Travel

This document provides travel rules for those playing the Tomb of Annihilation module for D&D 5e. It assumes that hexes are used as a traveling measure.

Travel Pace

Players can travel at a fast, normal or slow paces on foot.

Fast Pace. At a fast pace, characters suffer a -5 penalty to passive Wisdom (Perception) scores, a -5 penalty to Wisdom (Survival) checks made to navigate in unmapped hexes, and cannot engage in travel activities other than noticing threats and navigating.

Normal Pace. At a normal pace, characters can engage in all travel activities and gain a +5 bonus to Wisdom (Survival) checks made to navigate in mapped hexes.

Slow Pace. At a slow pace, characters are able to travel stealthily and gain a +5 bonus to Wisdom (Survival) checks made to navigate in unmapped hexes and a +10 bonus in mapped hexes.

Travel Pace
Pace Distance
Fast 1 hex + 50% for a 2nd hex
Normal 1 hex
Slow 50% for 1 hex
Canoe 2 hexes

Characters can travel for 8 hours per day normally, incurring no penalties. However, a party can push beyond this limit, at the risk of exhaustion. For each additional hour of travel beyond 8 hours each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion. If the characters continue for 4 hours or more, refer to this table to see what happens.

Additional Travel
Pace Effect
Fast 2 hexes
Normal 1 hex + 50% for a 2nd hex
Slow 1 hex
Canoe 2 hexes + 50% for a 3rd hex

Note: travelling with a canoe through a swamp only awards 1 hex per day

Travel Activities

While characters are traveling, they can undertake certain activities in addition to walking. A character can only engage in one travel activity at a time.

Notice Threats. A character partaking in this activity can use their Passive Perception to notice potential threats while traveling.

Navigate. A character that is navigating can make Wisdom (Survival) checks to navigate. If the party is travelling with a guide, this is what they usually do.

Forage. A character can spend their travel time foraging for food OR water. At the end of the day, the character makes a Wisdom (Survival) check, with the DC determined by the terrain they've been traveling through. A character may also choose to participate in this activity while camping, in that case, they make the check for each hour they spend foraging. On a success, they find 1d6 + their Wisdom modifier, either in pounds if foraging for food or gallons if foraging for water. The sources of food and water are determined by the DM with appropriate consequences.

Help. A character can choose to spend their time helping another member of the party with their task, giving them advantage on the appropriate check.

There are two modes of navigation when travelling in the wilderness: directional and landmark. A party decides which mode they will be navigating by each day when choosing travel activities.

Directional Navigation

At the start of the day, the person navigating makes a Wisdom (Survival) check to ensure the party is travelling in the correct direction. The DC is determined by the terrain the party is travelling through. The check may be influenced by travel pace, weather or other factors.

Visibility
Conditions DC Increase
Lightly Obscured +5
Heavily Obscured +10

Getting Lost

If the navigator fails their Wisdom (Survival) check by 5 or less, the party becomes slightly lost and if the navigator fails by more than 5, the party becomes significantly lost. The DM then rolls 1d12 and consults the tables below. All new directions are relative to their intended direction.

Slightly Lost
1d12 New Direction
1-5 Diagonally to the left
6-7 Straight ahead
8-12 Diagonally to the right
Significantly Lost
1d12 New Direction
1-2 Directly left
3-5 Diagonally to the left
6-7 Straight ahead
8-10 Diagonally to the right
11-12 Directly right

Landmark Navigation

Landmark navigation occurs when the party has a clear, visible destination in view. While it can be seen clearly, the party does not need to make checks to navigate to it.

Generally speaking, the horizon is approximately 3 miles away, however, larger objects can be seen from a greater distance, meaning that navigating by landmarks farther than 3 miles is possible, provided there are no obstructions in the way. As a rule of thumb, a landmark is visible from 3 miles away, plus one extra mile for every 100 feet the landmark rises above the surrounding terrain.

Shelter

With the exception of hot nights, some additional warmth is required at night, beyond basic adventuring clothes. This can be accomplished in a variety of ways including, but not limited to: sleeping next to fire, in a bedroll or using a tent. At DM's discretion there may be other ways to do so. Adventurers should be weary of the fact, however, that while fire at night might deter wild animals and beasts, it may attract other beings (such as undead). It is critical that, while you sleep, you remain secluded from sources of moisture. If the characters take a long rest and are cold or wet at any point throughout, they must make a Constitution saving throw upon finishing the long rest or risk catching a disease. The DC is 10 + 2 for low winds or light precipitation, and +5 for high winds or heavy precipitation.

Food & Water

Characters who don't eat or drink suffer the effects of exhaustion. Exhaustion caused by lack of food or water can't be removed until the character eats or drinks the full required amount.

Food

A character needs one pound of food per day, and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.

A character that goes a day eating less than half a pound of food must succeed on a DC 15 Constitution saving throw or suffer one level of level of exhaustion. Each day of eating normally removes one level of exhaustion caused by the lack of food.

Water

In the jungle, a character needs two gallons per day, or three gallons per day if the day is especially hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day. Each day of normal drinking removes one level of exhaustion caused by the lack of water.


Diseases and Hazards

The jungle is dangerous in many ways, shapes and forms. This document was designed with hazards presented in the Dungeon Master's Guide, Drax's Deadly Plants of Chult and Tomb of Annihilation.

A character that ingests unclean food or water, gets wounded or bitten by disease carrying creatures in the jungle or travels with open wounds has a chance to catch diseases which are detailed in the Dungeon Master's Guide, Tomb of Annihilation and Jungles of Chult Factbook.

Weather

Weather is unpredictable and wild and often treacherous to travellers. The weather on any given day has three basic components: precipitation, wind speed and temperature. Tables below provide insight on how the weather functions in Chult though every DM can easily create their own tables to determine weather for the day.

Precipitation
1d20 Effect
1-10 Clear Skies
11-17 Light Precipitation
18-20 Heavy Precipitation
Wind Speed
1d20 Effect
1-12 None
13-17 Low Winds
18-20 High Winds
Temperature
1d20 Effect
1-2 Cold (<20 °C)
3-17 Normal (~30 °C)
18-20 Hot (>35 °C)

Precipitation

The effects for each mode of precipitation are as follows:

Clear Skies

• No effect.

Light Rain

• Disadvantage on ability checks to climb or scale objects and ability checks made to maintain balance or keep one's footing.

Heavy Rain

• Disadvantage on ability checks to climb or scale objects and ability checks made to maintain balance or keep one's footing. • The area becomes lightly obscured.
• Open flames are extinguished.
• Disadvantage on Wisdom (Perception) checks relying on hearing or scent.
• Disadvantage on Wisdom (Survival) checks made to track creatures.
• 25% chance of a storm.

Wind Speed

The effects of wind speeds are as follows:

No Wind

• No effect.

Low Winds

• Clears light fog, smoke, or fumes.

High Winds

• Disadvantage on ranged weapon attacks.
• Clears all fog, smoke, or fumes.
• Disadvantage on Wisdom (Perception) checks relying on hearing.
• Medium and smaller creatures with a fly speed must return to the ground at the end of their turn, or fall. Creatures with a hover speed have their speed halved.

Storms

Each time there's heavy rain, there's a 25% chance that it will grow into a tropical storm. On days when there's heavy rain and high winds, a tropical storm is guaranteed.

The effects of a tropical storm include all effects of Heavy Rain and High Winds and have these additional features:

Storm

• The area becomes heavily obscured.
• The area becomes difficult terrain.
• Travel by canoe becomes impossible due to raging torrents. • Travel on foot yields one point of exhaustion and the players must make a DC 10 Constitution saving throw to avoid another point of exhaustion.
• Disadvantage on Wisdom (Survival) checks made to navigate.

Temperature

In Chult temperature varies violently from day to night, but generalized effects are as follows:

Cold

• No effect.

Normal

• No effect.

Hot

• The characters need to consume three gallons of water during such days.
• The nights are hot enough to not need additional warmth sources during long rests.

Regions

As characters adventure through the wilderness, they will likely traverse a variety of regions, each with its own individual features, benefits and challenges.

Regions
Region Types Food DC Water DC Navigation DC
Coastal 10 15 10
Jungle 14 14 15
Mountain 16 15 15
Swamp 13 10 15
Wasteland 17 18 13
Desert 18 20 13