TEXT: Fantasy Vietnam Jungle
  For OSR Adventures
  Roll 1d20 for Encounter
  [1] Every square foot of this section of jungle has 
  been trapped. There is a tripwire between every 
  shrub, a pit on every level footing and barbed nets 
  hanging overhead waiting for activation.
  Takes 3 exploration turns to move through. 
  Moving faster then a very slow crawl causes 1d6 
  damage every turn to any party member who isn't 
  careful.
  [2] Tiny silver hand bell; the clapper inside is 
  stuffed with leaves so it won't ring unless these are
  removed. The first time it is rung, it disarms all 
  nearby traps. There is a note on top of it that 
  explains this. 
  The owner of the bell is a sorcerer who was turned
  into a Jaguar; he enchanted this bell so that he can 
  hear its ringing anywhere to lead him to easy meat.
  It also disarms all traps so the people who ring it 
  are more likely to be fresh.
  [3] Pygmy Elephants (2HD, +1 to hit and damage 
  from tusks. Can use their trunk and attempt a 
  grapple or disarm) There are 1d6+1 of them.
  They are being attacked by (equal to elephants +2)
  pygmy people- stats and tactics of (1). If you kill 
  the pygmies the elephants will let you take the 
  meat and ivory of their dead after sadly trumpeting
  for them. If you help the pygmies they'll just turn 
  their spears on you after all the elephants are dead.
  If you don't interfere, 50% chance for either side to
  win. Elephants will not let you take the meat or 
  ivory from their dead if you didn't fight off the 
  pygmies with them.
  [4] Road-Tree. If you climb the tree and stand on a
  branch, the tree will make a safe path through the 
  canopy of the jungle to take you there. Riddle 
  hinting to this carved on tree trunk; speaking the 
  name of your location will take you there.
  Can lead to [5], [12], [13], or [15].
  [5] Sacred Grove. Surrounded by painted ropes, 
  standing stones, cairns of rocks, curved tree 
  archways and other symbols. All random 
  Encounters and beings native to the forest are 
  terrified of it, and will not chase the party within 
  its borders.
  The Grove itself is immensely well tended and 
  bountiful, but if any fruit is plucked, water is 
  drunk, or a single sapling is trod upon it will 
  invoke the wrath of the Woodwraiths.
  Woodwraiths (Stats completely as Ghouls, 
  including petrification, but totally immune to 
  Turning.) Equal number to party members.
  If Woodwraith attack kills party member, their 
  body rapidly turns into a groaning wooden statue 
  made of driftwood pieces. Full statues of people 
  can be restored and returned to 1 HP with a 
  powerful spell, but after combat ends the 
  Woodwraiths will typically pick apart these statues
  and burn them in a bonfire, then spread their ashes 
  as fertilized for their grove.
  [6] Giant Purple Bloom flower; fat pedals and lays
  on the forest floor smells very sweet. If flower is 
  cut into pieces and dried; dried pieces functions as 
  a Cure Wounds and Cure Poison potion (3 of 
  each), but taking the flower will anger [7], which 
  will attack the party when they first take the flower
  and once every 1d4+1 days for as long as they 
  remain in the forest.
  Since Wasps do not make honey or gather pollen, 
  their fervor to punish anyone who defiles the 
  flower is a complete mystery.
  [7] Giant Wasp-Nest. Hung between a cluster of 
  trees and made of sticks, vines and bones clumped 
  together with spit and mud. The Nest constantly 
  releases 1d4 giant wasps (1HD, +1 to hit, poison 
  deals 1d4 Cha damage; causes blotches on skin).
  The wasps don't attack anyone unless they've 
  interfered with the colony or have killed other 
  wasps in the past. The wasps are somewhat 
  intelligent though and can predict who is going to 
  invade their nest (carrying climbing equipment).
  
  The nest itself contains about a hundred giant 
  wasp larva, each of which counts as a day ration or
  can be used to apply a 1d4 Charisma damage 
  poison on any weapon, either or once each. Asking
  price is about 2 silver per. Obviously wasps will 
  attack anyone who tries to take their larva.
  [8] Pair of trees unnaturally twisted into an 
  archway over a path. The first person to pass 
  through the arch suddenly gains a wound (1d6 
  damage), lost a random item, and gained another 
  one rolled on loot table below.
  The person who went through the arch had vivid 
  memories of the rest of the party disappearing, 
  being attacked by wombats and being forced to 
  climb a rocky cliff and go into a cave. Thus, they 
  lost one item and found another in the cave. They 
  swear this happened and only when they returned 
  to the arch hours later and tried walking through it 
  again did they return to the party. 
  This effect happens for each party member that 
  passes through the arch with different stories 
  invented by the players, but the wounds increase 
  each time. (first 1d6, then 2d6, then 3d6, etc.) 
  Those who would die from their injuries simply 
  disappear.
  Random Loot Table (d8)
  1. Magic Stone- Allows magic users to cast 1 
  more 1st level spells a day each day.
  2. Skull of a Panther. All Big Cats who see it 
  run in terror.
  3. Bone Amulet- The wearer is invisible to 
  divination spells and scrying
  4. 1d4 Snail Shells packed with strange 
  herbs- If ignited and thrown act like a 
  grenade that makes all hit by it much 
  slower; -3 to Initiative and Agility modifier
  5. 4 large gold nuggets, worth 6 gold each.
  6. Stone Spear and Leather Shield. Magic; as 
  strong as steel at half the weight.
  7. Fertility Goddess Statuette. Anyone who 
  kisses it is cured of infertility enough for 
  one child- but that child will be wild and 
  troublesome.
  8. Pet Wombat. Cute.
  [9] Giant Hammock tied up in the trees made of 
  vines, leaves, and comfy stuff. If the party sleeps 
  here they will recover +1 HP over night.
  [10] Giant scratch marks on the ground lead to a 
  huge tree. Underneath its gnarled roots there is a 
  chest visible, but they are too clustered together to 
  reach normally. Cutting the roots wakes up the 
  tree, which is actually a giant tree-squid in 
  disguise.
  Giant Tree-Squid (4HD, Attacks all party members
  close enough each round, deals d6+1 damage). 
  The branches and trunk of this tree turn out to be a
  kind of weird shell that surrounds the land-
  dwelling mollusk and its 'roots' are many hundreds
  of tentacles it uses to attack people.
  The chest is locked and is filled with silver 
  coinage, a golden goblet, fine silks, spices, and a 
  unicorn horn. Approximate value of 400 gold 
  within. It is sealed with a nearby Kingdom's Noble
  Crest- it was stolen and ended up here.
  If the noblemen nearby discovers the party sold 
  the chest and contents they will send guards to 
  arrest them, believing them to be the thieves; but 
  will only otherwise offer a pittance (1d6x10 
  copper) for returning all of it to their family.
  [11] Dangling Apes (2HD, 1d4 damage, attack at 
  long range) Two apes with ridiculously long, 
  retractable arms (20 feet at longest) swing their 
  fists down at you from high up. If arms are ripped 
  off or cut, they will regrow in a few days. They 
  tend to annoy people more then try to kill them, 
  but will steal any unsecured items from your 
  character and drag them up into the canopy. They 
  especially love grabbing hats and helmets.
  [12] Trader Camp. Large semi-permanent camp in 
  the middle of the jungle. Will sell you machetes, 
  bug repellent, ape blinding-spray, arrows and other
  useful goods in return for the bounty of the jungle 
  or coin. 
  The Trader's have no affiliations outside of the 
  Jungle but have a kinship among themselves, if 
  you attack one of them, all will fight back.
  
  [13] Pygmy Cave. Cave is obviously inhabited and
  has several guards stationed at multiple entrances. 
  The pygmies small size makes this place ideal for 
  them but difficult for any party member to traverse
  unless they are small. Each area has 2d6 pygmies 
  currently in it.
  Thousands of bones liter the outside of the caves 
  and make it harder to sneak up on the guards 
  without alerting them (-1 to sneaking).
  The cave itself should be treated like a small 
  dungeon with seven major areas;
  1. Communal Area- largest area with a 
  shallow recess for stored drinking water. 
  Pygmies are not smart enough to have 
  invented pots yet.
  2. Filthy Latrine ditch; [14]
  3. Crafting room. Filled with many 'anvils' of 
  small stones as well as spears, atlatl darts 
  and clothing scraps.
  4. Sleeping room. Small fire has blackened 
  the ceiling.
  5. Drawing Room. Walls are scrawled with 
  pygmy cave paintings and mystic symbols. 
  One Pygmy Shaman guards this place at all
  times.
  6. Shiny-Shiny room. Small pile in center 
  contains one random piece of armor, three 
  silver arrow heads and 2d6 gold and silver 
  pieces.
  7. Animal Room. Room contains a captive, 
  legless pygmy elephant and the bones of 
  many others. Trumpets sadly to anyone but
  pygmies that enter, clearly wants death.
  [14] Large latrine ditch partially dug and partially 
  found in this cave room. Smells horrible and air is 
  combustible from fire based attacks or sources. 
  Down in the filth is a Goblin who is just trying to 
  lay low. If anyone in the party is a goblin or can 
  speak goblin the goblin will beg for them to help 
  him escape; he came here thinking he could rule 
  the pygmies but found out they were so primitive 
  and shitty that he couldn't' handle it.
  Surprisingly; the goblin carries a Scroll of Mass 
  Charm that he was planning to use on pygmies. 
  Will give it to the party for helping him escape.
  [15] Great standing stone, flat and monolithic. 
  There are four pillars around it, riddled with holes.
  These pillars fire poison darts at anyone who 
  crosses between them, save vs poison or die.
  The monolith itself is etched with runic letters and 
  magic symbols on one side. Magic Users can read 
  this and copy it down to their spellbook to learn 
  the spell Curse of the Lost. When cast on a target 
  this curse causes the target to take a save vs magic 
  or be lost permanently. After the first time you get 
  hit by this spell you are immune.
  Important characters such as villians, important 
  NPCs and player characters hit by this spell should
  roll a d6 and add their wisdom modifier for the 
  results.
  1. (or less) Permanently Lost. Essentially 
  removed from game world.
  2. Lost until they die, their body may be 
  found by important allies or family.
  3. Lost for 1d10 years
  4. Lost for 1d6 months
  5. Lost for 1d6 days
  6. Lost for 1d4 turns.
  [16] Giant Pitcher plants hand from nearby trees 
  and use vines to try and drop party members inside
  of them. Vines only have one health each and are 
  easy to hit, but each party member is attacked by 
  1d4 vines each round.
  If dropped in the pitcher plant party member will 
  take 1d6 damage per round inside and will not 
  have the space to use anything but a knife inside. 
  Can cut their way out if they use a knife, or 
  someone else can cut in. Climbing the slippery 
  walls is basically impossible.
  Within one of the pitchers are the bones of several 
  pygmy people, it has since vomited up the spears.
  [17] Giant Centipede carvings. Several fallen logs 
  have been arranged and carved as giant centipedes.
  Each centipede log contains a few hundred regular
  sized, but still poisonous centipedes.
  Underneath one of the carvings is a pile of blue 
  gems worth 2d8 gold.
  
  [18] Stuck within the trunk of a large tree; four 
  weapons. Axe, Dagger, Sword, Arrow. Each one 
  has a random quality only determined when 
  removed from the tree.
  Roll 1d4
  1. Weapon animates and attacks
  2. No magical qualities, but weapon is highly 
  decorated and worth 1d6+1 gold.
  3. Flaming Enchantment. +1 damage, weapon
  glows red hot unless quenched.
  4. Weapon warns holder when undead are 
  near.
  [19] This entire area of jungle is flooded with 
  murky waist-high water. Roll for a random 
  encounter.
  [20] Party is suddenly attacked by rain of arrows 
  and sling-stones from all directions. The attack 
  lasts only 1d4 rounds- each party member not in 
  cover, with a shield, or fails a save will take 1d6 
  damage.
  There is no apparent source of the attack. 
  Investigation will lead to [12] or [13]
  Random Encounters
  Roll 1d6
  (1) Pygmy Scouts (stats as goblin, no darkvision)
  1d6+1 Appearing. Pygmies are extremely 
  primitive and brutal creatures without any known 
  language, agriculture, or religion of any kind. 
  Pygmies are very cowardly and a loud noise or 
  flashy spell will  almost always scare them away. 
  They attack with stone spears, slings, and atlatls.
  (2) Jungle Tiger. (3HD, 2 attacks deal d6+1, 
  incredibly leap, speed and stealth)
  The tiger is an animal that preys on party 
  members, typically it singles out the smallest one 
  or the one with the least protection around its 
  neck. Flees combat after 3 rounds regardless of 
  how much damage it deals, but will stalk party for 
  days.
  (3) Pythons (2HD, d6 bite attack and d4 constrict)
  Attack in pairs. Wait in ambush.
  (4) Pygmy Warriors (stats as goblin, +1 to hit and 
  AC, no darkvision)
  Appear in groups of 8-12. These Pygmies are 
  much more aggressive and brave. Additionally, 
  they will always be accompanied by at least one 
  shaman who can either cast Entangling Roots or 
  conjure a small lizard with a 1 damage bite.
  (5) Barkerthing (2HD, d8 damage, +2 AC, blends 
  in perfectly with surroundings on a tree)
  Rare creature. Looks like a mix between a rodent 
  and a bug, has two large 'shield' arms that look 
  exactly like tree bark and two more 'sickle' arms 
  that are designed to cut and bleed people.
  There is a natural scientist at [12] who refuses to 
  believe these things exist and has promised 200 
  gold for anyone who tells him otherwise. He 
  doesn't have that much gold.
  (6) Gorilla Flesh-Eater (stats as ogre, but can 
  swing between trees and doesn't use weapons)
  Large lonely gorilla, expelled from his troop due 
  to haven eaten flesh. Has an unnatural aura 
  because of this, and detects as chaotic/evil. Will 
  attack humans on sight, but is neutral towards 
  demihumans and other races.
  
SOURCE: textdata/thevault/System neutral/Tables & Charts/Encounters/Fantasy/In the Wilderrness/Fantasy_Vietnam_Jungle_Encounters.pdf