D&D5e - Encounters in The Savage Jungle
D&D5e - Encounters in The Savage Jungle
D&D5e - Encounters in The Savage Jungle
Savage Jungles
Writing
See Cast of Writers
Cover Artist
Nathalie Lehnert
Interior Artists
Luiz Prado
https://savedra.deviantart.com/
Layout Artist
Benoit de Bernardy
Cartography
Elven Tower RPG Maps, Jeff C. Stevens
Editing
Ken Carcas, Jean Headley
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All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected
under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or
artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
Copyright © Jeff C. Stevens 2017
Wes Cordell (@ratkingnow) – Wes is owner of Jeff C. Stevens (@jcorvinstevens) – that’s me!
ratkingnow.wordpress.com – a website where you can
find some cool information and his free Random Spell
Generator table. Be sure to check out Wes’s Armory
of Tharizdun on the DM’s Guild.
- Jeff C. Stevens
Scaling Suggestions
The following suggestions are not cumulative:
APL Glyph Damage Save DC First Night Second Night Third Night Idol Value
1 13 (3d8) 8 2 apes 1 lion 3 constrictor 100 gp
snakes
2 17 (4d8) 8 3 apes 2 lions 1 giant constrictor 200 gp
snake
3 22 (5d8) 10 5 apes 3 lions 2 giant constrictor 300 gp
snakes
4 26 (6d8) 10 7 apes 3 lions 2 giant constrictor 400 gp
snakes
5 30 (7d8) 12 1 giant ape 7 lions 4 giant constrictor 500 gp
snakes
6 36 (8d8) 12 1 giant ape 8 lions 5 giant constrictor 600 gp
snakes
7 40 (9d8) 14 1 giant ape 9 lions 5 giant constrictor 700 gp
snakes
8 44 (10d8) 14 1 giant ape 11 lions 7 giant constrictor 800 gp
snakes
9 46 (11d8) 16 2 giant apes 11 lions 7 giant constrictor 900 gp
snakes
10 52 (12d8) 16 2 giant apes 13 lions 8 giant constrictor 1000 gp
snakes
Type: Roleplay
CR: Any
DM’s Notes
Asad al’Sarif (see below), who was originally
created by Jean Headley and appeared in
Encounters in the Savage Cities, was a merchant
and trader of exotic spices. He’s recently given up
that career and is now a collector and peddler of
tribal weapons and antiquities.
He loves the finer things in life—fine wine,
exotic spices, precious oils and soaps, and fancy,
colorful clothing. He has a certain elegance
about him, which is obvious by the way he glides
when he walks, makes smooth hand-gestures
when he speaks, and the calm, almost hypnotic
soft vibrato of his voice.
Seldom does he hide his interest in an item. He
enjoys learning about where it was found, what
occurred to retrieve it, and any history there is to
learn.
Using Asad
The adventurers might encounter Asad on
Asad can be used in many ways. He has a
the road as he travels from one city or village to
small shop in a town where he trades for tribal
the next—appearing at just the right time to give
weapons and antiquities, displays them, and then
assistance to a group of troubled adventurers.
sells the items to adventurers and tourists. Tribal
Asad might also be found being held-up by
vases, rugs, armor, weapons, and clothing adorn
bandits (2 bandits per party member). If rescued,
the shelves and walls of his shop—most of which
Asad offers either a 50% discount to one of his
are for sale.
items or a free Identify service.
Asad also has a small wagon, which is covered
Asad is a merchant, but not a swindler. He
in a bright purple canvas. The exterior of the
drives a hard bargain when haggling, but doesn’t
wagon is decorated with a multitude of brightly-
want to lose a sale. He’s not easily cheated,
colored feathers, making the wagon a surprising,
deceived, or persuaded, but he does give in to
yet pleasant, spectacle.
intimidation.
There is a noticeable odor about the wagon,
strong but not necessarily unpleasant. Asad has
open pots of ointment, made with pungent herbs
and spices, hanging in the wagon to keep the
insects away. Incidentally, it also helps keep the
carnivores at bay, since Asad smells like plants
instead of meat.
Weapons
Name Cost Damage Weight Properties
Simple Melee Weapons
Knobkerrie 1 gp 1d6 bludgeoning 3 lb. Light, thrown (20/60)
Mambele 3 gp 1d6 piercing 1 lb. Light, thrown (20/40),
Sjambok 5 sp 1d4 slashing 1 lb. Finesse
Toothed Club 20 gp 1d4 bludgeoning 6 lb.
and 1d4 piercing
Simple Ranged Weapons
Atlatl 2 gp See description 2 lb. Loading (spears only)
Heavy Sling 4 sp 1d6 bludgeoning ½ lb. Ammunition, ranged (60/240)
Martial Melee Weapons
Khopesh 8 gp 1d6 slashing 3 lb. Finesse, light
Macuahuitl 20 gp 1d8 bludgeoning 5 lb. Versatile (1d10)
or 1d8 slashing
Martial Ranged Weapons
Boomerang 3 gp 1d8 bludgeoning 2 lb. Ranged (50/150), special
Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Medium Armor
Ichcahuipilli 12 gp 12 + Dex modifier (max 3) — — 10 lb.
Heavy Armor
Tlahuiztli 100 gp 14 + Dex modifier (max 2) Str 12 Disadvantage 30 lb.
(sight only)
Shield
Nguni shield 5 gp +1 bonus to AC — — 2 lb.
Pterodactyl Maturation
Age Size Save DC
Infant (up to 1 month) Tiny AC 8; 1 hit point; speed 10 ft.; Str 8 (-2); no effective attacks.
Young (1-3 months) Tiny AC 9; 4 hit point; speed 10 ft. fly 20 ft.; Str 10 (+0); Attack:
Bite. +2 to hit, they deal 1 piercing damage. Reach 5 ft.
Juvenile (3-6 months) Small AC 10; 8 hit point; speed 10 ft. fly 40 ft.; Str 10 (+0); Attack:
Bite. +2 to hit, they deal (1d4) piercing damage. Reach 5 ft.
Adult (6+ months) Medium See the Monster Manual (Pteranodon)
Skills Stealth +3, Perception +6 Ground Slam. Ouroboros slams its body against the
Damage Resistances bludgeoning, piercing, and slashing ground. All creatures within 30 ft. must succeed on a DC 15
from nonmagical weapons Dexterity saving throw to avoid being knocked prone. This
Damage Immunities poison attack also affects all creatures inside Ouroboros who make
Condition Immunities frightened, grappled, petrified, their saving throw with disadvantage.
poisoned, prone, stunned Retaliatory Swallow. Ouroboros makes a bite attack
Senses darkvision 60 ft., passive Perception 16 against a creature that attempted a melee attack against it
Languages — during the current round.
Challenge 17 (18,000 XP)
The gnomish Beetroot Family runs an animal- A cacophony of animal sounds rises out of
collecting operation, procuring exotic beasts for the jungle, appearing to come from a clearing
the private menageries of princes and merchants ahead. You hear birds, monkeys, and the roars
along the Sword Coast. The enthusiastic-but- of larger animals. A voice calls out indistinct
clueless Yazigoot Beetroot is currently in charge orders above the ruckus.
of the operation.
Yaz genuinely likes animals, but his A successful DC10 Intelligence (Nature) check
involvement in the day-to-day operations is reveals that this is no natural assemblage of
limited by his extremely poor eyesight. He’s animals; you hear predators and prey together
content with cataloging newly-acquired beetles, but no sounds of a struggle. The PCs can move
to the edge of the clearing and observe the camp
without fear of detection (moving with stealth
allows advantage to any later applied checks).
They are closest to Area A unless they stated
they desire to seek out the source of the noise
(Area B).
The Collector’s Camp
General. A large clearing surrounded by
jungle. A few small tents, some wagons, and
many cages of various sizes.
Terrain. Exposed dirt, muddy in high-traffic
areas (difficult terrain).
A. Cataloguing station
Read or paraphrase the following:
Skills Perception +3, Stealth +6 STR DEX CON INT WIS CHA
Senses darkvision 60 ft., passive Perception 13
16 (+3) 20 (+5) 13 (+1) 8 (-1) 12 (+1) 10 (+0)
Languages —
Challenge 2 (450 XP)
Skills Athletics +6, Perception +5, Stealth +8
Senses darkvision 60 ft., passive Perception 16
Ambusher. The forest fisher has advantage on attack rolls Languages Common
against any creature it has surprised. Challenge 2 (450 XP)
Forest Camouflage. The forest fisher has advantage on
Dexterity (Stealth) checks made in forest or jungle terrain.
Keen Hearing and Sight. TimReh has advantage on
Sniper. When the forest fisher is hidden from a creature Wisdom (Perception) checks that rely on hearing or sight.
and misses with its spike launcher or filament grab attacks,
Powerful Leaper. TimReh has advantage on Strength
making the attack does not reveal the forest fisher’s
(Athletics) checks that involve jumping. TimReh doubles his
position.
Strength score when determining long jump and high jump
Spider Climb. The forest fisher can climb difficult surfaces, distances cleared.
including upside down on ceilings, without needing to make
an ability check. Actions
Multiattack. TimReh makes two melee attacks or two
Actions ranged attacks.
Multiattack. The forest fisher makes one attack with its
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
filament grab, uses reel, and makes one attack with its spike
Hit: 7 (1d6+3) piercing damage.
launcher or pincer.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Filament Grab. Melee Weapon Attack: +5 to hit, reach
target. Hit: 7 (1d6+3) slashing damage.
40 ft., one target. Hit: The target is grappled (escape DC
13). Until the grapple ends, the target is restrained and Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320,
has disadvantage on Strength checks and Strength saving one target. Hit: 9 (1d6+5) piercing damage.
throws, and the forest fisher can’t use its filament grab on
another target.
Pincer. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (1d10+3) bludgeoning damage.
Spike Launcher. Ranged Weapon Attack: +5 to hit, range
30/60, one target. Hit: 8 (2d4 + 3) piercing damage.
Reel. The forest fisher pulls a Large or smaller creature
grappled by its filament grab up to 15 feet straight toward it.
The bearded man is grabbed by the leg by The slow-moving water of the river is murky
one of the crabs. He maintains his demeanor at the best of times, but the thrashing of the
and begins bashing at the crabs with the desperately struggling porters has churned up
round guard of his rapier. He shouts “If this mud and silt. It is treacherous underfoot and
expedition is lost, we will all suffer for it. Save the crabs are hard to see once submerged.
me, you fools!” Pincers and chitinous joints lurch out of the
water without warning and attack.
Skills Stealth +6
Senses blindsight 40 ft., passive Perception 10
Languages —
Challenge 1/4 (50 XP)
Actions
Multiattack. The crab makes two attacks but loses its
grapple ability.
Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target.
Hit: 5 (1d6 + 2) and the target is grappled (escape DC 13).
The crab has two claws, each of which can only grapple one
target.
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 +3 ) piercing
damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320
ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Alchemist’s Fire. Ranged Weapon Attack: +5 to hit, range
20 ft., one target. Hit: The target catches fire and takes
1d4 fire damage at the start of its next turn. While on fire
the target has disadvantage on attack rolls. The target can
extinguish the flames by using an action to make a DC 10
dexterity saving throw.
Tribal Arrows
Arrow Constitution Effect Duration
Save DC of Effect
Haha 13 The creature falls prone and perceives everything as 2 rounds(2)
hilarious for the duration.
Burna 13 (1)
The creature’s body becomes covered in red, inflamed 3 rounds
hives. All attacks, ability checks, and savings throws are at
disadvantage.
Itcha 13 (1)
The creature itches all over its body. It uses its actions and 3 rounds
reactions to scratch whatever areas it can reach.
Nosee 15 The creature loses the ability to see. Attacks and Dexterity 2 rounds (2)
saves are at disadvantage; movement is halved.
Outsa 15 The creature blacks out and falls prone, unaware of its 2 rounds (2)
surroundings.
Hackup 13 The creature begins coughing incessantly. All attacks, 2 rounds (2)
ability checks, and savings throws are at disadvantage.
Seeya 13 On a failed DC 13 Dexterity saving throw, the creature is 3 rounds
under the effect of the Faerie Fire spell.
(1) Repeat the Constitution saving throw at the end of each of the affected creature’s turns to end the
effect.
(2) The effect also ends if the affected creature takes damage.
Bound and tied to bamboo poles, you are After the story is told, the villagers begin adding
carried through the jungle and into a clearing chopped vegetables and spices to the cauldron.
circled by thatch huts. Tribespeople make their They also begin to shave the heads of the
way out of the huts and cheer as your captors adventurers. After all, no one wants hair in their
parade you around the village before stopping soup.
in front of a large, black caldron resting atop a
smoldering fire.