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.