Avernus travel rules
Hexcrawl procedures Travel is abstracted to moving between hexes on the map. Hexes might contain special locations that the PCs can visit if they find it (some locations are trivially found, such as following a road to a city, others might be hidden). When traveling between hexes, there is a chance for random encounters to take place. Each traveling day is separated into 2 half-days (roughly 4 hr travel periods). The party as a group can select one main action per half-day from the following list: Travel: move to an adjacent hex. Normal travel time is ½ hex per half-day on foot, and 1 hex per half-day with a war-machine. Terrain can modify this. Forage: look for food / water. Everyone makes a Survival check at DC 15. Every point the DC is passed by yields 1 days worth of rations (normally). Note: in Avernus, all checks for Foraging are made with Disadvantage! Search: search the hex for a special location. Success depends on the context of the search. Additionally, each character can