The document provides instructions for traveling along a journey path from a point of departure to a destination. It details how to set the journey path, make marching tests to determine where events occur, calculate the number of days the journey takes, and track fatigue accumulated during the journey. Marching tests are rolled to see how many hexes away events take place, and the journey ends when the test result matches or exceeds the remaining hexes. The total days equal the number of hexes plus extra days for hard terrain, reduced by half if traveling by horseback. Fatigue is recorded and reduced at the end of the journey through various means.
The document provides instructions for traveling along a journey path from a point of departure to a destination. It details how to set the journey path, make marching tests to determine where events occur, calculate the number of days the journey takes, and track fatigue accumulated during the journey. Marching tests are rolled to see how many hexes away events take place, and the journey ends when the test result matches or exceeds the remaining hexes. The total days equal the number of hexes plus extra days for hard terrain, reduced by half if traveling by horseback. Fatigue is recorded and reduced at the end of the journey through various means.
The document provides instructions for traveling along a journey path from a point of departure to a destination. It details how to set the journey path, make marching tests to determine where events occur, calculate the number of days the journey takes, and track fatigue accumulated during the journey. Marching tests are rolled to see how many hexes away events take place, and the journey ends when the test result matches or exceeds the remaining hexes. The total days equal the number of hexes plus extra days for hard terrain, reduced by half if traveling by horseback. Fatigue is recorded and reduced at the end of the journey through various means.
departure to the destination, and record it on the Journey Log (counting the hex containing the destination but not the departure).
MAKE MARCHING TESTS
The Guide of the Company makes a Marching Test rolling TRAVEL , to determine where journey events take place along the journey path. ♦ If the TRAVEL roll succeeds, an event takes place 3 hexes away, plus 1 for each Suc- cess icon. ♦ If the TRAVEL roll fails, an event occurs 2 hexes away in Summer and Spring, and 1 hex away in Winter or Autumn. Follow the Event Resolution rules (page 112) to determine the precise nature of the event. Once an event has been resolved, the Guide makes a new Marching Test to determine where another event will take place. ♦ The journey ends when a Marching Test 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.
END OF THE JOURNEY
A journey lasts a number of days equal to the number of hexes in the journey path, plus 1 day for each hard terrain hex (hills, woods, marshes, etc.). If the entire Company is travelling on horseback, halve the resulting total (rounding fractions up). ♦ On a forced march, count 1 day for each 2 hexes in the journey path instead of 1, but each Player-hero accumulates 1 additional point of Fatigue each day.
CALCULATE TRAVEL FATIGUE
Fatigue is recorded on the journey log sheet, and cannot be shaken off while the journey lasts. ♦ At the end of the journey, Player-heroes with a mount reduce their total Fatigue by their mount’s Vigour rating (see page 50). All Player-heroes can further reduce their accu- mulated Fatigue with a roll of TRAVEL . ♦ A success reduces the total Fatigue by 1, plus 1 point for each Success icon ( ). Any remaining Fatigue is removed at the rate of 1 point of Fatigue for each Prolonged Rest taken in a sheltered and safe refuge.