This is what I have for it as of now /w gm &{template:npcaction} {{rname= Hex Crawl }} {{name= Weather }} {{description= [[1t[Weather-Table]]] }} /w gm &{template:npcaction} {{rname=Travel}} {{name= Party determines navigator, pace, direction: }} {{description= Slow pace: [[1t[Slow-Pace-Table]]] 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 (requiring portage of canoes). Fast pace: [[1t[Fast-Pace-Table]]] Parties with a Ranger are not slowed if in their favored terrain. Therefore, they gain the benefits of a slow pace without the chance of 1 fewer hex per day. }} /w gm &{template:npcaction} {{rname=Getting Lost}} {{name= DM Rolls Wisdom (Survival) for Navigatior }} {{description= DC 10 for coasts and lakes DC 15 for jungles, mountains, rivers, swamps, and wastelands Add to roll +5 for slow pace, -5 for fast pace If lost, roll a d6 to determine which neighboring hex the party enters. Players are not shown their location on the map in this case. Parties with a Ranger in their favored terrain cannot become lost in normal navigation.}} /w gm &{template:npcaction} {{rname=Random Encounters}} {{description= Morning [[1t[Random-Encounter-Roll-Table]]] Afternoon [[1t[Random-Encounter-Roll-Table]]] Night [[1t[Random-Encounter-Roll-Table]]]}} /w gm &{template:npcaction} {{rname=Food and Water}} {{name= Party checks for dehydration and malnourishment }} {{description=Characters can forage water if they succeed on a DC 10 Wisdom (Survival) check. A similar check can yield foraged food. A successful forage yields (1d6 + Wisdom modifier) gallons of water or pounds of food, although each type of forage requires its own roll. Foraging characters do not contribute to the group’s ability to notice threats. Rangers in their favored terrain gather twice as much food and are able to notice threats while foraging. Water from rivers and lakes should be boiled first. Raincatchers (ToA p. 32) can catch 2 gallons of water per inch of rain and hold up to 8 gallons. On heavy rain days, roll d4 for inches of rain. On storm days, assume full 4 inches or more.(*) Characters with <2 gallons of water must make DC 15 Constitution saving throw or gain 1 level of exhaustion (disadvantage if wearing heavy clothing or medium or heavy armor). Traveling at a fast pace adds -5 penalty to this saving throw. (According to the PHB, if the character already has one or more levels of exhaustion, the character takes two levels.) Characters with the Wanderer background feature (typically Outlanders) can automatically find food and fresh water for themselves and up to five other people each day in suitable terrain. Expend 1 unit of rations (1 pound of food). Each day after (3 plus Constitution modifier) days without food, a character gains 1 level of exhaustion. A normal day of eating resets this counter to 0. EXHAUSTION EFFECTS Level 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}}