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The One Ring RPG 2e Journeys and Travel Guide: Roles, Hazards, and Fatigue
the one ring rpg

The One Ring RPG 2e Journeys and Travel Guide: Roles, Hazards, and Fatigue

27 min read
By Andrew Blase

Helping RPG players find games, game masters find players, and stores fill seats - one connected place instead of a dozen scattered group chats.

  1. Guides
  2. >The One Ring RPG 2e
  3. >Journeys Travel

The short answer

A journey in The One Ring RPG 2e is a Company adventure: the heroes pick a destination and route, cover the four travel roles of Guide, Hunter, Look-out, and Scout, and let the Guide's TRAVEL Marching Tests place events along the path. Each event targets a Scout, Look-out, or Hunter, tests EXPLORE, AWARENESS, or HUNTING, and usually adds Fatigue for everyone. Fatigue raises Load until the journey ends, when mounts and a TRAVEL roll reduce it and Prolonged Rests in a safe refuge clear the rest.

Introduction

In The One Ring RPG 2e, a journey is an adventure in its own right. A destination, a route, the jobs each hero takes on, the events along the way, and the Fatigue the Company carries in at the end all shape what happens when it arrives. This guide covers those parts: the four travel roles, journey hazards and event results, and the Fatigue chain that runs through Load and Weariness. Use the structure when the road can change the story, and let a familiar walk home stay light.

On this page

  • Introduction
  • Hot Take
  • A Journey Is a Story Structure
  • Choose When to Use the Procedure
  • Start with a Destination and a Route
  • Travel Roles
  • The Four Roles at a Glance
  • Assign Roles Before the Road Tests Them
  • Guide: Route, Rest, and Supplies
  • Hunter: Food in the Wild
  • Look-out: Watchfulness and Warning
  • Scout: Camps and New Trails
  • Small and Large Companies
  • Journey Hazards
  • A Hazard Is a Focused Scene
  • What Event Results Can Do
  • Let the Region Set the Threat Level
  • Target the Work, Not the Player
  • Use Terrain and Roads Honestly
  • Frame Event Types Around the Journey
  • Treat Perilous Areas as a Choice
  • Carry Consequences Forward
  • Fatigue Rules
  • The Fatigue Pressure Chain
  • Keep Fatigue, Load, and Endurance Separate
  • What Being Weary Changes
  • Record Fatigue During and After a Journey
  • Recover at the Right Time
  • Use Mounts and Gear as Meaningful Choices
  • Player and Loremaster Advice
  • Players
  • Loremasters
  • Where To Go From Here
  • Source Scope

One Ring journeys and travel

For the step-by-step procedure (setting the Journey Path, making Marching Tests, ending the journey) and a worked example, use The One Ring RPG 2e Journey Rules Guide. This page explains the parts that procedure calls on.

Use How to Play The One Ring RPG 2e for the wider Adventuring Phase, The One Ring RPG 2e Eriador Guide to choose a regional travel frame, The One Ring RPG 2e Maps Guide to plan routes and keep an original journey record, The One Ring RPG 2e Skills Guide for reading Skills from the fiction, and The One Ring RPG 2e Injury and Endurance Guide for the Endurance and Weariness rules that travel Fatigue feeds into.

Hot Take

The Journey Events table is lopsided on purpose, and Loremasters should stop softening it. Four of its seven results punish a failed roll, the region die pushes Dark Land journeys toward those four, and a Perilous Area can stack several of them in a row. That is the game telling the Company that the map is dangerous. The fix for a punishing road is better choices before departure: a lighter pack, a mount, a road instead of a marsh, a Scout who actually wants the job. Quietly rerolling a Terrible Misfortune takes that lesson away.

ConsequenceCaveatReader action
Route, role, and gear decisions carry real weight when the table's bad results are allowed to landA Border Land errand should still feel safer than a Dark Land crossing, so do not pile invented hardship on topBefore the next trip, have the Company name one thing it will sacrifice to keep moving and one thing it will protect by slowing down

A Journey Is a Story Structure

The Core Rules treats a journey as more than a way to reach a destination. Travelling heroes leave familiar ground, see the wider world, and face challenges that test what the Company can do together. The book also asks the table to blend the structure into the narrative and avoid talking about the rules where it can.

Choose a destination worth reaching | v Trace a route and assign Company roles | v March, meet events, and make the road matter | v Reach the destination with new information, costs, or opportunities

The framework suits an expedition, a dangerous crossing, a time-sensitive warning, or a route the map cannot fully explain. It does not require a travel scene every time the Company walks down a lane.

Choose When to Use the Procedure

Use the Journey rules when travel is uncertain, dangerous, time-sensitive, or dramatically valuable. The Core Rules advises that they should rarely be used for a trip home to a safe haven, or when nobody cares how long the trip takes. A return still deserves full play when the Adventuring Phase needs a closing act or the trip home is part of the mission, such as escorting someone back.

Use a full journey when...Summarize travel when...
The destination, route, or timing changes the adventureThe Company is safely returning and time has no story cost
The wilderness may reveal danger, allies, or a hard choiceRepeating the procedure would add nothing new
The Company needs to manage Fatigue, provisions, or an uncertain pathThe group wants to move directly to the next significant scene
A return journey still carries an escort, pursuit, or closing consequenceThe road home is only an epilogue to a completed adventure

A journey deserves attention because something on it matters. Blank space on the map is not a reason to roll.

Start with a Destination and a Route

The Company needs a specific destination and at least a rough idea of where it lies. Each place on a multi-stop trip counts as its own journey. The players show the intended route on their map, and the Loremaster transfers the path to the Journey Log. Rivers, mountains, roads, woods, bridges, fords, and landmarks turn one line on a map into a series of choices. The Journey Rules Guide walks through the full path-setting step.

Before leavingCompany questionLoremaster question
DestinationWhat are we trying to reach, and why now?What changes if the Company arrives late, tired, or with new information?
RouteWhat known road, ford, landmark, or safer detour can we use?What terrain will create a real decision rather than a surprise penalty?
LengthIs this trip long enough to need separate legs?Where can the pace change without turning the map into busywork?
ReturnDoes the road home still carry an open risk?Can it be summarized because safety and time are no longer in doubt?

The Core Rules encourages players to copy the map and write on it as they travel. Those notes become a Company resource. A route chosen from experience feels different from one chosen because a stranger pointed vaguely beyond a ridge, which is usually how the cold rain starts.

Travel Roles

Journey roles give the Company a practical way to share the work of the road. The Core Rules describes a role as a rough summary of what a hero does for the length of the trip, and it comes into play when an event happens. Decide the roles before travel begins, so the journey belongs to the whole Company and not only to the hero with the best TRAVEL rating.

The Four Roles at a Glance

Together, the four roles cover choosing how to move, feeding the group, noticing trouble, and making progress through unfamiliar ground.

RoleCore responsibilityRelated rollHelpful player question
GuideAll decisions on route, rest, and suppliesMarching Tests with TRAVELWhich route gives the Company its best chance of reaching the goal?
HunterFinding food in the wildHunter events with HUNTINGWhat can the land provide without leaving us worse off?
Look-outKeeping watchLook-out events with AWARENESSWhat change in the world should the Company notice early?
ScoutSetting up camp and opening new trailsScout events with EXPLOREWhere can we rest safely, or get through when the obvious way fails?

Roles are practical duties. Anyone can still watch a ridge, share food, or help find a camp in the fiction. The role says who carries the responsibility when the Journey Sequence calls for a roll.

Assign Roles Before the Road Tests Them

Assign roles after the Company has chosen a destination and route, and before the first Marching Test. Skill ratings are good evidence, but the assignment should also fit the story. A hero with a modest EXPLORE rating can still make an interesting Scout if they know why the group is taking that hard path and the Company accepts the risk together.

Decide togetherWhy it matters
What is the goal of this trip?A fast warning, a safe crossing, or a quiet approach can change who is best placed to guide.
What does the route demand?Forest, road, river, mountain, and wilderness make different contributions plausible.
What is each hero visibly doing?A role becomes a source of narration instead of a box ticked before dice appear.
Who might help if trouble comes?The group knows its shared plan before an event picks a target.

Do not wait to see which event occurs and then hand it to the ideal hero. That turns preparation into an optimization puzzle and removes the useful tension of "this is the plan we trusted when we left."

Guide: Route, Rest, and Supplies

The Guide makes every decision about route, rest, and supplies, and is the only hero who makes the journey's Marching Tests with TRAVEL. The job is broader than navigation. A Guide weighs a direct route against a safer road, a known ford against a risky crossing, a chance to rest against a deadline, and the state of the Company's provisions.

The Guide does not resolve events. A Marching Test decides whether the Company reaches its destination or meets something along the way, and the event itself lands on a Hunter, Look-out, or Scout. The Guide sets the plan without carrying the whole journey on one roll.

A good Guide gives the Company a reason for the route it chose, even when the road later proves difficult.

Hunter: Food in the Wild

The Hunter finds food in the wild and resolves Hunter events with HUNTING. The role goes beyond tracking an animal. It tells the group who is watching what the land can sustain, which signs are fresh, and whether a resource is worth the time or danger of reaching it.

A good result might stretch supplies, point to a safer place to search, or reveal who else has passed through. A poor one can force a choice about time, noise, exposure, or a hungry night. The event result comes from the Core Rules; the scene should come from this journey.

Look-out: Watchfulness and Warning

The Look-out keeps watch and resolves Look-out events with AWARENESS. The player describes what changes first: an unnatural quiet, smoke where none should be, a figure on the ridge, weather closing over a pass, or a landmark that shows the Company has strayed.

A Look-out cannot predict every threat. The role gives the Company a fair moment to respond before trouble fully arrives, and a timely warning can still leave a hard decision: hide, detour, press on, make contact, or spend daylight reaching better ground.

Scout: Camps and New Trails

The Scout sets up camp and opens new trails, resolving Scout events with EXPLORE. The role matters most when the route turns uncertain: a path vanishes under weather, the ground will not bear the Company, a camp is needed before night, or the obvious way forward is closed.

A Scout's best contribution is options. Finding a trail might cost time but avoid a dangerous slope. A promising camp might be sheltered but too close to an old ruin. The Scout shows the choices, and the Company decides which cost it can bear.

Small and Large Companies

A travelling Company must cover all four roles. With fewer than four Player-heroes, one or more heroes take several roles. With more than four, several heroes can share a role. Either way, there is only one Guide.

Company sizeAssignment approachTable habit
Fewer than four Player-heroesGive one or more heroes several rolesName the hero's priority when two duties compete in a scene.
Four Player-heroesGive each role a clear ownerLet each player describe one recurring travel contribution.
More than four Player-heroesShare Hunter, Look-out, or Scout while keeping one GuideDecide who leads a shared role and who supports before an event calls for it.

Holding several roles is a chance to show how one hero juggles competing duties. Sharing a role is a chance to show different methods: one Hunter reads tracks while another prepares what the group finds, or two Look-outs watch opposite sides of a difficult route.

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Journey Hazards

Journey hazards are the threats and surprises that journey events put on the road. They answer the Company's choices: the country is dangerous, the route is hard, time is passing, and somebody has to carry the work of getting everyone onward. Run each event as a brief scene drawn from the place and the mission, then let its consequences reach the destination.

A Hazard Is a Focused Scene

When a Marching Test places an event on the path, the Core Rules resolves it in three steps: select the target, determine the event, and resolve it with a Skill roll. That keeps a hazard specific. The problem lands on one travel responsibility instead of on everyone at once.

Event stepWhat the procedure answersWhat the table should add
Select targetA Success Die roll picks Scouts, Look-outs, or HuntersWhy that duty matters on this stretch of road
Determine eventA Feat die roll, shaped by region type, picks the eventA sight, obstacle, person, or sign tied to the terrain
Resolve the eventOne targeted hero rolls the role's SkillA consequence that changes time, condition, knowledge, or the next choice
Record FatigueThe event's printed Fatigue for each heroA reason the arrival scene feels connected to the road

Keep the event compact. A washed-out crossing, scarce tracks, a threatening sign, or a helpful traveller fits in one scene. If an occurrence pulls the Company into a different activity for a long time, the Loremaster decides whether that ends the journey.

What Event Results Can Do

The Journey Events table runs from Terrible Misfortune at the worst end to Joyful Sight at the best. The summary below paraphrases what each result does; the book has the dice ranges and exact Fatigue values.

EventWhat the Skill roll decides
Terrible MisfortuneOn a failure, the target is Wounded
DespairOn a failure, everyone in the Company gains a Shadow point from Dread
Ill ChoicesOn a failure, the target gains a Shadow point from Dread
MishapOn a failure, the journey takes a day longer and the target gains extra Fatigue
Short CutOn a success, the journey takes a day less
Chance-meetingOn a success, no Fatigue is gained and the Loremaster improvises a helpful encounter
Joyful SightOn a success, everyone in the Company regains 1 Hope

Nearly every result also gives each hero some Fatigue, with the worst results giving the most. Joyful Sight is the exception in the printed table.

Let the Region Set the Threat Level

The region where the event happens changes the Feat die roll. In a Border Land, the Loremaster makes a favoured roll; in a Wild Land, a normal roll; in a Dark Land, an ill-favoured roll. The same Company on the same kind of route faces worse odds the deeper it goes into the Shadow's reach.

Region typeUse it to suggestLoremaster framing question
Border LandHelp, shelter, and familiar paths are more plausibleWho might know this place, and what ordinary difficulty still needs care?
Wild LandDistance, uncertainty, and less reliable supportWhat does the Company need to provide for itself here?
Dark LandThe influence of the Shadow, fear, and danger that is never routineWhat warning tells the Company this place costs more than time?

A Dark Land should create a clearer threat and a harder decision. It is not permission for arbitrary cruelty that takes choices away from the players.

Target the Work, Not the Player

Events target the heroes covering the Scout, Look-out, and Hunter roles, and test EXPLORE, AWARENESS, or HUNTING. The Guide drives progress with Marching Tests, and events move the spotlight to the other duties.

Target roleWhat can go wrong or rightKeep the scene about
ScoutA trail fails, a camp is unsafe, or a new route appearsProgress and shelter
Look-outA sign is missed or spotted in timeWarning and response
HunterFood, tracks, or a useful resource is scarce or foundSustaining the Company

One hero among the targets makes the roll, and up to one other hero in the same role can support it. A consequence aimed at "the target" also applies to the supporting hero. Everyone else can still describe a response, make a choice, or share the fallout.

Use Terrain and Roads Honestly

If the event happens in a hard-terrain hex, the rolling hero loses a Success die; on a road, the hero gains one. Those modifiers reward or punish a route decision the Company already made, so tell the players what they can reasonably see before they choose. A road may be longer but reliable, a wooded shortcut may save time at the cost of safety, and a marsh may be unavoidable and still make rest hard.

Terrain factHonest consequenceUnhelpful use
A maintained roadMakes event rolls more manageableDeclaring every road safe regardless of mission or region
Hills, woods, marsh, or other hard groundAdds friction to whatever the target is trying to doHiding the terrain cost until after the Company has chosen
A bridge, ford, or passCreates a visible route decisionTurning a known landmark into a surprise dead end

A severe consequence still feels fair when it follows a choice the players could see coming.

Frame Event Types Around the Journey

The Core Rules asks the Loremaster to improvise a short scene from the target, the tested Skill, and the current situation, and to tie the road into the wider story. Use the event type as a prompt for an original scene.

Event directionScene seedWhat changes afterward
Misfortune or mishapSafe-looking ground gives way, a tool is missing, or the weather turns a simple task hardAn injury, lost day, or extra Fatigue makes the next decision matter
Despair or ill choicesThe Company finds signs of the Shadow or frets over a poor routeDread, doubt, or a new responsibility becomes visible
Short cutA hero spots a quicker path, or a good hunt means no stop is neededThe Company gains time and must decide how to use it
Chance-meetingA traveller, local, or patron helps in a way that fits the placeThe group gains a contact, directions, food, or a future obligation
Joyful SightThe Company witnesses something wondrous that lifts the spiritHope and renewed purpose change how the heroes face what remains

Do not script the outcome in advance. Decide what the scene looks like once the target, region, and event are known, then let the player's approach and roll settle the immediate result. A Hunter's result might be scarce food, a dangerous prey, a useful trail, or an unexpected local, and it should belong to this country and this mission.

Treat Perilous Areas as a Choice

Perilous Areas are especially hard or dangerous ground: thick woodland, steep mountain passes, treacherous marshes, and similar terrain. Each has a Peril rating. When a Marching Test would carry the Company into or across one, the Company stops as soon as it enters, faces a number of events equal to the Peril rating, and then resumes Marching Tests from the first hex beyond the area. Supplements may add event tables for specific Perilous Areas.

Before enteringAsk the CompanyPossible tradeoff
The direct path crosses a Perilous AreaIs speed worth the extra exposure?Arrive earlier, but face more events
A longer route avoids itWhat does the mission lose to the detour?Stay safer, but risk delay or a missed opportunity
The area cannot be avoidedWhat preparation or ally could change the odds?Spend time on supplies, local knowledge, or a safer approach

The extra events should show the area's own character. A marsh threatens footing, direction, and shelter; a mountain pass threatens exposure and route finding; a blighted forest brings fear along with practical obstacles.

Carry Consequences Forward

Record the actual outcome of each event and let the next scene acknowledge it. If the Company reached a village a day late, who has already made a decision without it? If it arrives tired, does it rest, press on, or ask for help? If it met an ally, what promise now travels with the mission?

The road should make the destination more specific without making success impossible. A hazard that only subtracts points is forgotten by the next session. One that changes whom the Company trusts, what it knows, or which resource it must protect becomes part of the story.

Fatigue Rules

Fatigue is how the game makes a long road matter after the Company arrives. The Core Rules describes it as a deeper weariness that builds during travel and shows itself fully when the journey is over. It raises each hero's Load, which makes Weariness more likely once Endurance has been spent, and it stays with the hero until the right kind of rest.

The Fatigue Pressure Chain

Journey events give each hero Fatigue. While the trip continues, it is recorded on the Journey Log and cannot be shaken off. At the end of the journey, whatever remains moves to the character sheet. Fatigue temporarily raises total Load, and a hero whose current Endurance is equal to or lower than total Load becomes Weary.

Journey event creates Fatigue | v Fatigue temporarily raises total Load | v Current Endurance is at or below Load | v Hero is Weary until Endurance rises above Load

A Company can reach its destination with nobody Wounded and still need to think carefully about the next scene. A hero who spent Endurance in a fight or a hard task may find the road's accumulated burden now matters more than it did on the trail.

Keep Fatigue, Load, and Endurance Separate

The character sheet tracks related values that do different jobs. Keeping them apart prevents two common mistakes: treating Fatigue as direct damage, and assuming a night's rest erases every journey cost.

ValueWhat it representsWhat changes it
EndurancePhysical stamina and determinationHarm, stress, exertion, and rest
LoadThe burden of carried War Gear and TreasureChanges in carried gear, plus temporary Fatigue
FatigueExhaustion from days of travel and lost sleepJourney events, arrival reductions, and later safe rest
Weary conditionCurrent Endurance at or below total LoadThe relationship between current Endurance and Load
Wounded conditionA serious injuryInjury rules and recovery procedures
Shadow and MiserableSpiritual and moral pressureShadow rules, not travel Load

Each response handles a different part of the pressure. A hero might drop or hand off gear to lower Load, rest to regain Endurance, or accept that leftover Fatigue needs a safe place and more time.

What Being Weary Changes

When a Weary hero rolls, any Success die showing 1, 2, or 3 counts as zero. A Weary hero can still succeed, but ordinary results become less dependable and hard actions get tense.

Do not assumeInstead remember
Weary means unconscious or unable to actA Weary hero stays in the scene and can still choose and roll
Fatigue directly removes EnduranceFatigue raises Load, which makes the current Endurance total matter more
One good roll erases all travel costUse the arrival and rest procedures to reduce Fatigue
Weary and Wounded are the same conditionWeariness comes from Endurance and Load; a Wound is a serious injury with its own rules

The condition ends when current Endurance rises above Load again. Timing matters: a Company that knows a council or confrontation is coming may rest, rearrange gear, or seek help before walking straight in because the map says it has arrived.

Record Fatigue During and After a Journey

Keep travel Fatigue on the Journey Log while travelling, next to the route and the events that caused it. That stops the group from applying it as damage before the journey is resolved.

MomentRecordTable question
An event occursThe Fatigue the event gives each Player-heroWhat did this cost the group: sleep, warmth, time, food, or confidence?
The journey continuesThe running total stays on the Journey LogHow does the Company adjust its plan as the burden grows?
The Company arrivesApply mount and TRAVEL reductions, then move the remainder to sheetsWhat can the Company reasonably do before a safe rest?
A safe refuge is reachedRemove Fatigue with each Prolonged RestWhat does recovery look like in this particular haven?

The Company can respond to a growing burden through route, role, and risk decisions, but the cost stays with the trip until it reaches the proper recovery point.

Recover at the Right Time

At the end of a journey, heroes with a mount first reduce their Fatigue by the mount's Vigour rating. Every hero can then roll TRAVEL; a success removes 1 point of Fatigue, plus 1 more for each Success icon. Whatever is left goes on the character sheet.

After that, each Prolonged Rest in a sheltered, safe refuge (not on the road) removes 1 point of Fatigue. That is separate from Endurance recovery: a Prolonged Rest restores all lost Endurance for an unwounded hero while the leftover Fatigue drops one point at a time, so mark both changes.

Recovery methodWhat it addressesWhat it does not replace
Mount at journey endFatigue equal to the mount's VigourThe rest of the arrival procedure
TRAVEL roll at journey endMore Fatigue on a successA guaranteed full recovery
Prolonged Rest in a safe refuge1 Fatigue per rest, plus Endurance under the resting rulesRecovery at a roadside camp
Changing gearLoad, when War Gear or Treasure is dropped or movedThe recorded Fatigue itself

The Core Rules also lets a Company force-march to cover ground faster at the price of extra Fatigue each day; check the book before offering that trade.

Use Mounts and Gear as Meaningful Choices

Mounts give their journey benefit through Vigour, and pack animals can carry Treasure. The ponies and horses a Company can get depend on the heroes' Standard of Living. Riding is normally practical only on roads and good paths, and some heavily wooded country rules it out. A mount softens the cost of a journey, but it cannot make a dangerous route free.

Gear is the other half of the chain. Only War Gear and Treasure count toward Load; ordinary Travelling Gear has no Load rating. A hero may carry Load up to maximum Endurance, but the Core Rules calls it much wiser to stay well below that, because Endurance also decides when Load makes a hero Weary. Pack for the place the Company is going, not only for the fight it imagines having there.

Player and Loremaster Advice

Players

  • Choose a role you can describe, not only the one attached to your highest Skill, and name one habit your hero brings to it before the first event.
  • Ask what the route and terrain look like, and what the destination changes, before committing to a path.
  • When an event targets your role, treat it as a chance to show your travel work, and propose a next step: rest, detour, seek aid, warn someone, or protect a resource.
  • If you hold several roles, tell the table which one needs attention first when the road turns hard.
  • Track current Endurance, Load, Fatigue, Weary, Wounded, and Shadow separately, and check the Endurance-to-Load threshold after events, hard scenes, and gear changes.
  • Before leaving, decide whether a mount, lighter gear, or a safer route is worth the tradeoff.

Loremasters

  • Use a journey when the road can offer a meaningful decision, consequence, or discovery, and summarize it when it cannot.
  • Ask for roles before the journey begins and record them where everyone can see.
  • State visible terrain, urgency, landmarks, and route alternatives early enough for the Company to choose.
  • Frame each event from the target role, the region, and the mission in play, using the exact Core Rules effects with original fiction.
  • Let positive events create real opportunities and relationships instead of a pause between punishments.
  • Keep Fatigue visible on the Journey Log, explain when it moves to the sheets, and make safe rest feel valuable without hiding it from the Company.
  • Do not blur travel Fatigue, Wounds, Shadow, and lost Endurance into one vague description of being tired.
  • Let the arrival reflect the road: an ally has waited, a storm changed the local situation, or the tired Company must decide whether to rest before acting.

Where To Go From Here

The journey rules guide runs the official procedure step by step. Choose a route worth travelling with the maps guide, and let the Loremaster resources fill the road with reasons to stop.

Source Scope

This guide uses Chapters 3, 4, and 6 of the Third Printing of The One Ring Core Rules. It summarizes journey roles, event targeting and results, region types, terrain, Perilous Areas, Fatigue, Load, Weariness, mounts, and rest. It paraphrases event effects without reproducing the Journey Log, maps, the Journey Events table, dice ranges, Peril ratings, Fatigue values, or mount statistics. Consult the Core Rules for every exact result and requirement.

Return to The One Ring RPG 2e Guide Hub, browse The One Ring RPG Guides, run the full procedure with The One Ring RPG 2e Journey Rules Guide, or use The One Ring RPG 2e Injury and Endurance Guide for the related Endurance and Weariness pressure.

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