Jungle Encounters

Result

Each 'tile' crossed incurs a roll, the party can typically move three tiles per day. Morning, Afternoon and Evening. Although encounters my alter this for better or worse. Additionally, one luck roll is made per day, this role determines an extra event (Mishap or Boon) that occurs during the day.

Luck Roll | Once Per Day, Roll in the Morning

Resolve: {25%?**Nothing** |25%?**Mishap:** Roll on "Mishaps"|25%?**Boon**: Roll on "Boons"|10%?Roll on "Mishaps" 1d2+1 times|15%? Roll on "Boons" 1d2+1 times }

Encounters :

For the Encounter Table use the following method,
Roll a Survival or Perception Check from the Scout for the party, the DC is 10 (Lightly Forested) 15 (Moderately Forested) 20 (Heavily Forested) | If this roll beats the DC reroll one Combat encounter with the assumption the party saw the threat ahead of time and avoided it.


Subcharts

Boons (d20)

d20 Result

1

  • Shortcut - Travel an additional tile today

2

  • Scouting- Good view provided by a ridge can scout an additional 1 tile out

3

4

  • Rare Plants- Party notices rare and valuable points worth 1d100gp each roll survival to collect them. DC 15 - roll 1d6 + 1d6 per 5 points exceeding the roll.

5

  • Group of dinosaur herbivores ideal for hunting.

6

  • Group of Merchants- Roll on "Merchant Generator" 1d4+1 times

7

  • There's a patch of Goodberries along the trail. Survival DC5 to identify them as Goodberries. These berries only stay edible for 24 hours once picked.

8

  • Shortcut- gain 1 tile of movement

9

  • Abandoned Wagon stuck in mud - crates to be looted.
    Overall they Contain:
    Roll on "FlotsamLoot"

10

  • Perfect Fishing Spot - +5 on fishing rolls made here can fish for up to 3 hours before the pool is disturbed and the bonus is lost

11

  • Insect Migration - Roll for Bug Catching to determine the type.

12

  • Trapped Animal - Roll Animal Handling DC 8+CR of the Creature to determine if it is friendly after it is freed.

13

  • Domestic Animal all alone. Resolve: {dog|cat|pig|horse|sheep|pony|chicken|mule|donkey}

14

  • Mineral Spring- if players decide to soak in the healing waters they gain 1 tile of movement the following day.

15

  • Monster Carcass - Random Roll 1d12+5 CR Beast or Monstrosity, some parts are salvagable

16

  • Secluded Grove somewhat magical - perfect place to rest. Resting here grants +1 tile of movement the next day

17

  • Pristine Lake - +10 on fishing rolls made here may fish for 4 hours before the water is too disturbed to grant any benefit

18

  • Animal Path - Easier movement add +1 tile today but have a chance of encountering the creature the trail belongs to. Roll on Hunting chart to determine. | Resolve: {50%?No Encounter|25%Deadly Beast|Medium Beast}

19

  • A trap with a humanoid stuck in it - roll random NPC they react to being saved by Resolve: {rewarding the players|attacking|running away without a word|asking to join them|thanking them and leaving}

20

  • The party comes across a floral grove, as they travel through it they feel invigorated - add 1 tile of movement the following day. If harvested these plants lose their potency.

Mishaps (d20)

d20 Result

1

  • Area has gas erupting or seeping from the ground. Lose one tile of movement to carefully traverse it.

2

  • The fruit is over ripe and either explodes when the party passes or has already burst and left a noxious gas in the air. DC10 Constitution save or lose 1 tile of movement.

3

  • The party begins traversing a bog only to realize it is actually a tar pit - DC15 STR check to extract themselves from the sticky stuff. Lose 1 tile of movement.

4

  • Bamboo Forest - Thick stalks block movement either find a solution or 1 tile lost movement.

5

  • Insect Swarms - Lose 1 tile movement if they are ignored - 20% chance each party member is infected with a disease.

6

  • Large branch falls in the path ahead DC10 Dex save to avoid being hit. If hit take Roll 1d12 bludgeoning damage.

7

  • Tree falls- Above DC12 Dex save or take Roll 2d12 bludgeoning damage

8

  • Heavy Rain - Sudden rainstorm 1d8 x .5 inches or rain per hour. Lose one tile of movement

9

  • Sinkhole- The ground opens up beneath the party. Characters can make a DC12 Acrobatics check to avoid dropping 1d8 x 10' onto a rocky floor below. Falling damage is 1d6 for each 10'

10

  • Dense Fog - Reduce Vision by 1

11

  • Flash Flood- As the characters are crossing a streambed or valley a flash flood bursts upon the area. Characters must make a DC12 Survival check to get to a safe location. Those who fail the check are swept away in the flood and moved 40' per round with the water. Each round they are in the flood characters take 1d10 bludgeoning damage from debris in the water and must make a DC10 Athletics check or drown. At the beginning of each round characters in the flood can make a DC15 Survival check to beginning of each round characters in the flood can make a DC15 Survival check to extract themselves from the floodwaters.

12

  • Quicksand- What appeared to be solid ground is soupy swamp covered in a thin crust of jungle debris. Characters must make a DC12 Survival check to spot the danger. Anyone walking on it will suddenly break through the crust and sink chest deep into fetid water. The slick muddy bank requires an Athletics DC12 check to extract yourself from the swamp. After 3 failed attempts the character begins taking drowning damage.

13

  • Meteor- A sizeable meteor falls in the jungle. The characters hear the approaching roar 3 seconds before impact. It strikes within 20' of the group and blasts a large (20') crater in the earth. All characters within 40' radius take Roll 3d6 piercing damage from the flying debris.

14

  • Hunter's Snare Trap - DCRoll 8+1d10 to spot if failed the leading party member is stuck.

15

  • Hunter's Pit Trap - Dc Roll 8+1d10 to spot if failed leading party member falls in and takes Roll 2d10 piercing damage from spikes in the bottom

16

  • Fungal Spores - The party passes through a section of jungle that is beset by a fungal plague. CON 13 Save or gain 1 level of exhaustion. The area is littered with dead animals covered in the fungus.

17

  • A member of the party becomes convinced they are lost - despite all signs otherwise. Another party member can convince them with a DC15 Persuasion check, alternatively, they can make a DC20 WIS save to snap out of the paranoia themselves. While distracted by these thoughts they have disadvantage on survival and perception checks.

18

  • A party member becomes convinced they are covered in insects, despite all evidence to the contrary. Another party member can convince them it's in their head with a DC15 Persuasion check. While inflicted with this madness the player has disadvantage on all skill checks and moves at half speed. (1.5 tiles a day). Additionally, they have disadvantage on concentration and initiative rolls.

19

  • Stalking predators - The party is stalked by predators all day, these enemies seem far too powerful to fight and the party decides to travel through the night to lose them. Gain 2 extra tiles of movement but all party members gain 1 point of exhaustion.

20

  • Heat Stroke - Each party member has a chance to gain exhaustion from the overbearing heat and humidity. DC 15 CON save or gain one point of exhaustion. If failed by over 10 points gain two points of exhaustion.

Jungle (2d12)

2d12 Result

2

A man who must have been alive mere hours before lies dead in the jungle heat. He wears no armor but is covered in deep bloody wounds and some type of poison fills his veins.

3

A young Stegosaurus' foot is seen trapped between two fallen trees. It cries out for its herd.

4

Another adventurer is spotted through the leaves struggling a against a creature. Getting closer the man is seen getting constricted by a Giant Constrictor Snake. His sword and shield on the ground where he once stood.

5

You find five corpses hanging by their feet from the tree above you. All of the skin has been removed from their bodies. A few discarded items litter the ground beneath them. One of these items is a badge belonging to a soldier named Captain Hopper. If any players have the soldier background they recognize the name as someone they once served with

6

A beautifully coloured bird flies along with the party with uncanny accuracy it copies everything said but in a whiney condescending tone.

7

As the party walks along their path they come across a wounded mating pair of jungle cats. One lays dying while the other stands over top of it to protect it. They will not peruse the party if they retreat.

8

Along the path ahead the party hears the sound of people arguing profusely. A small gathering of people are the source of the noise and on further inspection the party finds the group is arguing about last night's watch. It seems during the night someone slacked on their guard duty and now something important is missing.

9

Your come to a blackened patch of jungle everything seems scorched but thorny if these thorns spill blood the plants almost instantly revive.

10

A jungle cat watches as her cubs attempts to kill a solitary goblin.
1x Displacer Beast 2x Displacer Beast Cubs (1HP)

11

You come across a clearing. A red-yellow-blue Bird of Paradise is dancing and flashing his feathers in an attempt to attract a mate. If any party member wears a combination of red/yellow red/blue or yellow/blue the bird will attempt to "seduce" the player. If any party member decides to engage the bird of Paradise in a "dance off" the party member can "win" IF proficient in Performance AND passes a DC15 DEX ability check.

12

While travelling through the jungle the party come across hundreds of holes 1 ft in diameter.

13

You stumble across a group of smugglers arguing about which tree they buried there treasure under. It appears that they haven't noticed you.

14

A Resolve: {stegosaurus|allosaurus|velociraptor pack|Pteranodon|Couatl} is having a meal in the middle of the path. It has not seen the party yet.

15

A group of adventures have made camp and if the party is kind will invite them to camp with the group. They are experienced adventures who know of a nearby location in the jungle.

16

Sitting atop a lone stump is a Fool's Emerald. (Treasures of Chult)

17

Displacer Beasts - These beasts kill for sport. They will wait until their prey is vulnerable or distracted before pouncing to attack. If there are Druids travelling with them the Druids will be wildshaped into Panther form and are participating in the sport killing actingcompletely feral
4x Displacer Beasts 1x Displacer Beast Alpha (2x HP, 2x Dmg)

18

Jungle Elements - An ancient sacred grove maintains an eerie presence visitors feel as if the land itself is taking offense at their intrusion.
1x Elemental Locus 2x Jungle Elementals

19

Living Jungle - Humans have come into the jungle to harvest rare woods. The jungle has decided to drive them out. These plant creatures hide well in the heavy foliage and wait in ambush for an unwary party.
Vine Troll Skeleton x1 2x Tendril Puppets 1x Vine Lord

20

A thicket ahead shivers as you approach. Before you can react it bursts into movement as child sized winged lizards leap from it into the air and swarm towards you. 
Amphiptere 4x + Amphiptere Alpha 1x (2x HP, 2x DMG, 1 LA)

21

Somewhere off in the far distance a large beast lets out a ferocious roar. A tracking DC15 will accurately identify the direction and distance. The beast is 1d4/4 (between 1/4 and 1 mile) away. If the party wants to hunt the beast base the CR on how far away the beast is. Hearing the roar from a mile away through the jungle indicates a very large creature

22

While moving through a river a few faintly glowing leeches attach themselves but it's not blood they're draining but magic itself. (DC 15 Perception to notice them for each tile traveled while un-noticed 1 spell slot will be 'drained')

23

A spider monkey jumps on the shoulder of a party member pawing at their backpack for food in return for food the monkey returns later that day and drops a polished stone out of which a frowning face can be glanced.

24

Group of lizardfolk hunting a large dinosaur  they could use help. If they are helped the party will recieve a portion of the spoils.

Fungal (3d8)

3d8 Result

3

Bright pink pool sits peacefully in the shade smelling like strong cheese. Distilling the water and healing algae makes for a potent potion.
Can be used to craft Superior Potion of Healing - This takes 20 minutes per potion, with a DC15 Alchemy check. On a failure it seems to have worked but it is actually the opposite effect (8d4+4 Poison Damage instead of Healing)

4

A large talking tree. The tree asks for assistance ridding itself of a parasitic host and offers mushrooms that will shrink/grow the consumer.
Each time a mushroom is eaten roll 1d2, on a 1 you shrink, on a 2 you grow. (As per the Enlarge/Reduce spell)

5

An ancient rotted tree exudes an aura of nausea and paranoia. As you get closer you can almost make out a discordant flute melody. If you get close DC10 WIS save or gain madness

6

Swollen gourds hang ripe in a tree and on the ground around it it's a shame the poisonous frogs have such similar markings. If a Poison frog is touched (DC15 survival to tell the difference) gain 1 long-term madness.

7

The party discovers what they think to be precious flora DC20 Survival to notice they are actually a mimic species that is incredibly dangerous. Gain 1 madness if they are touched.

8

The party finds a perfect circle of mushrooms- when eaten they grant the imbiber 1d4 hours of enlarge/reduce which one is chosen randomly.
They can be identified with a DC15 Nature/Herbalism check

9

Several 3' tall mushrooms grow by the party's path. As the party approaches within 20' they emit a series of very loud screeches. This alerts any beasts in the area and any hunting for the next Roll 1d4 hours is at disadvantage

10

A large group of Myconoid (pacifistic) are performing a melding ceremony. If the party approaches they will be effected by telepathy spores- allowing them to communicate telepathically with eachother and the myconoid group for Roll 1d6+1 days. After the ceremony is completed the Myconoid may be willing to trade with the group. They deal in various potions and a small selection of gear.

11

A group of fungal titans cross the players path. A DC15 Perception check alerts the players before the titans notice them. They can attack the titans or let them pass if they successfully hide.

12

A ramshackle reed hut sits off the path inside a grey furred Tabaxi slowly rakes its arms with its claws muttering about parasites and the infection.

13

Walking past a large purple flower a puff of near invisible (DC 16 perception or nature) spores release for the next 5 minutes each member hears a loved ones voice whisper that the path they are taking leads to doom and death.

14

Two dinosaurs fought here and both died on this spot. The meaty carcasses were feasted upon by other dinosaurs but now insects are devouring the remains. As the party approaches the insects sense them and attack the fresh meat.
1x Purple Worm | 2x Giant Ants

15

A campsite overgrown with mold and spores - the air is thick with spores. If the camp is entered it will be revealed the mold on the ground is actually a subspecies of carnivorous Myconoid that will attack.
2x Amoeboid Slime Mold (Elite)

16

A patrol of Fungoid Creatures spots you and pursues, if you flee outside of a fungal area you take one point of exhaustion - or you can fight. 
1x Fungal Sentry, 1x Fungal Sporespreader, 2x Fungal Titan

17

You come across a massive hollowed out mushtree, it seems to have been struck by some kind of meteor. If the players investigate they will be attacked by a Mycologic Eye and its spawn

Mycologic Eye (Beholder Fungi Supp) & Gas Sporex2

18

A collection of Fungoid Slaves are toiling to collect edible mushrooms in a strange grove. A DC10 Medicine check reveals they are entirely mind-controlled by the Fungoid, as such there isn't even a guard. 
This condition can be cured by no less then a Greater Restoration spell as it has been in place far too long.

19

A crater is seen ahead that has been overgrown by fungi and mold. Investigating the crater reveals it to be extraterrestrial in nature. a DC15 Arcane or Religion check will note it reminiscent of Beholderkin in construction.

20

An ancient tree is being pierced by Fungoid Slave Workers. A Sporespreader is injecting spores into the holes methodically. It seems they are attempting to make a new type of creature. Some kind of Tree-bound Fungoid. 
Sporespreader x1 + 6 Fungoid Slaves (M)

21

A group of Gas Spores float lazily above a gas-spewing bog. One among them is a Hunter-Killer spore with a Passive Perception of 10. If the players are not sneaking as they get close they will attack. 
3x Gas Spore + 1x Hunter Killer Spore

22

A Fungoid Scout crosses your path, quickly hide or destroy it to avoid more enemies being alerted to your presence. 
The scout will flee upon seeing the party. Roll 2d20 to determine how far away it is when it sees them if they do not hide. 
1x Fungal Sentry

23

You encounter a herd of fungoid-infected deer. They are passive, but if hunted they yield meat that is perfect for poisons as it is laced with Fungal filaments.

24

A group of three Fungoid Titans and a Sporespreader are attempting to restrain and infect a Tyrannosaurus Rex.
Fungoid Titan x 3 , Sporespreader x1

Swamps (2d6)

2d6 Result

2

While moving through a river a few faintly glowing leeches attach themselves  but it's not blood they're draining but magic itself.  (DC 15 Perception to notice them  for each tile traveled while un-noticed 1 spell slot will be 'drained')

3

A thick curtain of vines hangs before you blocking the path. If looking carefully small jungle creatures can be seen entwined. When cut the vines quickly strike like snakes trying to ensnare the party.

4

A group of creatures lay bloodied and scattered around the base of a tree  a different group of creatures are mocking the survivors who have climbed the tree to survive.

5

The party comes across a long forgotten cache of weapons. Most of the mundane weapons have long rusted  but a single weapon lies at the bottom of the cache looks brand new. Maybe a magic item? Cursed?

6

A dim-witted troll named Gnasher is attempting to save his pet boar named Snouts from being eaten by a large carnivorous dinosaur. If they help the troll save his pet he can lead them to one of the hidden locations in Chult.

7

Grung Slavers - A group of Grung are out searching for captives. They have laid an ambush along the trail and burst forth with croaks and squeaks
2x Grung Elite Warrior | 1x Grung Boss
(Loot: Feathered Headdress worth 100 gp, Citrine Necklace worth 100gp, 2 Citrine Bracers with 100 gp each, 4 Bloodstone rings worth 50 gp each, 16 +1 Arrows)

8

Hanging from one bound ankle an irate Noble dressed in the finest (and mostly useless) expedition gear money can buy swings before you.

9

A buzzing hive can be seen hanging low in a tree inside contains a honey so delicious it's almost addictive. WIS15 save to resist the temptation to harvest the whole hive. If the hive is harvested a group of giant insects will attack.

10

Plump white fruit hang from a tree overhead giving off a sweet and spicy aroma  biting into it lets the thousands of tiny spiders free. DC10 WIS save or gain 1 long term madness trait.

11

A pool of bubbling tar is in front of you. You see an animal go in and screech in pain  then silence. Suddenly  the creature's skeleton covered in tar struts out and into the jungle as if nothing happened.

12

A tribal dragonborn lays slumped against a tree holding his eviscerated abdomen  in a rasping grunt he says in draconic "opened  by bahamuts breath they opened them all!"

Beach (2d6)

2d6 Result

2

Two Crabstrositys are fighting for territory, upon noticing the party they stop and attack them instead.

3

A group of merfolk have come together to honor the passing of one of their own- they are mourning in a beautiful tidal pool and have set up a bonfire on shore. If questioned they will explain the deceased was their prince who was slain by a colossal shark that has been plaguing these waters. (It is a CR 10 Giant Shark, give extra HP, multiattack and 1x legendary action)

4

A group of kobold sailors (stranded) have set up a makeshift village. Upon seeing the party they will believe they are rescued and ask to be taken aboard the players' ship. If the players decline saving them they will attack. (Treat as 4 CR 5 Kobold Swarms, Poison Fantic, Normal Kobold, Commando, and Alchemist)

5

A group of Roll 2d6 lizardfolk are having a basilisk race. The party can participate if they want, there is a reward. (Magic item or gold)
In order to participate they take a basilisk that has been blinded and ride it bareback. This will require a series of successful animal handling checks, DC10. Each failed check results in a DC13 Acrobatics/Athletics check to see if the player is bucked off the basilisk. 
In order to win the race, the player must succeed 5 checks in 8 rounds.

6

The party comes across a huge nest of harpies on the cliff-face. If they are noticed the nest will send swarm after swarm of harpies until emptied. 
The nest contains Roll 2d6 swarms of harpies, which are CR 6 swarms with abilities similar to a regular harpy, but scaled up.

7

The party comes across a beached Resolve: {Giant Shark|Whale|Dolphin|Merfolk|Giant Squid|Manta Ray} - they will need to work quickly to save its life...if they want to...

8

The party finds a shoddily built grave, complete with hand-whittled headstone. The sand has eroded and a hand pokes out, revealing a shiny and clearly valuable bracelet. (This bracelet is cursed and was a factor in the deceased's demise) - The Curse is Resolve: {minor|major|deadly}

9

A group of tortle are migrating down the beach, following the schools of fish that are their food-source. They have a few items to trade.They may be able to guide the players to their quarry. Among them are merchants:

Roll on "Merchant Generator" 1d4+1 times

10

A large group of Chuul are excavating the sand in this area. They will attack the party if they come near. If the party defeats them and checks the excavation site they will find an old rusted chest with significant loot inside - including a magic item that the Chuul sensed.

The Loot Includes:
Roll on "Treasure Hoard: Challenge 11-16 (D&D5e)"

11

A small group of Sand Witches are sunbathing, with a picnic of delicious smelling food. They resemble beautiful women but a DC15 Nature/Religion check will determine they are fey. They will try to entice the players to eat the food they have. Doing so will cause the imbiber to suffer 3d6 fire damage and become charmed by the creatures for 1d4 rounds. They may make a DC 13 WIS save to resist this effect at the end of each of their turns. If the witches true nature are revealed they will attack.

12

There is a beautiful golden vessel on the beach. Slightly obscured it takes a DC10 Perception check to notice the glimmer. If cleaned off it will release a water djin who will offer the player who cleaned the vessel one wish (as per the wish spell). The Djin takes the wish very literally, and will attempt to trick the players into freeing it if it can.

MountainEnc (2d6)

2d6 Result

2

A group of Roll 1d6 ogres have captured a humanoid (roll NPC Redux) and are discussing how they will cook them.

3

A group of fire giants are traveling with Roll 2d6 enslaved Resolve: {kenku|humans|elves|goblins|orcs|lizardfolk}- they ignore the party but will attack if they get they become annoying.

4

The Heart of Darkness- A particularly dark area of the jungle reveals the ancient remnants of a holy site. A slab altar is surrounded by 6 squat idols peeking above the thick ferns. (Encounters of Chult, pg 21)
Idolic Deity x1,  Shadow Mastiff(Jaguar), Shadow Demon x1

5

There was a fight here 1d10 days ago. 1d6 bodies are strewn about the path. The DM should decide the race of the bodies and how they died (slain by weapons claws breath attack etc). If slain by a creature there is a 1 in 6 chance there arestill valuables on the bodies
Resolve: {15%?There is Loot|There is no Loot}

6

Someone has erected a temporary shrine. This can be a pile of stones a rough built shrine a pile of bones or whatever is appropriate to the god being worshiped. A DC10 Religion check will identify the god. If the DC roll is at least 5 or better the PC can identify the general alignment of the god (ie Evil Good Law Chaos)

7

Gnawed bones and scat litter the area. A tracking DC15 will identify how many days old the camp is. The camp is 1d8 days old. The DM should choose what race of humanoid the camp is from. Common humanoids encountered are Goblins Lizardmen Grung and Garillon

8

A jungle cat watches as her cubs attempts to kill a solitary goblin.

9

The party comes up to a Way Station run by some natives. They will trade for rations food information and adventuring supplies.
Roll on "Merchant Generator" 1d4+1 times

10

The party discovers what they think to be precious flora DC20 Survival to notice they are actually a mimic species that is incredibly dangerous. DC20 WIS save or gain 1 long-term madness if they are touched.

11

A small cluster of blue gems breaks the surface of a stone wall trying to pry them out scatters the small swarm of sapphire scarabs

12

The party happens upon the lair of a Flame Hydra or Fire Dragon - a cave lit from within, a deep rumbling can be heard from within. a DC 10 Nature check reveals it to be the snoring of a massive creature.

Deadlands (2d6)

2d6 Result

2

Hanging from a branch is a deceased lizardfolk wearing a cloak that seems to be crafted from Pterodactyl wings. (Pterafolk Cloak Treasures of Chult)

3

At dusk a young voice begging for help whispers to one member of the party. The voice seems to come from the tres themselves. If the party member investigates they return 1d4 hours later- remembering nothing and gain a long-term madness that resolves in 2d6 days.

4

While travelling through the jungle the party come across hundreds of holes 1 ft in diameter.

5

The party comes across a massive hole straight down- it is partially overgrown and there is a rough path down into the hole. If they linger there is an increasing chance they will encounter a Purple Worm.

6

You find a group of kobolds destroying the forest for pleasure.

7

An ancient rotted tree exudes an aura of nausea and paranoia. As you get closer you can almost make out a discordant flute melody. If you get close DC10 WIS save or gain a long-term madness.

8

The party comes upon an area of jungle where all the vegetation is decaying and beasts litter the ground dead. Oddly none have been scavenged.

9

Your come to a blackened patch of jungle everything seems scorched but thorny if these thorns spill blood the plants almost instantly revive.

10

A square 10ft by 10ft cave can be seen ahead on closer inspection this is the mouth of a huge primitive statue head covers in vines

11

The party comes across a river bed that has run dry. Embedded in the hard dirt are pieces of a wooden cart jetting out. The wood is old and water damaged but show an attack by creatures of the forest. A DC18 Investigation check reveals a hidden cache under the cart containing a small assortment of minor treasures.

12

An aged map is found rolled up. It's a large map of the jungle with "LIES" written repeatedly in dried blood on it.