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Out of the Box D&D Encounters

Nerdarchy > Dungeons & Dragons  > Out of the Box D&D Encounters (Page 6)

“Madam Versiliplex’s Magical Wonders” – Out of the Box #34 D&D Encounters

Night HagIntroduction: I’ll bet one of the most commonly asked questions placed at the feet of any Dungeon Master is, “Is there a place where I can buy magic items?” This might have been a common occurrence in past editions of D&D, but Fifth Edition has limited access to a magical marketplace. That’s not to say they do not exist, nor can one never find purveyors of such rare and wondrous items. Far from it. But the danger in dealing with such a market bears the risk of trying to prove its own economic worth. Rare components, or those gained through dangerous tasks, would make most proper magic items either impossibly expensive or priceless. Those that might be common enough for sale would be overpriced due to their difficult creation or high demand. It truly would be a seller’s market.

This encounter would be for those brave DMs who would wish to rise to that question with an even more difficult bargain. For those familiar with such works as “Needful Things” or even Pixar’s “Brave,” a shop might well exist to address the player’s needs. The answer to the question “Is there a place where I can buy magic items?” might be “How bad do you want it?”

For your possible use, I present Madam Versiliplex and her Magical Wonders.

Environment: Anywhere. You could make this a small shop in a city, or a cabin in the woods.

For the purposes of versatility, I have made this a horse-drawn wagon.

Suggested level: Any, but for those who wish to take on Madam Versiliplex, level 5.

Description: Perhaps the players are seeking someone who deals in magical wares, or even more suspiciously, are just discussing where to find such a place. At that time, feel free to have a local unnamed peasant wordlessly direct them to an approaching oxen-drawn cart.

The cart will be drawn by a single ox – the bell hung from the yoke below its neck loudly clanging to the rhythm of the beast’s stride. The cart will be an elaborate affair. Constructed from wood with simple wooden wheels, it will have several strings of bone, crystals, and small bells hung from a low arched roof. A lamp hangs from the front and another from the back, both giving off an eerie green glow. Tiny wisps of smoke trail into the wind from each lamp. The walls of the cart are covered in sun-baked paint peeling from wear and neglect. A single window, tightly shuttered, marks each side and the front of the cart, and a small metal stove pipe trails white smoke from the ceramic-tiled roof. Painted in elaborate, yet faded colors are the flowing script-like words in Common: “Madam Versiliplex’s Magical Wonders.”

A single small door allows entrance. A knocker in the shape of a grinning child’s head biting a loop, bids you welcome.

If the characters approach, the cart will stop and allow them to draw near. The door will remain locked until the characters knock. If they knock with their hands, they will have a wait of at least one full minute. If they use the knocker, each knock will sound thunderous inside – like a massive empty room lays beyond. When they knock three times, steps of wood will unfurl below the door as if made of cloth. The click and clack of several locks will be heard beyond the door, and then the door will creak open.

Night HagGreeting the characters will be a small Gnome woman of great age. Her white hair will be long and tied in a massive bun. The gnome will be adorned with tiny bones and gold chains with delicate charms. Red robes covered in sigils are tied about her waist with a belt heavy with pouches, vials, and scroll tubes. Her arms hang with many bangles, and rings decorate every finger. A rat, its eyes reflecting red by torchlight, pokes its head out of her robe to peek at the strangers.

“Ah, my curious little children. I wondered when you would finally come. Come in, come in.” She will beckon them and offer tea. When the characters enter, what will unfold might be surprising. The interior of this tiny cart will be a 20’ x 20’ cabin. A roaring fireplace adorns the far wall with a large pot happily bubbling along. Shelves line the walls, covered in books, scroll tubes, and dusty bottles. A suit of armor stands quietly in one corner while a dusty rack of  melee weapons stands in another.

A large round table sits in the very center of the room surrounded by six chairs, and a rocking chair sits beside the fireplace. In the center of the table sits a large, sealed, glass jar filled with a smoky, swirling fluid or gas. The table rests upon a fat, wooden barrel instead of legs.

The place smells of wood smoke, tallow candles, and fresh bread. The taint of mildew and sulfur are also present.

She will greet them and be very inviting. Madam Versiliplex will listen attentively to the party’s needs and concerns, and will offer hot tea to those who wish it.

But always keep this one fact in mind:

D&DMadam Versiliplex is a Night Hag who has polymorphed into this Gnome guise to throw off suspicion. She is cunning and experienced, and will not reveal her intentions until she has the players truly hooked. If they ask for simple magical wares like Potions or Scrolls, she might have a few on hand. The first couple of Healing Potions might be a little more expensive than normal (say, 1.5 times regular cost). If the players cannot afford them, then she might offer a deal. She’ll be willing to trade potions and such for simple tasks. She might claim a local magistrate has been taxing her unfairly, so she only has a few items to spare. If that magistrate’s bully son were dealt with, maybe she could be more generous. Or perhaps she’ll claim wolves are harassing her ox. She might have a special bait for the wolves to eat that will make them stop attacking the local cattle. Feel free to invent your own task.

But the task should have a twist. The magistrate might well be unreasonable, or have a bully son, but perhaps they are trying to find out more about Versiliplex. She cannot allow this, so she’ll set up events so the “offenders” fall victim to a tragic “accident,” likely when the player characters are present. Her pet rat, Skek, is actually an Imp familiar, so he’ll work behind the scenes while Invisible to track the players and set up any accidents. Perhaps Wolves are actually attacking cattle. But her bait will transform them into Death Dogs and they will then begin to ravage the countryside. Should the players track down and kill the Death Dogs, they’ll still have to somehow deal with any who have been diseased by the Death Dogs. Versiliplex might have the cure … but there’s this thing she needs you to do … These are but examples.

The following items are in the shop. Each will have its own complication as noted under the item. Versiliplex will warn the party that everything is either older or has “a personality” due to former owners.

D&DPotions of Healing – Five in stock. Versiliplex can make more after a few days. These will heal like normal Potions of Healing (2d4+2 hit points), but for every one consumed, similar potions from other sources will work less. For every one of Madam Versiliplex’s healing potions drank, remove a cumulative -2 hit points healed from other potions. For example, if you’ve drank two of her Potions of Healing, then you heal 4 fewer hit points from the next Healing potion that’s NOT made by her. This effect ends with a Remove Curse cast upon the drinker.

Potion of Ogre Strength – Only three in stock. This potion acts like a Potion of Hill Giant Strength (page 187, Dungeon Master’s Guide), but with only a Strength boost to 19 instead of 21. The effect lasts for 1 hour like other potions of this type, and has no boosting effect upon a character whom already has a Strength of 19 or greater.  For every potion of this kind drank, the imbiber must make a Constitution saving throw with a cumulative -1 per “Potion of Ogre Strength” drank to resist the desire to each raw flesh. A character who fails will be driven to eat anything raw (insects, small animals and the like. If a character gets to the point where they fail a saving throw and the penalty is -5 or worse, then the character becomes cannibalistic until a Remove Curse is cast upon them.

Goggles of Night – one in stock. For this item, Versiliplex will need a task performed that is equivalent to stealing an item from one innocent victim and “returning it” to another unknown innocent victim. She will be adamant about the player not being discovered. She’ll claim the item was wrongfully taken and she would like her friend to get it back without violence or further embarrassment to either family. Her plan is to reveal the item and start both families fighting with each other — likely leading to someone being beaten or killed — if she has her way. The player’s will not know this or be told of it willingly. Furthermore, the Goggles carry an additional property: Madam Versiliplex will see everything that the character sees. Otherwise they work like standard “Goggles of Night” (page 172, DMG).

Spell scrolls – For the list of spells available, see page 176 of the Monster Manual under “Coven Spells.” Madam Versiliplex will claim her list of spells is limited and her resources have been depleted over time. These are all she has left, she’ll say.

Plate Armor, Mariner – This suit stands in the corner and, although dust covered and neglected, it bears fine engraving and looks well made. The design of a giant squid covers its breastplate with engraved tentacles spreading to the arms and the legs. The suit acts as Mariner’s Armor (page 181, DMG). Madam Versiliplex will claim that “she can’t possibly part with it” and will take some convincing …which is all a ploy, of course.  She will demand some silly price for the armor, like 5000 gp, but will allow herself to be talked down to half that amount. She will then carry on like the suit was meant for the character receiving the armor, as it fits so well. Furthermore, once donned, the armor will refuse to be doffed. It will take a Remove Curse to get the armor off. Once it’s on, the wearer will be Vulnerable to Fire damage and at Disadvantage to resisting any effect that has a Fire component (Fireball, Burning Hands, extinguishing Alchemist’s Fire, etc.)

Longsword +1 – One of the many weapons on the dusty rack is this enchanted sword. Madam Versiliplex will be very resistant to parting with it, but may let it go for a successful Persuasion check of 20+ and a bribe of 1,000gp. She’ll claim a dangerous beast has been lurking about the area, terrorizing the populace, and she intends to use the sword to slay the beast. If a character volunteers to do so for her, she’ll let the sword go for half the price. The beast she’ll want slain is actually a local Druid in Bear form that she’ll claim is a lycanthrope gone mad with an ancient curse beyond her ken to cure (use Druid from page 346 of the Monster Manual).  Should the character or party fail to kill this Druid, the sword will animate as per Flying Sword and attack its former wielder (Animated Object, Flying Sword, page 20 of the MM).

D&DMonsters: Madam Versiliplex – Night Hag (page 178, Monster Manual)
Skek – Imp (page 76, Monster Manual)
Animate Armor – page 19, Monster Manual
Flying Sword – page 20, Monster Manual

Rug of Smothering – page 20, Monster Manual

Treasure: See above for “treasure.”

Complications: The items all have their own, as do the associated tasks. Versiliplex will wish to have as many complications as possible. Keep in mind it is always Madam Versiliplex’s intention to have the characters gain these items if they want them, but she will make them think the items are more precious than they actually are. She’s a very long-lived Night Hag with centuries of experience in lying, manipulating and duping mortals. When the players are in negotiations with her, do NOT prompt them to make Insight rolls to tell if she’s lying. If they OFFER a roll, by all means allow it. The DC on any Insight check against Madam Versiliplex’s deceit will be a 20 to know something’s up. To know that she intends harm to them will be a DC 25. This is quite high, but this is her con, and she’s played it well for over 200 years.

Should the players wish to attack the Hag in her wagon, she will not be alone. Not only is her Imp “Skek” always with her (unless it’s spying on the players), but the Armor and the Sword will animate as per Animated Objects (pages 19 and 20 of the Monster Manual), and the carpet on the floor will also become a Rug of Smothering (page 20 of the Monster Manual). Her first action will be to go Ethereal and escape, letting the Animated Objects fight in her stead. The wagon itself is her “Hag Vehicle” (Volo’s Guide to Monsters, page 56), and obeys her commands. The Ox is there simply for show and is pushed along by the cart. If the Objects are defeated and the Hag is not within, the wagon will also go Ethereal, leaving the characters behind.

Madam Versiliplex will simply gather her forces and move along to another place to “sell her wares.” She may take the time to harass the party through her “Nightmare Haunting” ability. Pick one character at random and have her target them, unless one particular character was very pointed in dealing with her. In which case, that character will be the target of her Nightmare Haunting.

“Phoba’s Bet” – Out of The Box #32 D&D Encounters

Introduction: The following encounter takes on two challenges. First, it addresses an issue that has been monster medusa out of the box   brought up around multiple tables where a DM seeks to have some sort of  bounty hunter or assassin. Perhaps this is to address some offense the player characters have created against a king, noble, wizard to guildmaster. Perhaps it’s to address some action that the player characters have done in a city where vital laws were broken.
  Second, it looks at the unique issue of adding player character class levels to a monster.. The DMG touches on this, but really leaves it up to the individual DM to make the final call on how the CR of the monster is affected. This starts on p. 273 of the DMG, and stretches all the way to 283 before it addresses “Monsters with classes”…and yet, as you refer back to those 10 pages. In the end, they call it a case by case.
  I think the secret here is asking yourself “What do I want this monster to do?”, and then build for that purpose. To that end, the purpose is to be able to capture player characters in a dramatic fashion, and return them to the “employer” (be it king, criminal boss, or angry mob) alive…or at least relatively.
  Environment: Anywhere. That’s the point. But the example below will be in the wilderness.
Suggested level: 5-7
 Description: To properly set this encounter up, one needs to put the players in the right frame of mind.monster medusa out of the box Players can become very complacent when they do not have random encounters at night for a few nights. Go out of your way to make things very peaceful and calm if you want to. Make fake encounter rolls that don’t count and gloss over them as if you’re unconcerned. This will give you a great feel for who they put on watch and when. Consider this time that the bounty hunter is spending observing the party at a distance. She might even be “handling” those who might be thinking of attacking her valuable bounty. One can’t collect on a fee if one’s targets have been killed by Ogres. 😉
  Next, it’s good to think of whom you have selected for the role of Bounty Hunter. In this case, I present to you the one and only Phoba. Phoba was an experienced Rogue, who tricked, seduced, lied, and manipulated her way across the continent. However, she stole from the wrong temple and was transformed into a Medusa. Making the most of her curse, she takes bounty after bounty in the hopes of earning enough to find a cure for her condition – and she doesn’t care whom goes down to cure that effect.

“Fire for Effect” – Out of the Box D&D Encounters #30

out of the box encounters hobgoblin  Introduction: One trope in D&D that needs work is the concept of the encounter as a “one thing shows up and does one other thing.” There should be no reason why, unless otherwise specified, that multiple monsters of similar alignments and motivations would not work together.
Similarly, if these creatures work together more than once, they should have some sense of how each other works as well as their strengths and weaknesses. Grouping like-minded individuals might turn what would be a typical encounter into something a little less predictable.
  The following is one such encounter where two monsters, tactically minded and ruthless in combat, work together to create a small fighting force that would be dangerous to deal with, especially in a confined setting where collateral damage is something to consider.
As an example of this, I am presenting two races that fit the bill – Fire Giants and Hobgoblins. Both love war, are tactically sound, and would likely work in concert to achieve a goal. Both share the Lawful Evil alignment, so you can expect them to behave in similar fashions and seek similar solutions to the same problems.
  In the correct environment to add complications, and you have a problem that needs to be solved – quickly! The introduction of this encounter might well be used as a doorway to start an adventure, so this could be the start of something larger.
Environment: Urban/Small Town
Suggested level:  10

“Council of Three”- Out of The Box D&D Encounters # 28

Introduction:

out of the box encounters basilisk

SONY DSC

  This is yet another dungeon-based encounter. It uses spells instead of monsters for it’s basis, and provides a minor puzzle. Depending on how this goes, the players could receive a boon, a trap, or even a future adventure. To be fair, since everything in this encounter is completely based upon player choice, they are truly in control of how good or bad this goes. This will be player agency in action.
  An encounter like this might give a DM who might be running a lot of combat-based encounters a chance to switch things up a bit. Mind you, if they set off the trap in this encounter, they might get the sort of combat they might be looking for.
Environment: Dungeon
Suggested level: Any
  As the characters enter this chamber, they will be struck by it’s ancient and ritualistic feel. Ancient carved reliefs decorate all of the walls, and depict several scenes. (I see them in an ancient Mayan or Aztec style, but feel free to use whatever fits your campaign). When you enter this chamber, you enter a long and rectangular room. Your entrance is in the center of a 20’ wall, and the room extends out from this entrance to a distance of 40’. A raised stepped platform occupies the furthest 10’ of the room. Upon this platform is a stone plinth with what looks like three heads upon it.
  Should the players choose to examine the carved reliefs on the walls, allow them a relatively easy Investigation (DC: 10) to discover the following:
  The left wall depicts scenes of ancient figures in tribal garments. They are kneeling with hands raised upward. Rays of light or energy beam down from above upon them.
  The right wall shows figures in tribal garb cowering before an oversized figure wearing an elaborate feather head dress and wielding a massive saw-toothed blade. A halo of blades hovers above the head of the oversized figure.
  The far wall behind the plinth shows a depiction where tribal figures worship some sort of small sphere.

“Jailbreak” – Out of the Box #27 D&D Encounters

Introduction: out of the box D&D encounters   
  While researching something else entirely in the Dungeon Master’s Guide, I  glanced at the passage on the “Mirror of Life Trapping” purely by mistake (pages 181, 182, DMG). Because of the fluid nature of this mirror’s possible past, it may contain up to twelve random creatures already. How they got there and why they ended up in the vicinity of the Mirror could be any number of reasons.
  That means this encounter, if you set it up right, could be infinitely adjustable to your group’s level and abilities. It could be a campaign starter. It could be a campaign ender – even if only by accident. Since the contents set the challenge level, take care in making sure you stock the mirror wisely.
  For the purposes of this encounter, only one of the twelve cells is free, so as to not trap the entire party, and to deliver enough random oddities to truly challenge your group. This encounter should only trap one character, leaving the rest to solve the problem. It may well set up one of those moments where the entire party say “What have we done?”
Environment: Dungeon
Suggested level: 4-5 (although it’s infinitely scalable)
  The characters will enter a room or cavern roughly 50’x50’, with a ceiling 30’ high. The room is covered in patches of bio-luminescent fungi, giving the entire room an ambient glow.
  The most unusual feature in this room appears to be a very thin rectangular object floating flat and horizontal over the floor at a height of 15’. It has an elaborately carved 1” thick wooden frame around it’s outer rim. It shows no obvious signs of suspension and hovers silently in the air. It is roughly 4’x2’.
  A steel ball is suspended 5’ above this object by a rope. That rope continues straight up to the ceiling, where a pulley redirects the remainder on an angle downward to a metal ring attached to the far wall. The rope is attached by a thick knot to this ring.

“Ribbet, Ribbet, WHOOSH” – Out of the Box #26 D&D Encounters

Introductionunnamed
  The Monster Manual is loaded with a lot of gems that seem to go unnoticed. The Templates are but one of them. Templates are a great way to take what the players are familiar with and shaking them up. What this does is two-fold. First, it generates an encounter that the players are not ready for. That is it’s own reward, as it freshens up what would be a very ordinary, and possibly predictable, encounter. Secondly, it takes that omni-present “metagame” aspect and turns it on it’s head. Ask a DM what value they would place on making that one experienced meta-gaming rules lawyer at their table give the “WTF?” expression, and I’ll bet that they’d rate it pretty high.
  The following encounter is intended to do both. It applies the “Half-Dragon” template to something that we would normally not consider. As per the “Half-Dragon” template, we can apply it to a beast, humanoid or giant. That’s a lot of choice. This is but one example of such an application, and might open up a series of encounters where one rather amorous dragon has seeded a campaign with it’s brethren, creating a whole list of choice encounters. One would have to finally convince the dragon of the concept of “planned parenthood” to end this series of events – a discussion I’ll leave to your players.

“Procession” – Out of the Box #25 D&D Encounters

Introduction:
  A fact that goes unnoticed in many environments or campaigns is the importance of rivers. Rivers were out of the box encounters wights  the first highways of the ancient world, and are still major thoroughfares to this day. The same should be true in a fantasy setting. Rivers should be a constant resource for encounters of all kinds, be it lizardmen, pirates, goblins in rickety steamships, or orcs in war canoes. In this instance, however, I will draw from ancient history and base this encounter around a funeral procession.
  To build on that concept, this funeral procession is not just a funeral barge, but an elaborately carved vessel with a large single sail and a single cabin. Imagine, then, that this vessel is not of this world, but the next. The vessel itself is an expression of the Shadowfell. Now you have a river encounter that you could have at night, with all the haunting dread of what happens when the dead meet the living…
  The intent behind this encounter is simple – sometimes it is best to leave well enough alone. Curiosity killed the cat for a reason. In this case, that cat might end up worse than dead.
Environment: Wilderness/Waterway.
Suggested level: 8 (could be significantly higher – see below)
  Either while traveling a waterway at night, or while berthed at the river’s edge, the characters will see a vessel moving quietly in their direction. It will be difficult to see at first, even with Darkvision, as the ship is almost completely made of a black wood. As it closes, lanterns hanging from the bow and stern become visible, much like in a dream when one accepts that things “were always there, even when you did not see them before.” Their green glow barely illuminates the deck of the ship. Gold inlaid engravings and other scroll-work decorate the upper edge of the hull along it’ length. A single mast upon which flutters a single almost ephemeral sail stands at the center of the deck of this nearly 100’ long vessel. Long and narrow, it’s 13’ wide hull cuts the water almost silently. A single steersman in ritual hooded regalia mans the till at the stern, while a single similarly-dressed watchman stands silently at the prow. A small and elaborately decorated cabin, only 5’ tall, but at least 10’ wide and 10’ long sits just behind the mast. It is covered in further elaborate and gold-inlaid carvings in some ancient language.
  The whole craft moves unerringly upstream, as if moved by unseen oars, yet without disturbing the water at all.

“The Balance” – Out of the Box # 24 D&D Encounters

Introduction:

 

  A good use of an encounter is to force the players to make a choice based on what they value.   out of the box encounters spriteFurthermore, different characters will always have different motivations, so those choices can be rooted in the very basis of the character. The right encounter might flush those motivations to the surface. This can often lead to heated discussions, but can also serve to really clear the air on where characters stand with each other. That can only lead to character development.

 

  Additionally, it has been said before that any treasure or magic items in the possession of a villain should be used by that villain. Previous “Out of The Box” Encounters have followed that mantra, and this will follow that trend.
  “The Balance” is intended as an extension of both concepts, as well as an opportunity to reward players with a form of treasure that cannot be bought – a rare companion or familiar. To date, if we follow the official rules, only Chain Pact Warlocks can earn such companions. However, when we research the Monster Manual, there are several chances to win such an ally – if only the opportunity arises and the players act correctly.

 

  Inspiration for this encounter came from, of all places, the “Trinket” table in the Player’s Handbook (p.160), #46 – “Dead Sprite in a Jar.” I asked myself, “how did it get there?”. I remembered the “Iron Flask” entry in the DMG (p. 178) where another creature could be held in a container, and combined the two. Adding a dramatic element, it becomes a balance – between saving a potential ally and acquiring a magic item. Which will the players choose…?

 

 “The Balance” – Out of the Box # 24 D&D Encounters

Environment: Dungeon or any appropriate lair.
Suggested level: 4 (but really, by changing the contents of the Iron Flask, you can scale the level of this encounter upwards)

 

  Entering a large circular chamber, the players are immediately greeted by two things. The string acrid bite of the odor of strong acid, and the appearance of the strangest scale they have likely seen.
  A wide pool, perhaps 20’ in diameter sits in the center of the room. Balanced upon a hemispherical stone is a stone platform perhaps 10’ in diameter. A central vertical pole rises from the center of the platform to a height of 8’. The top of the pole has a cross-member of wood as well, giving the structure the appearance of a letter “T” upon the platform. Suspended from the each end of the cross-member is a container on the end of a thin chain.

“Watchdog” – Out of The Box #23 D&D Encounters

Out of the Box Encounters Using Daern’s Instant Fortress Introduction:

out of the box encounters daern's instant fortress Another popular cliche or trope that seems to endlessly occur in every D&D game is this: Defeat monster,   check it’s pockets, take it’s stuff. Here’s a way to rethink that. What if the magic item is part of the encounter. What if that magic item defined the encounter such that it makes it very difficult to acquire without damaging it. What if that self-same magic item was also highly desirable?

Now, let’s add something to that concept. Let’s apply a template to that encounter that takes a common everyday monster (zombie) and applies it to a monster less common…say, one that makes it harder to just take the magic item?

“The Passenger” – Out of the Box #22 D&D Encounters

Introduction:
There’s an old cliche that states “not everything is as it seems.” Of all the genres in gaming, books, or out of the box encounters intellect devourer  movies, Horror follows this the most. Good horror has a bait and switch, or a surprise hook, that takes the viewer by surprise. There are many foes within the Monster Manual capable of this with the right delivery. What should follow is the generation of tension, and perhaps a little player paranoia, to add depth to the next few encounters. The right moment or delivery of this “bait and switch” can set the tone and give your players pause.
  The following encounter, “The Passenger”, is but one example. The foe that is presented here can not only be utilized with every single NPC and beast in the back of the Monster Manual, but with almost every living monster in the Monster Manual – so long as it has a brain.
  In fact , the methodology for this foe has been seen in horror many times, from the Alien franchise, Invasion of the Body Snatchers, The Thing, the Half-Life computer game, and basically every possession movie.
  It can be anywhere. It can be anyone. It could be the person standing right next to you…or the duke’s loyal hunting dog at his feet. Anyone.
Environment: Anywhere….
Suggested level: 2+ (see below)

“The Menagerie”- Out of The D&D Encounters Box #20

Introduction:out of the box encounters polymorph
  It’s always important to read the flavor text. For monsters, magic items, and spells, the flavor text can turn a blase encounter into something more. This very encounter is based upon the little details of one spell – Polymorph. (Page 266 of the Player’s Handbook) However, instead of just using that spell as written, what if you created a special region affected by the spell, and tweaked it in such a way as to give the players more agency within the confines of this encounter? What if that special region was a Wild Magic zone? Mayhem!
Environment: Wilderness.
Suggested level: any, but it should be high enough to justify the possible treasure.
  The party might be travelling along a lonely road or twisting path through dense woods, and the foliage seems to abruptly open into a single but large glade. The glade is enormous, and appears for all intents and purposes to be roughly circular. At the centre of this glade is a thick and tangled copse of trees, vines, and brambles. The central tree is an ancient oak, twisted and enormous. It’s branches both reach to the sky and bend to the ground like an umbrella. Woven within these branches, innumerable vines twist and turn like a green tangle of webs, dotted by large white lily-like flowers. Shooting from the ground and entangled among the vines and trees are an equally abundant number of thorny brambles.