
came across the crude huts, filled with what they believed
to be valuable idols, left unguarded. The ogre’s tantrum
will aid the party in negotiating the return of his ‘friends’,
which are actually roughly crafted dolls. In this case, the
ogre can cheerfully thank the players by giving them
another of his friends: an actual idol with a significant
amount of gold in its design.

18 – At the Feet of a King

The jungle quakes under the footsteps of a


towering ape as it patrols its territory.
One rarely expects earthquakes in a jungle. Yet, as the party
travel, the ground beneath them shakes. Birds fly from trees
and the frantic footsteps of escaping animals rustle through
nearby underbrush. Several moments pass. Then, another
tremor. This pattern continues, each quake growing more
powerful until the source becomes visible through the
canopy. An ape of colossal size, at least twice as tall as the
trees, walks nearby. Its steps lone shake the area. As the
party watch through a gap in the trees, its head turns and
two eyes fix on their location.

There are no prizes for guessing the reference in this


jungle encounter. Fortunately, the setup does not require
the beast to be an ape. You can avoid any external
references by changing the creature to another animal of
similarly extraordinary size. Just try to keep in mind how
it will affect the path you want the encounter to take,
particularly with how the creature can hunt and attack.
With that in mind, there are also a number of distinct ways
to running this encounter…
The first is to have the beast be curious. Once it spots the
party, it can lean down to investigate rather than
attempting to attack. This is when you give players the
opening to respond. But, in the background, you need to
determine how intelligent the colossus is. Giant apes have
an intelligence score of seven, making them as smart as an
unfortunate player character. Players could be able to
negotiate, barter, or simply convince it to help them. It
doesn’t have much of worth to them, but could easily carry
them to a destination or help in a particularly dangerous
fight. Of course, you can also lower the beast’s intelligence
to that of other animals. Players could still tempt it with

27
food, though its reactions should be much fickler and more retrieve an important reagent. There is a reward for doing
temperamental. so, and conversely a punishment for earning her ire.
You can also reverse the ape’s behavior for a more direct
jungle encounter. It can attack the moment it sees the This is one scenario that works particularly well as a
players. Rather than making this a regular combat random jungle encounter. The party simply finds
encounter, you can use the creature’s size for a unique themselves crossing paths with the witch, the results of
twist. Its attacks can act more akin to the actions in a lair, which come down to their interaction. This does mean
in response to players’ movements. The monster’s turns that your first priority is showing her to be a green hag, as
will rely on when and where it can see players, with its the intention is not for that to be a twist or reveal. Try to
massive slam attacks creating areas of damage. Players in also emphasize her connection to the jungle. She could be
the radius will make dexterity saves to avoid being hit and traveling in a Baba Yaga-esque chicken hut or carried or
each attack should crush trees and change the accompanied by awakened trees and beasts formed from
environment. Your party has the option of moving jungle plants. Her reaction to the players will be
evasively to escape or attacking, though it will shrug off opportunistic and excited, and she will speak with a sense
regular weaponry. Significant magical attacks might be of pride. She should see herself as the owner of the jungle,
enough to dissuade it, though. appropriately addressing the players as visitors to her
The third option is to use the creature as a backdrop. This land.
can be done either by using the slam attack lair actions of Her request for them can be as simple or complicated as
the previous example or by having the ape engage another you wish. This is also another great opportunity to involve
colossus. Meanwhile, the party will fight regular creatures. other jungle encounters. Perhaps the item she requires is
Once again, you can choose almost any other beast as the within Encounter 16’s dragon’s hoard or protected by her
ape’s opponent. Spiders are a great example due to their arch-enemy, the druid of Encounter 4. Or you could simply
young being extremely small. In this case, the enormous keep it contained within this encounter. Try to consider
ape will move into combat with a spider of similar size to why the hag cannot reach it herself, such as it being in a
itself, near the party. The ape’s first few blows will shake hallowed area or under guard. She might require a flower
the spider’s babies off its back, dropping giant (wolf) that only grows in a nearby town, forcing players to steal
spiders near the players (statblocks in Encounter 1, p.9). it from under the noses of town guards. Or perhaps it is
The party will fight them as per normal, with added lair simply more dangerous than she would like. The heart of
actions of tremors, webs, and crushing footsteps from the a shambling mound or hydra would be enough.
two monsters fighting in the background. The victor of
When it comes to her curse, you have one of two options.
their fight can mirror the party’s, or you can roll for it!
The first is for her to cast it on anyone that insults her or
fails in their task. In this case, cursed players are likely
19 – A Favor or a Curse going to be under its effects for the rest of their journey in
the jungle. If you wish for it to be a limited affair, have the
hag curse them upon meeting. She will then give them her
request, offering the dispelling of the curse as a reward.
A jungle hag crosses the party’s path. She
This is sure to motivate players that would otherwise
requests aid from them. If denied or insulted, she avoid encounters. Make a note to yourself of who is cursed.
will curse their journey. For as long as they are in the jungle, you can either
The sun is shining bright and hot, mosquitoes are biting increase their DC’s or give them disadvantage to avoid the
through armor and clothing, and sweating pours from the jungle’s various effects and challenges. Describe it as being
adventurers’ skin. It’s just another day in the jungle, until an magically unlucky, as if roots and bugs are now seeking
old woman crosses their path. She walks slowly but them out.
assuredly and is accompanied by a pack of wolves, formed
from bones and plant matter. If that did not already expose
her as a hag, her green skin and elongated smile would. But
she does not seem to harbor ill intent for the strange group
wondering her jungle. Instead, she has a request for them to

28
We like to include a non-combat, rewarding encounter for
rolling a 20 on our list. This jungle encounter does this
with a humorous twist: everything the creatures do seems
like a trap, but isn’t. The ettercaps will approach either as
nightfall is encroaching or when the party is setting camp.
They will do so hesitantly, treating the players as if they
are skittish animals. Have them move slowly and without
stealth to put your players on edge. They will produce a
small amount of food either when they are close enough
or when your first party member threatens violence.
Despite their appearance, they do not wish to hurt the
players and are in fact trying to be accommodating.
This contrast is the basis for the encounter. Try to use a
disturbing, somewhat monstrous description of the
For this and other encounters, we’ve included 2-Minute
ettercaps as they appear. This will contrast with their kind
Tabletop’s recent Fog’s Edge Outpost. Perhaps the hag
offer. Should your players not accept, the insect will place
requests that the party recover a stolen item, now held
the food on the ground and back away, watching. Play it
within an expedition’s stores?
like a person trying to give food to a frightened deer. If and
when players accept it, the pair will chirp happily and
Try to make the connection to the curse clear when these invite them to follow. Your players will hopefully be
obstacles arise. A root or vine could move to obstruct an nervous and curious, making them more likely to further
acrobatics check, or trees could part to let a ray of sunlight engage with the encounter. But they still might not. If they
hit a character right in the eyes. The disadvantage don’t, reorient your encounter slightly and have the
appearing magical helps to emphasize that it is coming ettercaps leave, repeatedly returning to give the party
from the curse, as well as making players feel less more morsels of food. Is it a trap? Is the food poisoned?
frustrated with poor luck. No!
Accepting and following the ettercaps will have them
escort the party to their cave nest. It should be a small
20 – Dinner with the Locals distance away, hidden behind vines and growth and
coated with sticky webs. Inside, a dozen or more small
ettercaps will rush to investigate their guests. Try to
A family of ettercaps finds the party, inviting maintain the fun of the encounter by keeping one question
in your players’ minds: “are WE dinner?” The webbed
them home for dinner.
floor might instantly restrain their legs as they enter, with
Human-sized bugs, bulbous and muscular below their thick the children’s skittering echoing from deeper in. Moments
chitin, find the party. The pair approach cautiously, their later, one of their escorts will apologetically cut their feet
black, orbed eyes investigating the strange intruders. As the free. The younger ettercaps could approach with flaming
travelers begin to draw their weapons, the larger monster sticks, salivating mandibles glistening in the light, before
rears onto its hind legs. One hand of long, jagged claws passing the players to create a campfire for their parents
reaches forward and opens to reveal a section of raw meat. to cook the food. Keep the joke going for as long as it can
It edges closer, obviously hoping for the strangers to accept be funny. Ultimately, players can walk away the next day
its gift. It chirps excitedly if they do, its mate joining in. With both fed and rested.
crude, haphazard communication, they invite the party
back to their cave. Waiting inside is a nest of webs, collected
food and prey, and the creatures’ children.

29
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1 
 
Credits 
 
 
Author: Troy McConnell 
Editing: Troy McConnell and Ross McConnell 
Map Art: Ross McConnell (2-Minute Tab
2 
 
Encounters by Environment: Jungle 
 
Miles of tangled plants stretch in every direction. Moisture fills the thick air.
3 
 
Contents 
 
 
Credits 
1 
Encounters by Environment: Jungle 
2 
About the Author 
2 
Contents 
3 
How to Run a Jungle
4 
 
How to Run a Jungle Adventure 
 
 
Finding encounter ideas and planning them for your own 
game is only one part of ad
5 
 
mind the defenses and facilities they would need and have 
access to. 
The other side of the population is natives. Th
6 
 
Navigation 
We have already mentioned some of the navigational 
difficulties that come from jungle environments but it
7 
 
day increases the DC? Again, magical or medicinal healing 
could fight this, and players should be warned of it in tow
8 
 
drain encounters of their ability to engage players. 
Instead, break them up with encounters that take place in 
ruins
9 
 
it, have a local prompt them to or ask for an exclusive, paid 
interview. 
This should all be in addition to the items

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