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SET JOURNEY PATH

Set a journey path connecting the point of depar-


ture to the destination, and record it on the Jour-
ney Log (counting the hex containing the desti-
nation but not the departure).

MAKE PATHFINDING CHECKS


The Guide of the Company makes a pathfinding
check (see page 102) to determine where jour-
ney events take place along the journey path.
♦ If the check succeeds, an event takes place
3 hexes away. If the check succeeds by 5 or
more, the event occurs 4 hexes away.
♦ If the check fails, an event takes place 2
hexes away. If the check fails by 5 or more,
the event occurs 1 hexes away.
Follow the Event Resolution rules (page 104)
to determine the precise nature of the event.
Once an event has been resolved, the Guide
makes a new pathfinding check to determine
where another event will take place.
♦ The journey ends when a pathfinding check
result matches or exceeds the number of
hexes left between the Company’s current
position and their point of arrival — the
Company has reached its destination.

ENDING THE JOURNEY


Traversing each hex takes 1 day, or 2 days for
each hex suggesting hard terrain. If the Com-
pany moves at 15 feet or lower, add 1 day for each
hex. If the Company moves at 50 feet or higher,
count 1 day for each two hexes (three hexes if at
a speed of 70 feet or higher), or 1 day for each
hex of hard terrain.
♦ On a forced march, double the speed but
each Player-hero must make a DC 15 Consti-
tution saving throw at the end of each day,
gaining one level of exhaustion on a failure.

FATIGUE SAVING THROW


At the end of the journey each Player-hero must
make a DC 10 Constitution saving throw. The DC
is increased by an amount determined by the
number and type of events faced by the Company
(see table on page 105).
♦ If the saving throw fails, the Player-hero suf-
fers one level of exhaustion.
♦ If the saving throw fails by 5 or more, the Play-
er-hero suffers two levels of exhaustion instead.
♦ If the saving throw fails by 10 or more, the
Player-hero suffers three levels of exhaus-
tion instead.

Border Lands

Wild Lands

Dark Lands

Impassable Terrain

Perilous Area

1 Hex = 20 miles

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