CapnZapp
Legend
Something like that, yes.You know, I have an idea that might fit the "more dangerous the deeper into the jungle / story you get" theme and address how to handle long rests in a hexcrawl...
Reading through ToA, it seems like there's lots of "monster territories" on the map. If I'm reading it right, those brown-outlined areas on the map represent undead zones that correspond to the lesser undead & greater undead random encounter tables. That's one example. So you might have a simple 3-point escalating scale representing threat level...
1- Within a couple hexes of settlements are treated as sanctuaries where long rests are always possible.
2- Much of the jungle requires special precautions (maybe a group check) to "make camp" successfully w/out drawing attention and benefit from a long rest. Alternately, this might make taking consecutive long rests harder and harder in the same area, as elements of the jungle start to amass around the party.
3- Near monster territories (e.g. goblin settlement of Yellyark or Greater Undead territory), long rests are entirely impossible unless threat is dealt with first (in which case it would probably be treated as #2).
Except one thing: the pseudoscientific explanation why you can't rest isn't/can't be based on physical location, or the party simply brings up Leomund's Tiny Hut, Rope Trick etc
I'm more inclined to describe it as something akin to "evil radiation", i. e. something that can't be circumvented, something that makes the player permanently abandon any workarounds so they can start focusing on the real intended game here:
Conserving resources over multiple encounters, irrespective of how many days it takes to travel to the next safe camp. ☺
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