While traveling, days are divided into six four-hour watches: three for day, three for night. Most major actions (traveling, foraging, searching etc.) take one watch to complete.
PCs can move one six- mile hex per watch, up to three times per day. Each watch they travel after the third deals 1 direct damage to each PC unless they succeed at a CON check. Speed is halved in darkness, difficult terrain, or severe weather and doubled when riding.
If the terrain or weather while traveling is disorienting, the GM may require a WIS check of the party’s leader (which the GM rolls in secret) to see if they move to a random adjacent hex.
The party can spend a watch exploring the area of a six-mile hex to reveal any areas of interest (such as an overgrown ruin, hidden pool, etc.) that wouldn’t be noticed by passing through.
Secret features (such as buried treasure or a hidden door into a mountain) should have corresponding clues revealed by exploring the hex. They can only be found by the PCs interacting with the game world.
Finding food takes a watch and requires passing a WIS check, with modifiers for weather, terrain, etc. On a success, a PC collects d6 rations.
At the end of each watch, roll the Travel Hazard Die and apply the result.
Rolled travel hazard is highlighted in the table