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Fixing Tomb of Annihilation: A Better, Faster Jungle "Hex Crawl" Mechanic

Fixing Tomb of Annihilation: A Better, Faster Jungle "Hex Crawl" Mechanic
Title image © Zheng Zhangming

 

How to Have Quick, Cinematic, "Skill-Based Montages" With Stakes... Even in a Hex Crawl! Key Highlights

 

Some quick context that inspired this post... 

 

One of my campaigns is a heavily home-brewed version of Tomb of Annihilation. Rather than starting at Port Nyanzaru, my players started shipwrecked along the northwestern shores of Chult.

 

Then, at low levels and with scarce supplies, they trekked through the jungles to the nearest settlement, a small fishing village known as Mbala Bay. To get there, they had to: 

 

  • Survive deadly bugs...
  • Weather torrential downpours...
  • Escape yuan ti scouting parties...
  • Avoid bug-infested swamps...
  • Stumble upon ancient Ubtao ruins...
  • Assault Red Wizard slave convoys...

 

It was deadly, tense, and a perfect introduction to Chult and the campaign. 

 

But if you have played Tomb of Annihilation, you know that you don't just venture into the jungle once or twice, or even a handful of times. Tomb of Annihilation is a hex crawl across a continent-sized peninsula that is covered in dense tropical jungle.

 

And if you actually make the jungle deadly, then the players are trekking back and forth from Port Nyanzaru (Chult isn't exactly a "live off the land" kind of place). If you play rules as written, the rivers are an unreliable means of travel, forcing characters across rugged terrain on foot.

 

Three times for every day/hex they travel, you roll a d20. If you roll a 16 or higher, you roll for a random encounter on the tables in the back of the book. A journey to "legendary ruin A" may be 20 hexes away, leading to 9 random encounters that take 3 - 4 sessions to complete. And that same process is repeated again and again to get to "legendary ruins B Q."

 

And while it is tons of fun fighting pirates and zombies and dinosaurs (OH MY), eventually every party runs into a very common problem with Tomb of Annihilation... 

 

OMG THE TOA HEX CRAWL IS BORING AF

 

Like, PAINFULLY boring. 

 

Just pointless, deadly, repetitive conflict between the players and the story, turning a year-long campaign into a chore that last longer than U.S. presidential administrations. 

 

Some may argue: "Yeah, that is Tomb of Annihilation!"... and they have a good point! The jungles of Chult are supposed to feel like a life-threatening slog. But I have yet to encounter ANYONE who didn't get absolutely sick of it, to the point of abandoning the random encounters and hex crawl altogether. 

 

Now, one obvious answer is to "just skip it." And yes, many tables do this... AND IT DRIVES ME INSANE. I have said this in multiple posts on the Awesome Dice blog, but way, WAY too many DMs' solutions to difficult or incomplete 5e mechanics is to "just skip it." And especially for a campaign like Tomb of Annihilation, "just skipping" the hex crawl is to skip the whole point, experience, and design of the campaign. You may be playing in Chult, but you are NOT playing TOA. 

 

(Ok... rant over). All of this begs the question: 

 

Surely there is a better way to do this:

 

A way players can travel or move or engage quickly so it doesn't consume sessions, but still feels tense and contributes to the story while forcing characters to use up resources. 

 

That is what this blog post is about: providing a new version of hex crawling through Chult.

 

dnd jungle travel
© SiChen Wang

 

Context and (Voluntary) Reading List

 

As a reader, you have two options: 

 

  1. Take my suggestions at face value and trust that I (kinda) know what I am talking about.
  2. Demand I explain everything and prove I know what I am talking about. 

 

If you choose option 2, then congratulations: you have elected to assign yourself homework. Here are some blog posts I have already written on topic relevant to this blog post: 

 

 

If you read them all and still think I am full of sh*t, then at least you can be confident that your scathing judgement is informed.

 

"Why Not Just Use Skill Challenges?"

 

I literally just finished a blog post on DnD skill challenges minutes ago, so this objection is fresh on my mind. In fact, THAT blog post was intended to be an introduction to these mechanics, but then I got writing and that structure didn't make sense. 

 

Anyways, it's a valid question. Skill challenges are all about making exploration encounters structured and cinematic. But I think it fails to take into consideration the intended nature of certain DnD mechanics. Here are some examples:

 

  • Dnd combat encounters are specifically designed for A) a bunch of players, B) against one monster (and maybe a few minions), C) in an enclosed space. Yes, you can have more dynamic encounters, but the combat mechanics are optimized for those specific encounters: adventurers fighting a dragon in a dungeon.
  • DnD social encounters are designed for one or more players talking to one very interesting NPC. Yes, you can have multiple NPCs, but the nature of role-playing means a single, interesting NPC is best. 

 

Similarly, DnD skill challenges are best when it is a single, exciting environmental event.

 

Something like surviving an avalanche, crossing a rushing river, or navigating a storm. Even social encounters like surviving a city mob or partaking in a carnival. Yes, it can be used for other encounters (chases, travel, big battle, etc.), but it is best for something catastrophic. 

 

And while you could argue that trekking across a jungle entails a single exciting event, my experience is the opposite. On top of withstanding the horrendous weather, exploring Chult involves battling a host of monsters, beasts, bugs, plants, and a slew of hostile humanoids. Even something as simple as traveling from Port Nyanzaru to Fire Finger (and back, of course) could realistically involved 7 different, unique encounters. 

 

DnD skill challenges are one-dimensional. 

 

So one-dimensional that they were not suitable for my Tomb of Annihilation hex crawl problem. Which means now I get to talk about what I REALLY wanted to talk about all along: my NEW "skill challenge" idea.

 

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    These goals for this "TOA-hex-crawl mechanic" are as follows: 

     

    • Degrees of success rather than pass/fail
    • Able to be used for diverse hex crawls
    • Works for any weather/terrain
    • Force players to use multiple skills (even ones they are not good at)
    • Force players to consume resources
    • Take less time than playing every... single... jungle encounter

     

    dnd hex crawl
    © Ricky Ho for Intrepid Studios

     

    The "Skill - Save - AC - Attack" TOA Mechanic

     

    This TOA fast, easy hex crawl mechanic is simple. In general, it keeps the exact same rules suggested in the module, with a single twist. It is as follows: 

     

    I. Estimate how many hexes it will take for players to reach their desired destination.

     

    II. Roll three times (morning, afternoon, night) for each hex.

     

    III. Each roll is a potential encounter. 

     

    IV. If it is 16 or higher, then there is an encounter.

     

    BUT HERE IS WHERE THINGS CHANGE

     

    Rather than roll on a random encounter table, you roll a d4 on this table: 

     

    1. Skill: players make a skill check.
    2. Save: players make a saving throw.
    3. AC: DM rolls and attack against all players' AC. 
    4. Attack: Players make an attack against an enemy's AC.

     

    So your hex crawl "encounter calendar" now looks like this: 

     

    • Day 1, Afternoon, SV
    • Day 3, Morning, SK
    • Day 3, Night, AC
    • Day 6, Morning, SK
    • Day 8, Morning, SV

     

    And so on and so forth... 

     

    Anyways, on to the next step

     

    V. DM chooses/randomly rolls the task/obstacle

     

    • If you want to use the random tables in the back of TOA, then do that.
    • If you want to look at the terrain and determine what makes sense, do that.
    • If you have filled out every single hex with different enemies and elements, then use that. 
    • If you hate assigning ahead of time and want to make it up on the fly, do that. Do whatever you prefer.

     

    Personally, I tend to make sure the challenges the party faces are a balance of monsters, beasts, enemies, weather, morale, terrain, and survival situations. The goal is to show the comprehensive toll that traveling through such unforgiving terrain takes on even the most valiant of heroes. 

     

    This is all of your session prep. No maps, minis, tokens, stat blocks, etc. YOU'RE DONE. Go live your life until the next session. 

     

    VI. Tell Players What Is Happening

     

    The day has arrived and the session has begun. When it is time to enter the jungle... COMMUNICATE. Let your players know you are experimenting with a different mechanic. Explain how it will allow them to explore Chult without taking up ungodly amounts of time and TPK-ing the party at any moment. I am sure they will be open to the idea... 

     

    VII. Begin the Journey

     

    After a short description of the terrain, weather, view, (etc.), briefly explain the threat/challenge the party faces. No need to go into excruciating detail. Remember: for this mechanic, the journey into the jungle is the sum of the parts, not the individual parts. No need for a paragraph description of the river crocodiles. 

     

    After your description, A) instruct them on what skill or save they will roll, B) ask for their AC, or C) ask them to make a martial or spell attack. NOTE: Each player makes the same skill or save. This is not a skill challenge. They do not choose what skills or save they use (more on this later.)

     

    Tomb of Annihilation
    © Connor Sheehan

     

    VIII. Allow Them to Burn a Resource to Avoid a Failure

     

    NOW players have some agency. They do not have to passively accept failure... they can choose to DO SOMETHING about it. But every action must come with a cost:

     

    • Hit Dice
    • Spell Slot
    • Consumable Class Ability
    • Items (ex: rope)
    • Consumable Racial Ability (ex: Dragonborn Breath Weapon)
    • Magic Item Ability (ex: Healing Potion)
    • Inspiration Die
    • Extra Attacks
    • Death Save (if they are feeling DARING)

     

    Similar to a skill challenge, they must justify why what they consume would help them overcome or withstand the obstacle. 

     

    (Now I'll be honest, I am still playtesting how to make this balanced. On the one hand, spell casters have WAY more consumable things that they can sacrifice to avoid failure. On the other hand, martial classes are a little more likely to succeed all of their saves, skills, and attacks. Furthermore, classes that regain an ability on a short rest also have a huge advantage. 

     

    One idea was to have spellcasters use only their top two highest-level slots, or a combo of slots that equal a maximum of 3. Another was that short rest classes only regain 1/2 of their abilities with a short rest and must wait until a long rest to regain everything. 

     

    I am very open to suggestions and look forward to them in the comments)

     

    dnd toa
    © James Combridge

     

    IX. Have Them Roll a Consequence for Failure

     

    Unless they choose to avoid failure, now they must deal with the consequences. This idea is that, as they venture through the jungle of Chult, they WILL FAIL, and it will take a toll on their mind, body, and will. And best of all with both consequences, the longer they are in the jungle, the more serious the consequences (and costs to avoid them) become. 

     

    I have used two consequences, and I like them both, so I will share both of them with you now: 

     

    Consequence 1: Lose HP

     

    For every failure a player makes, you roll a damage die. Depending on the player characters' level, I usually roll a d6, d8, or d10. You can roll the same dice for every failure and adjust the dice based on the level of danger or severity of the failure. Maybe a nat 1 is double damage? Depends on how cruel you are... 

     

    The benefit of this system is that it is simple: just lose health. Easy for players to track, and up to them when it becomes serious enough that they need to intervene by burning resources. 

     

    Consequence 2: Negative Conditions

     

    Rather than having players lose a little HP at a time, I instead place them on this scale. The benefit is that, while they suffer, there is zero chance they die during travel: 

     

    • 1 failure: (No consequence) 
    • 2 failures: (No consequence)
    • 3 failures: (No consequence)
    • 4 failures: Lose 5ft movement speed
    • 5 failures: Auto Nat 1 (assigned at the DM's discretion)
    • 6 failures: Reduce overall health by 15% 
    • 7 failures: Exhaustion 1
    • 8 failures: Reduce overall health by another 15%
    • 9 failures: Exhaustion 3
    • 10 failures: Reduce overall health by another 15%


    First thing, these consequences STACK. So if you have 6 failures, then you lose 5ft of movement, get a Auto Nat 1, and reduce overall healthy by 15%. 

     

    The second thing you'll notice is that while the consequences are DIRE, there is room for failure. Assuming they are true adventurers with some resiliency, thy should be able to withstand some failures before it really begins to take toll. 

     

    Third... and this is huge... a long rest does not make all these go away... it only takes you down one more level of failure. So players need multiple long rests to restore the party to max capacity. 

     

    THESE CONSEQUENCES WILL DEFINITELY GET YOUR PLAYERS' ATTENTION.

     

    They will burn away any and every resource to stay below 6 failures. 

     

    dnd toa hex crawl fix
    © Bram Sels

     

    Why This Specific Hex Crawl Mechanic Works for Tomb of Annihilation

     

    It's FAST: Players can travel 50 miles into the peninsula in less than 30 minutes. 

     

    It's EASY: DMs don't have to plan for the near-infinite amount of potential encounters. They can improv it if they want. 

     

    It's THREATENING: This mechanic guarantees that every time the PCs journey under the canopy of the Chultan trees, they will suffer the scars. 

     

    It's EMOTIONAL: Players should not feel calm and comfortable entering Chult. The rolls feel threatening and tedious... BUT THAT'S THE POINT. Traveling through Chult is dangerous, anxious work. 

     

    It's REPEATABLE: Because it is easy and fast, players and DMs no longer need to fear random jungle encounters eating into their play time. 

     

    It's ROBUST: With this mechanic, players use just about everything on their character sheet. Areas that are usually neglected suddenly become valuable. 

     

    It's COSTLY: Players arrive at their preferred destination at less than full strength... exactly as DnD was intended to be played.

     

    It's COOPERATIVE: Players can choose to use a resource of their own to help another player who has failed a dangerous number of times. They are in this together. 

     

    And, most importantly, it gets the point of "Chult" across.

     

    The whole point is to make the jungles of Chult a SLOG to get through. It is wild and untamed because it is dangerous and deadly. Only the most heroic of adventurers can withstand its relentless fury. And this mechanic gets that point across with overwhelming clarity without consuming the campaign entirely. 

     

    That said, I will admit a flaw with these mechanics: 

     

    It robs the players of a lot of agency. 

     

    That is a significant downside. However, I would also argue that these hex crawls often had the illusion of player agency. Most players would not choose to have random encounter after random encounter, but that was their reality. Furthermore, it allows them to get to the preferred destination... the "real adventure"... quickly, so they can resume their full agency once again. 

     

    Also, you can always interrupt this mechanic with a real encounter that you can slow down to play out! If your players run into Artus Cimber, you don't have to reduce it to a still check; you can run the social encounter! And if they come across a band of Yuan-ti for the first time, you can stop the mechanic and have a full-blown combat encounter. 

     

    In fact, that kind of action is ENCOURAGED. The mechanic is built to make them tired, weak, and vulnerable. The consequences and resource consumption will make those encounters BETTER rather than worse.

     

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    Conclusion: TRY IT

     

    Just try it. 

     

    As soon as your party is sick of the random encounters, try it. 

     

    Don't fast travel or teleport, try it. 

     

    And once you do, let me know how it goes in the comments!

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