Tomb of Annihilation Hexcrawl

by ChocoDisco

Search GM Binder Visit User Profile

Hexcrawl Guide


  1. Determine Location on Map

  1. Determine Weather

ROLL D20
Roll Result Weather Type
1-16 Occasional Light Rain proceed as normal
17-19 Heavy Rain Visibility limited to 50ft
20 Tropical Storm Travel by Canoe Impossible. Travel on foot gains 1 level of exhaustion, DC10 constitution for another. Disadvantage on checks for navigation.
  1. Party Determines Pace & Direction
Party's Choice
Parties with a ranger gain the benefit of a slow pace without the chance of slow travel if the terrain is favored.
Travel Type Effects
Normal Pace 2 hexes per day by canoe, 1 hex per day by foot. For rivers, upstream and downstream have no effect, and waterfalls occur every 10 to 20 miles (requires portage of canoes).
Slow Pace 50% chance of traveling 1 less hex, can hide from encounters or approach stealthily.
Fast Pace 50% chance of traveling 1 more hex, -5 to passive perception.
  1. Roll for morning encounter (right after packing up camp)
Roll D20
No encounter for 1-15
Encounter for 16-20
Consult Appendix B
If in jungle, determine undead presence
  1. Repeat Step 4 for Day Encounter (while traveling)

  2. Survival Check for Navigator

Lost or not?
DC 10 for coasts & lakes
DC15 for jungles, mountains, rivers, swamps and wastelands
+5 for slow pace, -5 for fast pace
If lost, roll d6 to determine the hex the players are lost in
Parties cannot become lost if a ranger has the terrain as favored

  1. Determine party's hydration and nourishment
Check for exhaustion
DC10 Survival check for food or water
Successful forage yields 1d6+wisdom gallons of water / pounds of food
Foraging characters do not contribute to the group's perception
Rangers gather x2 food and water if the terrain is favored
Water from rivers and lakes must be boiled first
1 Unit/pound of food must be consumed per day
Each day after 3 + Consitution without food causes the character to gain 1 level of exhaustion daily. Eating resets the counter
  1. Repeat Step 4 for Night Encounter (after camp is set up)

Exhaustion Rules

Level of Exhaustion Effect
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
5 Speed reduced to 0
6 Death
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.