The Sliver: Underdark Rules
Difficult Terrain. Only one hex of travel per day is possible in the Underdark unless the hero has the ability to ignore difficult terrain (otherwise two hexes of travel are possible).
Exception: If the hero is on a roadway under the jurisdiction of a party with whom they are allied, then movement is doubled in those hexes.
Exception: If the hero chooses to travel at a much faster pace (covering two hexes/day), then they may do so as long as they succeed on a Constitution saving throw or take one (1) level of exhaustion.
No Rest for the Weary. While in the Underdark, unless the hero finds themselves in an established settlement, any rest/trance in the wild will only count as a short rest.
Extreme Cold. The temperature drops off steeply in the region south of The Great Chasm. Heroes without means to keep warm will have to succeed on a Constitution saving throw each day to avoid taking one (1) level of exhaustion.
A Guy’s Gotta Eat. Food and resources are exceptionally scarce in the Underdark. Meals will not be hand waived in the Underdark. Each day of travel will require one (1) ration per hero. A hero can go without food for a number of days equal to three (3) plus their Constitution modifier. For each day after that, they will automatically suffer one (1) level of exhaustion. If the hero wishes to attempt to find food, a DC 15 Survival check will reward one ration’s worth of food.
Navigation. At the beginning and then after every two (2) hexes of travel, a group DC 12 Survival check will take place. As long as the median of the group roles meets or beats the DC, then the group proceeds on their planned route.
Example: One hex of travel would incur one Survival check. Five hexes of travel would incur three Survival checks.
If the party finds themselves on a deep road that is under the jurisdiction of a factor with whom they are allied, then Survival checks are made with Advantage.