D&D 5E Quick! Give me a jungle random encounter

CleverNickName

Limit Break Dancing (He/They)
I'm starting a Roll20 game in exactly seven minutes.
  1. The setting is Eberron.
  2. The party consists of 4, 4th level characters (orc cleric, warforged bard, warforged artificer, and tiefling paladin).
  3. Their airship just crashed in King's Forest, between Sharn and Trolanport.
  4. They are spending the night, and setting out for the road in the morning.
  5. I've decided they need to have a random encounter right after sunrise.
I thought it'd be fun to let you guys decide what the encounter should be. What should it be? First interesting choice will be taken.
 

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A group of Brelish Cavalry Bears that have gone feral. So Bears, except they're still wearing at least part of their barding and have higher than normal AC. Possibly Magic barding.
 

The Shaman Anti-Defamation Defense League of Eberron (S.A.D.D.L.E) is holding their annual assembly. The hot topics at the summit are as follows: In order to give everyone a voice and ensure a more efficient meeting, the Hill Giants are proposing SADDLE adopts the parliamentary procedures as outlined in Robert's Rules of Order but the powerful Goblin and Bugbear factions disagree. There is a question as to whether fundraising efforts should focus on bake sales or horse washes, but the "just eat sentient beings and take their stuff" initiative put forth by the lizard folk is gaining popularity. And finally Grimgolly Big Belly wished to discuss the unfair negative image of shamans in Khorvaire but he cannot be found. When last seen he said he was on his way to the visit the lizard folk for dinner.

Members of SADDLE are especially interested in getting any PCs of a druidic or clerical persuasion to join in the discussions. And it would sure be nice if someone found Grimgolly. He's suppose to lead a panel discussion soon as is nowhere to be found.
 



Sidenote: I have also added these encounters to the old random encounter thread.

The prisoner
A carriage with two horses passes, carrying a cage with a man in it. Two guards from a nearby town/city are carrying the prisoner to a crow's cage out on a hill. They mean for the man to die there under the hot burning sun. When the prisoner sees the players he pleads with them to set him free, offering his services if they do.

The bandit camp
The players see some smoke in the distance. If they approach, they stumble upon a small camp with a group of 6 armed people who claim to be a traveling caravan of merchants, but they are in fact bandits. The players have caught them off guard, and the bandits do not want a confrontation with an armed group of capable adventurers. So they will try to lie their way out of the situation, and hide the fact that all of their merchandize is stolen. The players may notice that the bandits are a bit on edge, that they are very well armed, and that their goods are very varied and are all valuable items. Only if the players become too nosy, will they attack. Their leader is well spoken and friendly, and will try his best to not rouse any suspicion. If the players offer to accompany them, he will kindly refuse their offer, assuring them that they are quite capable to hold their own.

The injured bear
The players hear the distressed growls of a wild animal nearby. A bear is caught in a trap and heavily injured. If the players want to set the beast free, they should be carefuly in handling it, or they'll get mauled. If they are able to comfort the animal and set it free, it retreats into the forest. They earn an ally that will come to their help at a later point. Alternatively, they can wait for the hunter who set the trap, who claims this bear attacked and killed a boy. He is however mistaken. The hunter will not be happy if the players tampered with his trap.

Go no further!
Near a path, the players encounter an old sign in the forest/jungle that reads "Go no further!", and a skull has been drawn underneath the text. If the players ignore the sign and proceed, they'll notice that the path is partially washed out. The ground is sloped as if there has been a recent mud slide. The players should be careful not to loose their footing, or risk a tumble down a steep 20 ft. decline. There is an overwhelming sense of dread here. The trees and plants here are dead, and bare branches tear at their clothing. There are faint footprints leading further down the path, indicating that other travelers have taken this path before. As they proceed further, they will encounter some old items belonging to these travelers: a backpack, a shoe, a belt, an empty scabbard, a waterskin. Eventually they stumble upon a horrific graveyard; countless skeletal remains of the travelers, their arms and feet sticking out of the mud. These people didn't sink. It looks as if they were pulled into the mud while struggling in vain. While the creatures that attacked these travelers are no longer present, there is an opportunity here to have this threat make a reprise later on in the campaign.

The carcass in the tree
The players stumble upon the half-eaten remains of a deer dangling from a tree. If the players visit this location at night, they may encounter the predator that hoisted it up there, returning for another snack. Alternatively, the carcass may attract scavengers.
 
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Raptor Ambush!
Meeting with an exploration party, seeking for a hidden city.
Meeting with local tribe.
Find the wreckage of another air ship.
 

House Lyrandar enforcers, not wanting an airship crash story to emerge and dampen their thriving business, arrive on site to remove any surviving witness and clean the site. They are using the homing beacon of their ship's elemental to guide them and they stumble across the PC and try to learn if they know something...

(Well, since I missed the deadline to suggest anything by 8 hours, I might as well develop the idea)

Since it's supposed to be a jungle encounter, you could make it more jungly by having the party hear a fight between said Lyrandar enforcers and a group of Giant Apes. They'll undoubtedly run into the action, help the enforcers and if they take some rest and decide to camp together, then the friendly night chat around the campfire will be the opportunity for the enforcers to get information and strike.

(In my Eberron, DM houses are megacorportions).
 
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Usually when I think of a jungle encounter, the question is: how many T-Rexes can they face. I'd guess only one, but I'd probably throw out two :devilish:
 


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