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The One Ring RPG 2e Journey Rules Guide
Run The One Ring RPG 2e journey rules from route planning through travel roles, Marching Tests, events, Fatigue, and arrival, with a worked example that keeps the road connected to the adventure.

The One Ring RPG 2e Loremaster Guide: Session Zero to Encounters
A source-checked Loremaster workflow for The One Ring RPG 2e: run session zero, design a local campaign, frame and pace scenes, build Loremaster characters, and use journey events, councils, and Eye Awareness.

The One Ring RPG 2e Setting and Lore Guide: Eriador, Factions, Rivendell, and Wilderland
Run The One Ring RPG 2e setting as play: Eriador's roads and ruins, factions with real needs, Rivendell as a hard-won refuge, and Wilderland as a frontier beyond the Misty Mountains.

The One Ring RPG 2e Eriador Guide
Use source-backed Eriador regions in The One Ring RPG 2e as playable campaign frames: safe homes, old roads, ruins, wary communities, and dangerous wild country.

The One Ring RPG 2e Maps Guide
Use maps in The One Ring RPG 2e to choose destinations, compare routes, record discoveries, and make distance, terrain, and landmarks matter to the Company.

The One Ring RPG 2e Shadow and Hope Guide: Hope, Shadow Points, Miserable, and Madness
Spend Hope well, track Shadow points by source, read the Miserable condition, handle bouts of madness and Shadow Path Flaws, and plan recovery in The One Ring RPG 2e.

WFRP 4e Equipment and Encumbrance Guide: Buy for Problems, Pack for the Route
A practical WFRP 4e equipment guide: choosing trappings for the next problem, handling money and availability, and packing within your Encumbrance limit without turning travel into bookkeeping.

WFRP 4e Money Guide: Coin, Status, and Useful Spending
Making WFRP 4e money create decisions instead of accounting: what coin says about Status, what a character can plausibly ask for, and where to spend it.

WFRP 4e Weapons and Armour Guide: Training, Protection, Mobility, and Repair
Picking WFRP 4e weapons and armour for the fight you expect: weapon training, reach in a crowded room, armour coverage and its costs, and what you can afford to repair afterwards.

WFRP 4e GM Guide: Sessions, Scenarios, NPCs, Corruption, and Insanity
A working WFRP 4e Gamemaster guide: a session rhythm, scenarios built as problems in motion, quick NPCs, Status-aware social scenes, and the Corruption and Psychology rules checked against the Core Rulebook.

WFRP 4e Lore Guide: The Old World, the Empire, Reikland, Gods, Factions, and Chaos
One WFRP 4e setting guide covering the Old World, the Empire, Reikland, the gods and cults, local factions, and Chaos, with Core Rulebook-checked facts and advice for making each one matter at the table.

WFRP 4e Channelling Guide: When to Gather Magic Before Casting
When to Channel in WFRP 4e: the wizard is asking the party for time, protection, and trust while dangerous energy gathers close at hand.

WFRP 4e Divine Magic Guide: Prayers, Duty, and Consequences
WFRP 4e divine magic as a relationship rather than wizardry with different words: prayers, cult expectations, and the consequences of visible faith.

Twilight: 2000 RPG - The Complete Field Guide for Players and GMs
A practical, source-checked introduction to Twilight: 2000 4th Edition: what the game is about, how its survival campaign works, who will enjoy it, and where a new group should start.

Twilight: 2000 Character Creation Guide - Archetypes, Careers, Attributes, Skills, and Coolness Under Fire
Build a Twilight: 2000 survivor from start to finish: archetypes or life paths, attributes, the 12 skills, specialties, military and civilian careers, Coolness Under Fire, and the personal ties that make a character belong in the campaign.
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