TEXT:  
  (or leg of journey) 
  DISTANCE 
  (= no. of hexes x 
  10 x multiplier 
  of terrain) 
  SEASON 
  JOURNEY 
  LENGTH 
  PERIL 
  RATING 
  JOURNEY DISPOSITION 
  RESULT 
  NO. OF 
  HAZARDS 
  NO. OF 
  C 
  RESULTS 
  NO. OF 
  A 
  RESULTS 
  JOURNEY’S END 
  RESOLUTION RESULT 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  - 
  Very easy 
  (TN 10) 
  Good road 
  x 0.5 
   
  On foot 
  20 miles 
   
  Free Lands 
  - 1 
   
  Easy  
  (TN 12) 
  Open terrain, well-trodden track or path, plains, 
  meadows, on a boat along a navigable river 
  x 1 
   
  Riding 
  horses 
  40 miles 
   
  Border Lands 
  + 0 
   
  Moderate 
  (TN 14) 
  Pathless wilderness, hills, sparse woods, bogs 
  x 1.5 
   
  Using boats 
  on a river 
  20 miles downstream, 
  5 – 10 miles against 
  the current 
   
  Wild Lands 
  + 1 
   
  Hard  
  (TN 16) 
  Marshes, wastes, fells, woods with good tracks 
  x 2 
   
   
   
   
  Shadow Lands 
  + 2 
   
  Severe  
  (TN 18) 
  Dense woods, very rough ground, any road or path in 
  Mirkwood 
  x 3 
   
   
   
   
  Dark Lands 
  + 3 
   
  Daunting 
  (TN 20) 
  Densest wood, desert, blighted or ruined land, mountain 
  passes 
  x 5 
   
   
   
   
   Companies numbering less than four 
  individuals modify the above result by  -1 
  to a minimum of 1 
   Companies numbering greater than four 
  individuals modify the above by +1 or +2 
  if their number is greater than seven 
   
   
   
   
   
   
   
   
  
   
  JOURNEY 
  LEG 
  HAZARD 
  TN 
  ROLE 
  CHALLENGED 
  MUST PASS A 
  TEST OF... 
  NOTES 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  (equal to terrain difficulty) 
  Very Easy 
  10 
   
  C 
  Role not covered 
  (if available) or All Companions with 
  Hazard TN at +2 
  Varies; usually Travel 
   
  Summer 
  + 0 
  Easy 
  12 
   
  1 or 2 
  All Companions 
  Varies; usually Travel 
   
  Spring 
  + 1 
  Moderate 
  14 
   
  3 or 4 
  Guide 
  Travel 
   
  Autumn 
  + 1 
  Hard 
  16 
   
  5 or 6 
  Scout 
  Explore 
   
  Winter 
  + 2 
  Severe 
  18 
   
  7 or 8 
  Huntsman 
  Hunting 
   
   
   
  Daunting 
  20 
   
  9 or 10 
  Look-out 
  Awareness 
   
   
   
   
   
   
  A 
  All Companions but Hazard TN at  -2 
  Varies; usually Travel 
   
   
   
   
  
SOURCE: textdata/thevault/The One Ring/Third Party.Homebrew/Game Aids/Game Aid - Journey Tracker.pdf