GM Notes (GM only)

Pathfinder 2e in Middle-earth

Player’s Guide — Third Age, Westlands

A low-magic campaign guide for Pathfinder 2e (Remaster), adapted from The One Ring 2e Heroic Cultures and Callings. Content from The One Ring 1e — Adventurer’s Companion is used only where 2e has no equivalent.


Introduction

You are adventurers in Middle-earth during the Third Age—the twilight years before the War of the Ring. The Shadow grows in distant lands, but in Eriador and the Westlands life goes on: farmers till the Shire, Dwarves march the East Road, Elves fade toward the Grey Havens, and Rangers patrol ruins no one else remembers.

This campaign uses Pathfinder 2e rules with deliberate restrictions so heroes feel like the films and books—capable, brave, and skilled, but not spell-slinging superheroes looting +2 swords every session.

What to Expect

Aspect This Campaign
Level range 1–12 (Fellowship-scale heroes at the high end)
Tone Movie-like: grounded travel, dangerous wilderness, rare magic
Progression Automatic Bonus Progression — bonuses come from experience, not magic shops
Combat math Proficiency without Level — skill and experience matter more than level; numbers can still kill you
Virtue Moral Intentions — no alignment; define what your hero stands for
The Shadow Personal Shadow Points; party Eye Awareness; Influence for diplomacy
Magic No full caster classes; no bought potions or scrolls; limited spell dedications later
Character identity Heritage (Heroic Culture) + Calling + Class

Rules References

Use these books at the table:

  • Player Core — Fighter, Ranger, Rogue; Human, Dwarf, Elf, Halfling
  • Player Core 2 — Barbarian, Investigator, Swashbuckler; archetypes
  • Battlecry! — Commander, Guardian (Commander and Guardian multiclass dedications only)
  • Dark Archives (Remaster) — Thaumaturge only
  • The One Ring 1e — Adventurer’s Companion — heritages and backgrounds not in Tor 2e (Appendix E)
  • GM Core — Automatic Bonus Progression, Proficiency without Level, Victory Points, Influence
  • Archives of Nethyshttps://2e.aonprd.com/ for feats, actions, and conditions
  • GM Notes/pf2e-middle-earth-gm-notes/ (Shadow Points, Eye Awareness, faction Influence; GM only)

Not used: Guns & Gears, Golarion setting material, or any ancestry/class not listed in this guide. Other Battlecry! content (Jotunborn, War Mage, siege warfare, skirmish rules, followers) is excluded unless the GM says otherwise.


Character Creation Checklist

Build your hero in this order:

  1. Choose an Ancestry — Human, Dwarf, Elf, or Halfling only
  2. Choose a Heritage — a Middle-earth heritage replaces the standard heritage from Player Core (these are The One Ring Heroic Cultures)
  3. Choose a Calling — your motivation for adventuring (not your job)
  4. Choose a Class — must be on your Calling’s approved list
  5. Choose a Background — matching your heritage; see Heritage Backgrounds
  6. Take one Calling Feat — free at 1st level (see Callings section)
  7. Choose three Moral Intentions — see Virtue and Moral Intentions
  8. Complete normal PF2e steps — ability scores, skills, class feats, equipment
  9. Note campaign variants — Automatic Bonus Progression, Proficiency without Level, Shadow Points (see Shadow and the Road)

Variant Rules Summary

Automatic Bonus Progression (Required)

Instead of magic weapons and runes, every PC gains innate potency bonuses as they level. See the Appendix for the full table.

What this means for you:

  • You never need a +1 or +2 weapon for accuracy or extra damage dice — you get those bonuses automatically
  • Potency, striking, and resilient runes do not exist in this campaign
  • Magic items are named and special (Sting, an elven cloak, a healing draught), not stat sticks
  • Armor’s normal item bonus to AC still applies (chain mail is still good armor)

Proficiency without Level (Required)

This campaign uses Proficiency without Level (PWL). Your level does not add to attack rolls, defenses, skills, or DCs — only your proficiency rank and ability modifiers do (plus Automatic Bonus Progression potency, where applicable).

What this means for you:

  • A veteran fighter is skilled because they are trained or expert, not because they leveled up ten times
  • Hordes matter. A dozen Orcs can threaten even experienced heroes if you are outnumbered or pinned down
  • Critical hits and crit failures are less common — fights feel grittier and less swingy
  • Automatic Bonus Progression still applies. Potency bonuses from ABP stack normally on top of PWL proficiency

Proficiency bonuses (PWL):

Rank Bonus
Untrained –2
Trained +2
Expert +4
Master +6
Legendary +8

Skill DCs use the Simple Skill DCs (No Level) table — see Appendix D. The GM builds encounters using the Creature XP (No Level) table.

Moral Intentions (Required)

This campaign uses Moral Intentions instead of alignment. There is no lawful/chaotic/good/evil on your character sheet.

What this means for you:

  • At creation, write three Moral Intentions — short statements of what your hero believes or owes
  • Rank them loosely: if two intentions conflict, which wins?
  • Intentions guide roleplay and tie to your Calling’s Shadow Path — the Shadow tempts you by attacking what you hold dear
  • Evil PCs are not allowed. You oppose the Shadow; intentions define how you fight, not whether

Example intentions (any heritage):

  • I will never abandon a companion on the Road.
  • I will keep the Shire safe, though I walk far from it.
  • I will honor the memory of those the Shadow took.
  • I will learn the truth, even when it is bitter.
  • I will show mercy to those who surrender.

Examples by Calling (pick your own — these are prompts):

Calling Example intentions
Captain I will lead by example, not command from safety. · I will hold the Company together. · I will not grasp power for its own sake.
Champion I will stand against the Shadow wherever it shows itself. · I will avenge the innocent. · I will keep my oath, even when it costs me.
Messenger I will carry word to the Free Peoples, whatever the distance. · I will learn the customs of those I meet. · I will not betray a confidence.
Scholar I will preserve what the ages would forget. · I will share knowledge that helps, not knowledge that corrupts. · I will answer riddles honestly.
Treasure Hunter I will recover what was wrongly lost. · I will not let greed decide for me. · I will bring my companions home.
Warden I will defend those who cannot defend themselves. · I will walk the wild places so others need not. · I will not despair while hope remains.

There are no Golarion gods at character creation. Oaths, virtue, and fellowship replace worship.

What’s Removed from Default PF2e

Category Not Allowed
Ancestries Gnome, Goblin, Orc, Leshy, Catfolk, and all other ancestries beyond Human, Dwarf, Elf, Halfling
Heritages Standard Player Core heritages and versatile heritages — use Middle-earth heritages instead
Classes Bard, Cleric, Druid, Witch, Wizard, Oracle, Sorcerer, Alchemist, Monk, Champion
Items Potency/striking/resilient runes, apex items, magical consumables (healing potions, elixirs, talismans, scrolls, oils, etc.), and most items that only grant numerical bonuses
Setting Golarion deities, planes, Pathfinder Society, firearms, alignment

Middle-earth Heritages

The One Ring calls these Heroic Cultures. In PF2e they are heritages — the same step as Skilled Human or Strong-Blooded Dwarf in Player Core.

At the table: choose Human, Dwarf, Elf, or Halfling as your ancestry, then pick one heritage below instead of any standard or versatile heritage from the rulebooks. Each heritage lists its ancestry, a heritage ability (your cultural blessing), and any vision, weapon, or flaw adjustments.

Six core heritages come from The One Ring 2e. Additional heritages are 1e Adventurer’s Companion only — use when 2e has no equivalent. Some require GM approval.

Heritage quick reference

Heritage Ancestry Source
Bardings Human Tor 2e
Men of Bree Human Tor 2e
Dúnedain (Rangers of the North) Human Tor 2e
Durin’s Folk Dwarf Tor 2e
Elves of Lindon Elf Tor 2e
Hobbits of the Shire Halfling Tor 2e
Men of the Lake Human 1e AC
Riders of Rohan Human 1e AC
Men of Minas Tirith Human 1e AC
Dunlendings Human 1e AC (GM approval)
Elves of Lórien Elf 1e AC
High Elves of Rivendell Elf 1e AC (GM approval)
Wayward Elves of Mirkwood Elf 1e AC
Wild Hobbits of the Anduin Vales Halfling 1e AC
Bree-Hobbits Halfling 1e AC (GM approval)

Core Heritages (The One Ring 2e)


Bardings · Human heritage

Northmen of Dale and Wilderland, rebuilt after Smaug. Strong, fair-haired folk who favor swords and bows. Merchants and warriors alike travel far from home.

Replaces: Any standard Human heritage from Player Core.

Heritage ability — Stout-hearted: Once per day when you make an Intimidation check to Demoralize or attempt a Will save against fear, roll twice and take the better result (Tor 2e: Valour rolls are Favoured).

Favored skills: Athletics, Society

Adventuring age: Typically 18–40

Standard of living: Prosperous — you may start with one additional mundane item worth up to 2 gp (superior gear, fine clothing, etc.)

Typical names: Male — Brandulf, Finn, Leiknir, Steinarr, Thorald. Female — Dagmar, Ingrith, Kelda, Sigrun, Walda.


Durin’s Folk · Dwarf heritage

An ancient, proud people of the Blue Mountains and Lonely Mountain. Master smiths and warriors who march the East-West Road through Eriador.

Replaces: Any standard Dwarf heritage from Player Core.

Vision: Normal vision only — no darkvision or low-light vision.

Heritage ability — Redoubtable: When calculating Bulk and penalties for wearing armor, treat your armor as one step lighter (light armor counts as unarmored for Bulk; medium as light; heavy as medium). This does not reduce the armor’s item bonus to AC.

Weapon limits — Naugrim: You cannot use a great bow, great spear, or great shield (Tor 2e). Dwarves favor axes, swords, maces, crossbows, and shields.

Favored skills: Crafting, Athletics

Adventuring age: Typically 50–90 (young for a Dwarf)

Languages: Common (Westron); Khuzdul (secret tongue — do not share with non-Dwarves)

Regional origins: Erebor, the Blue Mountains, the Iron Hills, or Grey Mountains survivors — same heritage; declare origin for story (optional 1e AC backgrounds in Appendix E).

Typical names: Male — Balin, Dáin, Glóin, Thorin, Óin. Female — Dís, Frida, Hón, Rán, Vírún.


Elves of Lindon · Elf heritage

The Fair Folk of Lindon and the Grey Havens, Firstborn of Middle-earth. Wise, graceful, and increasingly drawn westward by the sea-longing.

Replaces: Any standard Elf heritage from Player Core.

Vision: Normal vision only — no darkvision or low-light vision.

Heritage ability — Elven-skill: Once per day when you fail a skill check for a skill in which you are trained, you can reroll and take the second result (Tor 2e: spend Hope for a magical success on a ranked skill).

Heritage flaw — The Long Defeat: When you reduce the frightened condition at the end of a rest, you remove 1 fewer frightened condition than normal (minimum 0). Elves find it hard to forget the Shadow’s touch.

Favored skills: Perception, any Lore (player’s choice)

Adventuring age: Any time after 100 years; adventurers over 300 are rare

Languages: Common (Westron); Sindarin

Typical names: Male — Galdor, Hallas, Lindir, Lindon. Female — Elanor, Idril, Nimrodel, Tarandis.


Hobbits of the Shire · Halfling heritage

Small, merry folk of the Shire who love comfort and good food — but since Bilbo’s return, a few quietly slip away seeking adventure.

Replaces: Any standard Halfling heritage from Player Core.

Heritage ability — Hobbit-sense: You gain a +1 circumstance bonus to Will saves against mental effects from greed, treasure, or dragon-sickness. Once per day you may reroll such a save and take the better result (Tor 2e: Wisdom favoured; bonus on Greed Shadow tests).

Weapon limits: You cannot use great weapons, longbow, longspear, or tower shield. Traditional gear: axe, bow, club, dagger, short sword, short spear, or spear (Tor 2e).

Favored skills: Stealth, Society

Adventuring age: Usually 33+ (tweens in their twenties are reckless exceptions)

Typical names: Male — Bilbo, Drogo, Folco, Hamfast, Pippin, Samwise. Female — Belladonna, Esmeralda, Lobelia, Pearl, Rosie.

Family names: Baggins, Bolger, Brandybuck, Gamgee, Took.


Men of Bree · Human heritage

Mixed folk of Bree-land — Hobbit-influenced but distinctly Mannish. Innkeepers, farmers, and wanderers who live at the crossroads of the North and South.

Replaces: Any standard Human heritage from Player Core.

Heritage ability — Bree-blood: When you Aid an ally’s Diplomacy or Society check, increase the bonus you grant by +1 (Tor 2e: each Man of Bree in the Company adds to Fellowship).

Favored skills: Society, Diplomacy

Adventuring age: Any adult age

Typical names: Male — Bill, Bob, Harry, Nob, Perry. Female — Daisy, Fern, Lily, Rose, Violet.

Family names: Appledore, Butterbur, Ferny, Goatleaf, Heathertoes.


Dúnedain · Human heritage (Rangers of the North)

Secret Dúnedain — last heirs of Arnor. Tall, grim, and tireless; they guard Eriador while the world forgets their name.

Replaces: Any standard Human heritage from Player Core.

Heritage ability — Kings of Men: Increase one ability score of your choice by 1 (in addition to normal ability boosts). This reflects the lingering strength of Númenor.

Heritage flaw — Allegiance of the Dúnedain: During downtime, when you would recover fully from mental exhaustion or fear, the GM may rule that lingering duty to the fight against the Shadow limits your recovery — roleplay this as restless vigilance. (Mechanically: once per downtime, the GM can ask you to succeed at a DC 15 Will save to gain full benefit from a respite activity; on failure, you recover but remain on edge.)

Favored skills: Survival, Stealth

Adventuring age: Often from 20 onward; retain vigor longer than other Men, but usually settle by 50

Languages: Common (Westron); Sindarin (if trained in additional languages)

Typical names: Male — Aragorn, Damrod, Eradan, Halbarad. Female — Gilraen, Ivorwen, Morwen, Tarandis.


Additional Heritages (1e Adventurer’s Companion only)

These heritages are not in Tor 2e. They follow the same rules as core heritages unless noted.


Men of the Lake · Human heritage

Merchants, boatmen, and archers of Esgaroth on the Long Lake — enterprising Northmen who rebuilt their town after Smaug and now trade with Dale, Erebor, and the Woodland Realm.

Replaces: Any standard Human heritage from Player Core.

Heritage ability — Tenacious: Once per day when you fail a saving throw against a fear effect, affliction, or a consequence the GM rules is seriously harmful (not a routine failed skill check), you can reroll after taking heart from the setback. You must use the second result.

Favored skills: Diplomacy, Crafting

Standard of living: Prosperous — one additional mundane item worth up to 2 gp at creation

Typical names: Same naming tradition as Bardings (shared Northman heritage)


Riders of Rohan · Human heritage

Horse-lords of the Mark — generous in peace, terrible in war. Many begin play with a riding horse (use the Riding Horse statistics; the GM may waive cost at creation).

Replaces: Any standard Human heritage from Player Core.

Heritage ability — Fey Mood: Once per battle when you score a critical hit with a melee weapon or an enemy scores a critical hit against you, you may enter a battle-fury until the end of the encounter: +1 status bonus to melee attack rolls. When the fury ends, attempt a DC 15 Will save; on failure, gain 1 Shadow Point.

Optional — Faithful beyond Fear (shieldmaiden): When you succeed at a Will save against fear from a creature, gain +1 status** to attack rolls against that creature until the end of the encounter.

Favored skills: Athletics, Performance

Typical names: Male — Éomer, Éothain, Gamling, Háma, Théoden. Female — Éowyn, Hild, Morwen, Théodwyn.


Men of Minas Tirith · Human heritage

Dúnedain of Gondor — tall Men of Númenorean descent who guard the last great kingdom of the South.

Replaces: Any standard Human heritage from Player Core.

Heritage ability — Kings of Men: Increase one ability score of your choice by 1 (in addition to normal ability boosts).

Heritage ability — Men of Valour and Wisdom: At creation, choose Valour or Wisdom focus. Valour: once per day, reroll one attack roll (must use second result). Wisdom: once per day, reroll one skill check (must use second result).

Favored skills: Diplomacy, Warfare Lore (or Society)

Languages: Westron; Sindarin common among the educated

Typical names: Male — Boromir, Denethor, Faramir, Imrahil. Female — Finduilas, Gilraen, Ioreth, Morwen.


Dunlendings · Human heritage — GM approval

Hill-folk of Dunland — fierce, wronged, and secretive. Some serve Saruman; others seek a path apart from raiding and revenge.

Replaces: Any standard Human heritage from Player Core.

Heritage ability — Fierce Folk: Once per day when you would be reduced to 0 Hit Points, you may instead remain at 1 HP and gain 1 Shadow Point (the price of grim resolve).

Favored skills: Athletics, Survival

Typical names: Male — Aedin, Banoc, Malduin, Talmach. Female — Brina, Enith, Morna, Unna.


Elves of Lórien · Elf heritage

Galadhrim of Lothlórien — golden wood, silver voices, and power that keeps the Shadow at bay.

Replaces: Any standard Elf heritage from Player Core.

Vision: Normal vision only — no darkvision or low-light vision.

Heritage ability — Folk of the Dusk: Outdoors in dim light (forest twilight, dusk, or starlight under open sky), treat dim light as bright light. No benefit in total darkness, indoors without light, or supernatural darkness.

Heritage flaw — The Long Defeat: As Elves of Lindon

Favored skills: Stealth, Nature

Languages: Westron; Sindarin

Typical names: Male — Celeborn, Haldir, Rumil. Female — Galadriel, Nimrodel, Nessa.


High Elves of Rivendell · Elf heritage — GM approval

Noldor and Sindar in Imladris — counselors, loremasters, and fell enemies of Sauron.

Replaces: Any standard Elf heritage from Player Core.

Vision: Normal vision only — no darkvision or low-light vision.

Heritage ability — Elven-skill: and Heritage flaw — The Long Defeat: As Elves of Lindon.

Heritage ability — Against the Unseen: You can see invisible creatures within 30 feet unless they are hidden from you. You automatically succeed at Will saves against fear from undead (or treat a failure as one degree better).

Favored skills: Arcana, Medicine

Typical names: Male — Elrond, Glorfindel, Lindir. Female — Arwen, Celebrían.


Wayward Elves of Mirkwood · Elf heritage

Wood-elves who left Thranduil’s halls for song, starlight, and the open forest — kindred to Mirkwood but restless.

Replaces: Any standard Elf heritage from Player Core.

Vision: Normal vision only — no darkvision or low-light vision.

Heritage ability — Folk of the Dusk: As Elves of Lórien.

Heritage flaw — The Long Defeat: As Elves of Lindon.

Favored skills: Performance, Nature

Typical names: Male — Belegon, Galion, Legolas. Female — Arbereth, Finduilas, Gilraeth.


Wild Hobbits of the Anduin Vales · Halfling heritage

River-folk east of the Misty Mountains — hidden, hardy, and wise to the Shadow’s ways.

Replaces: Any standard Halfling heritage from Player Core.

Weapon limits: As Hobbits of the Shire.

Heritage ability — Shadow-sight: +2 circumstance bonus to Survival or Perception checks to Seek or track servants of the Enemy. Once per day when you fail a save against corruption, blight, or a Shadow bout, you may reroll (keep better result).

Favored skills: Stealth, Survival

Typical names: Garivald (“Gary”), Holman, Odovacar — often “son/daughter of [parent]” rather than family names


Bree-Hobbits · Halfling heritage — GM approval (1e AC only)

Halflings of Bree-land who live among Mannish neighbors — smaller and quieter than Shire-folk, but no less stubborn.

Replaces: Any standard Halfling heritage from Player Core.

Weapon limits: As Hobbits of the Shire.

Heritage ability — Bree-blood: As Men of Bree.

Favored skills: Society, Diplomacy

Family names: Banks, Brockhouse, Longholes, Mugwort, Sandheaver, Tunelly, Underhill.


Callings

Your Calling is why you left home — not your profession. A Hobbit Treasure Hunter and a Dwarf Treasure Hunter share a calling but have very different reasons on the road.

When you choose a Calling:

  1. Pick a class from that Calling’s approved list
  2. Emphasize the listed skills when allocating skill increases
  3. Take your Calling’s Calling Feat at 1st level (this is in addition to your normal 1st-level class feat)

Each Calling also has a Shadow Path — a personal weakness the Shadow exploits. The GM tracks Shadow Points against this weakness (see Shadow and the Road).


Captain

Leader by trust, not fear.

When the world teeters toward ruin, you guide others through the darkness. You want companions to follow because they trust you — not because they fear you.

Approved classes: Fighter, Swashbuckler, Commander

Emphasize skills: Diplomacy, Intimidation, Warfare Lore (or any Leadership-related Lore)

Calling Feat — Leadership: When you Coerce or Request an ally (not an enemy), you gain a +1 status bonus to your Diplomacy or Intimidation check.

Shadow Path — Lure of Power: Authority can corrupt. Watch for moments when leading becomes controlling.

One Ring favored skills (flavor): Battle, Enhearten, Persuade


Champion (Calling)

Conquer the Shadow by strength of arms.

There is one answer to the return of the Shadow: steel. You are a warrior recognized among your folk, and the road leads wherever enemies hide.

Note: This is a Calling (your motivation), not the PF2e Champion class — which is not used in this campaign.

Approved classes: Fighter, Barbarian, Ranger, Guardian

Emphasize skills: Athletics, Intimidation, Nature (for Tracking)

Calling Feat — Enemy-Lore: Choose one enemy type: Aberration, Beast (Warg), Fiend (Balrog-adjacent), Humanoid (Orc), Undead, or a specific group (Spiders of Mirkwood, etc.). You gain a +2 circumstance bonus to Recall Knowledge about that enemy type.

Shadow Path — Curse of Vengeance: When honor is insulted or will thwarted, violence beckons. Corruption makes reactions harsher.

One Ring favored skills (flavor): Athletics, Awe, Hunting


Messenger

Bind the Free Peoples together.

Evil days lie ahead; the Wise say all who oppose the Enemy must stand as one. You carry tidings across the miles that separate the Free Peoples.

Approved classes: Rogue, Swashbuckler, Ranger

Emphasize skills: Society, Performance, Survival

Calling Feat — Folk-Lore: Choose one people (Dwarves, Elves, Hobbits, Bree-folk, Dunlendings, etc.). You gain a +2 circumstance bonus to Society checks to recall their customs, traditions, or notable figures.

Shadow Path — Wandering-Madness: The Road goes ever on — but without a home to fight for, a messenger may lose themselves.

One Ring favored skills (flavor): Courtesy, Song, Travel


Scholar

Knowledge lights the way.

Maps in lost books replace fear with curiosity. Songs of ages past strengthen weary hearts. Learning guides your steps.

Approved classes: Investigator, Rogue, Ranger, Thaumaturge

Emphasize skills: Crafting, Lore (any), Occultism

Calling Feat — Rhymes of Lore: You gain a +2 circumstance bonus to Recall Knowledge checks about history, legends, ancient peoples, or famous artifacts of Middle-earth.

Shadow Path — Lure of Secrets: Knowledge can isolate you from simpler folk — and some secrets corrupt the seeker.

One Ring favored skills (flavor): Craft, Lore, Riddle


Treasure Hunter

Recover what was lost.

The glory of Dwarf-kings and Elf-lords lies buried in Orc-infested halls. Hoards beckon those brave — or foolish — enough to seek them.

Approved classes: Rogue, Ranger, Investigator

Emphasize skills: Stealth, Thievery, Perception

Calling Feat — Burglary: You become trained in Thievery (or expert if already trained). You gain a +1 circumstance bonus to Pick a Lock and Palm an Object.

Shadow Path — Dragon-Sickness: Gold and enchanted treasure can turn to ash in the heart. Greed is an old disease.

One Ring favored skills (flavor): Explore, Scan, Stealth


Warden

Defend those who cannot defend themselves.

Shadows deepen each year. You have sworn to protect the innocent — often from the wilds they fear, becoming a stranger in their eyes.

Approved classes: Ranger, Fighter, Guardian, Thaumaturge

Emphasize skills: Perception, Medicine, Diplomacy or Society (to read motives)

Calling Feat — Shadow-Lore: You gain a +2 circumstance bonus to Recall Knowledge about evil creatures, dark places, the Shadow, or servants of the Enemy.

Shadow Path — Path of Despair: You ask each day: will my strength be enough? Self-doubt is the Shadow’s door.

One Ring favored skills (flavor): Awareness, Healing, Insight


Classes

Allowed Base Classes

Class Source Role
Fighter Player Core Martial expert, tactics, any weapon
Ranger Player Core Hunter, tracker, wilderness warrior
Rogue Player Core Skill specialist, scout, burglar
Barbarian Player Core 2 Furious warrior (Champion Calling)
Swashbuckler Player Core 2 Dashing duelist, leader
Investigator Player Core 2 Deduction, lore, methodical adventurer
Thaumaturge Dark Archives Esoteric Lore, implements, and esoterica (Scholar/Warden Callings)
Commander Battlecry! Battlefield leader, tactics, rallying allies (Captain Calling)
Guardian Battlecry! Armored protector, intercepts blows, holds the line (Warden/Champion Callings)

Commander in Middle-earth

The Commander directs companions through tactics — drilled maneuvers signaled in combat. Reflavor for Middle-earth:

  • Your banner may be a company standard, horn, shield crest, or raised blade — something allies recognize in the field
  • Tactics represent shouted orders, horn-calls, or hand signals learned on the march (Théoden rallying the Rohirrim, not a Golarion military academy)
  • Intelligence reflects cunning and knowledge of war, not bookish wizardry

Guardian in Middle-earth

The Guardian is a shield for the Free Peoples — heavily armored, intercepting strikes meant for allies, drawing enemy attention away from those they protect. This fits Rangers guarding the Shire, Dwarves holding a narrow gate, or any Warden who stands between innocents and the Shadow.

  • Taunt and Intercept Strike are reflavored as brave defiance and throwing yourself in harm’s way — not mockery or provocation
  • Guardian armor represents mail, scale, or heavy plate worn through long vigilance

Thaumaturge in Middle-earth

The Thaumaturge uses Esoteric Lore, implements, and esoterica to Exploit Vulnerability — not spell slots. In Middle-earth, this maps naturally to the Rhymes of Lore, old songs, and warnings of the Wise: what the tales say hurts this foe, applied with the right trinket or implement in hand.

PF2e terms with One Ring flavor:

PF2e term One Ring / Middle-earth reference
Implement (tome) Fragment of old lore, Ranger’s journal, notes from Rivendell
Implement (lantern) Trusted light against dark things (star-phial, beacon-lantern)
Implement (weapon) Named blade or spear with a history (Orcrist, Sting)
Implement (mirror) Polished elf-glass, seeing-stone shard (GM approval)
Esoterica Athelas, mithril shavings, elf-cord, rowan charms, old Northman tokens
Esoteric Lore Rhymes of Lore — legends, creature-lore, and warnings of the Wise
Exploit Vulnerability Recalling what the old tales say about this foe, then acting on it

Campaign limits for Thaumaturges:

  • Scholar or Warden Calling only. You must fit one of these Callings at character creation.
  • Not a spellcaster. You do not use the level-4 dedication gate or spell rank cap for core class features — but any focus spells from Thaumaturge feats are subject to the rank-2 cap, and the GM must approve them as rare learned lore, not battle magic.
  • No Golarion occultism. Do not take Harrow, astrology, or Cosmic Caravan feats. Esoteric knowledge comes from Middle-earth sources only.
  • Knowledge must be earned. The GM may require you to have encountered, researched, or been taught about a creature type before your Esoteric Lore reliably reveals its weaknesses — especially for servants of the Shadow.
  • Describe exploits as lore, not wizardry. When Exploit Vulnerability makes your strikes count as magical, narrate it as “the old weakness still holds” — silver, daylight, elven steel — not glowing spell effects.

Investigator vs. Thaumaturge: An Investigator deduces what happened; a Thaumaturge recalls what the Rhymes say about Wargs, Barrow-wights, and Orcs of the White Hand.

Banned Base Classes

Bard, Cleric, Druid, Witch, Wizard, Oracle, Sorcerer, Alchemist, Monk, Champion, and any class not listed in the allowed table above.


Magic and Dedications

Magic in Middle-earth is subtle, rare, and dangerous. Istari and great Elf-lords wield true power; most heroes rely on skill, courage, and good steel.

Core Rules

  1. No full spellcasting classes at 1st level. Bard, Cleric, Druid, Wizard, and similar casters are banned. Thaumaturge is allowed — it uses Esoteric Lore and esoterica, not spell slots.
  2. Archetype dedications unlock at 4th level — and only with GM approval and a story reason (training from a Wise person, discovery of ancient lore, a gift, a quest’s reward).
  3. Spell rank cap: 2 for the entire campaign. Even with dedication feats, you never cast spells above 2nd rank. Magic remains utility and wonder — light, alarm, healing, divination — not battlefield devastation.
  4. No Free Archetype variant by default. Taking a dedication costs your normal class feat slots, keeping magic exceptional.

Allowed Dedications (Whitelist)

Dedication Who Notes
Fighter, Ranger, Rogue multiclass Anyone Martial cross-training
Commander, Guardian multiclass Matching concept Captain or Warden cross-training
Thaumaturge multiclass Scholar, Warden Thaumaturge cross-training
Blessed One Any Lay prayer and healing without full Cleric
Wizard dedication Scholars primarily Rare; GM approval required
Witch dedication Scholars, Wardens Patron reflavored as ancestral spirit or Wise teacher
Druid dedication Wardens, Rangers Wilderness wardens; no shapeshifting into fantastical beasts without GM approval
Bastion, Archer, Scout, etc. Matching concept Non-magical archetypes from Player Core 2

Banned Dedications

Oracle, Sorcerer, Psychic, Magus, Cleric, Bard, Champion, War Mage, Necrologist, and other Battlecry! archetypes (Guerrilla, Field Propagandist, etc.) not listed above.

What Magic Looks Like

  • Gandalf’s fire on Caradhras is the exception, not the rule
  • A Thaumaturge uses Exploit Vulnerability and esoterica — not spellcasting
  • A Scholar with Wizard dedication at 4th level might eventually cast light, detect magic, or alarm — not fireball
  • Healing comes primarily from Medicine and Blessed One (dedication, GM approval) — not potions
  • No magical consumables — scrolls, elixirs, and talismans are not for sale and do not appear on random treasure
  • Magic items are named artifacts with story significance, not loot tables

Optional: Free Archetype

If the table later wants more archetype feats without sacrificing build power, the GM may adopt the Free Archetype variant: an extra class feat at 2nd level and every even level, usable only for archetype feats. Magic dedications still require GM approval and remain subject to the rank-2 cap.


Heritage Backgrounds

Choose one background matching your heritage (Heroic Culture). These replace Golarion backgrounds. Each grants two free ability boosts, one fixed boost, one flaw, two trained skills, one Lore, and one skill feat.

Tor 2e uses Distinctive Features, not backgrounds. This guide uses PF2e backgrounds as that step — six defaults below for the six Tor 2e heritages. Appendix E holds 1e AC backgrounds for heritages absent from Tor 2e, plus optional 1e variants for core heritages.

Heritage Backgrounds
Six Tor 2e heritages Defaults below
1e-only heritages (Lake, Rohan, Gondor, etc.) Appendix E
Bardings Default below; may use Men of the Lake (Appendix E)
Durin’s Folk Default below + optional 1e regional entries (Appendix E)
Men of Bree / Dúnedain Default below + optional 1e variants (Appendix E)

Tor 2e defaults:

Barding Trader (Bardings)

  • Ability Boosts: Constitution or Charisma (free), Strength (fixed); Flaw: Intelligence or Wisdom
  • Skill Training: Society, Diplomacy · Lore: Mercantile Lore · Skill Feat: Hobnobber or Streetwise

Dwarf Craftsman (Durin’s Folk)

  • Ability Boosts: Constitution or Wisdom (free), Strength (fixed); Flaw: Charisma or Dexterity
  • Skill Training: Crafting, Athletics · Lore: Architecture Lore or Mining Lore · Skill Feat: Specialty Crafting or Titan Wrestler

Elf of the Havens (Lindon)

  • Ability Boosts: Dexterity or Intelligence (free), Wisdom (fixed); Flaw: Constitution or Strength
  • Skill Training: Perception, Crafting or Occultism · Lore: Elven Lore · Skill Feat: Unmistakable Lore

Shire Folk (Hobbits of the Shire)

  • Ability Boosts: Dexterity or Wisdom (free), Charisma (fixed); Flaw: Strength
  • Skill Training: Stealth, Society · Lore: Farming Lore or Cooking Lore · Skill Feat: Charming Liar, Seasoned, or Forager

Bree Innkeeper or Wanderer (Men of Bree)

  • Ability Boosts: Wisdom or Charisma (free), Constitution (fixed); Flaw: Strength or Intelligence
  • Skill Training: Society, Diplomacy · Lore: Bree-land Lore · Skill Feat: Hobnobber or Experienced Professional

Dúnedain Ranger (Dúnedain)

  • Ability Boosts: Dexterity or Wisdom (free), Strength (fixed); Flaw: Charisma
  • Skill Training: Survival, Stealth · Lore: Forest Lore or Warfare Lore · Skill Feat: Survey Wildlife or Terrain Expertise (forest)

See Appendix E for 1e-only and optional 1e AC backgrounds.


Treasure and Equipment

What You Can Buy

Standard Pathfinder equipment from Player Core applies, subject to cultural weapon limits. Use sp, gp, and pp (silver, gold, platinum) as normal coin.

Encourage: Cloaks, rope, torches, rations, tents, good boots, healer’s toolkit, whetstones, travel packs.

Discourage: Expecting magic shops, rune etching, “+1” gear, or stocking up on potions between adventures.

Consumables and Healing

You cannot buy or craft standard PF2e magical consumables. There are no alchemy shops, no healing-potion vendors, and no scroll markets in Middle-earth.

Banned (not available unless the GM places a specific story item):

  • Healing potions, elixirs of life, and other magical healing draughts
  • Antidotes, antiplagues, salves of vitality, and similar alchemical cures
  • Scrolls, wands, staves with spell charges, talismans, oils, dusts, runes (consumable or permanent bonus items)
  • Alchemical bombs, mutagens, and other Alchemist-style consumables

How you heal instead:

  • MedicineTreat Wounds, Treat Poison, and related skill actions
  • Healer’s toolkit — mundane gear; required for Treat Wounds
  • Rest, food, and sanctuary — downtime recovery as normal
  • Blessed One dedication (4th level+, GM approval) — prayer and lay healing, not potions
  • Rare story itemsathelas (kingsfoil), an elven cordial, or a phial from Lórien may appear as named, non-purchasable rewards (see Magic Items below)

If a creature’s stat block lists a potion, the GM rerolls treasure or substitutes mundane gear.

Magic Items

Under Automatic Bonus Progression, magic items should grant special abilities, not numerical bonuses:

Example Property
Orcsbane blade Glows near Orcs; perhaps +1d6 damage vs. Orcs only (GM discretion)
Elven cloak +2 item bonus to Stealth in natural settings only
Healing draught of Imladris Once per day, heals as Treat Wounds at expert proficiency — not a generic healing potion; cannot be bought or duplicated
Mithril shirt Light armor stats, no special bonus beyond excellent craftsmanship

Your GM decides when — if ever — you find such items. They are rewards for story, not encounter loot.

Travel and Mounts

Middle-earth is wide. Survival, Nature, and overland travel matter. Horses, ponies, and boats are precious. Ask about mounts when planning long journeys.


Languages

Language Speakers Notes
Westron (Common) Most Free Peoples Trade and travel tongue
Dalish Bardings Ancient form of Common; Bardings only unless GM approves
Sindarin Elves, educated Rangers Fair Elven tongue
Khuzdul Dwarves Secret; never taught to outsiders
Adûnaic Rare Old Númenórean; very rare, mostly lore

All characters speak Westron unless the table agrees otherwise. Additional languages come from Intelligence modifier, backgrounds, and skill feats as normal.


Virtue and Moral Intentions

See Moral Intentions (Required) in Variant Rules for full details.

  • Evil PCs are not allowed. You may be grim, flawed, or tempted — but you oppose the Shadow.
  • No alignment. Lawful, chaotic, good, and evil traits do not apply. Spells and abilities that reference alignment are reflavored or unavailable (GM ruling).
  • Three Moral Intentions define your hero’s loyalties and beliefs — work with the GM to phrase them at character creation.
  • Your Calling’s Shadow Path is the personal weakness the Shadow exploits when you fail to live up to your intentions.
  • Hero Points represent hope and defiance in dark moments — use them for deeds worthy of song.

Shadow and the Road

Three Victory Point tracks shape the campaign. Your GM uses the full rules in /pf2e-middle-earth-gm-notes/; you need the summaries below.

Shadow Points (Personal)

You have a Shadow Point total from 0 to 12. It rises when you compromise your Moral Intentions, indulge your Calling’s Shadow Path, or touch corrupting power and places. It falls when you honor your intentions at cost, rest in true sanctuary, or receive meaningful fellowship.

You always know your own total. At 3, 6, 9, and 12 points, the GM may call for a Shadow bout — a Will save against the urge to act on your Shadow Path. Failure brings conditions or brief compulsion; Hero Points can reroll these saves.

Diplomacy and Influence

When persuasion is more than one check — councils, treaties, convincing a lord to aid the Free Peoples — the table uses the official Influence subsystem. You accumulate Influence Points over rounds of conversation. Discover what an NPC cares about; Influence them with the right skills. Long-term faction standing may build across several such scenes.

Eye Awareness (The Fellowship)

The GM tracks whether great deeds and careless magic draw the Enemy’s attention to your Company. You may feel this as omens, hunted dreams, or sudden patrols — not necessarily as a number on your sheet. Moving quietly, staying humble, and avoiding display magic help; loud heroics and Ring-lore have a price.


Quick Reference: Calling → Class Matrix

Calling Fighter Ranger Rogue Barbarian Swashbuckler Investigator Thaumaturge Commander Guardian
Captain
Champion
Messenger
Scholar
Treasure Hunter
Warden

Appendix A: Automatic Bonus Progression

Every character gains these features automatically by level. Source: GM Core — Automatic Bonus Progression.

Level Benefit
1
2 Attack potency +1 — +1 to attack rolls with weapons and unarmed attacks
3 Skill potency — choose one skill; +1 to checks with it
4 Devastating attacks — weapon/unarmed Strikes deal 2 damage dice
5 Defense potency +1 — +1 to AC
6 Skill potency — choose a second skill at +1
7 Perception potency +1
8 Saving throw potency +1 — +1 to all saves
9 Skill potency — one skill increases to +2
10 Attack potency +2
11 Defense potency +2
12 Devastating attacks — 3 damage dice
13 Perception potency +2; second skill increases to +2; third skill at +1
14 Saving throw potency +2
15 Skill potency — third skill at +2; fourth skill at +1

Campaign ends at level 12; levels 16–20 benefits do not apply unless the GM extends the campaign.

Skill Potency Summary (Levels 3–15)

Track your skill potency bonuses as you level:

  • Level 3: 1 skill at +1
  • Level 6: 2 skills at +1
  • Level 9: 1 skill at +2, 1 at +1
  • Level 13: 2 skills at +2, 1 at +1
  • Level 15: 3 skills at +2, 1 at +1

You can spend 1 week of downtime to retrain one skill potency assignment.


Appendix B: Allowed & Banned Summary

Allowed

  • Ancestries: Human, Dwarf, Elf, Halfling only
  • Heritages: Middle-earth heritages — core six (Tor 2e) plus additional heritages (1e AC)
  • Classes: Fighter, Ranger, Rogue, Barbarian, Swashbuckler, Investigator, Thaumaturge, Commander, Guardian
  • Variant: Automatic Bonus Progression and Proficiency without Level (mandatory); Moral Intentions instead of alignment (mandatory)
  • Feats: Core feats from Player Core, Player Core 2, Battlecry! (Commander/Guardian only), and Dark Archives (Thaumaturge only); approved archetypes; Calling Feats from this guide
  • Rules reference: Archives of Nethys PF2e

Banned

  • All other ancestries; standard Player Core heritages; versatile heritages
  • All full spellcasting classes, Alchemist, and Champion
  • Other Battlecry! content (War Mage, Necrologist, Jotunborn, siege/skirmish rules, followers, battle magic)
  • Guns and firearms
  • Potency, striking, and resilient runes; apex items
  • Magical consumables — healing potions, elixirs, scrolls, wands, talismans, alchemical items, and similar purchasable/craftable magic
  • Golarion-specific backgrounds, deities, setting lore, and alignment
  • Spell dedications before 4th level; spells above rank 2

Appendix C: Naming Quick Reference

Tor 2e names for the six core heritages; 1e AC names only for heritages absent from 2e.

Heritage Male Examples Female Examples Family / Notes
Bardings / Lake-men Finn, Leiknir, Steinarr, Brandulf Dagmar, Ingrith, Sigrun, Kelda son/daughter of [father]
Dwarves Balin, Glóin, Thorin, Dáin Dís, Rán, Vírún secret true name + public name
Elves (West) Galdor, Hallas, Elrond Elanor, Nimrodel, Galadriel Sindarin forms
Elves (Mirkwood) Belegon, Galion, Legolas Finduilas, Arbereth, Gilraeth Sindarin / Silvan
Hobbits (Shire) Bilbo, Samwise, Pippin Lobelia, Rosie Baggins, Took, Brandybuck
Wild Hobbits Garivald, Holman, Odovacar “son/daughter of [parent]”
Bree-folk Harry, Nob, Perry Daisy, Rose Appledore, Butterbur; Bree-Hobbit families: Underhill, Banks
Rangers Aragorn, Halbarad Gilraen, Morwen Sindarin names
Rohan Éomer, Háma, Théoden Éowyn, Hild son/daughter of [father]
Gondor Boromir, Faramir, Imrahil Finduilas, Ioreth Sindarin / mixed
Dunlendings Aedin, Malduin, Talmach Brina, Morna, Unna Dunlendish forms

Appendix D: Proficiency without Level

Source: GM Core — Proficiency without Level.

Proficiency Bonuses

Rank Modifier
Untrained –2
Trained +2
Expert +4
Master +6
Legendary +8

Your level is not added to these modifiers. ABP potency bonuses (attack, defense, saves, Perception, skills) still apply on top as normal.

Simple Skill DCs (No Level)

Proficiency to succeed DC
Untrained 10
Trained 15
Expert 20
Master 25
Legendary 30

The GM subtracts creature level from monster statistics and uses the Creature XP (No Level) table when building encounters.

Appendix E: Heritage Backgrounds (1e only)

Backgrounds from The One Ring 1e — Adventurer’s Companion, converted to PF2e. Use for 1e-only heritages or as optional alternatives for Tor 2e heritages (GM approval). Each grants two free ability boosts, one fixed boost, one flaw, two skill trainings, one Lore, and one skill feat.

Not listed here: The six Tor 2e heritage defaults are in Heritage Backgrounds — do not duplicate them.


Men of the Lake (1e heritage)

Legends Spring to Life

Old songs of Dwarf-kings and Marsh-ogres proved true when the Dragon fell.

  • Ability Boosts: Charisma or Wisdom (free), Intelligence (fixed); Flaw: Strength
  • Skill Training: Performance, Society
  • Lore: Wilderland Lore
  • Skill Feat: Distracting Performance or Hobnobber

Restless Pupil

Your tutors despaired when you cared only for myths and legends.

  • Ability Boosts: Intelligence or Wisdom (free), Charisma (fixed); Flaw: Constitution
  • Skill Training: Society, Diplomacy
  • Lore: Wilderland Lore
  • Skill Feat: Unmistakable Lore or Streetwise

Masterful Fingers

You whittle wood on the quays; passing raft-elves praised your carvings.

  • Ability Boosts: Dexterity or Intelligence (free), Wisdom (fixed); Flaw: Charisma
  • Skill Training: Crafting, Society
  • Lore: Woodcraft Lore
  • Skill Feat: Specialty Crafting

Lordling

Born to a family of envoys serving Esgaroth’s council.

  • Ability Boosts: Charisma or Intelligence (free), Wisdom (fixed); Flaw: Strength
  • Skill Training: Diplomacy, Society
  • Lore: Mercantile Lore
  • Skill Feat: Hobnobber or Courtly Graces

Watchman

Generations in the city watch ended when Smaug burned the town.

  • Ability Boosts: Wisdom or Constitution (free), Strength (fixed); Flaw: Charisma
  • Skill Training: Perception, Intimidation
  • Lore: Lake-town Lore
  • Skill Feat: Quick Coercion or Streetwise

Innocence Lost

Your brother vanished after a night of revelry on the quays.

  • Ability Boosts: Dexterity or Wisdom (free), Constitution (fixed); Flaw: Charisma
  • Skill Training: Stealth, Society
  • Lore: Lake-town Lore
  • Skill Feat: Streetwise or Underworld Lore

Bardings (Tor 2e) may choose any Men of the Lake background.


Optional — Durin’s Folk regional (1e AC)

For Tor 2e Durin’s Folk; tag your regional origin in story (Blue Mountains, Grey Mountains, Iron Hills).

Searching for Roots (Blue Mountains)

  • Ability Boosts: Intelligence or Wisdom (free), Constitution (fixed); Flaw: Charisma
  • Skill Training: Survival, Society
  • Lore: Dwarven Lore
  • Skill Feat: Survey Wildlife or Terrain Expertise (mountains)

Wandering Blacksmith (Blue Mountains)

  • Ability Boosts: Constitution or Charisma (free), Strength (fixed); Flaw: Wisdom
  • Skill Training: Crafting, Diplomacy
  • Lore: Bree-land Lore or Mercantile Lore
  • Skill Feat: Hobnobber or Specialty Crafting

Keeper of the Anvil Song (Blue Mountains)

  • Ability Boosts: Intelligence or Wisdom (free), Constitution (fixed); Flaw: Dexterity
  • Skill Training: Performance, Crafting
  • Lore: Dwarven Lore
  • Skill Feat: Unmistakable Lore or Specialty Crafting

Librarian (Blue Mountains)

  • Ability Boosts: Intelligence or Wisdom (free), Constitution (fixed); Flaw: Strength
  • Skill Training: Society, Crafting
  • Lore: Dwarven Lore or Genealogy Lore
  • Skill Feat: Unmistakable Lore

Eriador Trader (Blue Mountains)

  • Ability Boosts: Charisma or Wisdom (free), Constitution (fixed); Flaw: Dexterity
  • Skill Training: Society, Diplomacy
  • Lore: Mercantile Lore
  • Skill Feat: Streetwise or Hobnobber

Provider (Blue Mountains)

  • Ability Boosts: Wisdom or Constitution (free), Strength (fixed); Flaw: Intelligence
  • Skill Training: Survival, Crafting
  • Lore: Farming Lore or Hunting Lore
  • Skill Feat: Forager or Train Animal

Survivor of the Darkness (Grey Mountains)

  • Ability Boosts: Constitution or Wisdom (free), Strength (fixed); Flaw: Charisma
  • Skill Training: Athletics, Intimidation
  • Lore: Dwarven Lore
  • Skill Feat: Intimidating Glare or Titan Wrestler

Kin-less (Grey Mountains)

  • Ability Boosts: Dexterity or Constitution (free), Strength (fixed); Flaw: Charisma
  • Skill Training: Stealth, Survival
  • Lore: Dwarven Lore
  • Skill Feat: Experienced Tracker or Terrain Expertise (mountains)

Grizzled Soldier (Grey Mountains)

  • Ability Boosts: Strength or Constitution (free), Wisdom (fixed); Flaw: Charisma
  • Skill Training: Athletics, Intimidation
  • Lore: Warfare Lore
  • Skill Feat: Intimidating Glare or Combat Climber

Wandering Merchant (Grey Mountains)

  • Ability Boosts: Charisma or Intelligence (free), Constitution (fixed); Flaw: Wisdom
  • Skill Training: Society, Diplomacy
  • Lore: Mercantile Lore
  • Skill Feat: Hobnobber or Streetwise

Lessons from the Past (Grey Mountains)

  • Ability Boosts: Intelligence or Wisdom (free), Constitution (fixed); Flaw: Dexterity
  • Skill Training: Society, Crafting
  • Lore: Dwarven Lore or Genealogy Lore
  • Skill Feat: Unmistakable Lore

Sleeping with One Eye Open (Grey Mountains)

  • Ability Boosts: Wisdom or Dexterity (free), Constitution (fixed); Flaw: Charisma
  • Skill Training: Perception, Stealth
  • Lore: Dwarven Lore
  • Skill Feat: Experienced Tracker or Quick Jump

Teller of Tales (Iron Hills)

  • Ability Boosts: Charisma or Intelligence (free), Constitution (fixed); Flaw: Dexterity
  • Skill Training: Performance, Society
  • Lore: Dwarven Lore
  • Skill Feat: Impressive Performance or Unmistakable Lore

Master Craftsman (Iron Hills)

  • Ability Boosts: Intelligence or Constitution (free), Strength (fixed); Flaw: Charisma
  • Skill Training: Crafting, Society
  • Lore: Engineering Lore or Mining Lore
  • Skill Feat: Specialty Crafting

Veteran of the Battle of Five Armies (Iron Hills)

  • Ability Boosts: Strength or Constitution (free), Wisdom (fixed); Flaw: Intelligence
  • Skill Training: Athletics, Intimidation
  • Lore: Warfare Lore
  • Skill Feat: Intimidating Glare or Titan Wrestler

Emissary of King Dáin (Iron Hills)

  • Ability Boosts: Charisma or Wisdom (free), Constitution (fixed); Flaw: Dexterity
  • Skill Training: Diplomacy, Society
  • Lore: Dwarven Lore or Mercantile Lore
  • Skill Feat: Hobnobber or Streetwise

Veteran Miner (Iron Hills)

  • Ability Boosts: Constitution or Strength (free), Wisdom (fixed); Flaw: Charisma
  • Skill Training: Crafting, Athletics
  • Lore: Mining Lore
  • Skill Feat: Specialty Crafting or Titan Wrestler

Merchant Adventurer (Iron Hills)

  • Ability Boosts: Charisma or Dexterity (free), Constitution (fixed); Flaw: Wisdom
  • Skill Training: Society, Diplomacy
  • Lore: Mercantile Lore
  • Skill Feat: Streetwise or Underworld Lore

Elves of Lórien (1e heritage)

Elf-warden

  • Ability Boosts: Dexterity or Wisdom (free), Intelligence (fixed); Flaw: Charisma
  • Skill Training: Perception, Stealth
  • Lore: Lórien Lore or Forest Lore
  • Skill Feat: Experienced Tracker or Terrain Expertise (forest)

Keeper of the Silver Springs

  • Ability Boosts: Wisdom or Charisma (free), Constitution (fixed); Flaw: Strength
  • Skill Training: Medicine, Nature
  • Lore: Lórien Lore
  • Skill Feat: Natural Medicine or Forager

Talan Runner

  • Ability Boosts: Dexterity or Constitution (free), Wisdom (fixed); Flaw: Intelligence
  • Skill Training: Athletics, Acrobatics
  • Lore: Lórien Lore
  • Skill Feat: Quick Jump or Acrobatic Performer

Voice of the Lord and Lady

  • Ability Boosts: Charisma or Intelligence (free), Wisdom (fixed); Flaw: Constitution
  • Skill Training: Diplomacy, Intimidation
  • Lore: Elven Lore or Politics Lore
  • Skill Feat: Hobnobber or Intimidating Glare

Swan Ship Sailor

  • Ability Boosts: Dexterity or Wisdom (free), Constitution (fixed); Flaw: Strength
  • Skill Training: Society, Survival
  • Lore: River Lore or Sailing Lore
  • Skill Feat: Underwater Marauder or Experienced Professional

Keeper of Ancient Lore

  • Ability Boosts: Intelligence or Wisdom (free), Dexterity (fixed); Flaw: Constitution
  • Skill Training: Crafting, Society
  • Lore: Elven Lore
  • Skill Feat: Unmistakable Lore or Specialty Crafting

High Elves of Rivendell (1e heritage)

Counsellor of Elrond

  • Ability Boosts: Intelligence or Wisdom (free), Charisma (fixed); Flaw: Strength
  • Skill Training: Diplomacy, Society
  • Lore: Elven Lore or Warfare Lore
  • Skill Feat: Hobnobber or Unmistakable Lore

Elf-lord

  • Ability Boosts: Charisma or Strength (free), Wisdom (fixed); Flaw: Constitution
  • Skill Training: Intimidation, Diplomacy
  • Lore: Elven Lore
  • Skill Feat: Intimidating Glare or Impressive Performance

Heir of Gondolin

  • Ability Boosts: Intelligence or Dexterity (free), Constitution (fixed); Flaw: Charisma
  • Skill Training: Crafting, Arcana
  • Lore: Elven Lore or Engineering Lore
  • Skill Feat: Specialty Crafting

Vengeful Kin

  • Ability Boosts: Strength or Dexterity (free), Wisdom (fixed); Flaw: Charisma
  • Skill Training: Athletics, Intimidation
  • Lore: Warfare Lore
  • Skill Feat: Intimidating Glare or Quick Jump

Wayward Wanderer

  • Ability Boosts: Wisdom or Charisma (free), Dexterity (fixed); Flaw: Constitution
  • Skill Training: Survival, Performance
  • Lore: Eriador Lore or Wilderland Lore
  • Skill Feat: Survey Wildlife or Impressive Performance

Guardian of Imladris

  • Ability Boosts: Strength or Wisdom (free), Constitution (fixed); Flaw: Charisma
  • Skill Training: Perception, Athletics
  • Lore: Warfare Lore or Elven Lore
  • Skill Feat: Combat Climber or Intimidating Glare

Wayward Elves of Mirkwood (1e heritage)

Warrior Poet

  • Ability Boosts: Strength or Charisma (free), Dexterity (fixed); Flaw: Wisdom
  • Skill Training: Performance, Athletics
  • Lore: Mirkwood Lore
  • Skill Feat: Impressive Performance or Intimidating Glare

Minstrel of the Wood

  • Ability Boosts: Charisma or Dexterity (free), Intelligence (fixed); Flaw: Constitution
  • Skill Training: Performance, Deception
  • Lore: Mirkwood Lore
  • Skill Feat: Charming Liar or Distracting Performance

Royal Valet

  • Ability Boosts: Dexterity or Charisma (free), Intelligence (fixed); Flaw: Wisdom
  • Skill Training: Society, Stealth
  • Lore: Mirkwood Lore
  • Skill Feat: Charming Liar or Stealthy

Root Seeker

  • Ability Boosts: Intelligence or Wisdom (free), Charisma (fixed); Flaw: Strength
  • Skill Training: Society, Nature
  • Lore: Elven Lore
  • Skill Feat: Unmistakable Lore

Hunter

  • Ability Boosts: Dexterity or Wisdom (free), Constitution (fixed); Flaw: Charisma
  • Skill Training: Survival, Stealth
  • Lore: Mirkwood Lore or Hunting Lore
  • Skill Feat: Experienced Tracker or Snare Crafting

Wanderer

  • Ability Boosts: Wisdom or Dexterity (free), Constitution (fixed); Flaw: Intelligence
  • Skill Training: Survival, Performance
  • Lore: Wilderland Lore
  • Skill Feat: Survey Wildlife or Impressive Performance

Wild Hobbits of the Anduin Vales (1e heritage)

Lone Survivor

  • Ability Boosts: Dexterity or Wisdom (free), Constitution (fixed); Flaw: Charisma
  • Skill Training: Stealth, Perception
  • Lore: River Lore
  • Skill Feat: Stealthy or Experienced Tracker

Healing Hands

  • Ability Boosts: Wisdom or Constitution (free), Dexterity (fixed); Flaw: Strength
  • Skill Training: Medicine, Nature
  • Lore: Herbalism Lore
  • Skill Feat: Natural Medicine or Forager

Roots and Beginnings

  • Ability Boosts: Intelligence or Wisdom (free), Dexterity (fixed); Flaw: Strength
  • Skill Training: Society, Survival
  • Lore: Warfare Lore or River Lore
  • Skill Feat: Unmistakable Lore or Forager

Wilderland Look-out

  • Ability Boosts: Wisdom or Dexterity (free), Wisdom (fixed); Flaw: Strength
  • Skill Training: Survival, Stealth
  • Lore: River Lore
  • Skill Feat: Experienced Tracker or Survey Wildlife

Clever-handed

  • Ability Boosts: Dexterity or Intelligence (free), Wisdom (fixed); Flaw: Strength
  • Skill Training: Crafting, Stealth
  • Lore: River Lore
  • Skill Feat: Specialty Crafting or Stealthy

Wandering Fisherman

  • Ability Boosts: Dexterity or Wisdom (free), Constitution (fixed); Flaw: Strength
  • Skill Training: Survival, Nature
  • Lore: River Lore or Fishing Lore
  • Skill Feat: Forager or Train Animal

Optional — Men of Bree (1e AC variants for Tor 2e)

Crossroads of the North

  • Ability Boosts: Charisma or Constitution (free), Wisdom (fixed); Flaw: Strength
  • Skill Training: Diplomacy, Society
  • Lore: Bree-land Lore
  • Skill Feat: Hobnobber or Streetwise

Off with Dwarves

  • Ability Boosts: Constitution or Wisdom (free), Strength (fixed); Flaw: Charisma
  • Skill Training: Survival, Society
  • Lore: Dwarven Lore or Bree-land Lore
  • Skill Feat: Combat Climber or Intimidating Glare

From the Chetwood

  • Ability Boosts: Wisdom or Dexterity (free), Constitution (fixed); Flaw: Intelligence
  • Skill Training: Survival, Nature
  • Lore: Bree-land Lore or Forest Lore
  • Skill Feat: Experienced Tracker or Forager

Gate-Warden

  • Ability Boosts: Wisdom or Constitution (free), Strength (fixed); Flaw: Charisma
  • Skill Training: Perception, Intimidation
  • Lore: Bree-land Lore
  • Skill Feat: Quick Coercion or Streetwise

Came up the Greenway

  • Ability Boosts: Constitution or Charisma (free), Wisdom (fixed); Flaw: Intelligence
  • Skill Training: Society, Survival
  • Lore: Gondor Lore or Bree-land Lore
  • Skill Feat: Streetwise or Hobnobber

No Longer Free from Care and Fear

  • Ability Boosts: Dexterity or Wisdom (free), Constitution (fixed); Flaw: Charisma
  • Skill Training: Stealth, Perception
  • Lore: Bree-land Lore
  • Skill Feat: Stealthy or Experienced Tracker

Optional — Rangers of the North (1e AC variants for Tor 2e)

Herald

  • Ability Boosts: Constitution or Strength (free), Dexterity (fixed); Flaw: Charisma
  • Skill Training: Athletics, Survival
  • Lore: Eriador Lore
  • Skill Feat: Quick Jump or Combat Climber

Counsellor

  • Ability Boosts: Intelligence or Wisdom (free), Charisma (fixed); Flaw: Strength
  • Skill Training: Society, Diplomacy
  • Lore: Warfare Lore or Shadow Lore
  • Skill Feat: Unmistakable Lore or Hobnobber

Dreamer of Portents

  • Ability Boosts: Wisdom or Charisma (free), Constitution (fixed); Flaw: Intelligence
  • Skill Training: Occultism, Society
  • Lore: Genealogy Lore or Elven Lore
  • Skill Feat: Oddity Identification or Unmistakable Lore

Keeper of Earth and Spirit

  • Ability Boosts: Wisdom or Constitution (free), Strength (fixed); Flaw: Charisma
  • Skill Training: Medicine, Nature
  • Lore: Herbalism Lore
  • Skill Feat: Natural Medicine or Forager

Solitary Vagabond

  • Ability Boosts: Dexterity or Wisdom (free), Constitution (fixed); Flaw: Charisma
  • Skill Training: Stealth, Society
  • Lore: Eriador Lore or Ruins Lore
  • Skill Feat: Stealthy or Experienced Tracker

Kingly Voice

  • Ability Boosts: Charisma or Strength (free), Wisdom (fixed); Flaw: Dexterity
  • Skill Training: Diplomacy, Intimidation
  • Lore: Genealogy Lore
  • Skill Feat: Intimidating Glare or Hobnobber

Riders of Rohan (1e heritage)

Outrider

  • Ability Boosts: Constitution or Dexterity (free), Strength (fixed); Flaw: Intelligence
  • Skill Training: Athletics, Survival
  • Lore: Riddermark Lore
  • Skill Feat: Quick Jump or Ride

The Greatest Hunter

  • Ability Boosts: Strength or Wisdom (free), Dexterity (fixed); Flaw: Charisma
  • Skill Training: Survival, Athletics
  • Lore: Hunting Lore
  • Skill Feat: Experienced Tracker or Snare Crafting

Wandering Outcast

  • Ability Boosts: Constitution or Dexterity (free), Strength (fixed); Flaw: Charisma
  • Skill Training: Stealth, Survival
  • Lore: Riddermark Lore
  • Skill Feat: Stealthy or Experienced Tracker

Minstrel of the Golden Hall

  • Ability Boosts: Charisma or Dexterity (free), Constitution (fixed); Flaw: Intelligence
  • Skill Training: Performance, Diplomacy
  • Lore: Riddermark Lore
  • Skill Feat: Impressive Performance or Hobnobber

Fey and Dangerous

  • Ability Boosts: Strength or Charisma (free), Constitution (fixed); Flaw: Wisdom
  • Skill Training: Intimidation, Athletics
  • Lore: Riddermark Lore
  • Skill Feat: Intimidating Glare or Ride

Grandson of the Doorward

  • Ability Boosts: Charisma or Wisdom (free), Strength (fixed); Flaw: Dexterity
  • Skill Training: Society, Diplomacy
  • Lore: Riddermark Lore or Gondor Lore
  • Skill Feat: Hobnobber or Courtly Graces

Men of Minas Tirith (1e heritage)

Horseman in a Stony City

  • Ability Boosts: Dexterity or Constitution (free), Strength (fixed); Flaw: Intelligence
  • Skill Training: Athletics, Nature
  • Lore: Gondor Lore
  • Skill Feat: Ride or Quick Jump

Keeper of the Seven Gates

  • Ability Boosts: Wisdom or Strength (free), Constitution (fixed); Flaw: Charisma
  • Skill Training: Perception, Society
  • Lore: Gondor Lore
  • Skill Feat: Streetwise or Quick Coercion

Master of Healing

  • Ability Boosts: Wisdom or Constitution (free), Intelligence (fixed); Flaw: Strength
  • Skill Training: Medicine, Nature
  • Lore: Herbalism Lore
  • Skill Feat: Natural Medicine

Stonewright

  • Ability Boosts: Strength or Intelligence (free), Constitution (fixed); Flaw: Charisma
  • Skill Training: Crafting, Society
  • Lore: Architecture Lore or Gondor Lore
  • Skill Feat: Specialty Crafting

Seaman

  • Ability Boosts: Dexterity or Constitution (free), Strength (fixed); Flaw: Intelligence
  • Skill Training: Athletics, Society
  • Lore: Sailing Lore or Gondor Lore
  • Skill Feat: Underwater Marauder or Experienced Professional

Soldier of Gondor

  • Ability Boosts: Strength or Constitution (free), Wisdom (fixed); Flaw: Charisma
  • Skill Training: Athletics, Intimidation
  • Lore: Warfare Lore or Gondor Lore
  • Skill Feat: Intimidating Glare or Combat Climber

Dunlendings (1e heritage)

Forest Dweller

  • Ability Boosts: Wisdom or Dexterity (free), Intelligence (fixed); Flaw: Charisma
  • Skill Training: Survival, Stealth
  • Lore: Dunland Lore or Forest Lore
  • Skill Feat: Experienced Tracker or Survey Wildlife

First Among Equals

  • Ability Boosts: Charisma or Constitution (free), Strength (fixed); Flaw: Intelligence
  • Skill Training: Diplomacy, Intimidation
  • Lore: Dunland Lore
  • Skill Feat: Intimidating Glare or Hobnobber

Eye of Isengard (GM approval)

  • Ability Boosts: Intelligence or Wisdom (free), Charisma (fixed); Flaw: Constitution
  • Skill Training: Arcana, Society
  • Lore: Isengard Lore or Shadow Lore
  • Skill Feat: Unmistakable Lore or Streetwise
  • Note: Begin with +1 Eye Awareness (see GM Notes).

Mountain Savage

  • Ability Boosts: Strength or Constitution (free), Dexterity (fixed); Flaw: Charisma
  • Skill Training: Athletics, Intimidation
  • Lore: Dunland Lore
  • Skill Feat: Intimidating Glare or Titan Wrestler

Dwarf Friend

  • Ability Boosts: Intelligence or Constitution (free), Strength (fixed); Flaw: Charisma
  • Skill Training: Crafting, Society
  • Lore: Dwarven Lore
  • Skill Feat: Specialty Crafting

Mist Child

  • Ability Boosts: Dexterity or Wisdom (free), Constitution (fixed); Flaw: Charisma
  • Skill Training: Stealth, Survival
  • Lore: Dunland Lore
  • Skill Feat: Stealthy or Experienced Tracker

This guide adapts Pathfinder 2e (Remaster) for a Third Age Middle-earth campaign. Middle-earth heritages (The One Ring Heroic Cultures) and Callings from The One Ring 2e (Free League). 1e Adventurer’s Companion material only where 2e has no equivalent. This document is for private home game use.

GM Notes (GM only)

← Player’s Guide

Pathfinder 2e in Middle-earth

GM Notes

Companion to the Player’s Guide. This document is for the GM only.


Overview

This campaign uses three Victory Point tracks built from official PF2e subsystem structures:

Track Scope Structure Good direction
Shadow Points Per PC Accumulating personal pool Lower is better
Influence Points Per social encounter Race to threshold (official Influence) Higher reaches goal
Eye Awareness Party (Fellowship) Accumulating hidden threat Lower is better

Default accumulating rolls (when a check moves points on a track):

Result Effect
Critical success +2 points (or −2 if reducing a bad track)
Success +1 point (or −1 if reducing)
Failure No change
Critical failure −1 point (or +1 on a bad track)

Adjust freely for narrative weight. See GM Core — Victory Points and Multiple Point Subsystems.


Shadow Points

Shadow Points measure personal corruption, despair, and compromise — the slow work of the Enemy on a hero’s heart. Each PC has their own track from 0 to 12.

When Shadow Points Rise

Award 1–2 Shadow Points (or call for a relevant save; on failure apply the default accumulating result) when a PC:

  • Breaks a Moral Intention in a meaningful way — not a trivial slip, but a choice that matters
  • Indulges their Calling’s Shadow Path — greed for a Treasure Hunter, vengeance for a Champion, hoarding secrets for a Scholar, etc.
  • Uses corrupting power — the One Ring, a Morgul blade, sorcery of the Enemy, a Palantír, or GM-defined cursed treasure
  • Commits cruelty or treachery they cannot justify under their intentions
  • Fails a critical horror scene in a place steeped in evil (Barrow-downs, Moria depths, a Nazgûl encounter)
  • Accepts a dark bargain or oath that binds them to the Shadow

Automatic gains (no roll): lingering in a highly tainted site without protection may grant 1 Shadow Point per week of exposure at the GM’s discretion.

When Shadow Points Fall

Remove 1–2 Shadow Points when a PC:

  • Honors a Moral Intention at real cost — mercy that spares an enemy, truth that hurts, sacrifice for the Company
  • Resists their Shadow Path in a moment when indulging it would be easier
  • Rests in true sanctuary — Rivendell, Lothlórien, a secure Shire homestead, or similar — typically 1 point per week of genuine respite (not merely camping)
  • Receives meaningful fellowship support — another PC’s Enhearten-style roleplay, a song, a shared meal and confession after a dark deed
  • Completes a GM-defined redemption beat tied to their intentions

Shadow Points do not drop from routine heroism alone. Hope must be chosen, not assumed.

Thresholds and Shadow Bouts

When a PC crosses or starts their turn at a threshold, they risk a Shadow bout — an internal struggle the Shadow wins if they fail.

Shadow Points Threshold Bout severity
3 Whispers Minor — fleeting urge, short condition
6 Weight Moderate — compulsion to act on Shadow Path
9 Grip Severe — lasting condition or affliction stage
12 Threshold Crisis — see below

Shadow bout procedure:

  1. The PC attempts a Will save against a Simple Skill DC (No Level) based on severity: 15 (Whispers), 18 (Weight), 22 (Grip).
  2. Apply the PC’s Calling Shadow Path to the scene — the bout always attacks that weakness narratively.
  3. On success: they resist; describe how they hold to an Intention. No point gain.
  4. On failure: they succumb briefly — impose a condition or compulsion (see table below). Gain 1 Shadow Point unless they already acted to reduce points this scene.
  5. On critical failure: as failure, but gain 2 Shadow Points and the condition lasts longer or escalates.

At 12 Shadow Points (Threshold): the PC is not automatically evil, but they are one bad day from ruin. Run a Weight or Grip bout immediately. If they fail while already at 12, the Shadow offers a terrible choice — betray an Intention, seize cursed power, abandon the Company, or accept a permanent story consequence (GM and player agree). Further failures at 12 should not be “you are now a villain” without table buy-in; instead, escalate toward ** retirement, departure, or NPC conversion** if the player cannot or will not walk back from the edge.

Shadow Bout Consequences (Examples)

Pick one that fits the Calling’s Shadow Path and the scene. Duration is until the end of the next respite unless noted.

Severity Examples
Whispers Frightened 1, Stupefied 1, or must speak or act toward the Shadow Path once (roleplay)
Weight Frightened 2, Enfeebled 1, Clumsy 1, or compulsion to pursue Shadow Path goal for 1 hour
Grip As Weight, plus one Moral Intention is “muted” — the PC cannot invoke it for Influence or redemption until sanctuary; or sickened 1 from spiritual malaise

Hero Points: spending a Hero Point to reroll a Shadow bout save is allowed and fits the theme — hope against the dark.

Player Visibility

Players always know their own Shadow Point total. They should not track other PCs’ totals unless the table agrees to share openly.

Quick Reference — Shadow Paths by Calling

Calling Shadow Path Bout flavor
Captain Lure of Power Seize command, dismiss counsel, demand obedience
Champion Curse of Vengeance Excessive violence, refuse mercy, duel when unnecessary
Messenger Wandering-Madness Abandon mission, drift from Company, obsession with the Road
Scholar Lure of Secrets Withhold vital truth, touch forbidden lore, isolate from allies
Treasure Hunter Dragon-Sickness Hoard loot, risk the Company for gold, break shares
Warden Path of Despair Give up protecting others, “nothing matters,” refuse aid

Diplomatic Influence

For persuading NPCs and factions — council debates, treaty talks, convincing a lord to muster aid, winning a village’s trust — use the official Influence subsystem without modification.

Middle-earth Adjustments

  • Skills on influence stat blocks should reflect culture, not just Charisma. Examples:
  • Rohan: Athletics or Warfare Lore (prove worth), Performance (riders’ songs), Diplomacy (formal courtesy)
  • Gondor: Society (heraldry and lineage), Warfare Lore, Diplomacy
  • Elves: Nature or Lore (history), Performance, rarely Intimidation
  • Dwarves: Crafting (gifts and workmanship), Mercantile Lore, Alcohol Lore
  • Bree/Shire: Society (local gossip), Diplomacy; Intimidation often backfires (+2 DC)
  • Resistances often involve suspicion of outsiders, distrust of magic, or loyalty to a hidden agenda (Rangers incognito, Saruman’s agents).
  • Weaknesses include honor, kinship, shared enemies, love of song/story, and practical aid (repair a wall, heal a child).
  • Moral Intentions can justify a −2 DC once per encounter when the PC’s appeal clearly flows from a stated Intention — not a free pass, but “I will show mercy” spoken honestly when pleading for prisoners.

Influence vs. Long-Term Faction Standing

Single encounters use Influence as written (reach Influence 4 / 6 / 8 thresholds on the NPC stat block).

Long-term diplomacy — earning Gondor’s lasting alliance, shifting a border lord’s neutrality — can use a campaign Influence pool:

  1. Set a threshold (often 10–20 points for a major faction shift).
  2. Each successful Influence encounter grants persistent Faction Points equal to the highest threshold the PCs cleared that session (e.g. clearing Influence 6 grants 6 Faction Points toward Rohan).
  3. Setbacks (critical failures, insulting a faction, serving the Shadow openly) may remove Faction Points using the accumulating roll in reverse.

This keeps session scenes tactical while still supporting the War of the Ring’s slow political layer.

Sample Influence Stat Block — Théodred’s Marshal (Level 5)

The PCs must convince a skeptical Rohirrim captain to spare riders for a dangerous patrol.

Perception +12 · Will +14
Discovery DC 18 Perception; DC 16 Warfare Lore
Influence Skills DC 16 Warfare Lore (sound plan), DC 18 Athletics (prove fitness), DC 20 Performance (honor the fallen), DC 22 Diplomacy (generic courtesy), DC 24 Intimidation
Influence 4 — Captain allows one squad for a limited sortie.
Influence 6 — Full patrol commitment for one week.
Influence 8 — Commitment plus introduction to Théodred’s court.
Resistances: Speeches without deeds (+2 DC to Diplomacy-only appeals).
Weaknesses: Respect for those who fought at the Fords of Isen (−2 to Warfare Lore if PCs have credible battle credentials).


Eye Awareness

Eye Awareness is a party-wide track measuring how much Sauron and his servants notice the Fellowship’s deeds. It uses the multiple point subsystem model: the Enemy accumulates Awareness while the PCs try to complete their goals before attention becomes lethal.

Range: 0 to 10 (recommended cap). Start at 0 unless the campaign begins with a known hunt (e.g. Ring-bearer in play).

When Eye Awareness Rises

Trigger Typical gain
Open use of obvious magic (spells, enchanted light, Palantír) +1 to +3
Failed Stealth in enemy-held or watched lands +1 (crit fail +2)
Loud victory — burning an Orc camp visible for miles, heroic stand on a hilltop +1
Carrying major Ring-artifacts or drawing on the Ring +2 to +4
Betrayal or summons — enemy knows your route +2
Time in hostile territory (passive tick) +1 per week in Mordor environs, +1 per month in borderlands (Ithilien, southern Mirkwood, Angmar ruins)

Use skill checks with the default accumulating table when the outcome is uncertain.

When Eye Awareness Falls

Awareness rarely drops to zero once the Eye has turned — but it can ease:

  • Deep cover — hidden in Elven refuge, successful disguise as mundane travelers: −1 per week
  • Misdirection — decoy raids, false rumors (Diplomacy/Deception encounter): accumulating roll reduces Awareness
  • Defeating a hunter without survivors: −1 once per major hunter defeated
  • Shrouded regions — Old Forest, deep Moria (pre-Balrog), Tom’s country: GM may pause passive ticks

Thresholds — The Eye Turns

Eye Awareness Effect
3 — Flicker NPCs report bad dreams and ill omens; +1 DC to Gather Information in enemy-leaning settlements
5 — Gaze Nazgûl or hunter enters the region (timeline at GM’s pace); party gains +1 Shadow Point if they flee in panic or use corrupting power to escape
7 — Hunt Enemy forces intercept travel routes; ambush tables upgrade; scouts with dark creatures
9 — Fixation Dedicated pursuit — Ringwraiths, Uruk hunting packs, or Saruman’s operatives focus on the party; passive ticks double
10 — Revealed The Enemy knows where you are (this session or until major misdirection). Run a severe encounter or chase; long-term −2 to Faction Points with factions that fear association

Player-facing hints: At Flicker and above, describe weight of dread, birds fleeing, horses nervous. Do not reveal the number unless the table wants a visible “dread meter.” Scholars and Rangers may Recall Knowledge to sense “we are marked” (Nature or Shadow-Lore, GM DC).

Eye Awareness and Shadow Points

When Eye Awareness crosses Gaze (5) or higher, each PC who witnesses a Nazgûl or the Eye’s pressure must make a Will save (Simple Skill DC 18) or gain 1 Shadow Point. This links the party threat track to personal corruption.

Eye Awareness and Influence

At Flicker (3)+, NPCs who serve or fear the Shadow apply +2 DC to Influence checks if the PCs are known to attract trouble. At Hunt (7)+, neutral factions may refuse aid until Awareness drops or the PCs prove they can win.


Running All Three Tracks Together

Example — Council at a border keep

  1. PCs use Influence to convince the castellan to open his granary (session scene).
  2. A PC’s argument invokes greed (Shadow Path); GM awards 1 Shadow Point after the scene.
  3. The debate was public; the Enemy’s agent was present — Eye Awareness +1.
  4. That PC is now at 6 Shadow PointsWeight threshold — GM calls for a Shadow bout that night: Path of Despair whispers that the granary will not matter anyway.

Example — Sneaking through Ithilien

  1. Each failed Stealth check uses accumulating rolls for Eye Awareness.
  2. Passive +1 per month tick applies.
  3. At Gaze (5), introduce an Orc patrol led by a Mordor tracker — combat or social, but Awareness rises if they use fire magic.

XP and Pacing

  • Influence encounters: XP as a moderate encounter of the scene level (GM Core).
  • Shadow bouts: usually no XP — they are consequence and character drama. Award XP if a bout is the centerpiece of a session scene.
  • Eye Awareness thresholds: treat Hunt and Revealed escalations as part of adventure XP when they spawn encounters.


Sample Encounter: The Twenty-First Hall, Moria

A worked example of Proficiency without Level, Automatic Bonus Progression, horde combat, and no magical consumables — using three 3rd-level PCs versus an Orc patrol in Moria.

Rules in play: PWL (subtract creature level from monster proficiency bonuses) · ABP attack potency +1 at level 3 · no healing potions · Medicine for recovery after the fight.

The Company (Level 3)

PC Class Calling Key stats (PWL + ABP)
Eradan Ranger Warden Longbow +9, AC 19, HP 34
Brand Fighter Champion Longsword +13, shield, AC 20, HP 44
Mírdan Thaumaturge Scholar Esoteric Lore +8, staff, AC 18, HP 28

Assumed build notes: Eradan has Hunt Prey and a longbow; Brand wears chain mail with a shield; Mírdan uses a mirror implement and Exploit Vulnerability. None have defense potency yet (ABP level 5).

The Enemy

Creature Source PWL stats HP Notes
Orc Scrapper ×4 Monster Core AC 14, +7 hit, 1d6+3 18 Ferocity
Orc Veteran ×1 Monster Core AC 17, +6 hit, 1d8+3 23 Ferocity, Reactive Strike

PWL adjustment: Subtract the creature’s level from attack bonuses, AC, saves, and Perception (see Proficiency without Level). Scrappers (level 0) are unchanged. The Veteran (level 1) drops from +7 to +6 attack and AC 17.

Encounter budget (PWL): 4 scrappers at party level −3 (21 XP each) + 1 veteran at party level −2 (26 XP) = 110 XPmoderate edging severe for three 3rd-level heroes. Appropriate for Moria: outnumbered, tight hall, no easy retreat.

Terrain

  • Narrow hall — pillars, collapsed stonework, dim torchlight.
  • Round 1: Brand blocks the front; scrappers cannot easily flank until someone falls back or a column is cleared.
  • After round 4: Brand retreats behind a pillar; Orcs shift to Eradan.

Round-by-Round Summary

Round 1 — Contact

Torchlight gutters on black pillars. Five shapes lurch from behind a collapsed colonnade.

  • Mírdan (◆ Exploit Vulnerability, Esoteric Lore +8 vs DC 15): Success. The patrol gains weakness 2 to the Company’s weapons until Mírdan acts again. “They hate the sun and fear elven steel — strike true!”
  • Eradan (Hunt Prey on Veteran, longbow): Hit — 5 + 2 weakness = 7 (Veteran at 16 HP).
  • Brand (◆ Stride, ◆ Strike): Miss against the Veteran.
  • Orcs surge Brand (narrow hall — he is the door): Veteran hit 5, Scrapper 2 hit 4, Scrapper 3 hit 5. Brand at 30 HP.

Round 2 — Hold the Line

  • Eradan: Miss.
  • Brand: Hit — 13 + 2 = 15. Veteran at 8 HP.
  • Brand (◆ Shield Block): Turns Scrapper 3’s 5 damage into 2. Brand at 28 HP.
  • Mírdan (◆ Stride, ◆ Strike staff): Hit — 3. Veteran at 5 HP.

Round 3 — Ferocity

  • Eradan: Hit — 7. Veteran to 0 HPFerocity! Stays at 1 HP.
  • Brand: Hit — 15. Veteran dead.
  • Scrapper hit on Brand: 5 (23 HP).
  • Mírdan: Hit on Scrapper 1 — 6 (12 HP).

Round 4 — The Fighter Wavers

  • Eradan: Hit on Scrapper 1 — 8 (4 HP).
  • Brand: Hit — 13. Scrapper 1 to 0Ferocity (1 HP).
  • Scrapper 1 hit 9, Scrapper 4 hit 8. Brand at 6 HP.
  • Brand (◆ Raise Shield, ◆ Stride back): Takes cover; Demoralize (Stout-hearted daily reroll if needed): Scrapper 4 frightened 1.

Round 5 — Without the Shield-Wall

Orcs turn on Eradan as Brand withdraws.

  • Eradan: Finishes Scrapper 1.
  • Brand (from cover): Hit — Scrapper 2 at 10 HP.
  • Scrapper 3 critical hit 10, Scrapper 4 hit 9. Eradan at 15 HP.
  • Mírdan: Hit — Scrapper 2 at 6 HP.

Rounds 6–7 — Finish It

Focus fire; Mírdan refreshes Exploit Vulnerability. Scrappers 2 and 3 each use Ferocity once. Last Orc (Scrapper 4) falls to combined bow, sword, and staff.

Aftermath

PC HP remaining Notes
Eradan 2 / 34 Arrow spent; bruised ribs
Brand 6 / 44 Shield splintered; needs rest
Mírdan 28 / 28 Untouched; mirror unscarred

No healing potions. Eradan spends 10 minutes on Treat Wounds (Medicine; include skill potency +1 at level 3). Brand receives Treat Wounds after the hall is cleared. Both remain wounded and shaky — they camp in a side passage, one watches, no fire.

Campaign tracks:

  • Eye Awareness: +1 (open combat in Moria).
  • Shadow Points: None unless Brand mocked a surrendering Orc or similar.

What This Encounter Demonstrates

  1. PWL + hordes work as intended. Five Orcs threatened three level-3 heroes. The Fighter nearly fell; the Thaumaturge in the back line was essential.
  2. ABP attack +1 matters but does not trivialize AC 14–17 foes. Crits were rare (one each side).
  3. Ferocity extends Orc fights — each grunt buys one extra swing; a patrol feels different from one elite monster.
  4. Thaumaturge in Moria. Exploit Vulnerability (+2 weakness) adds meaningful damage without spell slots — Rhymes-of-Lore flavor.
  5. No consumables changes tempo. Win before the Fighter drops, then spend 20+ minutes on Medicine in a haunted hall.

GM Quick Reference

Moderate–Severe (110 XP): 4× Orc Scrapper (0) + 1× Orc Veteran (1) PWL: Veteran +6 atk, AC 17 | Scrapper +7 atk, AC 14 Terrain: narrow hall (Brand blocks round 1; flank after someone retreats) Replacements: swap Veteran for Orc Commander (2) for a harder sergeant

Stat blocks: Monster Core — Orc Scrapper (creature 0), Orc Veteran (creature 1), pages 258–259. Apply Proficiency without Level adjustments at the table.

← Player’s Guide