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Nerdarchy > Dungeons & Dragons  > Out of the Box D&D Encounters  > Out of the Box D&D Encounters, Series 2, #39 – “Dangerous Fruit”
Out of the Box D&D plant

Out of the Box D&D Encounters, Series 2, #39 – “Dangerous Fruit”

Out of the Box D&D Encounters, Series 2, #38 - "Shadowboxing"
Out of the Box D&D Encounters, Series 2, #40 - "Snowblind"

Out of the Box introduction

Continuing on the concept of dangerous and carnivorous plants, the following will play upon the concept of “turnabout is fair play.” Humans and animals alike will seek out sources of food as a simple case of survival. This instinct and need is played upon by the carnivorous plants of our own world. Many will smell sweet to attract the insects upon which they feed – essentially playing upon the universal hunger of their prey to feed themselves. This dangerous form of irony is often used by those whom use camouflage or lures to hunt. However, this behaviour tends to be static – the hunter lays in wait for the prey to come within striking range (melee range), then uses surprise to ambush a hapless foe.

Out of the Box D&D plant

A shambling mound, quintessential D&D plant creature, as seen in the fifth edition Dungeons & Dragons Basic Rules.

What happens when we extend the range of this behaviour? What if the carnivorous plant in question can remain static when necessary to do so, but can also lay in wait for others to come truly close for an ambush. What if they also possessed a way to ambush prey at a range?

When these concepts come into play, they need to have a reason for being. Predators who exist in a natural world, even a fantasy one, should have a reasonable explanation for certain behaviours. Those who use camouflage and strike from an ambush are obvious in their methods. There are insects, like some wasps and one fly I know of, that not only ambush for prey but for reproduction.
Adding this behaviour to a carnivorous plant adds a whole new element, and may even tie to a season wherein this plant might reproduce. They may, then, have two behaviours. They may be ambush predators in melee when not looking to reproduce, and even more dangerous when they are looking to pollinate, or maybe even when seeding or bearing fruit.
These behaviours and arguments are what this encounter intends to explore. Therefore it is an experiment in monster creation, but also adds a dangerous resource creating the desire to seek this creature out. This desire, as well as the monster’s natural tendencies when approached, creates tension. The greater the desire, and the greater the danger, the more likely the tension will arise. That’s the stuff of story hook generation.

Environment

Wilderness/Forest/Jungle

Level

5-7

Description

The path through he wilderness thus far as been relatively calm. There have been no interruptions for a while. Ahead, the path grows brighter and the trees begin to thin. An opening? As the party approaches this possible field or glade, the air begins to grow sweeter.
The Dungeon Master may inquire who among the players might have proficiency in Nature, Survival, or even a background in farming, agriculture or botany. A check isn’t necessarily required, but if one is desired, a character will need success on no higher than a DC 10 check to recognize the aroma of what smells like blossoming fruit trees. The smell is appetizing, and may draw them closer to the approaching glade.
When the trees finally break, it opens into a small glade, perhaps 300 ft. in diameter. Toward the center, a small copse of trees stands. One is perhaps 20 ft. tall, and looks to be composed of many twisting branches, with lush green fernlike leaves. From it hang several large green coconutlike fruit. (Those with passive Perception scores of 15 or higher will notice there are, actually, no blossoms, despite the smell.) If the DM prefers, they may allow the players to make Wisdom (Perception) checks, or even Intelligence (Nature) checks to come to the same conclusion. They can then be informed, or even hinted to, that perhaps the fruit are the source of these sweet smell.
To either side of this large tree are two saplings, each stretching out from below the parent plant for some sunlight of their own. Success on a DC 10 Wisdom (Perception), Intelligence (Nature), or Intelligence (Investigation) check will allow a character to notice these younger plants do not yet bear fruit.
If the PCs stay 120 ft. away from this copse of trees, nothing will happen. If any PC (as well as any creature under their control) approaches to within 120 ft. of these trees on land, or flies up and touches them, they will activate.
If anyone approaches to within 60 ft. of the grove, roll 1d6. On a 1, they encounter a dead humanoid (race is up to the DM), who has what appears to be a deep wound in their body. A successful DC 12 Wisdom (Medicine) check indicates bludgeoning damage. In this deep wound will be what looks like a deep stab wound from which grows a tiny sprout of a plant. With a successful DC 15 Intelligence (Nature), Intelligence (Investigation), Wisdom (Survival), or Wisdom (Perception) a character learns the leaves resemble miniature versions of the larger trees in the glade.
There is a 50 percent chance this body will also have something on their person. Roll 1d6. On a 1-3, the body has a trinket, or a small pouch containing 2d10 each of silver pieces and gold pieces. There will be a maximum of three bodies in the glade, if any at all.
Out of the Box D&D plant

A tree used as inspiration for what the Catapult Tree looks like.

Monsters

Catapult tree (1) – see below
Catapult tree sapling (2) – see below

Treasure

Possible corpse loot (see above), as well as nutritious and toxin-fighting catapult fruit!

Complications

The PCs will have never encountered these plants before, so they will be caught unawares by the effects of the catapult fruit, either by succumbing to the fruit and becoming food for a sapling, or accidentally eating the pit of the catapult fruit…and still ending up the same way.
This is indeed a gruesome fate. However, many undergoing struggles for food deal with life and death experiments with any number of food sources – this is but an extreme version and well within the realms of an adventurer’s life.
A DM may wish to increase the desire for these fruit or samples of the tree through the pleas of sages or wise hermits seeking the healing properties of these plants. Indeed, there may be a PC, or a loved one tied to that PC, desperate for the benefits these fruit might bring.
True heroes risk danger every day for those in need. This might just be another chance for the PCs to be the hero who cures a poison without any other antidote.

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Mike Gould

I fell into gaming in the oddest of ways. Coming out of a bad divorce, my mom tried a lot of different things to keep my brother and I busy and out of trouble. It didn't always work. One thing that I didn't really want to do, but did because my mom asked, was enroll in Venturers. As an older Scout-type movement, I wasn't really really for the whole camping-out thing. Canoe trips and clean language were not my forte. Drag racing, BMX and foul language were. What surprised me though was one change of pace our Scout leader tried. He DMed a game of the original D&D that came out after Chainmail (and even preceedd the Red Box). All the weapons just did 1d6 damage, and the three main demi-humans (Elf, Dwarf and Halfling) were not only races, but classes. There were three alignments (Lawful, Neutral and Chaotic). It was very basic. I played all the way through high school and met a lot of new people through gaming. My expected awkwardness around the opposite sex disappeared when I had one game that was seven girls playing. They, too, never thought that they would do this, and it was a great experiement. But it got me hooked. I loved gaming, and my passion for it became infectious. Despite hanging with a very rough crowd who typically spent Fridays scoring drugs, getting into fights, and whatnot, I got them all equally hooked on my polyhedral addiction. I DMed guys around my table that had been involved in the fast-living/die young street culture of the 80s, yet they took to D&D like it was second nature. They still talk to me about those days, even when one wore a rival patch on his back to the one I was wearing. We just talked D&D. It was our language. Dungeons and Dragons opened up a whole new world too. I met lots off oddballs along with some great people. I played games like Star Frontiers, Gamma World, Car Wars, Battletech, lots of GURPS products, Cyberpunk, Shadowrun, Twilight 2000, Rolemaster, Champions, Marvel Superheroes, Earth Dawn...the list goes on. There was even a time while I was risiding with a patch on my back and I would show up for Mechwarrior (the clix kind) tournaments. I was the odd man out there. Gaming lead to me attending a D&D tournament at a local convention, which lead to being introduced to my paintball team, called Black Company (named after the book), which lead to meeting my wife. She was the sister of my 2iC (Second in Command), and I fell in love at first sight. Gaming lead to me meeting my best friend, who was my best man at my wedding and is the godfather of my youngest daughter. Life being what it is, there was some drama with my paintball team/D&D group, and we parted ways for a number of years. In that time I tried out two LARP systems, which taught me a lot about public speaking, improvisation, and confidence. There was a silver lining. I didn't play D&D again for a very long time, though. Then 5E came out. I discovered the Adventurer's League, and made a whole new group of friends. I discovered Acquisitions Incorporated, Dwarven Tavern, and Nerdarchy. I was hooked again. And now my daughter is playing. I introduced her to 5E and my style of DMing, and we talk in "gamer speak" a lot to each other (much to the shagrin of my wife/her mother...who still doesn't "get it"). It's my hope that one day she'll be behind the screen DMing her kids through an amazing adventure. Time will tell.

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