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Rumble In The Jungle

LEAVIN' TOWN

Your ship, the Moonwaker, has pulled into Jama, a sea coast town. and sold off some of its stolen cargo at a discounted price. However, selling off the nice pricey loot just wont happen here, as the town has recently endured a sea devil attack.   Captain Tarheel is very frustrated at not being able to sell in the nearby city of Swampshoal Point as the Harbormaster now demands one of the "established" city merchants must vouch for a captain's integrity before a ship can sell its cargo, no doubt a ploy of the Kar-Nodge Pirates.   Fortunately, Captain Tarheel has come up with a plan. One of the Jama merchant families has decided they've had enough of the sea devils and are going to set up shop in Swampshoal Point.   The family has no idea that the Moonwaker is a pirate ship, and will certainly speak well of its captain and crew in Swampshoal Point. To ensure the family continues to see them as a good ship, Captain Tarheel has decided to send some of his crew to protect them along the road. And the crew he picked, is you!
  Unless your DM tells you otherwise, CHOOSE YOUR PIRATE! Click the image of the character you are interested in. This will take you to an interactive stat sheet with dice rolling buttons.      

IF YOU ARE A PLAYER READ NO FARTHER!

FORK IN THE ROAD

 
It's been a fair enough day since you left the town of Jama. The three carts, each pulled by a brace of donkeys and heaped with goods under protective canvas, roll along the road.   After being at sea, it feels good to be out stretching your legs. The heat of the sun is blocked by the leafy canopy of incredibly tall trees, a rare treat after working on a deck under the blazing sun. Three days and two nights to enjoy the jungle without heaving on ropes or swabbing the deck? Why, this was a vacation!   Suddenly, the donkeys stop. Their heads are up and their long ears prick forward.   "Git on there, Sassy," the young man leading the first brace of donkeys said, tugging on the rope. The donkeys ignore him.   "Easy there, Jihn," Master Ribert Sandberg, the eldest merchant, said to the young man. "These are experienced donkeys. They don't just stop. Must be something up ahead around the bend."   Up ahead, you see an overgrown track leading away to the left while the road curves in the opposite direction from the track.
  HAVE THE PLAYERS ROLL PERCEPTION DC: 12 Those that succeed, can hear the sharp calls and hissing of several creatures ahead.   NATURE DC: 12 to recognize the sounds as coming from a gang of scabbers, warm-blooded lizards that run on their back legs and are about the size of a chicken. Scabbers are usually scavengers, though in great numbers they are able to bring down good-sized prey.  
The Bend
 

LOOKING AROUND THE BEND

There on the jungle road are two dead gorillas. Ripping off little bites of flesh, are twenty scabbers. The annoying scavengers are noisy but dont seem to care you are watching them.   Getting the carts past the dead gorillas is not possible unless the bodies are moved.
 
Approach The Bodies
  The Scabbers make even louder calls and turn to hiss at them. Two Scabbers per char are in a food frenzy (will fight to the death over food) and charges the chars! Once these scabbers are killed, the rest of the gang flees into the jungle.
Scabber Stats

Scabber

Tiny raptor, any
Armor Class: 14 (Natural Armor: Scales)
Hit Points: 14hp (4d4+4) 4d4+4
Speed: 29ft

STR

7 -2

DEX

15 +2

CON

12 +1

INT

2 -4

WIS

14 +2

CHA

6 -2

Saving Throws: STR -2 , DEX +2 , CON +1 , INT -4 , WIS +2 , CHA -2
Skills: Perception: +2
Senses: Passive Perception: 12
INITIATIVE: 12
Challenge Rating: 1/2

Pack Tactics
The scabber has advantage on attack rolls against a creature if at least one of the scabber's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

BITE reach 5ft., one target. Melee Attack: +4 Bite Damage: 1d4+2 Piercing Damage.

A tiny warm-blooded lizard that is bipedal. It has a long narrow jaw filled with long saber-shaped teeth.   LINK TO THE TOKEN IMAGE: https://www.worldanvil.com/uploads/images/6ad10aeb7f8910168c005de7ec7a3b38.png
  After the fighting, have the chars roll PERCEPTION DC: 12 to spot large tracks that seem to have stepped on the gorillas, killing them.   A NATURE DC: 12 will reveal these tracks to be that of a rannos: a very, very big warm-blooded lizard that runs about on its hind legs. It has massive jaws capable of biting men in half.  

TAKING THE OVERGROWN TRACK

You need to take turns cutting away ferns and small bushes so the carts can get through. The ruts of the track are easy to follow all the way to a stream. It was large for a stream though not enough to be a river. It was three foot deep and clear, making it easy to see the streambed was made up of uneven rocks. There were two lines of mostly flat rocks spaced just like the ruts.   "Hmmph," Master Ribert grumbled as he poked the rocks with his walking stick. "Donkeys won't be liking stumbling along them stones. Gonna need extra hands to lead them across."
 
Crossing The Carts
  For each cart, the players decide who is going to be the one to roll ANIMAL HANDLING DC: 16. TWO others can assist in the following manner:
Make a ANIMAL HANDLING roll and then add their assistance by the following list:
Rolled a 1: subtract 1
Rolled 2-5: add 0
Rolled 6-10: add 1
Rolled 11-15: add 2
Rolled 16-19: add 3
Rolled a 20: add 4
If the roll is a success, they manage to get the cart across. IF THE ROLL FAILS, the cart is now stuck in the stream and must be pushed, (this can be repeated). THREE PUSHING FAILS results in Exhaustion. The players decide who is going to be the one to roll ATHLETICS DC: 18. THREE others can make assisting rolls according to the list.   Once all three carts make it across, it is an uneventful rest of the day where they can then make camp.
 

CAMP: FIRST NIGHT

 
After a long day, you keep watch as the merchants set up camp and make supper: salted fish fried served on flatbread with cheese melted on top. You are given a mug of honey apple cider to wash it down with and the promise of an ale for a night cap.
  Once things seem to be settling down, Master Riburt calls them over and serves each Char their night cap ale.  
"Don't take too long, drinkin' that," Master Riburt tells you. "We'll be up at dawn. Til then, I'm turnin' in these old bones of mine." He ambles off into a tent.
  When the players decide they are ready for their chars to go to bed and/or settle into their turns at watch, continue to read for whomever is on watch. (If players are taking turns on watch, simply roll dice to determine whose watch the monkeys happen on.) If no one is, skip to the next part.  
It is well past dark when the moon shines down through the canopy, illuminating the moonflowers as they open in the night air. Everything is quiet and peaceful, an easy watch.
 
Monkey Mayhem
Either use the PASSIVE PERCEPTION of the char on watch or have them roll PERCEPTION DC: 12. On a success, they notice several monkeys running out of the trees and into camp. Choose one monkey mischief for each char in the party:  
1) Three monkeys are jumping from a tree onto a tent and using it like a bounce house. Every round, roll 1d100 . On a 40 or less, the tent collapses onto whoever is inside.   2) Two monkeys go rummaging in a cart holding your travel supplies and start eating the food. They will toss things from the cart at anyone who comes near.   3) A monkey runs out of a tent dragging a bit of cloth. A female merchant, still in her nightdress, dashes out of the tent and grabs the cloth. She is now in a tug-of-war over her ... unmentionables!
4) A monkey runs out of the party's tent dragging someone's belt pouch. It jingles with coins.         5) Two monkeys are tugging on the ropes of Master Ribert's tent. roll 1d100 On a 60 or less, the tent collapses.         6) Two monkeys are having a tug-of-war over a player's pants. When they are approached, they drop the pants and start flinging poo.
  Jungle Monkey Stats

Jungle Monkey

Tiny primate, any
Armor Class: 16
Hit Points: 3 (1d6) 1d6
Speed: 30ft Climb: 30ft

STR

8 -1

DEX

14 +2

CON

11 +0

INT

4 -3

WIS

12 +1

CHA

5 -3

Saving Throws: STR -1 , DEX +2 , CON +0 , INT -3 , WIS +1 , CHA -2
Senses: Passive Perception: 11
INITIATIVE: +2

PACK TACTICS: The Jungle Monkey has advantage on an attack roll against a creature if at least one of the Jungle Monkey's allies is within 5 feet of the creature and the ally isn't incapacitated.   FLING: When scared or angry, a Jungle Monkey will throw objects or poo at whatever has scared or angered them.
If a creature is struck by POO, they must make a CON DC:10 or be GROSSED OUT, a condition that gives them Disadvantage on all d20 rolls. Grossed Out lasts until the victim makes a successful CON DC: 10, which they can do once at the end of each of their turns.

Actions

BITE reach 5ft, one target. Melee Attack: +1 Bite Damage: 1d4-1 .   FLING (15'/30') Range Attack: +4 Poo No Damage but victim rolls for Grossed Out condition. Object Damage: 1d2+2 bludgeon damage.

A tiny man-shaped creature covered in fur. It has a long prehensile tail and hands at the ends of its arms and legs.   They are quick little creatures making them hard to hit.   LINK FOR THE IMAGE: https://www.worldanvil.com/uploads/images/37def1ba320971f81e5714d914d991de.png
  After one or more monkeys are killed during a round, each monkey rolls a WIS DC: 12 on their turn. On a successful save, it runs away back into the jungle. You choose whether they take something with them or not.   The rest of the night passes uneventfully.
 

GORILLA WARFARE

 
Jungle Road
 
The dawn brings another nice day. Breakfast is beans in a molasses sauce on biscuits and served with a mug of cider. You each are given a strip of jerky to gnaw on for the rest of the day until suppertime. The merchants are quick to get the donkeys hitched to their carts and get going. Despite your trudging along, it is still a pleasant journey.   As you enjoy the variety of the many bird songs, they are drowned out by the beating of several chests and angry calls.   "OOoooOOooOOoooOO!"

  Give the players a moment to think it over and possibly try and identify the sounds with a NATURE DC: 12 reveals these to be threat calls of gorillas. Once this moment happens, continue.   ONE gorilla for EACH player comes charging out of the trees to attack. These will fight to the death. (They are determined to defend the troop with their lives.)   ONE gorilla for EACH player remains in the trees but throws a coconut. These gorillas will not fight in melee, choosing to flee instead. They each will throw up to three coconuts in the fight before retreating.   When one gorilla dies, the gorillas with coconuts each roll WIS DC: 12. A successful roll means that gorilla runs away.   Gorilla Stats

Brokenveil Gorilla

Medium primate, any
Armor Class: 14
Hit Points: 36 (6d8+12) 6d8+12
Speed: 30ft Climb: 30ft

STR

16 +3

DEX

14 +2

CON

14 +2

INT

5 -3

WIS

12 +1

CHA

7 -2

Saving Throws: STR +3 , DEX 1d20+2 , CON +2 , INT -2 , WIS +1 , CHA +1
Skills: Athletics: +5 , Perception: +3
Senses: Passive Perception: 13
INITIATIVE: +2
Challenge Rating: 1/2

Multiattack: A Brokenveil Gorilla makes two fist attacks.   Tossing: They will toss coconuts.

Actions

FIST: reach 5ft, one target. Melee Attack: +5 . Fist Damage: 1d6+3 Bludgeon Damage.   COCONUT: (25'/50') Range Attack: +5 . Coconut Damage: 1d6+3 Bludgeon Damage.

A Brokenveil Gorilla a powerfully-built ape covered in short black fur. Male fur tends to turn silver, especially along their backs as they age.   LINK TO IMAGE: https://www.worldanvil.com/uploads/images/37e55feebe166836bd657ed8e3323113.png
  The rest of the day is peaceful and that night is uneventful.
 

RAGIN' RANNOS

 
Today was it. According to Master Ribert, you would be reaching Swampshoal Point later in the day. The relief from the scorching down under the leaves of the jungle trees was not feeling so wonderful as your feet ached from so much walking. In fact, working on a scorching hot deck under the blazing sun just might be worth it if only to save your achng feet. You're pirates, after all, and made for riding ships, not walking!   Suddenly, the birds all went quiet.   "OOoooOOoooOOoo!" Echoes from deep within the jungle. It's followed by a loud, menacing roar. Maybe those dang gorillas from yesterday finally got their comeuppances! Still, the noises were not from close by so why were the birds quiet?
  Roll Perception DC: 12. Those who make a successful roll, notice movement in the trees. The gorillas get advantage throwing coconuts at those who fail. There is one coconut throwing gorilla for each PC.   One gorilla for each PC comes charging out of the trees hooting and beating their chests. These are mock-charges to scare. There are only three rounds of tossed coconuts and mock-charges from the gorillas who then all run away.   Roll WIS DC: 12 for each brace of donkeys +0 . A FAIL and the donkeys try to run. If the way ahead is blocked by another cart that is not paniced, the brace of donkeys try to run around it, causing the carts to become wedged together and unable to move.   To fix the carts: ONE PC must make a successful ANIMAL HANDLING DC: 16 to calm one brace of donkeys. Two other PCs may assist according to the following list:
Rolled a 1: subtract 1
Rolled 2-5: add 0
Rolled 6-10: add 1
Rolled 11-15: add 2
Rolled 16-19: add 3
Rolled a 20: add 4

Once the brace of donkeys is calmed (this can be repeated once each round), ONE PC must make a ATHLETICS DC: 18 to get the carts unstuck (this can be repeated once each round). Three PCs may assist according to the list.   On the fourth round, any remaining gorillas flee and there are no tossed coconuts, but the hooting and occassional roar are fast approaching.   On the fifth round:
Suddenly, out of the trees some distance behind the last cart, a dozen hooting gorillas run across the road as something big crashes through the trees. A heavy-built lizard eight feet tall, over twenty-feet long, and running on its two hind legs, steps onto the road. It massive head snaps its terrible jaws filled with foot-long teeth shaped like knives, just missing the slowest gorilla. Four coconuts fly out of the trees hitting the terrible lizard in the head. One smacks into its eye. It stops, shaking its head.   All the donkeys bray in terror and once again try to run. The great lizard turns your way. Its deadly jaws drop open and it let's out a drooling roar.
  Juvenile Rannos

Juvenile Rannos

Huge megaraptor, any
Armor Class: 16
Hit Points: 84hp (8d12+32) 8d12+32
Speed: 50ft

STR

19 +4

DEX

10 +0

CON

19 +4

INT

2 -4

WIS

12 +1

CHA

9 -1

Saving Throws: STR +4 , DEX +0 , CON +4 , INT -4 , WIS +1 , CHA -1
Skills: Perception: +4
Senses: Passive Perception: 14
INITIATIVE: +0
Challenge Rating: 5

MultiAttack: The Rannos makes two melee attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

Actions

BITE: reach 10ft, one target. Bite Attack: +7 , Bite Damage: 4d8+4 Pierce Damage. If target is a mediom or smaller creature, it is grappled (Escape: can be Athletics or Acrobatics skill and is PCs choice) DC: 17. Until the grapple ends, the target is restrained, and the Juvenile Rannos can't bite another target.   TAIL: reach 10ft, one target. Tail Attacks: +7 , Tail Damage: 3d4+4 Bludgein Damage. Target makes a STR or DEX SAVE DC: 12 or is knocked prone.

A heavy-built lizard standing 8' tall and 24 feet long. It walks on its two hind legs. It has a massive head with jaws filled with foot-long teeth shaped like knives.   LINK TO THE IMAGE: https://www.worldanvil.com/uploads/images/2b6b3e9dc073776af30b06fdc5fc12ed.png
  The rannos charges on the sixth and seventh rounds, leaving these rounds to try and get all the carts under control and moving. If they succeed, this becomes a CHASE!
To successfully out run the rannos, the party must get three successful ANIMAL HANDLING DC: 18 checks, rolls once each turn. ONE PC makes the roll but can be assisted by ALL the other PCs according to the list above.   If they get three fails, the rannos reaches one of the carts and the PCs must delay or fight it to keep it from destroying the cart and killing the donkeys. Once a cart is destroyed this distracts the rannos. They can once again go back to running for the city, starting all over with no fails and no successes.   On the third success, the PCs break out of the trees and into sight of the gates, where ballista fired from the city walls wound the rannos and drive it back into the jungle.   VICTORY if they get at least one cart to the city!
LINKS TO TOKENS AND IMAGES ARE PROVIDED IN EVERY STAT BLOCK.

THE INTRO

  This adventure is designed for a party of four pirates (characters provided) and based on DnD 5e rules.   'Rumble in the Jungle' can easily be placed into most any setting.  
 

ADVENTURE BACKGROUND

  A juvenile rannos has followed a herd of tri-horns into the Brokenveil Jungle. The herd has since moved on but the rannos still lingers.   The gorillas are agitated and have turned more aggressive as troops battle each other for the high trees to keep out of reach of the rannos.   Dangers and trouble await those who dare to travel through Brokenveil Jungle.

Synopsis

  The players begin escorting the merchants down the jungle road to a fork in the road. One way leads to a tough water crossing, the other leads to a fight with some scabbers.   That night at camp, they get invaded by mischievous monkeys.   The next day, they are attacked by gorillas.   This time when they camp, its peaceful.   The last day they are attacked by gorillas and must race the rannos to the city gates.

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Cover image: by ARTISTIC_FRAMES

Comments

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Master frigid_lich_dnd
Frigid_Lich_DnD
16 Apr, 2022 21:24

I love the pirate/jungle theme! Enjoyed reading through this, great work :D

16 Apr, 2022 21:38

Thanx! This is also the same crew of pre-gens in my previous one-shot. I plan to make a series starring them

Here is my Challenge article! HROKENTORM   Come vist my worlds PANGORIO for exciting tales, world lore, and RPG adventures! HYPNOSIUM is my new historical fantasy world!
20 Apr, 2022 00:28

Harassed by monkeys, fighting gorillas, and having to escape a giant dinosaur? Very nicely put together! Also, I really liked the short descriptions you gave your characters on their stat block pages.

Current Challeng Article: Olimians, and the associated Chronicle: Chronicle of the Silver Age
20 Apr, 2022 02:21

Thanx!

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Master FalconX
Lachlan Grierson
20 Apr, 2022 02:04

A very well put together plot it seems. Well done.

20 Apr, 2022 02:22

Thank you!

Here is my Challenge article! HROKENTORM   Come vist my worlds PANGORIO for exciting tales, world lore, and RPG adventures! HYPNOSIUM is my new historical fantasy world!
20 Apr, 2022 03:17

This was cool. I particularly like the realistic aesthetics of the maps

20 Apr, 2022 12:19

Thanx! The maps were fun to make

Here is my Challenge article! HROKENTORM   Come vist my worlds PANGORIO for exciting tales, world lore, and RPG adventures! HYPNOSIUM is my new historical fantasy world!
20 Apr, 2022 12:48

This is a unique style and I like that you're following up with a series. I don't play 5E, but the physical style is well done and the jungle theme almost makes my skin clammy from the humidity. I did notice that in the opening you refer to the Moonwaker, and then the third time the ship is mentioned its Moonraker. Unless it's too early in the morning for me and I didn't get the subtlety of there being two ships, this might be a spell checker thing?

20 Apr, 2022 20:51

ooops .... a typo. lol. thanx for finding it!

Here is my Challenge article! HROKENTORM   Come vist my worlds PANGORIO for exciting tales, world lore, and RPG adventures! HYPNOSIUM is my new historical fantasy world!
23 Apr, 2022 17:20

This is a fun adventure with a T-Rex fight at the end! Here are my notes as I was reading it. Is that a Dungeon Alchemist map? I've been wanting it and you may have just made me pull the trigger! I see skill checks, but no notes on what happens with a failed skill check? Maybe you've accounted for that and I'm missing it. The main one is, what if the carts get stuck in the stream and can't get out? Does that end the adventure there? Monky Mayhem bit is a lot of fun! Poor gorillas fighting to the death!   Definitely a fun little one-shot between sessions.

Come see my Summer Camp 2022 articles! Read my "On the Shoulders of Giants" challenge article: Talinos.

23 Apr, 2022 17:35

Yes, its Dungeon Alchemist. I probably need to make a point to make the fails more clear. Thanks for noticing! The carts don't end up stuck ... it simply means they have to keep trying until they succeed or the DM comes up with something else.   Yes, those few gorillas are stubborn, lol.

Here is my Challenge article! HROKENTORM   Come vist my worlds PANGORIO for exciting tales, world lore, and RPG adventures! HYPNOSIUM is my new historical fantasy world!
30 Apr, 2022 23:58

I like this, a dungeon run without the dungeon.   I only saw one error, in round 5 of the Rannos fight: "Its deadly jaws drop open let's out a drooling roar." I assume you meant "and let out".   A fun read!

Actually considering doing NaNoWriMo.
2 May, 2022 11:13

Ooops! I certainly did! Thanx for finding that!

Here is my Challenge article! HROKENTORM   Come vist my worlds PANGORIO for exciting tales, world lore, and RPG adventures! HYPNOSIUM is my new historical fantasy world!
1 May, 2022 00:45

This has a really cool setting! And it was really enjoyable to read. I could picture the jungle and the animals in the jungle vividly based off your descriptions!

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2 May, 2022 11:21

Am very glad you enjoyed reading it!

Here is my Challenge article! HROKENTORM   Come vist my worlds PANGORIO for exciting tales, world lore, and RPG adventures! HYPNOSIUM is my new historical fantasy world!
1 May, 2022 20:12

This looks like it'll be a blast to play! Jungle theme, no chances for the players to get distracted and go off-track, pre-gen characters with fancy portraits - very good!   I did notice that some of the read-out-loud blocks switch between present and past tense a bit, but that's easily fixed.

Am I my brother's keeper? No, I'm the centre-forward!
2 May, 2022 11:24

Thank you for discovering that and glad you enjoyed it!

Here is my Challenge article! HROKENTORM   Come vist my worlds PANGORIO for exciting tales, world lore, and RPG adventures! HYPNOSIUM is my new historical fantasy world!