When the players know where they’re going, you want them to have a few encounters to demonstrate that the jungle is dangerous, but not too many to detract from them getting to an interesting area. There’s a reason Order of the Stick describes how there is only ever one random encounter during travel! The first few encounters are fine, but playing eight hours of encounters before they reach the destination is probably too much! Using too many random encounters in this situation is most likely to frustrate the players.
The third situation has directed travel through the jungle: you use the jungle as an obstacle between the players and their destination. Finding such fleshes out the map with permanent features, which the adventurers can revisit later. You could also alter tables to give a chance of finding random ruins or a settlement. As an alternative to rolling three times per day, you could determine one encounter for each new hex they enter that doesn’t have a keyed encounter. I’d prefer it if Chult had more keyed locations in the jungle to investigate – in a home game, I’d fill it with ruins and other items of interest – but the random encounter tables do allow you to have something happen as they travel. It’s the first situation that makes the best use of the random encounter tables.
The adventurers are travelling to a specific location and have directions. The adventurers are looking for a specific location, but they don’t know exactly where it is. The adventurers are exploring blindly, looking for something of interest. What are the group trying to achieve in the jungle? However, it also depends on the situation. It’s not good with groups who are more interested in the story having sessions of combats that don’t advance the story tends to be frustrating. If you’ve got a group who enjoys a variety of combats, then the random encounter plan can work very well for you. I was very happy when younger to kill them randomly generated monsters. The problem with this is that it eats up time and can lead to very boring adventures. It’s easy to become distracted by the rules given on the adventure: Roll three times each day to see if an encounter occurs, then determine what it is. These monsters have been vetted through the Featured Articles or Quality Articles process and are suitable for any normal campaign.You’re likely to become very familiar with it in the early levels of Tomb of Annihilation, as the adventurers search for clues. Monsters by Size Tiny- Small- Medium- Large- Huge- Gargantuan- Other Monsters by Type Aberrations- Beasts- Celestials- Constructs- Dragons- Elementals- Fey- Fiends- Giants- Humanoids- Monstrosities- Oozes- Plants- Undead- Monster Groups Please leave the "(5e Creature)" identifier in the page title when creating your new creature!