I think I am doing something wrong as a GM, because journeying and camping doesn't seem dangerous. During our last session the party spent 3-4 of days (and probably 3/4 of the session) just staying in one place in the wilderness and training/cooking. I failed at challenging them or making that part exciting, so I would like to try and figure out what I am doing wrong.
I tried to follow the journey rules: the party makes a pathfinding roll, we make an encounter roll and scouting check. Once they enter the hex and clear potential threat from the encounter, there aren't any challenging issues anymore. I don't see the guide suggesting any more encounters or traveling monsters. The hex becomes safe and as long as the party can forage/hunt, they can sustain themselves easily for a long time (they also have Chefs). Folks in my group are smart and resourceful, so they quickly cracked it and got into the safe state - but this doesn't drive interesting adventure events.
I tried to alleviate this somewhat by having additional encounter rolls at night, which makes the night somewhat tense. However, as soon as the night passes and the threat is cleared, we are back in the safe zone. Also, the encounters only happen 50% of the time and many are not really threatening.
Am I missing some rules or recommendations from the book? Are the mishaps/encounters the only mechanism intended to keep the journeying exciting or should I introduce things like wandering monsters, monster lairs or threatening mobs? I was under impression that FL has a fairly strict/abstract procedure for traveling and as long as I adhere to it, it will have intended level of danger. Is that not the case and I should just treat as a framework into which I should be plugging in additional events or threats?