The weather is fair enough for a good day's hiking and, with Leudigar the Tracker frequently skipping ahead to plot a course, the company makes good time. They are well into the hills when they break for a midday meal, and from a rocky vantage they are able to gaze back over the low-lands behind them. Mandfred's encampment might well be an ants' nest from this distance, nestled between two outstretched arms of the greater hills ahead of them.
After lunch, the terrain continues to comprise broken ridges and ruts running through a gnarl of steadily rising hills. There is no sign of a proper track, but the vegetation is thankfully limited; sparse thatches of tough, wild grasses, with occasional stands of wiry shrubs clustered about a pool or stream, and stunted trees dotted about. Fair progress is had all afternoon, and well before dusk a suitably sheltered campsite is sought.
Leudigar is aware that he could have made double the day's distance on his own. And that the night ahead will be chilly...
* The ref dices for the weather: 2d6 → 7, so clearing conditions.
* The ref dices to determine whether the company will become lost: d6 → ? (a ranger will not get lost in normal terrain, so the chance of becoming lost is reduced to only a chance of delay).
* The ref dices to determine whether the company's progress is detected by Manfred's scouts: d6 → ?
* The ref dices to determine whether the company's progress is detected by Hezmog's scouts: d6 → ?
* The ref dices to determine whether an encounter occurs this day: d6 → ?
So the first day draws toward its end with the company having successfully navigated three 3-mile hexes: plain, hill, hill, in a south-easterly direction.
One day of supplies are consumed; six days of supplies remain.