Hello everyone, I'm looking to create some traps and traversal skill checks for a jungle setting. I'm looking for things that would ideally be engaging, unique, and challenging for my group of 4 level 9s. Any suggestions would be greatly appreciated.
Some go to traps for a jungle setting are things like:
Pitfall or Snake pit covered with sticks and leaves (snakes or spikes on the bottom) Rope snares if there is a native tribe in the jungle Blowdart pressure plate traps if you have some jungle ruin temple areas
Traversal skill checks might include:
Athletic checks for climbing a cliff face or up a tree vine to get to a higher terrain or up a tree Con checks from extremely humid climate if traveling all day Strength checks for having to swim across a swift moving river
Hope these help!
Rollback Post to RevisionRollBack
May your rolls be crits and your sessions be frequent
Try looking at monsters who live in jungles. For ideas look at the big three:
-Yaunti
-Goblins
-Gnolls
Goblins make traps that involve worgs, animals, pits, things that wouldn't kill the players but try to knock them out to enslave them.
Yaunti are similar but they are smarter and use charisma to treat prey. They also have the help of pure bloods who can pass as humans and trick the party into falling into a trap.
Gnolls are easy to explain. A pack of resting gnolls are awoken to the sight of the players, they go crazy and begin to hunt them.
There could be a canopy-level traversal where one tree is easy to climb or a bluff face abruptly ends up against a dense canopy of viney trees. The place they need to get to is at the same height, but unreachable from the ground. They’ll need to “monkey bar” across the gap by the vines.
Survival checks to avoid or survive quicksand.
Perception check to spot the snake among the vines.
The rope bridge could be trapped/rigged to fall.
There could be a patch of poppies or other poisonous/sleep causing plants that must be resisted or the party will be knocked unconscious or killed (optionally, to be collected by enemies who use that hazard of the trail for easy hunting pickings.)
Environmental hazards such as sudden fog rolling in that makes travel difficult. Crossing deep rivers with piranha, leeches, poisonous snakes.
Fairy circle that leads into the Feywild, perhaps with a fey creatures trying to beguile the party into stepping through/into it for their own aims.
A hag coven with a goblin and hobgoblin village that are hunter-gatherers and not necessarily immediately hostile to the party, perhaps want a local nasty beasty killed in exchange for helping guide them through the forest to where they're trying to go.
A mysterious overgrown ruins where the local forest is dead and decaying, spreading out and around it due to a rift into the Shadowfell that must be closed. Perhaps a small druid village nearby that finds the party and employs their help in figuring out what is poisoning the forest.
A strange magical darkness that obscures part of the forest. At its center is a lake with a small island on it and a spellcaster's hut or strange beast that is the origin of this darkness, which must be dealt with for the party to progress forward through the village.
T-Rex suggested above is actually an appropriate CR for your players' level, maybe throw in a few vine blights to up the challenge.
PCs could come across the ruins of a village that look recently desecrated, covered in slime and goo. Ooze/slime infestation, boss could be White Maw (CR 10, appropriate for your party composition as a boss).
A band of marching skeletons that are headed towards some mysterious destination, moving through the forest and ignoring anything that doesn't directly get in their way. Could potentially lead to a necromancer gathering a small army to take over some location outside of the forest, or perhaps were warriors defeated in an ancient battle being called back to their now-overgrown forest village to return home for whatever reason.
Winter suddenly spreads through the forest. The Wild Hunt is chasing the party, but only seem interested in guarding the forest against them - won't leave the edge of the forest, perhaps stay shrouded in the shadows and only hunt at night or under heavy cover. Could use Bone Knight monster block; two vs your party would be a fair fight, maybe one Bone Knight leader and 4-5 Undying Soldiers (cr 2) make up the rest of the hunting party.
A tribe of ogres wielding lances +6 to hit, dealing 17 (2d12 + 4) piercing damage on a hit, riding on top of dinosaurs big enough to support their weight, Brontosaurs, Tyrannosaurus Rex's, and Quetzalcoatlus, and other dinosaurs.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Some go to traps for a jungle setting are things like:
Pitfall or Snake pit covered with sticks and leaves (snakes or spikes on the bottom)
Rope snares if there is a native tribe in the jungle
Blowdart pressure plate traps if you have some jungle ruin temple areas
Traversal skill checks might include:
Athletic checks for climbing a cliff face or up a tree vine to get to a higher terrain or up a tree
Con checks from extremely humid climate if traveling all day
Strength checks for having to swim across a swift moving river
Hope these help!
May your rolls be crits and your sessions be frequent
Try looking at monsters who live in jungles. For ideas look at the big three:
-Yaunti
-Goblins
-Gnolls
Goblins make traps that involve worgs, animals, pits, things that wouldn't kill the players but try to knock them out to enslave them.
Yaunti are similar but they are smarter and use charisma to treat prey. They also have the help of pure bloods who can pass as humans and trick the party into falling into a trap.
Gnolls are easy to explain. A pack of resting gnolls are awoken to the sight of the players, they go crazy and begin to hunt them.
There could be a canopy-level traversal where one tree is easy to climb or a bluff face abruptly ends up against a dense canopy of viney trees. The place they need to get to is at the same height, but unreachable from the ground. They’ll need to “monkey bar” across the gap by the vines.
Survival checks to avoid or survive quicksand.
Perception check to spot the snake among the vines.
The rope bridge could be trapped/rigged to fall.
There could be a patch of poppies or other poisonous/sleep causing plants that must be resisted or the party will be knocked unconscious or killed (optionally, to be collected by enemies who use that hazard of the trail for easy hunting pickings.)
Dinosaurs, especially a T-Rex.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
A tribe of ogres wielding lances +6 to hit, dealing 17 (2d12 + 4) piercing damage on a hit, riding on top of dinosaurs big enough to support their weight, Brontosaurs, Tyrannosaurus Rex's, and Quetzalcoatlus, and other dinosaurs.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
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