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D&D 5E Running Tomb of Annihilation as a hexcrawl at higher level

CapnZapp

Legend
Running Tomb of Annihilation as a hexcrawl at higher level

Here's what I've got so far. Input welcome!
/Zapp


Avoid the “race” triggered by the Death Curse as per the book and the Syndra quest
For me, an enjoyable hexcrawl assumes you actually enjoy exploration for its own sake.

Having a timer goes directly counter to this goal – it means your players will want to skip encounters and hurry things along. So change the Death Curse and delay Syndra's quest. This allows “breadth first” mapping as opposed to “depth-first”. That is, the “following cool leads and go wherever we fancy” exploration strategy as opposed to “we should probably ignore everything that distracts us from our goal”.

Simplify and streamline the daily procedure.
If you run Tomb of Annihilation as written, you and your players can easily end up having to make a lot of rolls each game day...:
Thanks to the Legendary Pants blog for summarizing most of this info
2x d20 for rain, 1x d100 if heavy rain
3x d20 for random encounters, 1x d100 per random encounter
1x ability check for navigation, 1x d6 if lost
1x exhaustion Con save if dehydrated per PC, 1x exhaustion Con save if taking a forced march per PC
...and up to 3 saves against disease per PC :uhoh:

I can only speak for my group, but we would dearly want to to focus on the adventure and its encounters, and we think D&D features plenty of die rolls as it is already.

So it would be great if we could do away with the mundane rolls regarding water and disease. A simple spell will take care of them anyway. Let's focus on the fun stuff – exploration and encounters!

Restrictions on Heavy Armor (and clothing)
I simply don't see any 5th level character having to make any Exhaustion checks because they didn't drink enough, and so I don't see how the restriction on heavy armor comes into effect either. It's just a lot of words with zero practical impact.

Instead I suggest a character wearing heavy armor (or clothing) for a full day is always considered to have at least one level of Exhaustion. It is simply impossible to get rid of the last level without doffing the armor (or casting magic such as Endure Elements).

Have the Curse deny long rests
This suggestion has multiple functions.

First, level 5 characters need more of a challenge than merely collecting water, applying bug salve and the like. The jungle challenges as explained by the book are trivial as soon as you leave the training levels. Restricting long rests has in comparison a real impact.

Second, I prefer to introduce restrictions that put the focus on enduring despite them. Not restrictions that encourage the “how should we circumvent or disable this?” metagame. In other words, draw player focus away from “which spells can we cast to ignore additional limitations?” and onto “okay, so these additional limitations are part of the game. How can we win despite them?”. The point isn't to encourage players to find ways to play the game as usual, the point is that this campaign is different and challenging.

Third, as you probably know, the game simply works better when you have more than 0-3 encounters per long rest. With free long rests, encounters need to be individually challenging since the resource management mini-game is put out of commission. And if the encounters are individually challenging (for 5th level characters), that makes it implausible that so many of the NPC explorers and inhabitants are still alive. So instead of making everything more dangerous and having to rewrite the random encounter tables entirely, we instead restrict long rests , achieving one of the game's fundamental assumptions and retaining plausibility on NPC presence to boot!

Let the Curse put the focus on the player characters
Don't have the Curse prevent raising dead player characters from the dead. Instead embrace how this makes the Curse so much more personal, when it is the player character's clock that starts to tick! In other words, I would suggest Raise Dead works on anyone – once. The wasting disease still works as written, only now it's personal.

If no PC dies until late in the campaign, feel free to increase the HP maximum loss to d4 per day. And of course, if no PC have died, you can always introduce Syndra and her quest if the party needs a gentle push in the direction of the Tomb.

Provide clues and leads
At first, you need to motivate the PCs to enter the jungle at all. The players might dive into the hexcrawl, but their players still need some reason to go there.

Later on, you need to be in control over the breadcrumbs leading to Omu. Ideally I should be able to present several strings of leads, but I'm not there yet. The book itself is of very little help, unfortunately. Ideally, you have a fairly complete grasp before you get very far of what leads there are and how they are interconnected, so there always is something for you to entice a player group with when they lose steam or become lost.
 
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Changing the Death Curse:
The major change is that the necrotic influence prevents you from gaining any benefits of a long rest when out in the jungle, so close to the Soulmonger. Since this isn't because weather or insects, players can't circumvent it by resting inside demiplanes. (Again, the point of the limitations isn't to circumvent them, but to endure them!)

More specifically, river and coastal hexes still work fine. It's jungle, swamp, and wasteland hexes that are “cursed”. If you make camp and sleep a night in a jungle hex you regain no spells or hit points. The DM is encouraged to make exceptions as needed – such as when the party discovers a site with friendly inhabitants. This makes rivers extremely valuable. (I'm assuming mountains are essentially impassable, otherwise they are attractive too, of course)

Next, consider allowing the three spells Revivify, Reincarnate and Wish to function even on an already-raised PC (that is wasting away).
Revivify because losing a PC can be a big bummer, and besides, if it keeps the wasting disease ticking, all the more reason to allow the pressure to keep building.
Reincarnate because it makes sense a new body is rid of the curse (including the wasting disease), but mostly because no player of mine would ever choose Reincarnate normally so any bonus is good, no matter how big! ;)
And Wish*... because it's Wish, that's why. You should be able to use Wish to “wish Bob never got killed”.

*) Since Syndra approaches the PCs much later she doesn't have to have the hit points of an Archmage, and if she doesn't have to be an Archmage we can strip her of level 9 spells - she should obviously not be able to Wish herself free of the curse.
 

Changing Rests and Encounters:
As mentioned, I suggest that making camp in any jungle, swamp or wasteland hex cannot bring the benefits of a long rest.

Furthermore, I suggest you increase the encounter frequency somewhat. If you like randomness, have encounters happen on rolls of 13-20 instead of 16-20. This is because many initial sites are relatively close to rivers and you want there to be a real risk of having 6-8 encounters between long rests.

The math simply doesn't provide enough encounters during a 5 hex trek, and most initial sites are definitely reachable within that distance. (And remember, the party doesn't stay level 5 for ever!)

Myself, I might keep the 16-20 number to start with, and instead just insert an encounter whenever I feel like it (such as when the party is having it easy). Or you could use the greater 13-20 frequency in the areas of undeath as specified on the map, to further highlight the difference between different regions.
 

Regarding heavy armor/clothing

...and my suggestion to put a lower limit on exhaustion (to 1 level minimum).

Since the point isn't to actually invalidate heavy armor builds, but to have rules that actually have an impact, here's two suggested solutions:

* you can buy a scroll of Endure Elements that fixes you up for one day at a suggested price of 100 gp. You can go look up this d20 spell if you like, but the effects basically boil down to “you can wear your heavy armor without worry for one day”.

A case of 30 such scrolls is needed per month, per character. You can increase the price when you buy just one scroll, but when you buy in bulk I suggest the price remains 3000 gp per case.

Except you don't really need 30 scrolls a month – you can probably get away with using scrolls only when you really need it. Having disadvantage on checks is irritating, but in the end remains tolerable when all you face is the 0-3 random encounters. Just saying 3000 gp/month is probably a high estimate.

* You could feature a "Wand of Endure Elements". It would work just like any other wand (7 charges, recharging d6+1 per day etc). Since it will on average produce 4 castings each day, one wand should be enough for the whole party.

You don't need to put a mundane price tag on the wand, though I suggest 8000 gp (since that's what Sane Magical Prices peg 1st level spell-wands at).

It's equally good to say the Merchant Prince (or whomever) is willing to trade it for, I dunno, the Fabled Gold Statue of the Nekkid Elephant that you place in a ruin somewhere. Just make it a quest the PCs can go for fairly early in the campaign - the point is to explain why your Fighter is one of a select few wearing plate armor, not to make you conclude you should roll up a new PC.
 

In summary:

* Death Curse doesn't prevent characters from being resurrected – once
* You still suffer the wasting disease once you are resurrected
* Revivify still works no matter how many times you've been resurrected, though it doesn't prevent your max hp from shrinking
* Reincarnate still works as written, and even lets you escape the wasting disease
* Wish can still be used to “wish you didn't die”

* Syndra doesn't appear straight away and no clock starts to tick
* The PCs hear about fabulous temples and treasures and can start a non-rushed hexcrawl
* The characters still hear about the Soulmonger and the consequences of resurrection
* Once a PC dies (and is resurrected) the clock does start ticking
* Syndra can always hire the PCs to get the clock ticking, regardless, when you're ready for "the end game" at Omu

* The rules on dehydration and disease can stay, but don't expect it to have much of an impact
* Instead, simply say anyone in heavy armor has a minimum exhaustion level of one, not zero
* Magic unguents or scrolls (or whatever) to alleviate this so strength builds can keep their heavy armor anyway has a MSRP :) of 3000 gp per month
* An item that fixes the issue once and for all is at 8000 gp MSRP. I suggest something like a Wand of Endure Elements (with seven charges, working much like other wands).

Thank you for reading,
Zapp
 

Running Tomb of Annihilation as a hexcrawl at higher level

Here's what I've got so far. Input welcome!
/Zapp


Avoid the “race” triggered by the Death Curse as per the book and the Syndra quest
For me, an enjoyable hexcrawl assumes you actually enjoy exploration for its own sake.

Having a timer goes directly counter to this goal – it means your players will want to skip encounters and hurry things along. So change the Death Curse and delay Syndra's quest. This allows “breadth first” mapping as opposed to “depth-first”. That is, the “following cool leads and go wherever we fancy” exploration strategy as opposed to “we should probably ignore everything that distracts us from our goal”.

Simplify and streamline the daily procedure.
If you run Tomb of Annihilation as written, you and your players can easily end up having to make a lot of rolls each game day...:
2x d20 for rain, 1x d100 if heavy rain
3x d20 for random encounters, 1x d100 per random encounter
1x ability check for navigation, 1x d6 if lost
1x exhaustion Con save if dehydrated per PC, 1x exhaustion Con save if taking a forced march per PC
...and up to 3 saves against disease per PC :uhoh:

I can only speak for my group, but we would dearly want to to focus on the adventure and its encounters, and we think D&D features plenty of die rolls as it is already.

So it would be great if we could do away with the mundane rolls regarding water and disease. A simple spell will take care of them anyway. Let's focus on the fun stuff – exploration and encounters!

Restrictions on Heavy Armor (and clothing)
I simply don't see any 5th level character having to make any Exhaustion checks because they didn't drink enough, and so I don't see how the restriction on heavy armor comes into effect either. It's just a lot of words with zero practical impact.

Instead I suggest a character wearing heavy armor (or clothing) for a full day is always considered to have at least one level of Exhaustion. It is simply impossible to get rid of the last level without doffing the armor (or casting magic such as Endure Elements).

Have the Curse deny long rests
This suggestion has multiple functions.

First, level 5 characters need more of a challenge than merely collecting water, applying bug salve and the like. The jungle challenges as explained by the book are trivial as soon as you leave the training levels. Restricting long rests has in comparison a real impact.

Second, I prefer to introduce restrictions that put the focus on enduring despite them. Not restrictions that encourage the “how should we circumvent or disable this?” metagame. In other words, draw player focus away from “which spells can we cast to ignore additional limitations?” and onto “okay, so these additional limitations are part of the game. How can we win despite them?”. The point isn't to encourage players to find ways to play the game as usual, the point is that this campaign is different and challenging.

Third, as you probably know, the game simply works better when you have more than 0-3 encounters per long rest. With free long rests, encounters need to be individually challenging since the resource management mini-game is put out of commission. And if the encounters are individually challenging (for 5th level characters), that makes it implausible that so many of the NPC explorers and inhabitants are still alive. So instead of making everything more dangerous and having to rewrite the random encounter tables entirely, we instead restrict long rests , achieving one of the game's fundamental assumptions and retaining plausibility on NPC presence to boot!

Let the Curse put the focus on the player characters
Don't have the Curse prevent raising dead player characters from the dead. Instead embrace how this makes the Curse so much more personal, when it is the player character's clock that starts to tick! In other words, I would suggest Raise Dead works on anyone – once. The wasting disease still works as written, only now it's personal.

If no PC dies until late in the campaign, feel free to increase the HP maximum loss to d4 per day. And of course, if no PC have died, you can always introduce Syndra and her quest if the party needs a gentle push in the direction of the Tomb.

Provide clues and leads
At first, you need to motivate the PCs to enter the jungle at all. The players might dive into the hexcrawl, but their players still need some reason to go there.

Later on, you need to be in control over the breadcrumbs leading to Omu. Ideally I should be able to present several strings of leads, but I'm not there yet. The book itself is of very little help, unfortunately. Ideally, you have a fairly complete grasp before you get very far of what leads there are and how they are interconnected, so there always is something for you to entice a player group with when they lose steam or become lost.

A. Some good ideas here. I've already introduced Syndra, and one thing i'm slightly concerned about is the PC related to her pushing into the jungle to find Soulmonger before she dies. Of course, he has no CLUE where to look, or what to look for. Also, I can kill Syndra any time I want, therefore negating any "pressure" to find Soulmonger.

B. There's a d20 roll for rain? I think I missed that, what page?

C. I like the idea of them being able to get Raised once, but then the the curse intact.

D. My guys are entering the jungle 2nd level, so they are very weak and don't have access yet to the magic that will make the jungle trivial.

E. For now I'm leaving 3 encounters per day at 16+ and see what happens. They're not all combat, and many that would be combat can be skipped.

F. I had a player wanting to run a Ranger variant, and his 1st level ability included him never getting lost no matter what, which I nixed because that's just not the kind of jungle hex crawl I want to run. Hell, even the guides who live here can get lost.

G. The four PCs all have good motivations to enter the jungle, so I feel like I did that part well, but as far as the breadcrumbs to Omu, I really haven't figured that part out yet.
 

C. I like the idea of them being able to get Raised once, but then the the curse intact.
Thank you. I really think it's a missed opportunity to force a player to create a new character, when he or she could have kept the old - but now with a countdown bomb attached!

F. I had a player wanting to run a Ranger variant, and his 1st level ability included him never getting lost no matter what, which I nixed because that's just not the kind of jungle hex crawl I want to run. Hell, even the guides who live here can get lost.
Good call. Absolute abilities like "never surprised", "never lost", "detects all evil|undead|portals..." are almost never a good idea; yet WotC keeps pushing them onto us.

G. The four PCs all have good motivations to enter the jungle, so I feel like I did that part well, but as far as the breadcrumbs to Omu, I really haven't figured that part out yet.
Yeah. That's the part that requires the most prep.
 



I didn't think the spell endure elements made it into 5E.
It didn't. That's why I linked to the d20 version - twice, even! :)

Here it is again:
http://www.d20srd.org/srd/spells/endureElements.htm

You can use it pretty much as written directly in your 5E game.

The reason I'm not using Protection from Energy is because that's far too powerful and expensive.

As a level 1 spell, Endure Elements provide IMHO a perfect compromise between the mundane solutions (too cheap or trivial for level 5-10 adventurers) and solutions offered by the book: the Protection from Energy spell, a ring of resistance (fire), and the like is more appropriate IMHO for tier III heroes. And solutions based on escaping the weather are no good to me either, since they can then be used to "escape" long rests too.

Thanks
 

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