Many misfortunes may attend a group of adventurers out in the Wild. Food transported by the company members might have been lost or spoiled, a water supply might prove to be insufficient, or a track might disappear into a bog that didn’t appear on any map. Hazards range from simple problems such as these, to difficult and potentially deadly challenges such as escaping from a ravenous pack of Wargs.
For each Eye produced on the Feat die while making Fatigue tests during a Rules: Journeys , a Hazard episode has been triggered (whether the test that produced the icon was a failure or not).
Procedure
Determine Target
Roll
1d12 , G rune is player's choice and Eye is ignored) to determine target and test needed.
| Die Roll | Role | Test Needed |
| G | Players' Choice | - |
| 1-3 | Guide | Travel |
| 4-5 | Scout | Explore |
| 6-7 | Huntsman | Hunting |
| 8-9 | Lookout | Awareness |
| 10 | All Companions | Corruption for each |
| Eye | n/a | - |
Consequence of Failure
If the appropriate Test failed, the Loremaster rolls the Feat die to determine the consequence to the failing companion(s).
| Feat Die | Effect |
| G | Roll again. |
| 1-2 | Weariness. Temporarily Weary for the length of the journey. |
| 3 | Misery. Temporarily Miserable for the length of the journey. |
| 4-5 | Fatigue. Add Fatigue again. |
| 6 | Wound. Lose END equal to 1/2 Success die result, and suffer Wound. |
| 7 | Corruption. Gain 1 Shadow. |
| 8 | Strain. Lose END equal to Success die result. |
| 9 | Despair. Lose 1 Hope. |
| 10 | Wrong Choices. Raise TN by 2 for further Fatigue tests. |
| Eye | Dangerous Meeting. Combat encounter. |