Very much a work in progress…

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. 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) + Class + Moral Intentions

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 (full base classes)
  • Dark Archives (Remaster) — Thaumaturge only
  • The One Ring 1e — Adventurer’s Companion — heritages and backgrounds not in Tor 2e (Appendix E)
  • GM Core — Chapter 4: Variant Rules (Automatic Bonus Progression, Proficiency without Level, Moral Intentions, Victory Points, Influence)
  • Archives of Nethys — https://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 (restriction + one ability; optional flaw)
  3. Choose a Class — from the allowed classes list
  4. Choose a Background — matching your heritage; see Heritage Backgrounds
  5. Choose three Moral Intentions and one Shadow Path — see Moral Intentions
  6. Complete normal PF2e steps — ability scores, ancestry feat, skills, class feats, equipment
  7. Note campaign variant rules — Automatic Bonus Progression, Proficiency without Level, Shadow Points (see Variant Rules Summary)

Variant Rules Summary

This campaign adopts several optional variant rules from GM Core. They are required at this table — treat them as part of the baseline rules, not optional add-ons.

Variant GM Core source Campaign use
Automatic Bonus Progression Treasure for High-Level Play Required — replaces potency, striking, and resilient runes
Proficiency without Level Proficiency without Level Required — level does not add to modifiers or DCs
Moral Intentions Alignment Variants Required — replaces alignment
Victory Points Victory Points Required — Shadow Points and Eye Awareness (see GM Notes)
Influence Influence Used as written for social encounters
Free Archetype Free Archetype Off by default — GM may enable later

Automatic Bonus Progression

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

  • You never need a +1 or +2 weapon for accuracy or extra damage dice — you gain 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 numerical upgrades
  • Armor’s normal item bonus to AC still applies

Proficiency without Level

Your level is not added to attack rolls, defenses, skills, or DCs — only your proficiency rank, ability modifiers, and Automatic Bonus Progression bonuses apply.

  • Veterans are skilled because they are trained or expert, not because their level inflates every roll
  • Hordes matter — many weak foes can threaten experienced heroes
  • Critical hits and critical failures are less common than in standard PF2e
  • Use the proficiency table, skill DCs, and encounter XP in Appendix D

Moral Intentions

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

At creation:

  1. Write three Moral Intentions — short statements of what your hero believes or owes (see examples below)
  2. Set a relative order of commitment — if two intentions conflict, which wins?
  3. Choose one Shadow Path — a campaign addition (The One Ring) naming the weakness the Shadow exploits; the GM tracks Shadow Points when you compromise your intentions or indulge your path

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.

Shadow Paths (pick one at creation — from The One Ring, or write your own with GM approval):

Shadow Path Your weakness Example intentions that pair with it
Lure of Power Authority corrupts; you grasp command I will lead by example. · I will not grasp power for its own sake.
Curse of Vengeance Honor demands blood I will stand against the Shadow. · I will show mercy to those who surrender.
Wandering-Madness The Road consumes you I will carry word to the Free Peoples. · I will not abandon a companion.
Lure of Secrets Knowledge isolates or corrupts I will preserve what ages forget. · I will share knowledge that helps.
Dragon-Sickness Greed and treasure I will not let greed decide for me. · I will bring my companions home.
Path of Despair You doubt hope itself I will defend those who cannot defend themselves. · I will not despair while hope remains.

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

What’s Restricted in This Campaign

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 — chosen at 1st level in place of Skilled Human, Strong-Blooded Dwarf, or another standard heritage from Player Core.

How heritages work here

Per Player Core, you choose one heritage at 1st level in place of a standard heritage (Skilled Human, Strong-Blooded Dwarf, and so on). Each Middle-earth heritage entry follows the same structure:

Part Rules role
Replaces Which standard heritage options this entry supersedes
Heritage restriction An ancestry feature you lose (vision, weapon proficiency) — the trade for a stronger ability
Heritage ability One primary benefit, comparable to an official heritage
Heritage flaw (optional) A drawback on a strong package
Culture notes Flavor only — names, age, equipment; use when picking a background
Suggested ancestry feats Optional 1st-level ancestry feat picks from Player Core

Power budget: Removing darkvision or low-light vision allows a slightly stronger ability. Heritages without a restriction stay near one skill-feat equivalent. Heritages do not grant ability boosts — use ancestry, background, and level-up boosts as normal.

You still take one ancestry feat at 1st level (and at 5th, 9th, 13th, and 17th). Suggestions are not requirements; any legal feat for your ancestry works.

Six core heritages come from The One Ring 2e. Additional heritages are 1e Adventurer’s Companion only. Some require GM approval.

Heritage quick reference

Heritage Ancestry Heritage ability (summary) Source
Bardings Human Once per day fortune on Demoralize or fear saves Tor 2e
Men of Bree Human +1 circumstance to Aid on Diplomacy/Society Tor 2e
Dúnedain (Rangers) Human Fear save success → critical success; downtime flaw Tor 2e
Durin’s Folk Dwarf Lighter armor Bulk; no darkvision; weapon untrained Tor 2e
Elves of Lindon Elf Once per day skill reroll; no elf vision; Long Defeat Tor 2e
Hobbits of the Shire Halfling Bonus vs greed/dragon-sickness saves; weapon untrained Tor 2e
Men of the Lake Human Once per day reroll failed fear/affliction save 1e AC
Riders of Rohan Human Battle-fury after crit; Shadow risk 1e AC
Men of Minas Tirith Human Once per day attack or skill reroll (choose focus) 1e AC
Dunlendings Human Once per day avoid 0 HP; gain Shadow Point 1e AC (GM)
Elves of Lórien Elf Dim light → bright outdoors; Long Defeat 1e AC
High Elves of Rivendell Elf See invisible 30 ft; fear crit vs undead; Long Defeat 1e AC (GM)
Wayward Elves of Mirkwood Elf As Lórien + Long Defeat 1e AC
Wild Hobbits Halfling Bonus Seek/track Enemy; weapon untrained 1e AC
Bree-Hobbits Halfling Bree-blood Aid; weapon untrained 1e AC (GM)

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.

Ancestry: Human · Replaces: any standard Human heritage from Player Core.

Heritage ability — Stout-hearted: Once per day, when you attempt an Intimidation check to Demoralize or a Will save against a fear effect, roll twice and take the better result (fortune effect).

Suggested ancestry feats (1st level): From Human feats — Natural Ambition (extra 1st-level class feat; versatile Dale-folk), Unconventional Expertise (bows and blades). At 2nd level, Intimidating Glare (skill feat) pairs well with Stout-hearted if you are not already trained in Intimidation from your background.

Culture notes: Favored skills — Athletics, Society. Adventuring age typically 18–40. Prosperous standard of living — one extra mundane item worth up to 2 gp at creation. 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.

Ancestry: Dwarf · Replaces: any standard Dwarf heritage from Player Core.

Heritage restriction — Naugrim vision: You do not have darkvision or low-light vision (replace the Dwarf ancestry senses).

Heritage restriction — Naugrim arms: You are untrained in the greatbow, great spear, and great shield (Tor 2e weapon limits). Class or feat proficiencies do not apply to these weapons.

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

Suggested ancestry feats (1st level): From Dwarf feats — Dwarven Weapon Familiarity (axes and picks), Rock Runner (stone rubble and cavern floors), Vengeful Hatred (Orc). At 5th level, Stonewalker suits Erebor delvers.

Culture notes: Favored skills — Crafting, Athletics. Adventuring age typically 50–90. Languages — Common (Westron); Khuzdul (secret; do not share with non-Dwarves). Regional origins — Erebor, Blue Mountains, Iron Hills, or Grey Mountains (same heritage; optional 1e AC backgrounds in Appendix E). 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.

Ancestry: Elf · Replaces: any standard Elf heritage from Player Core.

Heritage restriction: You do not have low-light vision or darkvision (replace the Elf ancestry senses).

Heritage ability — Elven-skill: Once per day, when you fail a skill check for a skill in which you are trained, roll the check again and use the second result.

Heritage flaw — The Long Defeat: When you recover from the frightened condition during a rest, reduce frightened by 1 less than normal (minimum 0).

Suggested ancestry feats (1st level): From Elf feats — Elven Lore (Arcana and Nature), Forlorn (+1 circumstance vs. emotion effects), Ancestral Linguistics (extra languages; Sindarin scholars).

Culture notes: Favored skills — Perception, any Lore. Adventuring age after 100 years; over 300 is rare. Languages — Westron, Sindarin. 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.

Ancestry: Halfling · Replaces: any standard Halfling heritage from Player Core.

Heritage restriction — Halfling arms: You are untrained in great weapons, the longbow, longspear, and tower shield (Tor 2e). Class or feat proficiencies do not apply to these weapons.

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 (fortune effect).

Suggested ancestry feats (1st level): From Halfling feats — Halfling Luck (once-per-day reroll), Sure Feet (uneven ground), Watchful Halfling (+2 Perception initiative). At 2nd level, Charming Liar or Seasoned suit Shire folk.

Culture notes: Favored skills — Stealth, Society. Adventuring age usually 33+. Family names — Baggins, Bolger, Brandybuck, Gamgee, Took. Names — Male: Bilbo, Drogo, Folco, Hamfast, Pippin, Samwise. Female: Belladonna, Esmeralda, Lobelia, Pearl, Rosie.


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.

Ancestry: Human · Replaces: any standard Human heritage from Player Core.

Heritage ability — Bree-blood: When you Aid an ally’s Diplomacy or Society check, increase the circumstance bonus you grant by +1 (to +3 if you are trained, before other modifiers).

Suggested ancestry feats (1st level): From Human feats — Natural Skillfulness (extra trained skill — Society or Diplomacy), Cooperative Soul (stronger Aid when you help allies). At 2nd level, Hobnobber fits innkeepers and wanderers.

Culture notes: Favored skills — Society, Diplomacy. Adventuring age — any adult. Family names — Appledore, Butterbur, Ferny, Goatleaf, Heathertoes. Names — Male: Bill, Bob, Harry, Nob, Perry. Female: Daisy, Fern, Lily, Rose, Violet.


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.

Ancestry: Human · Replaces: any standard Human heritage from Player Core.

Heritage ability — Kings of Men: When you roll a success on a Will save against a fear effect, you get a critical success instead.

Heritage flaw — Allegiance of the Dúnedain: Once per downtime, when you would recover fully from mental exhaustion or fear, the GM may ask for a DC 15 Will save to gain the full benefit of a respite activity; on failure, you recover HP but remain fatigued until your next full rest in sanctuary.

Suggested ancestry feats (1st level): From Human feats — Gloomseer (low-light vision; twilight patrols), Haughty Obstinacy (mental save reroll). At 2nd level, Terrain Stalker (forest) or Survey Wildlife suit Rangers.

Culture notes: Favored skills — Survival, Stealth. Adventuring age often from 20 onward. Languages — Westron; Sindarin if taken as an additional language. 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.

Ancestry: Human · 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 hazard the GM rules is seriously harmful, roll the save again and use the second result.

Suggested ancestry feats (1st level): From Human feats — Natural Skillfulness (Diplomacy or Crafting), Haughty Obstinacy (mental resilience after Smaug). At 2nd level, Specialty Crafting or Hobnobber for traders.

Culture notes: Favored skills — Diplomacy, Crafting. Prosperous standard of living — one extra mundane item worth up to 2 gp at creation. Names follow the Barding tradition.


Riders of Rohan · Human heritage

Horse-lords of the Mark — generous in peace, terrible in war.

Ancestry: Human · Replaces: any standard Human heritage from Player Core.

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

Suggested ancestry feats (1st level): From Human feats — Natural Ambition (mounted Fighter or Guardian builds), Valiant Outsider (+1 vs. fear after you succeed on a fear save — shieldmaidens). At 2nd level, Ride (if not from background).

Culture notes: Favored skills — Athletics, Performance. Many begin play with a riding horse (Riding Horse; GM may waive cost at creation). Shieldmaidens — 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 (player option; not a separate heritage). 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.

Ancestry: Human · Replaces: any standard Human heritage from Player Core.

Heritage ability — Men of Valour and Wisdom: At 1st level, choose Valour or Wisdom. Valour: once per day, roll an attack roll twice and use the higher result (fortune). Wisdom: once per day, roll a skill check twice and use the higher result (fortune).

Suggested ancestry feats (1st level): From Human feats — Unconventional Expertise (longsword and spear), Natural Ambition (soldiers and captains). Valour builds: Intimidating Glare at 2nd level; Wisdom builds: Unmistakable Lore at 2nd level.

Culture notes: Favored skills — Diplomacy, Warfare Lore (or Society). Languages — Westron; Sindarin common among the educated. Names — Male: Boromir, Denethor, Faramir, Imrahil. Female: Finduilas, Gilraen, Ioreth, Morwen.


Dunlendings · Human heritage — GM approval

Hill-folk of Dunland — fierce, wronged, and secretive.

Ancestry: Human · 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 remain at 1 Hit Point instead and gain 1 Shadow Point (you do not gain the wounded condition from this use unless you were already wounded).

Suggested ancestry feats (1st level): From Human feats — Haughty Obstinacy (defy compulsion), Natural Ambition (survivors pushing into new roles). At 3rd level, Diehard (general feat) stacks with grim hill-folk stories.

Culture notes: Favored skills — Athletics, Survival. 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.

Ancestry: Elf · Replaces: any standard Elf heritage from Player Core.

Heritage restriction: You do not have low-light vision or darkvision.

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

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

Suggested ancestry feats (1st level): From Elf feats — Nimble Elf (+5 Speed in light or no armor; forest runners), Forlorn (emotion saves). At 2nd level, Terrain Stalker (underbrush).

Culture notes: Favored skills — Stealth, Nature. Languages — Westron, Sindarin. 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.

Ancestry: Elf · Replaces: any standard Elf heritage from Player Core.

Heritage restriction: You do not have low-light vision or darkvision.

Heritage ability — Against the Unseen: You can see invisible creatures within 30 feet unless they are hidden from you. When you roll a success on a Will save against fear from an undead, you get a critical success instead.

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

Suggested ancestry feats (1st level): From Elf feats — Otherworldly Magic (innate cantrip; loremasters), Ancestral Linguistics (Sindarin and Quenya scholars), Elven Lore (healing and lore of the First Age).

Culture notes: Favored skills — Arcana, Medicine. 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.

Ancestry: Elf · Replaces: any standard Elf heritage from Player Core.

Heritage restriction: You do not have low-light vision or darkvision.

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

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

Suggested ancestry feats (1st level): From Elf feats — Elven Weapon Familiarity (bows of Mirkwood), Nimble Elf (open-forest scouts). At 2nd level, Distracting Performance suits warrior-poets.

Culture notes: Favored skills — Performance, Nature. 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.

Ancestry: Halfling · Replaces: any standard Halfling heritage from Player Core.

Heritage restriction — Halfling arms: As Hobbits of the Shire.

Heritage ability — Shadow-sight: You gain a +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 and take the better result (fortune effect).

Suggested ancestry feats (1st level): From Halfling feats — Watchful Halfling (Seek and ambushes), Sure Feet (river banks and rough ground). At 2nd level, Experienced Tracker or Forager.

Culture notes: Favored skills — Stealth, Survival. 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.

Ancestry: Halfling · Replaces: any standard Halfling heritage from Player Core.

Heritage restriction — Halfling arms: As Hobbits of the Shire.

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

Suggested ancestry feats (1st level): From Halfling feats — Halfling Lore (Society and local knowledge), Sure Feet (cobblestones and Chetwood lanes). At 2nd level, Hobnobber pairs with Bree-blood Aid.

Culture notes: Favored skills — Society, Diplomacy. Family names — Banks, Brockhouse, Longholes, Mugwort, Sandheaver, Tunelly, Underhill.


Classes

Choose one class from the allowed list at 1st level. There is no heritage or motivation gate — any combination of heritage and class is valid if the class appears below.

Allowed 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, berserker
Swashbuckler Player Core 2 Dashing duelist, charismatic fighter
Investigator Player Core 2 Deduction, lore, methodical adventurer
Thaumaturge Dark Archives Esoteric Lore, implements, and esoterica
Commander Battlecry! Battlefield leader, tactics, rallying allies
Guardian Battlecry! Armored protector, intercepts blows, holds the line

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 Dwarves holding a narrow gate, Rangers of the North, or any hero 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:

  • Not a spellcaster. Core class features do not use the dedication gate or spell rank cap above — but any focus spells from Thaumaturge feats are subject to the 2nd-rank cap and require GM approval 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.

Restricted Classes

The following classes are not available in this campaign: Bard, Cleric, Druid, Witch, Wizard, Oracle, Sorcerer, Alchemist, Monk, Champion, and any class not listed above.


Archetypes 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.

Campaign Adjustments

These rules modify standard archetype dedication practice:

  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. Spellcasting dedications unlock at 4th level — and only with GM approval and a story reason (training from a Wise person, ancient lore, a gift, a quest reward). Martial dedications follow the normal 2nd-level dedication rule unless the GM says otherwise.
  3. Spell rank cap: 2 for the entire campaign. Even with dedication feats, you never cast spells above 2nd rank.
  4. Free Archetype variant is off by default. Taking a dedication costs your normal class feat slots unless the GM enables Free Archetype.

Allowed Dedications

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

Restricted 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 at the Table

  • Gandalf’s fire on Caradhras is the exception, not the rule
  • A Thaumaturge uses Exploit Vulnerability and esoterica — not spellcasting
  • A hero 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. Spellcasting dedications still require GM approval, unlock at 4th level, and remain subject to the 2nd-rank cap.


Heritage Backgrounds

Choose one background matching your heritage (Heroic Culture). These replace Golarion backgrounds.

Each background follows Player Core format: two ability boosts (one from listed options, one free), training in two skills (one of which is a Lore skill), and one skill feat. If your class would also grant training in a skill from your background, choose a different skill instead. Flavor text is adapted from The One Ring distinctive features.

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)

Northmen of Dale who learned trade on the river and the East Road.

Boosts Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost.

Trained Skills You’re trained in the Society skill, and the Mercantile Lore skill.

Skill Feat You gain the Hobnobber skill feat.

Dwarf Craftsman (Durin’s Folk)

You apprenticed at the forge before marching the East Road.

Boosts Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.

Trained Skills You’re trained in the Crafting skill, and the Mining Lore skill.

Skill Feat You gain the Specialty Crafting skill feat.

Elf of the Havens (Lindon)

You dwelt long in Lindon before the sea-longing stirred.

Boosts Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.

Trained Skills You’re trained in the Perception skill, and the Elven Lore skill.

Skill Feat You gain the Unmistakable Lore skill feat.

Shire Folk (Hobbits of the Shire)

A respectable hobbit — until wanderlust or trouble found you.

Boosts Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.

Trained Skills You’re trained in the Stealth skill, and the Farming Lore skill.

Skill Feat You gain the Forager skill feat.

Bree Innkeeper or Wanderer (Men of Bree)

You kept a common room or walked the roads between Bree and the Shire.

Boosts Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost.

Trained Skills You’re trained in the Society skill, and the Bree-land Lore skill.

Skill Feat You gain the Hobnobber skill feat.

Dúnedain Ranger (Dúnedain)

You patrolled the wilds of Eriador while the world forgot your people.

Boosts Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.

Trained Skills You’re trained in the Survival skill, and the Forest Lore skill.

Skill Feat You gain the Survey Wildlife skill feat.

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:

  • Medicine — Treat 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 items — athelas (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 in Variant Rules for creation steps, example intentions, and Shadow Paths.

  • No alignment. Lawful, chaotic, good, and evil traits do not apply. Spells and abilities that reference alignment are reflavored or unavailable (GM ruling).
  • 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, built using GM Core’s multiple point subsystems. Full procedures are in /pf2e-middle-earth-gm-notes/.

Shadow Points (Personal)

You have a Shadow Point total from 0 to 12. It rises when you break a Moral Intention, indulge your Shadow Path, or touch corrupting power and places. It falls when you honor an intention at cost, resist your Shadow Path, rest in true sanctuary, or receive meaningful fellowship support.

You always know your own total. When your total is 3, 6, 9, or 12, the GM may call for a Shadow bout — a Will save against a Simple Skill DC (No Level) based on severity. Failure imposes a condition or brief compulsion; you can spend a Hero Point to reroll.

Diplomacy and Influence

When persuasion spans multiple exchanges — councils, treaties, convincing a lord to muster aid — use the official Influence subsystem as written. Discover what an NPC cares about; Influence them with the right skills. Long-term faction standing may build across several scenes (see GM Notes).

Eye Awareness (The Fellowship)

The GM tracks whether great deeds and careless magic draw the Enemy’s attention to your Company. You may sense 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.


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

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
  • Spellcasting dedications before 4th level; spells above 2nd rank

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 (No Level)

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

Your level is not added to these modifiers. Automatic Bonus Progression potency bonuses 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 Player Core background format. Use for 1e-only heritages or as optional alternatives for Tor 2e heritages (GM approval where noted).

Format: Each entry grants two ability boosts, two trained skills (including one Lore skill), and one skill feat — the same structure as official PF2e backgrounds. If your class would also grant training in a skill from your background, choose a different skill instead (Player Core).

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.

Boosts Choose two ability boosts. One must be to Charisma or Wisdom, and one is a free ability boost.

Trained Skills You’re trained in the Performance skill, and the Wilderland Lore skill.

Skill Feat You gain the Distracting Performance skill feat.

Restless Pupil

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

Boosts Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.

Trained Skills You’re trained in the Society skill, and the Wilderland Lore skill.

Skill Feat You gain the Unmistakable Lore skill feat.

Masterful Fingers

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

Boosts Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.

Trained Skills You’re trained in the Crafting skill, and the Woodcraft Lore skill.

Skill Feat You gain the Specialty Crafting skill feat.

Lordling

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

Boosts Choose two ability boosts. One must be to Charisma or Intelligence, and one is a free ability boost.

Trained Skills You’re trained in the Diplomacy skill, and the Mercantile Lore skill.

Skill Feat You gain the Courtly Graces skill feat.

Watchman

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

Boosts Choose two ability boosts. One must be to Wisdom or Constitution, and one is a free ability boost.

Trained Skills You’re trained in the Perception skill, and the Lake-town Lore skill.

Skill Feat You gain the Quick Coercion skill feat.

Innocence Lost

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

Boosts Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.

Trained Skills You’re trained in the Stealth skill, and the Lake-town Lore skill.

Skill Feat You gain the Streetwise skill feat.

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)

Boosts Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.

Trained Skills You’re trained in the Survival skill, and the Dwarven Lore skill.

Skill Feat You gain the Survey Wildlife skill feat.

Wandering Blacksmith (Blue Mountains)

Boosts Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost.

Trained Skills You’re trained in the Crafting skill, and the Bree-land Lore skill.

Skill Feat You gain the Hobnobber skill feat.

Keeper of the Anvil Song (Blue Mountains)

Boosts Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.

Trained Skills You’re trained in the Performance skill, and the Dwarven Lore skill.

Skill Feat You gain the Unmistakable Lore skill feat.

Librarian (Blue Mountains)

Boosts Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.

Trained Skills You’re trained in the Society skill, and the Dwarven Lore skill.

Skill Feat You gain the Unmistakable Lore skill feat.

Eriador Trader (Blue Mountains)

Boosts Choose two ability boosts. One must be to Charisma or Wisdom, and one is a free ability boost.

Trained Skills You’re trained in the Society skill, and the Mercantile Lore skill.

Skill Feat You gain the Streetwise skill feat.

Provider (Blue Mountains)

Boosts Choose two ability boosts. One must be to Wisdom or Constitution, and one is a free ability boost.

Trained Skills You’re trained in the Survival skill, and the Farming Lore skill.

Skill Feat You gain the Forager skill feat.

Survivor of the Darkness (Grey Mountains)

Boosts Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.

Trained Skills You’re trained in the Athletics skill, and the Dwarven Lore skill.

Skill Feat You gain the Intimidating Glare skill feat.

Kin-less (Grey Mountains)

Boosts Choose two ability boosts. One must be to Dexterity or Constitution, and one is a free ability boost.

Trained Skills You’re trained in the Stealth skill, and the Dwarven Lore skill.

Skill Feat You gain the Experienced Tracker skill feat.

Grizzled Soldier (Grey Mountains)

Boosts Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost.

Trained Skills You’re trained in the Athletics skill, and the Warfare Lore skill.

Skill Feat You gain the Intimidating Glare skill feat.

Wandering Merchant (Grey Mountains)

Boosts Choose two ability boosts. One must be to Charisma or Intelligence, and one is a free ability boost.

Trained Skills You’re trained in the Society skill, and the Mercantile Lore skill.

Skill Feat You gain the Hobnobber skill feat.

Lessons from the Past (Grey Mountains)

Boosts Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.

Trained Skills You’re trained in the Society skill, and the Dwarven Lore skill.

Skill Feat You gain the Unmistakable Lore skill feat.

Sleeping with One Eye Open (Grey Mountains)

Boosts Choose two ability boosts. One must be to Wisdom or Dexterity, and one is a free ability boost.

Trained Skills You’re trained in the Perception skill, and the Dwarven Lore skill.

Skill Feat You gain the Experienced Tracker skill feat.

Teller of Tales (Iron Hills)

Boosts Choose two ability boosts. One must be to Charisma or Intelligence, and one is a free ability boost.

Trained Skills You’re trained in the Performance skill, and the Dwarven Lore skill.

Skill Feat You gain the Impressive Performance skill feat.

Master Craftsman (Iron Hills)

Boosts Choose two ability boosts. One must be to Intelligence or Constitution, and one is a free ability boost.

Trained Skills You’re trained in the Crafting skill, and the Engineering Lore skill.

Skill Feat You gain the Specialty Crafting skill feat.

Veteran of the Battle of Five Armies (Iron Hills)

Boosts Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost.

Trained Skills You’re trained in the Athletics skill, and the Warfare Lore skill.

Skill Feat You gain the Intimidating Glare skill feat.

Emissary of King Dáin (Iron Hills)

Boosts Choose two ability boosts. One must be to Charisma or Wisdom, and one is a free ability boost.

Trained Skills You’re trained in the Diplomacy skill, and the Dwarven Lore skill.

Skill Feat You gain the Hobnobber skill feat.

Veteran Miner (Iron Hills)

Boosts Choose two ability boosts. One must be to Constitution or Strength, and one is a free ability boost.

Trained Skills You’re trained in the Crafting skill, and the Mining Lore skill.

Skill Feat You gain the Specialty Crafting skill feat.

Merchant Adventurer (Iron Hills)


Elves of Lórien (1e heritage)

Boosts Choose two ability boosts. One must be to Charisma or Dexterity, and one is a free ability boost.

Trained Skills You’re trained in the Society skill, and the Mercantile Lore skill.

Skill Feat You gain the Streetwise skill feat.

Elf-warden

Boosts Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.

Trained Skills You’re trained in the Perception skill, and the Lórien Lore skill.

Skill Feat You gain the Experienced Tracker skill feat.

Keeper of the Silver Springs

Boosts Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost.

Trained Skills You’re trained in the Medicine skill, and the Lórien Lore skill.

Skill Feat You gain the Natural Medicine skill feat.

Talan Runner

Boosts Choose two ability boosts. One must be to Dexterity or Constitution, and one is a free ability boost.

Trained Skills You’re trained in the Athletics skill, and the Lórien Lore skill.

Skill Feat You gain the Quick Jump skill feat.

Voice of the Lord and Lady

Boosts Choose two ability boosts. One must be to Charisma or Intelligence, and one is a free ability boost.

Trained Skills You’re trained in the Diplomacy skill, and the Elven Lore skill.

Skill Feat You gain the Hobnobber skill feat.

Swan Ship Sailor

Boosts Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.

Trained Skills You’re trained in the Society skill, and the River Lore skill.

Skill Feat You gain the Underwater Marauder skill feat.

Keeper of Ancient Lore


High Elves of Rivendell (1e heritage)

Boosts Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.

Trained Skills You’re trained in the Crafting skill, and the Elven Lore skill.

Skill Feat You gain the Unmistakable Lore skill feat.

Counsellor of Elrond

Boosts Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.

Trained Skills You’re trained in the Diplomacy skill, and the Elven Lore skill.

Skill Feat You gain the Hobnobber skill feat.

Elf-lord

Boosts Choose two ability boosts. One must be to Charisma or Strength, and one is a free ability boost.

Trained Skills You’re trained in the Intimidation skill, and the Elven Lore skill.

Skill Feat You gain the Intimidating Glare skill feat.

Heir of Gondolin

Boosts Choose two ability boosts. One must be to Intelligence or Dexterity, and one is a free ability boost.

Trained Skills You’re trained in the Crafting skill, and the Elven Lore skill.

Skill Feat You gain the Specialty Crafting skill feat.

Vengeful Kin

Boosts Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.

Trained Skills You’re trained in the Athletics skill, and the Warfare Lore skill.

Skill Feat You gain the Intimidating Glare skill feat.

Wayward Wanderer

Boosts Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost.

Trained Skills You’re trained in the Survival skill, and the Eriador Lore skill.

Skill Feat You gain the Survey Wildlife skill feat.

Guardian of Imladris


Wayward Elves of Mirkwood (1e heritage)

Boosts Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost.

Trained Skills You’re trained in the Perception skill, and the Warfare Lore skill.

Skill Feat You gain the Combat Climber skill feat.

Warrior Poet

Boosts Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost.

Trained Skills You’re trained in the Performance skill, and the Mirkwood Lore skill.

Skill Feat You gain the Impressive Performance skill feat.

Minstrel of the Wood

Boosts Choose two ability boosts. One must be to Charisma or Dexterity, and one is a free ability boost.

Trained Skills You’re trained in the Performance skill, and the Mirkwood Lore skill.

Skill Feat You gain the Charming Liar skill feat.

Royal Valet

Boosts Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.

Trained Skills You’re trained in the Society skill, and the Mirkwood Lore skill.

Skill Feat You gain the Charming Liar skill feat.

Root Seeker

Boosts Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.

Trained Skills You’re trained in the Society skill, and the Elven Lore skill.

Skill Feat You gain the Unmistakable Lore skill feat.

Hunter

Boosts Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.

Trained Skills You’re trained in the Survival skill, and the Mirkwood Lore skill.

Skill Feat You gain the Experienced Tracker skill feat.

Wanderer


Wild Hobbits of the Anduin Vales (1e heritage)

Boosts Choose two ability boosts. One must be to Wisdom or Dexterity, and one is a free ability boost.

Trained Skills You’re trained in the Survival skill, and the Wilderland Lore skill.

Skill Feat You gain the Survey Wildlife skill feat.

Lone Survivor

Boosts Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.

Trained Skills You’re trained in the Stealth skill, and the River Lore skill.

Skill Feat You gain the Stealthy skill feat.

Healing Hands

Boosts Choose two ability boosts. One must be to Wisdom or Constitution, and one is a free ability boost.

Trained Skills You’re trained in the Medicine skill, and the Herbalism Lore skill.

Skill Feat You gain the Natural Medicine skill feat.

Roots and Beginnings

Boosts Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.

Trained Skills You’re trained in the Society skill, and the Warfare Lore skill.

Skill Feat You gain the Unmistakable Lore skill feat.

Wilderland Look-out

Boosts Choose two ability boosts. One must be to Wisdom or Dexterity, and one is a free ability boost.

Trained Skills You’re trained in the Survival skill, and the River Lore skill.

Skill Feat You gain the Experienced Tracker skill feat.

Clever-handed

Boosts Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.

Trained Skills You’re trained in the Crafting skill, and the River Lore skill.

Skill Feat You gain the Specialty Crafting skill feat.

Wandering Fisherman


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

Boosts Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.

Trained Skills You’re trained in the Survival skill, and the River Lore skill.

Skill Feat You gain the Forager skill feat.

Crossroads of the North

Boosts Choose two ability boosts. One must be to Charisma or Constitution, and one is a free ability boost.

Trained Skills You’re trained in the Diplomacy skill, and the Bree-land Lore skill.

Skill Feat You gain the Hobnobber skill feat.

Off with Dwarves

Boosts Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.

Trained Skills You’re trained in the Survival skill, and the Dwarven Lore skill.

Skill Feat You gain the Combat Climber skill feat.

From the Chetwood

Boosts Choose two ability boosts. One must be to Wisdom or Dexterity, and one is a free ability boost.

Trained Skills You’re trained in the Survival skill, and the Bree-land Lore skill.

Skill Feat You gain the Experienced Tracker skill feat.

Gate-Warden

Boosts Choose two ability boosts. One must be to Wisdom or Constitution, and one is a free ability boost.

Trained Skills You’re trained in the Perception skill, and the Bree-land Lore skill.

Skill Feat You gain the Quick Coercion skill feat.

Came up the Greenway

Boosts Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost.

Trained Skills You’re trained in the Society skill, and the Gondor Lore skill.

Skill Feat You gain the Streetwise skill feat.

No Longer Free from Care and Fear


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

Boosts Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.

Trained Skills You’re trained in the Stealth skill, and the Bree-land Lore skill.

Skill Feat You gain the Stealthy skill feat.

Herald

Boosts Choose two ability boosts. One must be to Constitution or Strength, and one is a free ability boost.

Trained Skills You’re trained in the Athletics skill, and the Eriador Lore skill.

Skill Feat You gain the Quick Jump skill feat.

Counsellor

Boosts Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.

Trained Skills You’re trained in the Society skill, and the Warfare Lore skill.

Skill Feat You gain the Unmistakable Lore skill feat.

Dreamer of Portents

Boosts Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost.

Trained Skills You’re trained in the Occultism skill, and the Genealogy Lore skill.

Skill Feat You gain the Oddity Identification skill feat.

Keeper of Earth and Spirit

Boosts Choose two ability boosts. One must be to Wisdom or Constitution, and one is a free ability boost.

Trained Skills You’re trained in the Medicine skill, and the Herbalism Lore skill.

Skill Feat You gain the Natural Medicine skill feat.

Solitary Vagabond

Boosts Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.

Trained Skills You’re trained in the Stealth skill, and the Eriador Lore skill.

Skill Feat You gain the Stealthy skill feat.

Kingly Voice


Riders of Rohan (1e heritage)

Boosts Choose two ability boosts. One must be to Charisma or Strength, and one is a free ability boost.

Trained Skills You’re trained in the Diplomacy skill, and the Genealogy Lore skill.

Skill Feat You gain the Intimidating Glare skill feat.

Outrider

Boosts Choose two ability boosts. One must be to Constitution or Dexterity, and one is a free ability boost.

Trained Skills You’re trained in the Athletics skill, and the Riddermark Lore skill.

Skill Feat You gain the Quick Jump skill feat.

The Greatest Hunter

Boosts Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost.

Trained Skills You’re trained in the Survival skill, and the Hunting Lore skill.

Skill Feat You gain the Experienced Tracker skill feat.

Wandering Outcast

Boosts Choose two ability boosts. One must be to Constitution or Dexterity, and one is a free ability boost.

Trained Skills You’re trained in the Stealth skill, and the Riddermark Lore skill.

Skill Feat You gain the Stealthy skill feat.

Minstrel of the Golden Hall

Boosts Choose two ability boosts. One must be to Charisma or Dexterity, and one is a free ability boost.

Trained Skills You’re trained in the Performance skill, and the Riddermark Lore skill.

Skill Feat You gain the Impressive Performance skill feat.

Fey and Dangerous

Boosts Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost.

Trained Skills You’re trained in the Intimidation skill, and the Riddermark Lore skill.

Skill Feat You gain the Intimidating Glare skill feat.

Grandson of the Doorward

Your kin served the doorward of Meduseld; you learned courtesy and the weight of old oaths.

Boosts Choose two ability boosts. One must be to Charisma or Wisdom, and one is a free ability boost.

Trained Skills You’re trained in the Society skill, and the Riddermark Lore skill.

Skill Feat You gain the Courtly Graces skill feat.


Men of Minas Tirith (1e heritage)

Horseman in a Stony City

Boosts Choose two ability boosts. One must be to Dexterity or Constitution, and one is a free ability boost.

Trained Skills You’re trained in the Athletics skill, and the Gondor Lore skill.

Skill Feat You gain the Ride skill feat.

Keeper of the Seven Gates

Boosts Choose two ability boosts. One must be to Wisdom or Strength, and one is a free ability boost.

Trained Skills You’re trained in the Perception skill, and the Gondor Lore skill.

Skill Feat You gain the Streetwise skill feat.

Master of Healing

Boosts Choose two ability boosts. One must be to Wisdom or Constitution, and one is a free ability boost.

Trained Skills You’re trained in the Medicine skill, and the Herbalism Lore skill.

Skill Feat You gain the Natural Medicine skill feat.

Stonewright

Boosts Choose two ability boosts. One must be to Strength or Intelligence, and one is a free ability boost.

Trained Skills You’re trained in the Crafting skill, and the Architecture Lore skill.

Skill Feat You gain the Specialty Crafting skill feat.

Seaman

Boosts Choose two ability boosts. One must be to Dexterity or Constitution, and one is a free ability boost.

Trained Skills You’re trained in the Athletics skill, and the Sailing Lore skill.

Skill Feat You gain the Underwater Marauder skill feat.

Soldier of Gondor

You drilled on the Pelennor or stood watch on the walls before the Shadow deepened.

Boosts Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost.

Trained Skills You’re trained in the Athletics skill, and the Warfare Lore skill.

Skill Feat You gain the Intimidating Glare skill feat.


Dunlendings (1e heritage)

Forest Dweller

Boosts Choose two ability boosts. One must be to Wisdom or Dexterity, and one is a free ability boost.

Trained Skills You’re trained in the Survival skill, and the Dunland Lore skill.

Skill Feat You gain the Experienced Tracker skill feat.

First Among Equals

Boosts Choose two ability boosts. One must be to Charisma or Constitution, and one is a free ability boost.

Trained Skills You’re trained in the Diplomacy skill, and the Dunland Lore skill.

Skill Feat You gain the Intimidating Glare skill feat.

Eye of Isengard (GM approval)

You saw too much from the tower’s window — or too little of what it meant.

Boosts Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.

Trained Skills You’re trained in the Arcana skill, and the Isengard Lore skill.

Skill Feat You gain the Unmistakable Lore skill feat.

Note: Begin play with +1 Eye Awareness (see GM Notes).

Mountain Savage

Boosts Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost.

Trained Skills You’re trained in the Athletics skill, and the Dunland Lore skill.

Skill Feat You gain the Intimidating Glare skill feat.

Dwarf Friend

Boosts Choose two ability boosts. One must be to Intelligence or Constitution, and one is a free ability boost.

Trained Skills You’re trained in the Crafting skill, and the Dwarven Lore skill.

Skill Feat You gain the Specialty Crafting skill feat.

Mist Child

Boosts Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.

Trained Skills You’re trained in the Stealth skill, and the Dunland Lore skill.

Skill Feat You gain the Stealthy skill feat.


This guide adapts Pathfinder 2e (Remaster) for a Third Age Middle-earth campaign. Middle-earth heritages (The One Ring Heroic Cultures) 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 with GM Core’s multiple point subsystems and the default accumulating-roll table below.

Track Scope Structure Good direction
Shadow Points Per PC Accumulating personal pool Lower is better
Influence Points Per social encounter Race to threshold (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, use this table unless a specific rule says otherwise:

Result Effect (increasing a track) Effect (reducing a track)
Critical success +2 −2
Success +1 −1
Failure No change No change
Critical failure −1 +1

Adjust freely for narrative weight. See GM Core — Victory Points.


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 Shadow Path — greed for Dragon-Sickness, vengeance for Curse of Vengeance, hoarding secrets for Lure of Secrets, 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 sincere encouragement, 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 Shadow Path to the scene — the bout attacks that weakness narratively.
  3. Success: the PC resists; describe how they hold to an Intention. No point gain.
  4. Failure: the PC succumbs briefly — impose a condition or compulsion (see table below). Gain 1 Shadow Point unless they already reduced points this scene.
  5. 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 PC’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

Shadow Path Bout flavor
Lure of Power Seize command, dismiss counsel, demand obedience
Curse of Vengeance Excessive violence, refuse mercy, duel when unnecessary
Wandering-Madness Abandon mission, drift from Company, obsession with the Road
Lure of Secrets Withhold vital truth, touch forbidden lore, isolate from allies
Dragon-Sickness Hoard loot, risk the Company for gold, break shares
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 to its core procedure.

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 relevant 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 Points — Weight 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 four 3rd-level PCs versus an Orc patrol in Moria.

Rules in play: Proficiency without Level (subtract creature level from monster bonuses) · Automatic Bonus Progression attack potency +1 at level 3 · no healing potions · Treat Wounds for recovery after the fight.

The Company (Level 3)

PC Class Shadow Path Key stats (PWL + ABP)
Fundin Guardian Path of Despair War axe +9, shield, AC 21, HP 48, physical resist 2 (Guardian’s Armor)
Brand Fighter Curse of Vengeance Longsword +13, shield, AC 20, HP 44
Eradan Ranger Path of Despair Longbow +9, AC 19, HP 34
Mírdan Thaumaturge Lure of Secrets Esoteric Lore +8, staff, AC 18, HP 28

Assumed build notes: Fundin is a Dwarf of Durin’s Folk (Redoubtable heritage) in chain mail and shield — Taunt, Intercept Strike, Shield Block, and Tough to Kill (Diehard) at 3rd level. He stands beside Brand in the front rank. Eradan has Hunt Prey and a longbow; Mírdan uses a mirror implement and Exploit Vulnerability. None have defense potency yet (ABP level 5).

Guardian in play: Fundin’s physical resistance 2 applies before Shield Block. Intercept Strike lets him take a hit meant for Eradan or Mírdan (Step adjacent, apply his resistances). Taunt draws an Orc’s hostility — if a taunted Orc attacks an ally without including Fundin, the attack takes −1 and the Orc is off-guard.

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 each creature’s level from its attack bonuses, AC, saves, and Perception (see Proficiency without Level). Level-0 scrappers are unchanged. The level-1 veteran drops from +7 to +6 attack and AC 17.

Encounter budget (Proficiency without Level): 4 scrappers at party level −3 (21 XP each) + 1 veteran at party level −2 (26 XP) = 110 XP — low moderate for four 3rd-level heroes.

Terrain

  • Narrow hall — pillars, collapsed stonework, dim torchlight.
  • Round 1: Fundin and Brand share the front — at most three Orcs can reach melee (Veteran + two scrappers on one hero, one on the other).
  • After round 4: Brand retreats behind a pillar; Fundin holds the chokepoint so the rear rank cannot flood past him 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!”
  • Fundin (◆ Taunt Veteran, ◆ Strike war axe): Hit — 8 + 2 weakness = 10 (Veteran at 13 HP). The sergeant snarls at the Dwarf in mail.
  • Eradan (Hunt Prey on Veteran, longbow): Hit — 5 + 2 weakness = 7 (Veteran at 6 HP).
  • Brand (◆ Stride, ◆ Strike): Miss against the Veteran.
  • Orcs surge the front rank: Veteran hit Fundin 5 → 3 after resist; Scrapper 2 hit Brand 4; Scrapper 3 hit Brand 5. Fundin at 45 HP, Brand at 35 HP.

Round 2 — Hold the Line

  • Eradan: Miss.
  • Fundin: Hit Veteran — 10 (Veteran at 0 HP — Ferocity, stays at 1 HP).
  • Brand: Hit — 13 + 2 = 15. Veteran dead.
  • Fundin (◆ Shield Block): Turns Scrapper 3’s 5 damage into 2 (after resist, 0 to Fundin — block absorbs the rest). Fundin still at 45 HP.
  • Mírdan (◆ Stride, ◆ Strike staff): Hit — 5 (weakness). Scrapper 1 at 13 HP.

Round 3 — Ferocity

  • Eradan: Hit Scrapper 1 — 7 (6 HP).
  • Brand: Hit Scrapper 1 — 13. Scrapper 1 to 0 — Ferocity (1 HP).
  • Fundin: Hit Scrapper 1 — 10. Scrapper 1 dead (Ferocity swing misses Fundin).
  • Scrapper 2 hit Brand — 5. Brand at 30 HP.
  • Mírdan: Hit Scrapper 2 — 6 (12 HP).

Round 4 — The Fighter Wavers

  • Eradan: Hit Scrapper 2 — 7 (5 HP).
  • Brand: Hit Scrapper 2 — 13. Scrapper 2 to 0 — Ferocity (1 HP).
  • Scrapper 2 hit 9, Scrapper 4 hit 8. Brand at 13 HP (not 6 — Fundin drew fire in rounds 1–2).
  • Brand (◆ Raise Shield, ◆ Stride back): Takes cover behind a pillar.
  • Fundin (◆ Taunt Scrapper 4): Holds the chokepoint; Scrapper 4 frightened 1 from Brand’s Demoralize on the way out.

Round 5 — Fundin Holds the Door

Orcs cannot reach Eradan past the Guardian.

  • Eradan: Finishes Scrapper 2.
  • Brand (from cover): Hit — Scrapper 3 at 10 HP.
  • Scrapper 3 hit Fundin 6 → 4 after resist; Scrapper 4 hit Fundin 5 → 3 after resist. Fundin at 38 HP.
  • Scrapper 4 attacks Eradan anyway (not taunted this round) — critical hit 10. Fundin (Intercept Strike): Steps in, takes 8 after resist. Fundin at 30 HP; Eradan untouched.
  • Mírdan: Hit Scrapper 3 — 5 (5 HP).

Rounds 6–7 — Finish It

  • Fundin refreshes Taunt on Scrapper 4; Shield Block on the worst hit.
  • Focus fire drops Scrapper 3 (Ferocity), then Scrapper 4. Mírdan refreshes Exploit Vulnerability on round 6.

Aftermath

PC HP remaining Notes
Fundin 24 / 48 Shield dented; took the crit meant for Eradan
Brand 13 / 44 Retreated in time; still standing
Eradan 34 / 34 Untouched — Intercept worked
Mírdan 28 / 28 Untouched; mirror unscarred

No healing potions. Fundin and Brand each receive Treat Wounds after the hall is cleared (Medicine with skill potency +1 at level 3). Eradan assists. One wounded condition on Fundin; Brand is bruised but functional.

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. A Guardian changes horde math. With Fundin sharing the front and Intercept Strike protecting the archer, the same 110 XP fight ends with the Ranger untouched and the Fighter at 13 HP instead of 6.
  2. Proficiency without Level and hordes still matter. Five Orcs against four heroes was a real fight — Ferocity and chokepoint play still decided it.
  3. Taunt + chokepoint keep pressure on the armored characters who can absorb it.
  4. Thaumaturge in Moria. Exploit Vulnerability (+2 weakness) remains essential damage.
  5. No consumables changes tempo. Win, then 20+ minutes of Medicine in a haunted hall — but fewer heroes are bleeding out.

GM Quick Reference

Low–Moderate (110 XP) for 4 PCs: 4× Orc Scrapper (0) + 1× Orc Veteran (1) PWL: Veteran +6 atk, AC 17 | Scrapper +7 atk, AC 14 Front rank: Fundin (Guardian) + Brand (Fighter); Fundin Taunt + Intercept Same patrol was moderate–severe for 3 PCs without a Guardian

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


Variant: Reinforced Patrol (8 Scrappers)

Same Company (including Fundin), same terrain, same player choices — Brand still retreats behind a pillar on round 4 — but the patrol has twice the grunts.

Creature PWL stats HP
Orc Scrapper ×8 AC 14, +7 hit, 1d6+3 18
Orc Veteran ×1 AC 17, +6 hit, 1d8+3 23

Encounter budget (Proficiency without Level): 8 scrappers (21 XP each) + 1 veteran (26 XP) = 194 XP — severe for four 3rd-level heroes.

Tracking: Scrappers S1–S8 start at full HP. Use the same attack rolls as the standard fight where they apply; add extra Scrapper attacks wherever a body can fit in the line.

Round-by-Round (Same Tactics — Brand Retreats Round 4)

Round 1 — Contact

Nine shapes — a sergeant and a wedge of eight. Same opening, with Fundin in the front rank:

  • Mírdan: Exploit Vulnerability success — weakness 2 on the patrol.
  • Fundin (◆ Taunt Veteran, ◆ Strike): Hit Veteran — 10 (Veteran at 13 HP).
  • Eradan: Hit Veteran — 7 (Veteran at 6 HP).
  • Brand: Miss Veteran.
  • Orcs surge the front: Veteran hit Fundin 5 → 3; S2 hit Brand 4; S3 hit Brand 5; S4 squeezes in — hit Fundin 4 → 2. Fundin at 43 HP, Brand at 35 HP.

Round 2 — Hold the Line

  • Eradan: Miss.
  • Fundin: Hit Veteran — 10 (Ferocity at 1 HP).
  • Brand: Hit Veteran — 15. Veteran dead.
  • Fundin (Shield Block): S4’s 5 blocked. Fundin at 43 HP (no damage after block + resist).
  • Mírdan: Hit S1 — 6 (S1 at 12 HP).

Round 3 — Ferocity

  • Eradan: Hit S1 — 7 (S1 at 5 HP).
  • Brand: Hit S1 — 13. S1 Ferocity (1 HP).
  • Fundin: Hit S1 — 10. S1 dead.
  • S2 hit Brand — 5. Brand at 30 HP.
  • Mírdan: Hit S2 — 5 (S2 at 13 HP).

Round 4 — Brand Retreats; Fundin Stays

Brand repeats the same call — fall back to the pillar. Fundin does not retreat and Taunts S5.

  • Eradan: Hit S2 — 7 (S2 at 6 HP).
  • Brand: Hit S2 — 13. S2 Ferocity (1 HP), then Fundin Hit — 10. S2 dead.
  • Brand Strides back — at 30 HP (retreated early while healthy; same timing as the three-hero fight, different HP).
  • Orcs pile on Fundin (S3–S6 in reach): S3 hit 9 → 7, S4 hit 8 → 6, S5 hit 6 → 4, S6 hit 5 → 3. 20 damage after resist. Fundin at 23 HP — still standing.

Round 5 — The Guardian Holds

Seven scrappers remain; none reach Eradan past Fundin.

  • Eradan: Hit S3 — 7 (S3 at 11 HP).
  • Brand (from cover): Hit S3 — 13 (S3 at 0 — Ferocity 1 HP).
  • Fundin: Finishes S3; Shield Block on S7’s attack (0 damage).
  • S5 hit Fundin 7 → 5; S6 miss. Fundin at 18 HP.
  • S4 attacks Eradan — hit 9. Fundin (Intercept Strike, taunted S4 last round): Takes 7 after resist. Fundin at 11 HP.
  • Mírdan: Hit S4 — 5 (S4 at 13 HP).

Rounds 6–8 — Grind

The Company focus-fires one Scrapper per round. Fundin refreshes Taunt each round and Shield Blocks the heaviest blow. Ferocity adds five extra swings over the fight. S4, S5, S6 fall in rounds 6–7; S7 and S8 press Fundin to 4 HP before Eradan and Brand drop them in round 8.

Aftermath

PC HP remaining Notes
Fundin 4 / 48 Barely upright; shield in splinters; wounded
Brand 22 / 44 Fought from cover after round 4; light injuries
Eradan 25 / 34 One solid hit slipped past Intercept
Mírdan 28 / 28 Untouched

Without Fundin, the same retreat timing produced a TPK / flight (see comparison below). With Fundin holding the choke, the Company wins — but this is a severe fight for four heroes, not a stroll.

Campaign tracks:

  • Eye Awareness: +2 (long fight, many Orcs slain in the open hall).
  • Shadow Points: None unless someone indulges cruelty; Fundin might gain 1 if he refuses to let the Company rest before clearing the hall.

Three Heroes vs Four — Same Patrol, Same Retreat Timing

3 PCs (no Guardian) 4 PCs (+ Fundin)
110 XP (4 scrappers) Eradan 2 HP, Brand 6 HP — win Eradan 34 HP, Brand 13 HP — comfortable win
194 XP (8 scrappers) Brand down round 4, TPK / flight Fundin 4 HP — win, barely

This is not a math error — 194 XP severe with Brand retreating on schedule should bloody a four-hero Company. The Guardian does not trivialize the horde; he buys the retreat and keeps the archer alive.

What Still Goes Wrong Without Adaptation

Even with Fundin, 194 XP can spiral if:

  1. Fundin retreats with Brand — the rear rank floods Eradan; treat Fundin as immovable until at least five scrappers are dead.
  2. Taunt is wasted on grunts while the Veteran lives — always Taunt the biggest threat first.
  3. Exploit Vulnerability lapses — Mírdan must refresh every round at this scale.

Chokepoint discipline + Fundin: win in 8–9 rounds; Fundin at ~10–15 HP, Brand ~15–20 HP, Eradan ~20–28 HP.

GM Quick Reference — Reinforced Patrol

Severe (194 XP) for 4 PCs: 8× Orc Scrapper (0) + 1× Orc Veteran (1) Fundin holds choke when Brand retreats → win, bloody (Fundin ~4 HP in this run) Same fight, 3 PCs, same retreat → TPK / flight Fundin + Brand both retreat → treat as TPK unless choke rules limit engagement to 2 Orcs

← Player’s Guide