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<blockquote data-quote="Retreater" data-source="post: 8102008" data-attributes="member: 42040"><p>That's right. The elf encounters lasted one session, followed by a pretty sloggy hexcrawl. There are a few minor encounter sites that are unrelated to the adventure, a "mini-dungeon" (for want of a better term), and 8 encounters that need to be completed before getting to the end goal. There are no encounters or clues that lead to the 8 encounters that need to be completed. So it is explore check, survival check, repeat. For weeks of campaign time. Fortunately one of the players took a spell that leads them to the most direct path to the 8 encounters, so they didn't have to explore each hex. </p><p></p><p>The hexcrawl is essentially set up like a very bad dungeon. Like a central room with eight branching paths with no clues to tell them where to go before ending up at a locked door that says: "no, you must complete the 8 other rooms in this module before you proceed".</p><p></p><p></p><p></p><p>There is no guidance for random encounters provided. I guess the GM just needs to create it. Instead, the extra page count is dedicated to a treatise on the jungle elf culture the party interacts with for one session. Failing the survival check causes disease, which can be easily overcome. It takes a critical failure to trigger a random encounter.</p><p></p><p></p><p></p><p>Yeah. I scanned the hex map into Roll20 and used fog of war to hide the unexplored hexes. A PC was guiding the group with a spell that allowed him to find specific features, so I would "ping" the general area they needed to head. Eventually it just became "okay, this session you arrive at Area 3 - roll Initiative."</p><p></p><p></p><p></p><p>Yes. Like Tomb of Annihilation (which, granted, was done much better), the object is to "get through this jungle as fast as you can, complete the quest which is harming our allies, and get the hell out."</p></blockquote><p></p>
[QUOTE="Retreater, post: 8102008, member: 42040"] That's right. The elf encounters lasted one session, followed by a pretty sloggy hexcrawl. There are a few minor encounter sites that are unrelated to the adventure, a "mini-dungeon" (for want of a better term), and 8 encounters that need to be completed before getting to the end goal. There are no encounters or clues that lead to the 8 encounters that need to be completed. So it is explore check, survival check, repeat. For weeks of campaign time. Fortunately one of the players took a spell that leads them to the most direct path to the 8 encounters, so they didn't have to explore each hex. The hexcrawl is essentially set up like a very bad dungeon. Like a central room with eight branching paths with no clues to tell them where to go before ending up at a locked door that says: "no, you must complete the 8 other rooms in this module before you proceed". There is no guidance for random encounters provided. I guess the GM just needs to create it. Instead, the extra page count is dedicated to a treatise on the jungle elf culture the party interacts with for one session. Failing the survival check causes disease, which can be easily overcome. It takes a critical failure to trigger a random encounter. Yeah. I scanned the hex map into Roll20 and used fog of war to hide the unexplored hexes. A PC was guiding the group with a spell that allowed him to find specific features, so I would "ping" the general area they needed to head. Eventually it just became "okay, this session you arrive at Area 3 - roll Initiative." Yes. Like Tomb of Annihilation (which, granted, was done much better), the object is to "get through this jungle as fast as you can, complete the quest which is harming our allies, and get the hell out." [/QUOTE]
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