Finding the right path can make traveling through the wilderness easier. Of course, the emphasis here is on the right path. A wrong one can lead nowhere... or worse. When the party is looking for a path, let's roll some dice to see what they find.
Use the following tables as guides. If the party's led by someone with the requisite knowledge or skills, roll with advantage (ie. roll an extra die and use the better result). If the party is operating from a particular deficit of good information or skill, roll with disadvantage (ie. roll an extra die and use the worse result).
These tables assume the use of hexes for wilderness area units.
What sort of path is it?
1d6
Path Type
1-2
A Trail; not suited for wagons, carts, carriages, or other vehicles.
3-4
A Track; suitable for vehicles but progress with them is slowed more than usual.
5-6
An old, overgrown road; suitable for vehicles, without penalty.
Which way does the path lead?
1d6
Path Heading
1
Off-course, turning towards the next hex-face clockwise from the desired heading.
2
Off-course, turning towards the next hex-face counter-clockwise from the desired heading.
3-6
Generally on-course.
How straight the road?
1d6
Path Efficiency
1-2
Meandering; travel is slowed by 1d3 Watches/Expedition Turns.
3-4
Natural.
5-6
Straight; travel is quickened by 1d3 Watches/Expedition Turns.
How dangerous the way?
1d6
Path Danger
1-2
Dangerous! Roll an extra wandering creature check while on the path.
3-4
Natural.
5-6
Safe! Forgo the next wandering creature check while on the path.
Where does it lead?
At the edge of the hex, roll for the path destination.
1d6
Path Destination
1-2
A monster lair! Roll a wandering creature check to determine which creature the lair belongs to.