diff --git a/gm.tex b/gm.tex
index e2f34ea1cf4a359555a4391589cafa257b77029b..5ba6ca0626cc92c4a5e5e05ca8d13aed255c7df8 100644
--- a/gm.tex
+++ b/gm.tex
@@ -815,11 +815,33 @@ Each margin cures 1 \glspl{fatigue} caused by poison by the end of the scene.
 
 \paragraph{Planning a hidden route into a castle} -- Intelligence + Stealth.
 
+\begin{figure*}[t]
+
+  \begin{nametable}[ccX]{Gathering Table}
+    Tundra & Open Forest & Result \\\hline
+    11  & 10+ & Food for one, +1 per margin. \\
+    10  & 9 & Nothing found. \\
+    8-9 & 8 & Lost: make a navigation roll (below), or wander in the wrong direction. \\
+    7   & 6-7 & Accidental foxglove: gain 3 \glspl{fatigue} due to vomiting. \\
+    6   & 5 & Creature encounter -- the DM rolls $2D6 + 6$ on the local encounter table. \\
+    5   & & Snake bite: gain $1D6+4$ \glspl{fatigue}. \\
+    4   & 4 & Wrong mushroom: gain 3 \glspl{fatigue} after 2 scenes. \\
+        & 3 & Snake bite: gain $1D6+2$ \glspl{fatigue}. \\
+    < 4 & < 3 & Slowburn ivy: gain 2 \glspl{fatigue} each scene until you find a cure (Intelligence + Medicine, \gls{tn} 8. \\
+  \end{nametable}
+
+\end{figure*}
+
 \subsection{Survival}
 
 \paragraph{Building a shelter} -- Intelligence + Survival, TN 11.
 Each point on the Margin allows an additional person to sleep inside the shelter.
 
+\index{Gathering Food}\index{Food}
+\paragraph{Gathering Food} -- Wits + Survival.
+Groups can forage while on the road, but taking a resting action requires devoting a full segment of the day to focussing on foraging (see page \pageref{daytimes}).
+Of course, these fast excursions from the path, to check out anything that happens to catch their eye, can lead to quick decisions, or even to encounters with wandering beasts.
+
 \paragraph{Navigation} -- Intelligence + Survival.
 \index{Navigation}
 \index{Marching}
@@ -839,9 +861,6 @@ If the roll is an 8, the actual journey would be 18 miles.
 
 \paragraph{Climbing a tree} -- Speed + Survival, TN 8.
 
-\paragraph{Gathering food} -- Intelligence + Survival, TN 9.
-Each margin grants an additional day's food for one person.
-
 \subsection{Tactics}
 
 \paragraph{Planning an open battle} -- Intelligence + Tactics, TN 7 vs opponent's Wits + Tactics.
diff --git a/rules.tex b/rules.tex
index 214f879a495d5884da176612155bd2e661ad0dc7..3c80b565202112c75595d83db7d22a660c038598 100644
--- a/rules.tex
+++ b/rules.tex
@@ -472,6 +472,7 @@ Prices for weapons are placed next to the weapon in chapter \ref{combat}, page \
 	Ink bottle &  &  5 cp \\
 
 	Iron rations &  -2 &  10 cp \\
+  \index{Food}\index{Rations}
 
 	Lantern &  -2 &  3 sp \\
 
@@ -673,6 +674,7 @@ If a player has an \gls{adventuringequipment} item, they can decided to describe
 \item{Medical equipment}
 \item{Mirror}
 \item{Rations for a day}
+\index{Food}\index{Rations}
 \item{Rope}
 \item{Tinder box}
 \item{Torch}
@@ -731,6 +733,7 @@ All that matters is that a \gls{round} is a period of time in which people attem
 Most of the time, actions will not occur through \glspl{round} but rather scenes. A scene is just any unit of time in which the \glspl{pc} take on a task or two, usually within a single area. We track scenes only because a few game effects occur at the end of each scene -- mostly these are narrative effects such as regaining \glspl{fp}\footnote{See page \pageref{fate_points}.} in order to regain plot-immunity from Damage. The scene lasts until the \gls{gm} says that it's over.
 
 \subsubsection{Day}
+\label{daytimes}
 
 We divide days into four parts -- morning, afternoon, evening and night.
 These areas are broadly there for rests -- anyone resting for one of these periods can heal \glspl{fatigue}.%