After all journey activities are resolved for the current region, the action zooms in to the regional map. Some things to note:
- **One hex** is 3 miles across on the regional map. All travel on this scale is measured in hexes and hours. Note that travel time is broken out in hours [[Travel Pace#DM-level Detail|here]].
- A distance of 3 miles can be referred to as a **League**. By referring to your hexes as leagues, the players and GM can give themselves a way to talk about hexes in character.
- **No Fractions.** There’s no such thing as traveling half a hex or for half an hour. You always move in whole increments.
- **Fast Travel.** Adventurers move one mile per hour faster when traveling along open roads.
## Wilderness Day
A full 24-hour day in the wilderness generally consists of the following phases.
- **Rolling for Weather.** The GM rolls for weather based on the current region.
- **Exploring.** The party spends 8 hours traveling between hexes, resolving encounters and exploring features. More than 8 hours total across these activities counts as a [[Forced March]].
- **Camping.** The party spends four hours setting up camp at their destination, relaxing, unwinding, and planning their next day. During this phase, every character must consume one Supply.
- **Rest.** Every character rests for 8 hours.
- **Free Time.** Any unused hours can be used in between the other phases for activities, which also include Journey Activities. This isn't an issue, just track number of hours spent on each activity since some activity outcomes depend on that.
## Entering a Hex
Travel along the regional map begins by leaving your current hex and entering an adjacent hex.
#### Navigating the Wilderness
To enter a **forest, swamp, or mountain hex**, the player leading the party’s exploration must make a navigation check. This is usually a Wisdom ([[03-Mechanics/6-Ability Scores/Survival|Survival]]) check, but it could be any other skill the GM deems to be relevant.
**Setting the DC.** The GM determines the check’s difficulty class by selecting a number between 10 and 20 based on the surrounding hexes. If the adjacent hexes all share the same terrain type, you can make the check more difficult by increasing the DC. If landmarks are visible, you can make the check easier by reducing the DC.
**Maps.** When using a map, you may travel at a fast pace without taking a penalty to your passive Perception while within the area it depicts. If you also use a compass in conjunction with a map, you gain an expertise die on checks made to avoid becoming lost. See also: [Survival Gear](https://a5e.tools/rules/survival-gear)
**Automatic Success.** When the party is travelling along a reliable route, like following a river, you could chose to have the player automatically succeed any checks made.
**Trailblaze.** Once you’ve entered a hex by making a successful navigation check, you automatically succeed on all future navigation checks made to enter that hex.
**Getting Lost.** When a player fails a navigation check, they lead the party into an adjacent hex before realizing that they’re lost.
While lost, the party can continue travelling but the GM should not confirm their location on the map again until they’ve confidently reoriented themselves by navigating to a previously explored hex or a known feature, or by some other means the GM deems appropriate.
## Inside the Hex
When the party enters a hex, they learn the following things:
♦ The terrain and features of this hex.
♦ The terrain of adjacent hexes.
♦ Features in adjacent hexes that would be visible from a distance, such as structures.
♦ Whether or there is obviously something to discover here by searching this hex.
#### Searching a hex
To search a hex, the party spends time determined by the Hex’s Type, see the Searching Hexes by Type table. When the search is completed, the party learns about any hidden features present in the hex.
**Table: Searching Hexes by Type**
| Hex Type | Time |
| ----------------- | ------- |
| Road | 1 hour |
| Plains or Hills | 2 hours |
| Forests or Swamps | 4 hours |
| Mountains | 8 hours |