diff --git a/commands.tex b/commands.tex
index 7137067406a3ae04684f2eee4f7f14b912f9c840..0f9b7bfe067ddb28eea2d10c9d794169b12c50c1 100644
--- a/commands.tex
+++ b/commands.tex
@@ -277,13 +277,13 @@
 
       \textbf{Miles} & \textbf{\glsentrytext{tn}} & \textbf{\Glsfmtplural{fatigue}} \\\hline
 
-      0  & 10 & 0/ 3 \\
+      0  & 8 & 0/ 3 \\
 
-      1  & 12 & 2/ 5 \\
+      1  & 10 & 2/ 5 \\
 
-      2  & 14 & 4/ 7 \\
+      2  & 12 & 4/ 7 \\
 
-      3  & 16 & 6/ 9 \\
+      3  & 14 & 6/ 9 \\
 
     \end{boxtable}
   }%
diff --git a/systems.tex b/systems.tex
index 2ecb80174fec1c56b89d1947123525554494f4c8..4f671286b1a971f6cc48968b513970cd6e078783 100644
--- a/systems.tex
+++ b/systems.tex
@@ -122,13 +122,15 @@ Once out, all penalties vanish, except for a single \gls{fatigue}.
 
 \makeRule{walk_underground}{Walking Underground}{Dexterity}{Caving}{8, plus 2 per mile}
 Caverns offer all manner of impediments, from sudden drops to falling debris, and passages full of water.
+Each mile covered inflicts \pgls{fatigue}, as usual.
 
 \index{Spelunking!Walking}
 \caveTravelChart
 
 Each \gls{interval}, the \glspl{pc} decide how many miles they wish to cover, and make a roll.
-Proper equipment, such as ropes, a harness, and a map, can add up to +3.
+Proper equipment, such as ropes, good shoes, and a map, can add up to +3.
 Failure results in an additional 3~\glspl{fatigue}, as the characters bang their head, twist an ankle, or bruise their arse on slippery fall.
+A tie means they can see the danger coming, and choose to rest instead of taking the \glspl{fatigue}.
 
 \subsection{Town Activities}