In the spirit of true Lord of the Rings stories, a lot of the fun happens along the way to a destination rather than just at the endpoint alone. The rulebooks have the steps for a journey and the different roles there written out, but I'll put them here for reference as well.
Journey Rules Summary:
• Players assign tasks and plan route to their destination.
• Loremaster determines Peril Rating and distance of the journey.
• The Guide makes an Embarkation Roll: 1D12 modified by the Guide’s Proficiency Bonus plus half their Wisdom bonus minus the Peril Rating.
• The Loremaster tabulates the result.
• The Loremaster determines the number of Journey Events.
• Events are created by rolling a d12, potentially modified by the Embarkation result.
• Events are played through, noting down the result for reference.
• The Arrival roll (d4) is made, and results applied.
Party Organization During Journeys:
Once the Company have agreed on their route they must decide who will do what on the journey. There are four tasks to be assigned, each roughly summarising what they will be doing for the length of the trip. The tasks divided between the Company are:
Guide - In charge of all decisions concerning route once embarked, rest, and supplies. A good Guide has a high Wisdom and the Survival proficiency.
Scout - In charge of finding safe camp sites, opening new trails. Scouts rely on Stealth and Investigation.
Hunter - In charge of finding food in the wild. Hunters seek success on Survival checks.
Look-out - In charge of keeping watch. Look-outs rely on their abilities in Perception.
With the exception of the company’s Guide, more than one Player-hero may be assigned the same task (in other words, there may be more than one character acting as Look-outs, or more than one hero going hunting regularly), but normally no character may assume more than one role at the same time (posing as the group’s Hunter AND Scout, for example).
If there’s more than one person assigned to a task then nominate a lead Scout, Hunter or Look-out. That character is the one who makes the check and gains Advantage from the assistance of the other player-heroes performing the Help action on that task. If a task goes unfilled, any relevant checks for that task
which come up are taken with Disadvantage.

