Leudigar leads his new company out of camp in an easterly direction for half a morning before turning them south-east and directly into the rising Hinterlands once more. Despite this ruse, the group note that they are well spotted by a group of Manfred's outrunners; half a dozen of them watch the company marching by from across a broad gully, sullen and grim faced. They don't seem interested in parley, and dash off down slope when the company waves. Nobody has any illusions that the camp will not be abuzz with rumour of their mission by tonight.
The night is chilly but peaceable, and the company set out with the rising sun. The weather threatens to turn poorly on that second day, but instead clears for them before anything more than a frugal drops of rain can fall. The marching is steadily uphill, with the Tracker finding goat-trails and babbling brooks to follow most of the way. Progress is good--though not so fair a pace as Leudigar might set for himself!
Shortly after noon on the third day out the company finds themselves approaching the scene of the (now over a week-gone) battle with Thick-Neck's regulators. Those who were here recently know the hidden watch house is scarcely a hundred yards along the ridge...
Very well. Sister Arian and the Sister/Fighter/Medium will have to catch up...
Day 1
The weather is fair.
Will Manfred's scouts spot the company? 1 # d6 → [5], so yes.
Will the company be delayed(rather than lost)? 1 # d6 → [3], so no.
Will there be an unforeseen encounter this day? 1 # d6 → [2], so no.
The company have covered three wilderness hexes.
One day of supplies are consumed.
Will there be an event during the nightwatch? 1 # d6 → [1], so no.
Day 2
The weather is 2d6 → 8, so overcast.
Will Manfred's scouts spot the company? 1 # d6 → [2], so no.
Will the company be delayed(rather than lost)? 1 # d6 → [1], so no.
Will there be an unforeseen encounter this day? 1 # d6 → [5], so no.
The company have covered three wilderness hexes.
A further one day of supplies are consumed.
Will there be an event during the nightwatch? 1 # d6 → [4], so no.
Day 3
The weather is 2d6 → 6, so clearing.
Will Hazmog's scouts spot the company? 1 # d6 → [4], so no.
Will the company be delayed(rather than lost)? 1 # d6 → [3], so no.
Will there be an unforeseen encounter this day? 1 # d6 → [1], so no.
The company have covered two wilderness hexes and reached the ridge.
One move remains of day three...
What now?
[f=32]
Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak,
lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges;
torch[/f]