On the ground it's a whole different matter. The "folded-looking" Hinterlands comprise high-ridges and deep-ravines, many of which are impassible. There are goat tracks here and there, but there's nothing like a proper road heading in the direction Dorgan wants to go--north east. At least he can, now and then from the top of a ridge, get a good look at the grasslands layed out below him, and periodically correct his course...
The going is slow through the roughlands, but our company doggedly heads north-easterly, insofar as this is possible, and downhill. As dusk approaches, they are all weary, but the mountains and hills are at their backs, and the undulating grassy plain lies ahead of them. At ground level there is no longer any sight of the distant woods, but Dorgan is confident they lie only 30 miles or so off. For now, the long day's march is done; it's time to make a camp.
Firstly, the ref establishes the weather conditions 2d6=7, so clearing conditions. Perfect for good progress!
Since Dhren is no longer acting as a guide, this trek will be as uncharted wilderness exploration. The ref checks whether Dorgan's nose knows, or he has become lost: 1d6=? (the players won't know the result until later).
Finally, the ref checks for encounters during the day (without revealling the number of checks, since this might indicate to the players whether or not they are lost: Xd6=? however, no encounter is forthcoming on the first day.
What for the night's camp and the next turn (tomorrow)?