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Encounters in the Savage Jungles - The Full Monty

★★★★☆
So here we are, the second instalment to our mega review of Encounters in the Savage Jungles. For a full list of disclaimers please drop down to the very bottom of this review post before you continue. If the thought of all that arse covering bores you... then just keep on reading!

With that aside, let's carry on from where we left off last time and take a closer look at each encounter contained within this affordable product on the Dungeon Masters Guild. If you wish to read our first impressions on this product then please click here.

What's Included?

1. Dam Kobolds - by Tim Bannock
Dam Kobolds, has a fantastic cave complex which can be used in just about any side quest you wish to send your players on. Calling this a simple encounter is a stretch of the imagination though. If any of my players happened upon this kobold lair, they would probably just turn tail and leave the 'little guys' to it.

Minor suggestions: using plot hooks to introduce the heroes to this encounter would have been a lovely addition here. Also, fleshing out any important creatures and NPCs would also have been welcomed too. We can see that the author intended it to be used as a combat encounter, but with that lovely detailed map - it could have been so much more dammit! Drop them into the cave system via a pit-fall trap, or have them washed deep into the cave complex during a flash flood. Then let them try to escape whilst the resident Kobolds convince them all to die instead.

A lovely setting with a lot of exciting potential; probably wasted by it just being a combat encounter which is so easily avoided by cowardly PCs ★★☆

2. The Butcher - by Benoit de Bernardy
Standard introduction here; find the deserted remains of a caravan. Right from the start I feel engaged with a clear 'call to adventure', even if it is a fantasy adventure trope. A motivated group will easily find a way to make it to the next part of this encounter, however - when a party's progression depends upon the results of dice rolls (even if the DCs are low)... we are asking for trouble. This is a pivotal point, right at the beginning of the adventure. It may have been advisable to construct a tiny reminder or clue to make sure that if the PCs fail the easy DC12 check, that they still make it to the camp. Perhaps failure to notice the clues results in a scout leading them into an ambush? Its a minor point. This is a well written encounter with some neat loot too; shame the captives were not fleshed out with more details like names, races or something. Anything.

Interesting side encounter. Plenty to get my teeth into, and I would definitely try to play this one with my own group ★☆

3. Stairs to Nowhere - by Chris Bissette
Plenty of routes into and out of it, entirely and completely customisable. Along with plenty of excellent suggestions on how to customise it even further. The only thing it lacked was a solid direction to take it, and a clutch of simple sketches to paint a clearer picture of the stairs themselves. Also, opening up the encounter with a fleeting glimpse of a band of adventurers slipping off into the jungle? That's just begging for the players to do something crazy. Like some off-the-rails shit! Be prepared and good luck with that!

A cute encounter designed to inspire you to take it further or deeper. Could be frustrating, or the beginning to a brand new campaign... you choose ★☆

4. Idol of the Three-Headed God - by M.T. Black
A simple enough idea which may quickly become a nightmare for both the players and DM. This encounter requires that the DM is fairly well experienced to deal with a whole host of possibilities. Like the detection of the glyph of warding. If it can be detected or dispelled, then what DC should I use? Can the curse be removed by the Remove Curse spell? Is the curse just attached to the PC who  first touched the idol? In which case, if that PC leaves the group (or dies), does the curse disappear with them? Sure, there is enough of an idea here to embellish upon what should happen. All good DMs will find a way to deal with these unanswered questions - but perhaps this is why you will love this encounter? A chance to stamp your own uniqueness on to it. Food for thought.

An excellent idea which could easily have fitted into a random encounter table in the Tomb of Annihilation. For us, it only needed more guidance and perhaps some bad weather, or something to awaken our senses more ★☆

5. The Lost Treasure Hunter - by Merric Blackman
Evil. This encounter is pure evil, mechanically speaking of course. I would go as far to say that it is not what I would call a classic encounter... more like a plot device. If you want your PCs to go somewhere quick then introduce this, smile smugly and enjoy the looks of fear and confusion.

I have more to say on this 'encounter' than the rest, if only because I'm a mechanics guy. So let me tell you how this might play out for you and your party:
  1. The greediest adventurer approaches first. Probably the rogue. They will have a high chance to avoid the spitting fungus on the first turn. However, they will be within the radius for perhaps 10 rounds (1 minute) whilst they ransack the body. It is only a matter of time before the spores get you and a few of your buddies.
  2. The fungus has a neat trick. It plays dead. Which to me is both cruel and hilarious. This is the time when the cowardly PC will come screaming out from it's cover to claim the loot for themselves only for the spore begin to attack again. If you have a phone camera handy, take a few shots of their faces as you explain to them what just happened.
  3. When one PC is finally hit with the spore attack then their doom is sealed. No Constitution save to see if the disease takes hold. This is not unheard of, but it happens. 
  4. A single Constitution save is all it takes to resist the disease every day from there on in. A failure brings about a substantial and permanent loss of 10 hit points. At level 5, the weaker of your party members will die from this abuse after about 5-7 days. However they can be temporarily sustained through use of a lesser restoration spell. Thus costing a spell slot for each PC infected, every day thereafter. 
  5. Which brings us to the reason why I think this encounter is more like a plot device. The only true way to rid themselves from the disease is to cast greater restoration. Which is a 5th level spell, obtained at 9th level if you are a cleric or druid. So if you want the PCs to go find a high level cleric or druid in that town or city you have waiting for them... here's a great way to do it. 
Ok enough mechanics. Obviously there is a magical item up for grabs here, and a big reward. Most PCs I know would try to hold onto the weapon, which results in further complications for them. The author of this miscreant 'encounter' understands the mechanics of Dungeons & Dragons very well. Too well perhaps. Careful, this 'encounter' could derail your campaign for a week or two if you allow it. 

It is fast, to the point and well thought out. If you wish to test your wings as a cruel DM then throw this 'encounter' at your 5th level party. I would however, increase the CR rating to perhaps 7 or 8 and give those poor fools a fighting chance ★☆

6. Asad the Merchant - by Alex Clippinger & Jeff Stevens
As far as I can tell this is a classic stop gap encounter. Think of a Legend of Zelda shop in the middle of nowhere and you will get the idea. The main NPC, Asad reminds me a little of Gilmore from Critical Role. Flamboyant, enthusiastic,  and a force of nature and ecstasy. The new equipment here is quite inventive and colourful, however the majority of them are simple re-skins of weapons or armour we already know and love. Which is actually quite nice, as it doesn't upset the mechanical balance.

If your players start complaining that their pockets are overflowing with coin or their armour is causing them way too much exhaustion. Then this a convenient way to satisfy all of you, if you do not wish them to rest in a town or city that is ★☆

7. The Nest - by Elven Tower
Large flying creatures on a cliff face ::tick:: This is one of those encounters which most of you would have already played in or perhaps even Dungeon Mastered. It's a fantasy trope. So if you have seen it all before, then perhaps you will enjoy exploring the nest part of this encounter. Smush up defenceless baby creatures and adopt a dinosaur egg. If you are deep in the jungle and you begin to miss the sound of your players screaming with horror, as they fall to their deaths off the side of cliff faces, then this fits the bill just fine. Fill your boots DM.

Flying dinosaurs, jagged cliff, falling to ones death. If only there was a ledge with a crevice to hide in, oh look there it is! No! NO! A GRICK!! 

8. Enter the Ouroboros - by Joshua Kelly
OK, so before I begin, the idea behind this encounter is imaginative and ambitious. Not only has the author chosen to challenge PCs of levels 11 through to 17, but he's done it with 6 bullywugs, a water elemental and a dust mephit. The actual CR 17 monster here is quite harmless. Looking at the Ouroboros, it appears to have one strategy, and that is to swallow everything in front of it. However, it is a 100ft long stone construct which will be making a terrible noise as it crashes through the undergrowth, toppling trees and grinding against boulders. You will hear it coming for miles. Also, I have no idea how the construct will ever see a threat coming from behind it. So personally I would have given it blindsight, or at the very least, tremor sense. Idea: how about introducing this monster to the heroes the same way the millennium falcon is introduced to the space worm in Star Wars - the Empire Strikes Back? Just a thought.

The truth be told, it will take a harsh set of circumstances to swallow a PC, if only because they will hear this construct from miles away. If they do get swallowed, the other PCs (at level 11) will easily dispatch the monster in 5-10 rounds of pummelling its tail with magical items and spells, well away from it's gaze. I do love the 'chest cavity' though. Which for the record I would have probably called the 'ruby heart chamber' or something. This is a cool room with lots of random spell casting going on. I'd have loved to have seen a few symbiotic parasites crawling in and out of the stone walls here though.

An ambitious encounter, with a crazy imagination and a flare for all things monty python. Unfortunately a well prepared group of 11th level heroes would have this monster for breakfast, all it's loot and the 18,000 XP reward. If you run this, think about how you introduce it and add some more creepy crawly creatures (internally and externally) to mess with the PCs flow 

9. Fire and Fangs - by Joshua Kelly 
I can see that running this encounter has a high chance of becoming one of those times where you can have some light hearted fun with your players. Don't get me wrong, it has some dangerous elements too, like the tough lizardmen. But mostly it will result in comical flashes of ignited flammable gas, black sooted faces and monsters accidentally blowing themselves up. This encounter is just an excuse to have fun with explosions. I like it because it's simple like me.

BOOM! Giggle. Applause 

10. Collector's Edition - by Jean Lorber 
Good points:
  • Unconscious T-Rex in an unlocked cage. Yay!
  • Colourful main NPC, who is clueless. Got to love him.
  • Unsettled crew, mutiny on the cards. Interesting interesting ::strokes chin::
Bad points:
  • Too formulaic. I feel constrained by the proceedings just by reading it. 
  • The crew plan to run off with Yaz's valuables, and think the best time to do it is when 4-6 adventurers turn up out of nowhere?
I love the elements in play here. I would have put in a few red herrings though, you know, make 2 of the crew hapless drunks trying to feed the animals whilst inebriated. Pushing their arms into cages and petting the angry looking animals. Health and safety alert! I think my challenge with this encounter is that it makes little sense for a bandit captain (with intelligence 14) to suddenly put all his plans into action at the worst possible time. And not to have had the spy secure Yaz's magical items first. Which he surely would have done. Personally, I do not like encounters or adventures for that matter which force a narrative and then a strict set of outcomes on to me. The encounter here has arranged some delicately positioned powder cakes, waiting to explode. Add some drunkenness, a bit of stupidity and the cherry on top - a band of do good adventurers. Now we got a fiasco!

Strip this encounter out and use it's delicious elements. They are worth it. As for the clunkiness and formulaic feel, they can go take a running jump. BUT that depends on how you like to play D&D, doesn't it hmmm?★☆

11. Lend a Hand, Won't You? - by Jean Lorber 
Nice little encounter this. Unlike the previous encounter, this one has options which are not baked into the enjoyment of it. By casting zone of truth (2nd level spell), it could quite easily turn out to be a fantastic way for the PCs to make new friends (tribal village) in a hostile jungle environment. If the heroes are particularly lawful good, they may even want to save their new found compulsive lier and kleptomaniac, Lim. There's a small amount of exploration, nothing too stressful, apart from another glyph of warding... #standard. I guess the one thing I missed was, with all the obvious lying from Lim, I wonder what the author had in mind for him once Lim had backed himself into a corner with all his lies. Would he be frightened? Try to negotiate? Will he mend his ways? That's D&D for you.

The encounter is meant to be combat and investigation. I would say it leans more towards the roleplaying element too. Once it becomes clear that Lim lies like a flat fish... and it will, then the game changes. Good encounter ★☆

12. What a Fungi! - by Ginny Loveday
The introduction to this encounter paints a vivid picture in my mind. It is well written and I was immediately transported there. The artefact, a fist sized gem stone is a great way to foreshadow the up and coming Tomb of the Nine Gods - as the author says. One niggle, the colour of the glowing gem was not mentioned until well into the description text (this is why we must read encounters thoroughly before we play them). I had imagined a red glow anyway, if only because the combination of the green foliage and red glow would result in brown highlights, which surely would hide the brown mould. Good eh? I wonder if the author spotted that too?

My suggestion for this encounter would have been; give the red gem to the little vegepgymies as a weapon to 'fear force' intruders into the awaiting russet mould, and then ambush them with ranged spear attacks. You say potato, I say tomato.

Anyway, this is a lovely little bit of foreshadowing for ToA, which I am a BIG fan of. Good work.

Great writing and descriptive work! A bit of foreshadowing for ToA and some good ideas to boot. I like it, a lot 

13. TimReh! - by Tony Petrecca
Introducing...::drum rolls:: TIMREH! A cute friendly creature, who could easily become a useful roleplaying tool, perhaps even an interesting plot device for later. Anyway, Timreh is a way cute NPC who can help the PCs to circumnavigate a large band of goblins, and who will prove to be a welcome diversion from the dangers of a fully stocked jungle. My only criticism, well hardly a criticism, is that we could have done without the 2nd encounter 'Danger Above'. This could be held back for another encounter altogether, or in between other adventures. It just seemed a bit unnecessary.

Fun in the jungle. A new 'friend' comes to the rescue and brings with it, new and interesting adventure ideas 

14. Crypt of the Golden Mummy - by Patrick Pullen 
This encounter is a classic example of content over story telling. Just happening upon the legendary 'Crypt of the Golden Mummy' will need some finessing from the DM to bring this to life. Especially when the PCs meet with solid resistance at the entrance. When the riddle (magic mouth) comes to life, all I can think of is - what has this got to do with the mummy entombed within it? My mind raced... perhaps this is all just an elaborate tourism trap (no pun intended) to advertise the Dripping Dagger Inn, only a few short miles away! Interesting... because, I mean no one, NO ONE is going to spend time dragging that gold sarcophagus around, right? So they leave it there for the next adventurers to come along. Mean while they stumble upon the Dripping Dagger Inn and everyone has a good laugh at whoever was left in the group. You see? I feel exhausted thinking about this now.

This feels like the last remaining rooms of a huge death trap dungeon complex. Or is it one big practical joke? Oh shit! Is the joke on me?! You got me guys, you got me. By the way, my pals are dead... 

15. An Uninvited Guest - by Patrick Pullen
Camping out at night in the jungle, is a dangerous business. Which is why most of us may consider climbing trees, and squirrelling ourselves away in the dense canopy above. However, if you're not careful you will find yourselves rolled up in a sleeping blanket on the jungle floor being stomped to death by a dinosaur. Which is what this encounter is all about. If you want my opinion, forget the part where the author suggests that you are exploring the wilderness searching for a lost party of adventurers. This is again, too tropey. I much prefer the idea of randomly rolling this encounter on the encounter tables in ToA, and having it introduced in this 2 stage method, i.e. one creature escaping from another. THEN perhaps have the PCs find evidence of a recently TPK'd party. Let them decide whether to bring word of their fate back to civilisation.

It's basic, but this encounter adds value to what might have been quite a dull introduction for an epic and terrifying undead monster. Highly recommended, if only to fight a zombie t-rex 

16. Substitute Guardians - by Rat King Games
Not exactly my favourite encounter this one. Feels rail-roady and a little bit mean. Dropping this on your adventurers will feel mean, unless one of your party is a druid who loves trees (does a bear shit in the woods?) or perhaps you have a fey infused party member who can't help but fall in love with all things dryad. The individual parts to this encounter just happen. That's it, deal with it. This whole encounter could have been written in a single paragraph.

A tree falls over in the jungle ahead, noisily crashing down into the undergrowth. It appears that a 50ft clearing has been articfially made by something chewing at the base of a whole forest of trees! A pair of dyads ask for your help to protect their home, promising peaceful passage through their jungle AND a few useful magical items to boot. Just as the heroes are about to decide, the ground shakes and then heaves 10ft into the air scattering the dryads aside. A fully grown, hungry bulette rushes head first towards all of you. What do you do?

It's a bulette in the jungle and a chance to make a few friends (or enemies) 

17. Pincer Movement - by Matt Sanders
Here we have another simple combat encounter which, with a little subtle tweaking... would become an exciting crab chase scene! There is a mechanic in this encounter which suggests that the crabs will reach the river in 3 turns, however the crabs can only be 5-10ft away from the rivers edge - using the map provided. This made me think. What if the river was 60 ft away, and over some rough ground or down a steep craggy cliff? Then you could have pairs of crabs running are full speed carrying screaming porters down towards the river, being chased by the heroes on foot. Kicking up sand and mud and rocks as they go. What fun.

Anyway, back to the actual encounter. So this combat is a set up for our adventurers to gain a bit of rest, earn some loot and perhaps make yet another friend. When the PCs chase away the crustaceans, I would have them see the entrance to the crab's burrow as a foreboding opening with several sharp crab claws stabbing back at anything which tries to enter. The smell of death and rotting meat funnelling up from the darkness. Say a prayer for the porters and move on people. Nothing to see here.

Another basic encounter which inspires more ideas on how to make it suitable for your own group. I would have liked more guidance on how the author would have us feel whilst fighting for the lives of the screaming porters though. This in my opinion, is the essence of great adventure writing. I enjoyed it nethertheless 

18. Exploding Gnomes - by Bryan Stevens
I must admit to have been looking forward to reading this one. Exploding gnomes huh? Awesome. However, I was left feeling a bit underwhelmed I'm afraid to say. The idea of gnomes stacking almost 30 flasks of Alchemist's Fire under the murdered corpse of a fat goliath... just made my face fold up and wonder why they didn't just chop the body to bits in 10 minutes and bury the parts in the nearby jungle? Also makes me wonder why the gnomes didn't take advantage of the (obviously stupid) goliath and steal some of his fortune back home... just so many questions. Arghhh!!

A fantastic way to load up your adventuring party with more fire bombs than they could ever need. After they murder the 6 gnome stooges that is. A surprising encounter which asks more questions that it resolves. Which, actually is quite entertaining! Sort of 

19. It's Daddy Time! - by Jeff Stevens
Love this encounter, perfect. It is light and introduces a little bit of lore which actually makes a lot of common sense! Dinosaurs eat travellers, their magical items and all that. Bandits sift through the dung for items and treasure afterwards. Genius! The author introduces the central NPC as a sentient dagger, named Daddy. It is both hilarious and powerful. It will possibly become the most fun your group has had in a while... before it leads them astray and gets them all killed. Or perhaps Daddy becomes an evil villain, using it's future wielders to hunt down and track any adventurer who purposefully gives him away.

"No ones puts Daddy in a corner!"

A lovely short encounter, well written and very interesting to play. I can see adventure spin-offs which may have far reaching effects for not only our heroes, but the entire jungle, no the WORLD at large. GO DADDY! 

20. The Lost Vault of Jalele! - by Jeff Stevens
A cool encounter, come mini adventure is found here. Good to see a few hooks thrown in to grab the players attention, even if they were little watery. 4 chiselled hand slots in an ancient stone door near a village? If I lived there I would have convinced my childhood mates to band together and form the 'Four Hand-Gang' with me and gone adventuring! Plus, did I recognise a version of the legendary 'Dancing Door' from the Deadly Dungeon Doors sourcebook in there? Maybe.

Say what you like about this encounter, and as much as I can poke holes in it, it is reasonably well written and the descriptions feel alive with detail. Up until the opening of the secret underwater chamber. I must admit to have read it 3 times before I fully understood it, perhaps a sketch of this chamber would have helped here. In fact I still don't know if I got it right. The idea of the lake parting to reveal an invisible underwater chamber is really cool. I like it, because the cowardly members of a party will immediately try finding excuses not to go down those steps. Everyone knows that the invisible walls will fail, eventually - so just do it! Whilst I'm moaning, I don't know what was meant by 'if they touch another shield, it's power is activated and then disintegrates'. What did the author envisage when 'another' shield is activated?

The text also refers to 'another creature' being released into the lake, which doesn't match up to the challenge rating monster table. Do we increase the CR rating of this encounter due to touching another shield? Or do we ignore that if there is only supposed to be 1 water creature in the lake? Not sure that it matters to be honest. The encounter is a good one, and the shields are interesting magical items too.

All in all, if you look past the confusion and incompatibilities in descriptive text, this will definitely be of use to you if you're stuck for a small encounter and want to drop a magic item on your group. Excellente! 

21. No Ordinary Projectile - by Jeff Stevens
It's an ambush! Another one. By this time, an adventuring group weary of ambushes may just send out a single member or familiar to investigate the rotting meat, and probably decide to circumnavigate the opening all together. Which is probably a wise thing to do, since they will avoid all the death by tribal arrows as a result. Worth a mention: the range of dastardly tribal arrows here is impressive. Great idea.

Did your players go the wrong way last session? Want to teach them a lesson? Throw this at them and see them argue about who's going to investigate the spoiling meat and black flies. You do it. No, you do it! 

22. Stiggy Tong! - by Jeff Stevens
Ohhh.... so this is why kids from the village near to the tomb of Jalelel haven't raided the tomb yet. No wait, then how did the village know of the hands chiselled into the door! Paradox alert!

Ok, so jokes aside we have another conflicting set of circumstances. Up until APL5 (average party level of 5), the monster can only swallow one humanoid creature at a time. I'm guessing until the monster digests its prey, it is full up. So why doesn't it just lay in hiding or trot off into the jungle to snuggle beneath the undergrowth, to happily digest the remains of its stomach in peace?

Obviously the new monster, the Tyrannosaurus Chamaeleonidae can swallow 3 creatures, so it can be a complete party menace. However a single weak looking adventurer is in real trouble. No complaints here, but if I were a Stiggy Tong, i'd be feeling quite confident. An interesting but deadly encounter.

If you are feeling mean, use it to drag away one of the weaker looking PCs in your group and see the panicking fools explode with hatred of you. Make sure you arrange your own transport to and from the session that night. You may lose some friends  

23. Yum Yum! - by Jeff Stevens
TPK! Quite a challenge this encounter for both the players and DM. The DM will need to fight off their instincts to act realistically here, as no doubt the PCs will have potentially killed 1 or 2 tribal warriors during their initial 'capture' (but not a foregone conclusion). In which case, this will make it even more difficult to rationalise with the grieving tribes people. Perhaps the rogue in the group was able to escape and hide, laying in wait to help the PCs escape the cauldron of absolute death?

Of course, this could just be an invitation to dine on another poor unfortunate adventurer who drastically failed their diplomacy checks. There are some colourful descriptions in this encounter which add to the ambiance and make it quite satisfactory to read.

This encounter is kind of like a campaign insurance policy. Did you accidentally TPK your group last session? Wellllll.... they didn't die, not yet. Not until they have been digested at least 




OK,  so that's us done once more! We hope you enjoyed it and thought it was a fair review of quite a lot of content. Encounters in the Savage Jungles is a useful product to own if you're organising a 5th edition session in the jungle. Stick it on your 'wish list' or just buy it here now.

Have a fantastic time roleplaying, and please let us know what you think to our review, and what you might like us to review next. See you next time.


Disclaimer:
We love D&D. We adore creativity and focus on the language of surprise and awe. Sometimes we may seem overly critical of some writers work. It's not because 'we be hating', so please give us some credit. Pushing writers to grow and consider both the DMs and players perspective is what we live for. Yeah, we can be mean, it's easy to be critical. However we see the beauty in all your work and will continue to bring that to the surface too. Finally, all our links presented here on this page to the DMs Guild are spiked with our affiliate membership code. If you click though to the DMs Guild site from this blog, we own you forever. No! I mean we may see a few cents thrown our way for recommending a title or 2. Show us social media love. Don't troll.


Did you miss all the previous editions of Savage Encounters? Please click on the images below and check them out. 


         

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