Druids of The Carnivorous Jungle
Druids of The Carnivorous Jungle
Druids of The Carnivorous Jungle
1 Clear, blue skies and sunny Option A: When the party enters the
clearing with the two large, red flowers,
2 Partly cloudy with light rainfall have them all roll DC 12 Perception checks.
On a successful roll, they’ll notice the
3 Dark clouds with heavy rainfall flowers have fang-like edges and sweet
smelling sap that drips down like
4 Dense fog or mist drool—they’re able to avoid a bite from the
carnivorous plants. On a failed roll, that
player or players must make a DC 15 DEX
The jungle is also carnivorous. It wasn’t Save or take 1d6+2 piercing damage before
always this way but in the most recent moving forward into the next phase of the
years, a wide variety of plants that eat jungle.
insects and animals began to grow and
spread quickly, including: human-sized Option B: When the party arrives at the
venus flytraps, pitcher plants, and drosera. muddy marshland, they’ll realize there’s only
Should the characters veer off the path and one way across—swinging on the hanging
into the jungle, you may want to throw a vines. Have each player roll a series of
random Carnivorous Plant encounter at Athletics or Acrobatic checks to see if they
them. This can be done as a combat make it across.
encounter using the stat block provided at
the end of this module, or run it more like a Check #1: DC 10 Athletics or Acrobatics
trap with a single DC 15 Dexterity saving Check #2: DC 11 Athletics or Acrobatics
throw or they take 1d6+2 damage. Check #3: DC 12 Athletics or Acrobatics
Option D: Arriving near the low humming If you cut me with a blade,
noises, the group will realize it’s coming my stone heart stops it dead.
from a swarm of oversized hornets. A dirt
path cuts through the brush ahead right But if you leave me in the sun,
under the hornets’ nest but how to move I’ll shrivel up and die.
past them without getting stung is unclear.
Fifteen feet to each side of the path is a Now this really begs the question,
rocky cliff thirty feet high that blocks any what am I?
chance of sneaking around the swarm. The
swarm will be rewarded with an opportunity
attack if the adventurers get too close. Answer: Cherry
Leave it up to them to figure out what to do
next but reward creativity. If they don’t guess the answer to this riddle
after a few attempts, read the following:
After passing through one of the obstacles
presented in option C or D, the dirt path will
continue for a good while as they make Nope nope that’s not correct,
progress further into the jungle. Off into the I’m sure a tricky one.
distance they’ll be able to make out the top
of a large Kapok tree. With a successful DC But here’s another riddle,
12 Perception check, they adventurers will I hope you're having fun!
know with a certainty that the large tree is
in fact The Mother Tree.
Riddle 2: Option E: The trail on the jungle path winds
around a bend where a small cave is
situated. Have each player roll a DC 12
When the darkness takes control, Perception check. On a successful roll, they
and leaves no light at all to play. notice the cave, otherwise, they’ll just be
able to see the Kapok tree ahead in a little
I come swiftly down to you, more detail.
no matter night or day.
The cave has a narrow entrance but opens
Some fear me when I fall, up to a single 30-foot cavern where there
but love me when I’m tame. appears to be a small hoard of sparkling,
fresh fruit gathered to one side.
I’m sure you’ll get this one, Bioluminescent mushrooms of all sizes glow
my friends, what is my name? faintly of a teal color. If the cave is entered,
those players will need to make a DC 10
CON saving throw or take 1d4 poison
Answer: Rain damage from the mushrooms. If they reach
the specific fruit and eat it, they will each
If either of Babbel’s riddles are answered be granted 2d4+2 HP.
correctly within a few attempts, he will
gladly lower the net and release whoever’s Option F: The boardwalk-like pathway leads
caught. If neither riddle is answered up into the jungle canopy until it meets a
correctly, he will leave them with this run-down treehouse the size of a shed.
thought: From the looks of it, no one has been here
in years but Amaris vaguely remembers this
place from when her grandad brought her as
a young child. Upon remembering, she will
Best of luck in your adventure, immediately search the room and will find a
though my games were much too tough. wooden walking staff–her grandad’s. If the
You hang above a hungry grove, party searches the treehouse further with a
I hear their bite is rough. See ya! successful DC 12 Perception check, they
will be able to find two potions of healing
(2d4+2 HP). With a successful DC 16
Perception check, they will discover a rusty
And with that he’ll be on his way leaving the machete lodged into one of the treehouse’s
group to figure out how to escape. If they outer walls. Otherwise with a failed
fall, they’ll take 1d6 bludgeoning damage Perception check, they’ll only be able to see
from the fall and will need to make a DEX a little bit more of the Mother Tree just a
saving throw or take 1d6 more damage from short distance from there, and a still-trusty
the carnivorous plants below. rope ladder leading them back down to the
forest floor.
After their interaction with Babbel, they’ll
come to a fork in the road where they’ll Grandad’s Walking Staff: Melee, 5 ft. range,
have to decide one last time which path to 1d6+STR bludgeoning damage. It also grants
take, although, both appear to lead to the +2 to any skill checks related to Survival but
tree: (E) to their left is a trail that continues only when wielded.
on the jungle floor; and (F) to their right is a
path of wooden planks and rope that takes
them into the canopy. Just like before, they
can all roll a DC 15 Survival check to orient
themselves. On a successful roll, the DM
gets to pick which way to send them, and on
a failed roll, the adventurers get to choose.
THE MOTHER TREE
In addition to offering protection, The
Mother Tree will kindly give the last of her
Breaking through the last of the jungle magical, sparkling fruit that provides healing
vegetation, you stumble into a clearing of tall properties like those found in the cave (see
grasses and a bubbling spring. The spring Option E). That is, the last of her fruit for
flows from where you stand to the massive this season. Congratulate the Druids for an
trunk of The Mother Tree herself. But much to excursion well-executed!
your dismay, The Mother Tree appears sickly
and malnourished.
CHARACTERS
Her leaves look withered, her branches weak,
and her bark brittle. It doesn’t take long before A M A R I S F E R N L I LY
you see the source of her misery. Wrapped Lawful Good
around her base and strangling her massive A free spirited teenager whose
roots constricts a thriving, thorny weed. Two overconfidence originates from her many
viper-like vines release their grip on her to coil treks with grandad before he passed away.
back into striking position and focus on the Amaris has a very bubbly personality who
threat before it… you! Roll initiative. tends to be the optimist of any group and in
most every setting. In this adventure, she
tries her best to lead the other Druids
(players) through the Fangroot to The
Amaris will fully assist the adventurers Mother Tree.
during this fight against the Parasitic Vine. Appearance: Female half-elf, age 15. Amaris
Reference her stat block below as needed. is taller than most half-elves her age so her
The Mother Tree is nearly helpless in this plant-based skirt and tube top appear a size
fight but can speak small, encouraging too small. Around her forehead is a band of
phrases telepathically like, “That’s it my fresh flowers that pairs well with the
child,” “I believe in you,” and “One final blow!” eye-black stripes on each of her cheeks.
Armor Class. 12
Hit Points. 13
Speed. 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 6 15 10 10 7 8 14 11 4 12 6
(+4) (-2) (+2) (+0) (+0) (-2) (-1) (+2) (+0) (-3) (+1) (-2)
ACTIONS ACTIONS
Slam. Melee Weapon Attack: +6 to hit, reach Bite. Melee Weapon Attack: +1 to hit, reach 5
10 ft., one target. Hit: 14 (3d6+4) ft., one target. Hit: 1 (1d4-1) piercing
bludgeoning damage. damage.
CARNIVOROUS PLANT PA R A S I T I C V I N E
Medium plant, unaligned Large plant, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 14 14 6 12 4 14 10 16 1 9 6
(+0) (+2) (+2) (-2) (+1) (-3) (+2) (+0) (+3) (-5) (-1) (-2)
ACTIONS
Multiattack. The parasitic vine has two
ACTIONS
attacking tendrils and can therefore make
Bite. Melee Weapon Attack: +3 to hit, reach
two slam attacks unless a creature is
10 ft., one target. Hit: 6 (1d8+2) piercing
grappled. If a creature is grappled, it can
damage.
only use one constrict attack until the
grapple ends. For example, if the first of the
Tendril. Melee Weapon Attack: +3 to hit,
two slam attacks is successful and the target
reach 30 ft., one target. Hit: 5 (1d6+2)
fails their saving throw, then the creature
bludgeoning damage, and the target is
becomes grappled by both tendrils and the
grappled (escape DC 12). Until this grapple
second slam attack is forfeited.
ends, the targt is restrained, and the plant
can’t use its tendrils on another target.
Slam. Melee Weapon Attack: +4 to hit, reach
10 ft., one target. Hit: 6 (1d8 + 2)
bludgeoning damage. The target must roll a
DC 13 Dexterity saving throw or become
grappled. That is, if the parasitic vine isn’t
already grappling a creature in both of its
two tendrils already. If the roll is
unsuccessful, the grappled target is
restrained until the grapple ends.
ACTIONS
Sting. Melee Weapon Attack: +3 to hit, reach
0 ft., one target in the swarm’s space. Hit:
10 (4d4) piercing damage, or 5 (2d4)
piercing damage if the swarm has half of its
hit points or fewer.
r u n efou n dr y.co m
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