BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Chult Jungle Encounters

Encounter Ideas

This section is a list of the prepared encounter ideas I have for the different areas of Chult.  

The Order of the Fang and Sword

Biomes: Any
Classification: Encounter
  The Order of the Fang and Sword is a adventuring company that was founded during the death curse. They managed to survive the past year and are returning from their second profitable expedition. They have a hadrosaurus named Bon'Dama and an ankylosaurus named Dardu who carry a total of 200 gp worth of treasure and supplies. The Order has a total of 1000 gp spread among the members evenly. The group is made of the following members:
  • Mica, a lawful good female wood elven ranger from the Heartlands of Faerûn. She departed to Chult a year ago from Cormyr. She has braided blonde hair with a colorful feather interwoven into the braid. She originally came to Chult to investigate the death curse, but fell in love with the myriad of wildlife. In combat, she is an Archer. Mica also has 3 +3 Arrows in her quiver as well as many regular ones.
  • Joycie Norde, a lawful neutral female halfling cleric from the Sword Coast. Joycie has copper hair, light gray eyes, and is the accepted leader of the group. Her village was enslaved by hobgoblins, but she escaped and became a priest of Ilmater. She came to Chult looking for a way to return her family to life, but has remained to help in destroying the undead menace. In combat, she is a Priest.
  • Richye, a neutral good male halfling bard from Calimport. Richye has golden hair and green eyes. Richye fled to Chult to evade consequences of a failed gem heist. He was at first smitten with Joycie, but has since become a patient admirer. In combat, he is a Bard.
  • Braffin Lerke, a lawful good male wild elven paladin of the ancients. He revered Ubtao before the fall of Mezro, but since Ubtao's disappearance has began revering Silvanus as well. He wears scale armor made of dinosaur hide and is short and slender with dark hair and brown eyes. In combat, he is a Knight with the divine smite class feature of a paladin. He also wields a +1 Yklwa and carries a light wooden shield.
Unless they have a reason to do otherwise, the group invites the party to share eat a meal with them and share a tale. If the players take the order up on their offer, they gain allies in Port Nyanzaru. When they return to the city, the group plans on buying a home and selling their goods. The players can find them there if they look for them.  

Caught in a Web

Biomes: Jungle (No Undead, Lesser Undead, and Greater Undead), Ruins
Classification: Encounter/Hazard   Hazard. The area the characters want to travel through is coded with enormous spiderwebs. This fact makes the mere act of travelling difficult. Travel through this area takes twice as long and requires a DC 12 Strength (athletics) or Dexterity (acrobatics) check to travel through without getting stuck and taking 3 times as long.   Encounter. Unless they are stealthy while travelling through the webbed area, 4 Giant Spiders are alerted to their presence and set an ambush for them. The spiders attempt to stay out of harms way in the webs and trees until their prey is entrapped in a web cocoon.   Giant spiders weave thick, sticky webs across passages and at the bottom of pits to snare prey. These web-filled areas are difficult terrain. Moreover, a creature entering a webbed area for the first time on a turn or starting its turn there must succeed on a DC 12 Dexterity saving throw or become restrained by the webs. A restrained creature can use its action to try to escape, doing so with a successful DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. Each 10-foot cube of giant webs has AC 10, 15 hit points, vulnerability to fire, and immunity to bludgeoning, piercing, and psychic damage.   Treasure. If they players spend an hour searching through the old cocoons around the area, they find a very battered, but once regal, chultan coin purse, a bracelet made from a petrified snake, and a lock in excellent condition (DC 20 to open).  

The Blood of Wongo(Used)

Biomes: Jungle (No Undead, Lesser Undead, and Greater Undead)
Classification: Curiosity/Encounter   Curiosity. Between two dead trees is a Shrine to the jungle spirit Wongo, who's vestige lay in the Tomb of the Nine Gods. With the fall of the death godling and the liberation of the spirits of the Nine Gods, Wongo has been freed to inhabit the land is a vestigial spirit state. This shrine is a location his spirit frequents often and his presence has attracted su-monsters. The su-monsters have coated the pair of dead trees in bloody hand prints and have created the shrine to Wongo that is shaped like a monkey with a bloody maw of jagged teeth and bloodstone eyes. These bloodstones can be pried out of the shrine with a successful DC 12 Dexterity (Thieves' Tools) check for a DC 15 Dexterity (Sleight of Hand) Check. Each bloodstone pried out is worth 50 gp.   Encounter. When the characters arrive at the shrine, they encounter two Su-Monsters that are hanging from dead branches above the shrine. While within 30 feet of the shrine, the su-monsters gain the following trait:   Wongo's Frenzy. The su-monster has advantage on melee attack rolls against any creature that doesn't have all its hit points.   This effect lasts even when the bloodstones have been removed. If the party rests near the shrine, they are assaulted by 3 more Su-Monsters while they rest.  

Shell Shock

Biomes: Jungle (No Undead), Swamp, Wasteland
Classification: Encounter/Hazard   Encounter. While traveling over what the party thought was a great stone boulder, the boulder starts to move as a Horizonback Tortoise emerges from its shell and begins to slowly move. It is not inherently hostile to the party, and will only attack them if antagonized or attacked. The tortoise's name is Goro-bach and has lived in the lands of Chult for many centuries. He hates the undead and will help the party if they need help hunting or destroying the undead.   Hazard. When the horizonback tortoise starts moving, any unsecured creature on its back must make a DC 13 Dexterity saving throw or fall prone and fall off the large shell. Falling off the shell leads to a fall of 10 feet and deals 1d6 bludgeoning damage.    

The Dread Witch Doctress

Biomes: Jungle (No Undead, Lesser Undead, and Greater Undead), Swamp, Wasteland
Classification: Curiosity/Encounter   Curiosity. Amid the jungle, there is a small clearing concealed beneath a dense upper canopy from the surrounding trees. Many exotic and pungent plants line neatly organized flower beds that surround a small wood and hide hut. Within this clearing, there is no sunlight and a party member that examines the flower beds can make a DC 15 Intelligence (Investigation) check to determine that the plants in this clearing have been watered with blood.     Encounter. Within the house is the powerful green hag named Nissa Marrowgut. She is accompanied by her two goblin children: The Twins. These children are actually possessed by malicious spirits from the lower planes.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!
Powered by World Anvil