5E WILDERNESS TRAVEL   We will use the following wilderness travel procedures.   1. Party chooses a route to their destination.   2. GM determines travel length (Number of Hexes), danger level (1 – 5), navigation difficulty (DC 10 – 30 Nature ), and foraging scarcity (DC 10 – 30 Survival ).   3. Party determines travel pace: Slow, Fast, or Normal.   4. Each travel day, GM rolls 1d6: if he gets the danger level or less, an encounter happens. Roll on the wandering monster table for that region. If wandering monsters are indicated, the heroes and monsters roll to avoid surprise (DC 15 Perception ); the party gets Advantage if moving at a Slow pace, but suffers Disadvantage if moving at a Fast pace. The non-surprised side gets to decide what to do; otherwise, both sides notice each other at the same time.   5. When the travel day ends, the party makes camp and determines how their travel fared.   ·       The party guide must make a navigation difficulty check to see if they got lost; he gets Advantage if moving at a Slow pace, but suffers Disadvantage if moving at a Fast pace. If the guide fails, he realizes that the party has lost the entire day of travel, making no progress. If the guide succeeds, the party travels 4 hexes (Slow pace), 8 hexes (Normal pace), or 12 hexes (Fast pace); while traveling in difficult terrain (forests or hills), this distance is multiplied by ½; while traveling in extreme terrain (heavy snowfall or mountains), this distance is multiplied by ¼.   ·       Fast-traveling parties must make a Constitution save (DC 10 plus 1 per day of continuous Fast travel); anyone who fails suffers one level of exhaustion.   ·       Parties traveling in an arctic or desert region must make a DC 15 Constitution save to avoid suffering one level of exhaustion, unless they are adequately protected from the elements.   ·       Each player makes a foraging scarcity check to see if they find enough food and water; they suffer Disadvantage if moving at a Normal pace, but automatically fail if moving at a Fast pace. If a player fails, he gains 1 starvation day; when his starvation days equal his CON modifier plus 3, he suffers one level of exhaustion. He cannot recover this exhaustion until he eats properly.   6. Enemies tracking them gain Advantage if the party moves at a Fast pace, but suffers Disadvantage if the party moves at a Slow pace.