Travel and Encounters (Gloaming Wood)

Overland Travel
When the players are traveling across the overworld map, the following rules apply:
 * At the beginning of the day of travel, the players choose a travel speed. Moving quickly will increase the distance covered, but make them more vulnerable to encounters. Moving slowly will give fewer encounters and it will be harder to get lost, but their exposure to the arcane ravages of the wood will be prolonged.
 * When players are lost, they travel in a random direction (d6) until they succeed a navigation check.
 * Every few days, players must make a check against Gloam Sickness, rules below.
 * After making their navigation and sickness rolls if applicable, the players roll three d20 encounter dice to determine what happens to them during their day of travel. The first two rolls represent travel encounters, and the third roll is a camp encounter. Refer to the table above to determine the threshold for events.
 * While the players make their encounter rolls, make a d20 DM roll is secret. On a result of 20, a magical storm ravages the players during one of their encounters. On a result of 19, an arcane anomaly replaces or supplements one of the day's encounters. Roll two d20s to determine an anomaly.

Gloam Sickness
When exploring the Gloaming Wood, players will periodically need to save against the sickening light of the twilight trees.

Every 1d4+3 days, those exploring the wood have the chance to advance another stage in the disease by performing a CON saving throw, succeeding on a 15 DC. At every stage, the DC goes up by 2 every time you succeed. This DC is reset to the base value when you advance to the next stage.

Wearing SPEX reduces the DC by 3.

Drinking Phraxleaf tea reduces the DC by 2 as long as you have consumed a cup every day since your last check.

Stage 1
You have disadvantage on death saving throws.

Stage 2
During this stage, you will lose 5 points of maximum health for every failure.

Stage 3
When you reach 0 hitpoints, you die and become a Hollow Man, doomed to wander the Gloaming Wood until withering away.