TEXT: The hearT of erenland
  an advenTure for four characTers of firsT level
  TM
  Roleplaying Game
  Requires the use of the D&D Player’s Handbook,® Monster Manual,® and 
  Dungeon Master’s Guide® Player’s Handbook® 2, Monster Manual® 2, Adventurer’s Vault™
  core rulebooks, available from Wizards of the Coast, LLC
  For use with the 4th Edition
  
  Introduction
  2
  Lead Developer
  Michael Hurley
  Additional Contributions
  Dan Clark, J.R. Godwin, and Jay Little
  Story
  Christian T. Petersen
  Editing
  Jason Beaudoin, Keith Hurley,  
  Mark O'Connor
  Maps
  Peter Wocken
  Graphic Design
  Andrew Navaro
  Midnight Concept and Creation
  Greg Benage
  Publisher
  Christian T. Petersen
  FANTASY FLIGHT GAMES
  1975 County Rd. B2 #1
  Roseville, MN 55113
  www.FantasyFlightGames.com
  Original content © 2009 Fantasy Flight Games. MidniGht, MidniGht 2nd EditiOn, MidniGht ChrOniClEs, thE hEArt OF 
  ErEnlAnd, FAntAsy FliGht GAMEs, and the FFG logo are © and tM Fantasy Flight Publishing, inc. 2003–2009. All rights reserved.
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  2009 Wizards of the Coast. All rights reserved.
  Credits
  www.FantasyFlightGames.com
  
  Introduction
  3
  Introduction
  “The Heart of Erenland” is an adventure set in the world 
  of Midnight that uses the 4th Edition dungeons & dragons 
  rules. This adventure has been designed as an exciting intro-
  duction to the Midnight setting, the same setting depicted in 
  the pilot film Midnight Chronicles, produced by Fantasy 
  Flight Studios. To learn more about Midnight Chronicles, 
  please visit the wesbite www.midnight-chronicles.com.
  “The Heart of Erenland” is written for a Dungeon Master 
  (DM) and four heroic 1st level player characters (PCs). To 
  help get players right into the action, the appendix of this 
  adventure includes four pre-generated characters, which have 
  been designed to help reinforce some of the essential themes 
  to the Midnight setting, particularly the rarity of magic.
  A Prequel to Midnight Chronicles
  “The Heart of Erenland” takes place in a region of 
  Eredane known as the Westlands, approximately ten years 
  before the events in Midnight Chronicles. Players already 
  familiar with the pilot film may recognize several characters 
  and locations in this adventure, including Loren Landring and 
  his young son Gaelen, the scheming Lesher, the wise and 
  secretive Grimnor, and the town of Blackweir.
  The Midnight Setting
  In the world of Midnight, evil rules, and the last brave 
  heroes struggle against overwhelming odds. A century ago, 
  the free peoples of Eredane fought the final battles in a des-
  perate war of survival against the Shadow, the dark god 
  Izrador…and lost. The lands of men were crushed by Izrador’s 
  armies, or succumbed to his insidious corruption. The shat-
  tered remnants of the once-great elves and dwarves retreated 
  to the hearts of their homelands to vainly resist their inevita-
  ble defeats. Many of the gentler races were simply enslaved 
  or reduced to hopeless refugees.
  One hundred years have passed since the Shadow fell. 
  The elder races—particularly those of fey ancestry who have 
  battled Izrador for millenia—are being systematically hunted 
  down and exterminated. Their great forest kingdom has 
  become an island of light in a darkening world, its elven keep-
  ers fighting losing battles against hordes of shadow orcs and 
  other servants of the dark god. The surviving dwarven clans 
  have locked themselves in their mountain holdfasts, and the 
  streets of their subterranean cities have become meat grinders 
  for the endless waves of foes sent to root them out.
  The lands of men are ruled with an iron fist by the min-
  ions of the Shadow. Once great cities lie in ruins, and nearly 
  every isolated town and village now exists to serve the needs 
  of the Shadow first, and local populace a distant second. 
  Literacy, magic, and weapons are illegal, and even long-dis-
  tance travel draws suspicion. With each new human genera-
  tion grows general ignorance and complacency. Soon, none 
  alive will remember the days before the Shadow fell. 
  
  Introduction
  4
  The Veil
  Aeons ago the dark god, Izrador, was cast out of the 
  heavens and banished to the surface of the mortal world. The 
  forces behind this banishment intended to seal Izrador forever 
  within a material plane where his power would be weak. But 
  the barrier, known only as the Veil, that prevents Izrador from 
  returning to the heavens to spread his corruption also prevents 
  all other gods from answering the prayers of mortals.
  The impenetrable Veil between the mortal and celestial 
  realms has other far-reaching effects, for now the spirits of the 
  dead have no final resting place. Many who die are now 
  doomed to remain bound to their bodies, rising from death in 
  a hideous mockery of their former selves, tainted by madness 
  and an insatiable hunger for the flesh of the living. Most refer 
  to these walking undead simply as the Fell. Other beings, 
  perhaps those of stronger will, escape that horrific fate upon 
  their mortal deaths only to realize an alternate eternity of 
  roaming the world as bodiless spirits, beings known as the 
  Lost.
  Geography for the Adventure
  This adventure takes place in the Westlands region of 
  Erenland, one of the old kingdoms of men that was long-ago 
  conquered by Izrador’s armies. Because of its close proximity 
  to elven territory, the Westlands remains a war zone, and most 
  of the land’s resources are devoted to supporting the Shadow’s 
  considerable military presence in the region.
  The Laws of the Shadow
  As the Shadow’s army spread across Erenland, a series of 
  edicts were issued designed to deny the Shadow’s new sub-
  jects the ability or will to resist. These edicts have been 
  enforced by whip and vardatch. There are no appeals, no mer-
  cies; judgements are swift and brutal, with innocents suffering 
  as often as the truly guilty.
  The Shadow imposes hundreds of written laws upon its 
  subjects (see sidebar for examples), as well as countless 
  unwritten laws that can change on the whim of a local legate 
  or garrison commander. Many officials also routinely post 
  new or amended laws without notice simply so they can have 
  an excuse to punish the ignorant—a particularly cruel act 
  since most commoners are illiterate.
  Three laws of particular interest to adventures are the 
  prohibition of bearing martial arms and armor, the prohibition 
  of bearing any item with magical properties, and the forbid-
  dance of all acts of magic, including the casting of spells. 
  Many people find acceptable ways to get around the first of 
  those laws by possessing weapons and armor the Shadow 
  considers not to be military grade, such as leather and hide 
  armor, knives, hunting spears, bows, and most tools. Of 
  course there are groups of wandering adventurers who rou-
  tinely violate all the above laws, but they know this makes 
  them fugitives. As a result, most adventures adopt clever 
  ways of hiding their most valued equipment in order to mini-
  mize the attention they draw to themselves.
  
  Introduction
  5
  A Few Laws of the Shadow
  Punishable by Death
  Being of fey blood
  •	
  Collaboration with fey
  •	
  Aiding a fugitive of the Shadow
  •	
  Assaulting a legate or senior agent of Izrador
  •	
  Possession of an enchanted item
  •	
  Casting spells or other uses of magic
  •	
  All acts of direct rebellion against the Shadow’s rule
  •	
  Punishable by the Lash
  Hoarding food
  •	
  Being late or short on tithes to the Shadow
  •	
  Not averting ones eyes or making way for a legate
  •	
  Unauthorized use of a forge
  •	
  Punishable by Enslavement or Imprisonment
  Possession of martial weapons or armor
  •	
  Assaulting a soldier of Izrador
  •	
  Unauthorized presence in a restricted area
  •	
  Resisting arrest
  •	
  Worship of any deity but Izrador
  •	
  Smuggling
  •	
  Theft or withholding items designated for the Shadow
  •	
  Unauthorized travel beyond settlement borders
  •	
  Possession of nonmagical written material
  •	
  Teaching others to read
  •	
  Failure to report a violation of the law
  •	
  
  Introduction
  6
  New Heroic Tier Feats
  The pre-generated characters included with this adven-
  ture have new feats that are representative of their homelands, 
  lineage, and backgrounds.
  Last Stand
  Benefit: Once per day, you can use your Second Wind an 
  additional time in the same encounter, but only once per 
  round.
  Luck of Erenland
  Prerequisite: Human, Erenlander
  Benefit: When you spend an action point in combat, 
  make a saving throw. On a success, you gain the benefit of 
  spending the action point without losing it.
  Retributive Rage
  Benefit: While bloodied, if you spend an action point to 
  make an attack and that attack hits, you inflict damage as if 
  you rolled a critical hit.
  Steeled Blood of the North
  Prerequisite: Human, Dorn
  Benefit: You gain a +1 feat bonus to AC while wearing 
  light or no armor.
  New Equipment
  Some characters and creatures in this adventure have 
  new equipment.
  Military Melee Weapon
  Vardatch: This brutal orc weapon features a heavy 
  curved blade that is wickedly serrated on the inside.
  Adventuring Gear
  Drop Sheath: This style of custom sheath is widely used 
  by travelers to conceal daggers and similar weapons from 
  prying eyes. The sheath is worn on the inside of the forearm 
  and can only house light blades of one pound or less. By 
  angling the arm down and twisting the wrist, the wearer can 
  release the weapon into an empty hand as a free action.
  Adventure Summary
  In this adventure, the player characters (PCs) are tasked 
  with uncovering a mystery surrounding the disappearance of 
  a man named Loren Landring. The story begins with the PCs 
  arriving in the village of Fernglade, a small farming commu-
  nity outside of the town of Blackweir. There they learn that 
  Loren led a large group of men from the village into the wil-
  derness a few nights before and they haven’t yet come back.
  The PCs soon learn that Loren and his men are secretly a 
  group of rebel fighters who work by night to harass the 
  Shadow’s armies any way they can. Most recently, the group 
  was tipped off by their secret contacts in Blackweir to the 
  presence of a large caravan transporting weapons south. 
  Deciding it was too good an opportunity to pass up, Loren and 
  his men set off in the night to attack the caravan.
  By the time the PCs catch up with Loren and his men, 
  they learn that a terrible battle has taken place. The men were 
  attacked by shadow orc soldiers, many were killed, and Loren 
  was taken prisoner. Afterward, the caravan apparently split 
  up. Unable to determine where exactly Loren was taken, and 
  having no time or resources to pursue every lead at once, the 
  PCs next best bet is to travel to Blackweir. There, they hope 
  to learn where the caravan was originally headed, and possi-
  bly find Loren’s secret contacts who may be able to help.
  The most important information the PCs gather in 
  Blackweir are that Loren was taken prisoner to the city of 
  Eisin, and that there were a few other survivors of the battle. 
  Those other survivors are led by Harwen, one of Loren’s old-
  est friends, and they have apparently gone into hiding in the 
  south near the Ardune. The PCs depart Blackweir to search 
  for Harwen.
  After meeting with Harwen and a few other survivors, 
  the PCs agree to assist Harwen with Loren’s rescue. Harwen 
  devises a bold plan that will take them straight into the heart 
  of Eisin. There, they will infiltrate the most likely place Loren 
  would be held captive: The Tower of Tender Mercies, home 
  to a certain legate order specializing in the fine art of inter-
  rogation.
  A Note About NPC Dialogue
  Throughout this adventure, the player characters will 
  meet non-player characters (NPCs) who will be able to offer 
  clues and other information about the setting. Sample dia-
  logue for each of these NPCs is provided in the form of bullet 
  point phrases. The GM can use these phrases verbatim, or he 
  can simply use them as a starting point for his own dialogue. 
  In either case, the GM should try to engage the players in a 
  verbal exchange, which is more interesting for everyone than 
  just having the GM read aloud a full paragraph of text.
  Weapon
  Prof.
  Damage
  Range
  Weight
  Group
  Properties
  Vardatch
  +2
  1d12
  —
  6 lbs.
  Heavy blade
  Versatile
  MILITARY MELEE WEAPON
  One-Handed
  
  Chapter One: The Missing Men
  7
  Chapter One:  
  The Missing Men
  The adventure begins with the PCs traveling toward the 
  town of Blackweir to seek out new opportunities for business, 
  or adventure. Along the way, they pass through the small vil-
  lage of Fernglade.
  Fernglade
  Village, Population 53
  A cluster of tiny wooden buildings, seldom included on 
  any map, the village of Fernglade is a quiet agricultural set-
  tlement located a few leagues outside of Blackweir. After two 
  days of stormy weather, the rain has finally stopped, and you 
  are cold and weary from travel. You are hoping to find a hot 
  meal and dry beds, but as you get closer to the center of the 
  village you can’t help but notice a few oddities.
  Trouble Afoot
  As the PCs casually observe the villagers going about 
  their evening chores, it doesn’t take them long to realize that 
  there are almost no men in the village. Women and children 
  are everywhere, and here and there an elderly man, but there 
  isn’t a young man in sight. The PCs also soon realize that 
  everyone is watching them closely. Then a young boy runs up 
  to them.
  Gaelen Landring: This eight-year-old boy appears eager 
  to get the attention of the PCs. He will follow them wherever 
  they go and it will only take the slightest prompt for him to 
  start peppering the PCs with questions:
  Who are you? What brings you to Fernglade? Where 
  •	
  you coming from?
  Hey, you look pretty strong! I bet you’ve fought orcs 
  •	
  before! Will you tell me about it?
  Are you going to Blackweir? Can I come with you?! 
  •	
  I	need	to	find	my	father!	His	name	is	Loren,	and	he’s	
  missing!
  Eventually Gaelen’s mother, Sandra, will appear to col-
  lect her son.
  Sandra Landring: A stout, but attractive woman in her 
  forties, Sandra Landring is the mother of Gaelen and the wife 
  of Loren. She has a sharp wit and a bold manner of speech.
  Sandra will scold Gaelen for talking to strangers and 
  apologize to the PCs for bothering them. But Gaelen will 
  persist and keep mentioning that he needs to find his father. 
  This will be overheard by other villagers who try to intervene 
  and shut Gaelen up, say he talks too much and that strangers 
  can’t be trusted. This will in turn spark Sandra’s anger. Soon, 
  
  Chapter One: The Missing Men
  8
  a dozen villagers will be arguing in the center of the village 
  about Gaelen’s missing father, but their attention will quickly 
  shift to the PCs:
  Who is this lot anyway? What’s your business here?
  •	
  If you think this village is an easy mark just because our 
  •	
  men are gone, you’ll be very sorry!
  Tell them nothing! They’re probably working for the 
  •	
  Shadow.
  Maybe they could help us?
  •	
  They look suspicious to me. Best not trust ‘em.
  •	
  Eventually, the PCs should start asking questions. 
  Whether they choose to diffuse the situation with a little care-
  ful diplomacy or try to intimidate everyone into shutting up, 
  they will eventually hear the following from the villagers:
  Yes, Gaelen’s father isn’t here. He and a bunch of other 
  •	
  men in the village left three nights ago and haven’t come 
  back. The fools!
  Loren	lead	them	into	the	wilderness	in	the	middle	of	the	
  •	
  night. Harwen didn’t even say goodbye!
  They usually aren’t gone this long…
  •	
  This	isn’t	the	first	time	they’ve	disappeared.	They’ll	be	
  •	
  back.
  It’s	the	first	time	they’ve	ALL	disappeared	at	the	same	
  •	
  time.
  Sandra Landring will have more concrete information for 
  the PCs and will invite them to her home for a meal. Gaelen 
  will be thrilled at this suggestion and beg the PCs to not turn 
  down his mother’s offer.
  Inside the Landring Home
  Sandra	 and	 Gaelen	 Landring	 welcome	 you	 into	 their
  home and offer thick barley stew, bread, and mulled wine. You 
  can’t help but notice an old battered shield hanging on the 
  wall at the back of the house—a rare heirloom from the old 
  kingdom.
  As the PCs eat their supper and converse with Sandra and 
  Gaelen they will learn the following:
  Loren	is	a	good	man.	He’s a	farmer,	yes.	Most	of	the	
  •	
  men in the village are, but they are also more. They are 
  resisters. The Shadow calls them outlaws, but they’re 
  real	heros.	They	work	the	fields	by	day,	but	at	night	they	
  do what	they	can	to	fight	the	Shadow.
  Loren	is	the	leader	of	the	group.	He’s	always	been	the	
  •	
  type that men follow.
  Two nights ago, he and Harwen took 30 men east into 
  •	
  the wilderness. They had received some information 
  about a Shadow army caravan traveling south with a 
  load of weapons.
  Harwen	is	Loren’s	oldest	friend,	and	the	best	hunter	in	
  •	
  Fernglade.
  The caravan was traveling overland—not using the 
  •	
  Kingsway—it was using the secondary roads through the 
  woodlands.
  Loren	has	contacts	in	Blackweir.	That’s	where	he	gets	
  •	
  his information. He went to Blackweir a few days before 
  he took the men to go after the caravan.
  Please, will you look for him? The others are right, 
  •	
  they weren’t planning on being gone this long. ONE 
  night	Loren	said.	And	it’s	already	been	THREE!	I	know	
  something terrible has happened.
  The Talk Around Town
  While in Fernglade, the PCs may hear additional infor-
  mation about Loren and his men, about Blackweir and the 
  surrounding region, or simply idle gossip:
  Blackweir was destroyed during the last war, but 
  •	
  rebuilding began almost immediately. Both the great 
  keep and the Shadow temple are currently under 
  construction.
  The new legate in Blackweir just arrived last summer.  
  •	
  I saw him once. If I’m lucky, that won’t happen again.
  I	guess	there	aren’t	a	LOT	of	orcs	hanging	around	
  •	
  Blackweir, but then again, one orc is too many, eh?  
  I hear Eisin is MUCH worse, heh.
  Loren	is	an	idealistic	fool	and	that	Harwen	friend	of	his	
  •	
  is even worse. I wish they’d just give it up already. We 
  don’t need no so-called heroes. Those boys are outlaws, 
  plain and simple. They’re gonna get this whole village 
  burned to the ground when the Shadow catches up with 
  them.
  You ever see what an orc can do to a scrawny neck like 
  •	
  yours? Best go home, kid. We got enough trouble around 
  here.
  Loren	is	the	bravest	man	I’ve	ever	known!	He	saved	my	
  •	
  boy’s	life	more	than	once.	Please	find	him!
  They’ve been gone this long—good chance they’re dead 
  •	
  by	now.	If	you’re	lucky,	you’ll	never	find	them.	If	you’re	
  unlucky,	they’ll	find	you.	Know	what	I	mean?
  
  Chapter One: The Missing Men
  9
  Following in Loren’s Footsteps
  After the PCs have gathered as much information as they 
  wish in Fernglade, they should set out to find Loren and his 
  men. The villagers will have some basic information about 
  the direction they should start.
  Eventually, Gaelen will reveal that on the night the 
  Fernglade men left, he snuck out of the house and followed 
  them for a little while. He didn’t want to say anything before 
  because he was afraid of getting into trouble from his mother. 
  Gaelen didn’t get far however before he was caught by 
  Harwen. The two agreed to keep the little incident a secret, 
  provided Gaelen hurried back home.
  Though the past days’ rains have likely washed away any 
  tracks, with Gaelen’s help, the PCs will be able to get started 
  in the right direction.
  The Outlaws’ Ambush
  Encounter Level 2 (500 XP)
  Setup
  Important! Do not reveal the encounter map to the play-
  ers or set up any miniatures right away. Doing so will tip off 
  the players that this is a hostile encounter. Give the PCs a 
  chance to first do a little investigating if they want.
  After hours of overland travel through soggy, wooded 
  country, you come across one of the many small, muddy roads 
  that wind throughout this area of the Westlands. A little fur-
  ther on, you see what can only be the aftermath of a battle. A 
  broken wagon lies by the side of the road, not far from a smol-
  dering pile of burnt corpses. Near the wagon, you hear moans 
  and quiet pleas of “Water…water…”
  Checking the Survivors
  Lying	on	the	ground,	or	propped	against	trees,	are	five	
  men who look badly wounded. One looks up at you with 
  sunken eyes, reaches out with a limp hand and says “Please…
  help us…water…”
  These are some of the men from Fernglade. Though they 
  look like badly wounded survivors of a battle, they were in 
  fact killed in that battle and have returned an undead Fell.
  If a PC approaches the men, allow the PC to make a  
  DC 15 Nature or Heal check. On a success, the PC realizes 
  that the wounds some of men are showing appear far too 
  grievous for them to still be alive.
  They Speak
  If the PCs wish, they can converse with the Fell. But, if 
  the PCs get too close, the Fell will be overcome by their need 
  to consume living flesh and will leap up and attack.
  Some of the fragments of speech the Fell can say are as 
  follows:
  Give me water…food…so hungry…
  •	
  A	trap…orcs…fifty	at	least…a	slaughter…
  •	
  They	took	Loren…prisoner…
  •	
  The Fell Attack
  Eventually, the Fell will rise up and attack the PCs. Use 
  the layout shown, and set up the PCs' miniatures depending 
  on how close each of them got to the Fell just before they 
  attacked.
  Roll initiative and proceed with combat.
  Features of the Area
  Illumination: Bright light, unless the PCs are traveling 
  by night (then dim light).
  Road and Grass: Squares of road and grass do not ham-
  per movement or affect visibility.
  Foliage: Tall trees and thick foliage grow throughout this 
  area. These areas provide lightly obscured concealment and 
  cover for those who attack from or into the area. Areas cov-
  ered by foliage also count as difficult terrain.
  Broken Wagon: A character adjacent to the broken 
  wagon can climb onto it to gain a better vantage point of the 
  surrounding area. Treat this as moving into a square of diffi-
  cult terrain. A character atop the broken wagon has combat 
  advantage against targets on the ground.
  Burn Pile: A closer examination of the smoldering pile 
  of burnt corpses reveals that they are all orc remains. 
  Apparently the orcs took the time to burn their own dead but 
  didn’t bother to do the same for the humans. These squares 
  count as difficult terrain but do not provide cover or hinder 
  visibility.
  Common Knowledge About  
  Death in Eredane
  In the Midnight setting, everyone has heard 
  horror stories about the dead returning to life. But 
  that doesn’t necessarily mean everyone has actually 
  encountered undead. Still, it should be common 
  knowledge amongst the PCs that if dead bodies are 
  not burned or otherwise destroyed, there is a chance 
  they will rise as undead creatures, called Fell. These 
  walking terrors have an insatiable hunger for living 
  flesh. Newly risen Fell still look human and retain 
  most of their intelligence and skills they had in life, 
  including the ability to speak. Some Fell don’t even 
  fully understand they are dead, and are slowly being 
  driven mad by their hunger and the progressive 
  decay of their physical bodies.
  
  Chapter One: The Missing Men
  10
  Tactics
  Once the Fell are overcome by their extreme 
  hunger for living flesh, they will each simply rush 
  at the nearest PC and attack.
  Investigating the Ambush Site
  After the PCs destroy the Fell, they will have 
  a chance to more thoroughly investigate the site. 
  They will discover the following facts:
  There are remains of 17 human bodies, 
  •	
  counting	the	five	who	became	Fell.	All	are	
  apparently men from Fernglade. None match 
  Loren’s or Harwen’s descriptions.
  In the smoldering burn pile, there appears 
  •	
  to	be	the	remains	of	five	or	six	orcs.
  There were obviously multiple wagons in 
  •	
  the caravan, and possibly men or orcs on horseback 
  as well. The rain has made it impossible to know 
  for certain where the caravan went after the battle, 
  and there is a chance it split up and headed in 
  multiple directions.
  There are no items of value in the area, just 
  •	
  a few broken weapons. Apparently, the orcs took 
  everything with them.
  The	PCs	find	a	small	square	of	cloth	near	
  •	
  one of the human bodies that appears to be inked 
  with a crude map. The map seems to show a walled 
  town with a single gate facing southwest. Due west 
  of the town, in what looks like a patch of trees, is a 
  “X” mark. While the map doesn’t have any writing, 
  it’s a good bet the town depicted is Blackweir.
  Next Steps
  After investigating Fernglade and discovering the site of 
  the caravan ambush, it should be clear that Loren’s attempt to 
  ambush the caravan failed. Since neither Loren nor Harwen 
  were among the dead, they must have either been taken pris-
  oner by the orcs, or escaped into the woods. Either way, find-
  ing them won’t be easy. The PCs best bet is to try to learn 
  where the caravan was headed, and to do that, they will need 
  to go to Blackweir.
  Tactics
  a chance to more thoroughly investigate the site. 
  They will discover the following facts:
  counting
  apparently men from Fernglade. None match 
  Loren’s or Harwen’s descriptions.
  •	
  to
  •	
  the caravan, and possibly men or orcs on horseback 
  as well. The rain has made it impossible to know 
  for certain where the caravan went after the battle, 
  and there is a chance it split up and headed in 
  everything with them.
  •	
  one of the human bodies that appears to be inked 
  with a crude map. The map seems to show a walled 
  town with a single gate facing southwest. Due west 
  of the town, in what looks like a patch of trees, is a 
  “X” mark. While the map doesn’t have any writing, 
  it’s a good bet the town depicted is Blackweir.
  They will discover the following facts:
  •	
  counting
  apparently men from Fernglade. None match 
  Loren’s or Harwen’s descriptions.
  town with a single gate facing southwest. Due west 
  of the town, in what looks like a patch of trees, is a 
  “X” mark. While the map doesn’t have any writing, 
  5 Fell Fernglade Outlaws (F) 
  Level 1 Brute
  Medium natural animate (undead) 
  XP 100
  Initiative +2 Senses Perception +5
  HP 32 Bloodied 16
  AC 13; Fortitude 16, Reflex 15, Will 13
  Immune disease, poison
  Speed 6
   Ravenous Bite (standard; at-will)
  +4 vs. AC; 2d6+3 damage
   Frenzied Bite (standard; encounter)
  +4 vs. AC; 3d8+3 damage
  Regenerative Hunger • Healing
  When a Fell inflicts a critical hit against a living target with 
  one of its bite attacks, the Fell regains 8 hitpoints.
  Alignment Unaligned 
  Languages Erenlander
  Skills Athletics +7, Endurance +5, Nature +5, Perception +5, 
  Stealth +8 
  Str 16 (+3) 
  Dex 14 (+2) 
  Wis 10 (+0)
  Con 14 (+2) 
  Int 8 (–1)  
  Cha 8 (–1)
  Description These Fell are the reanimated corpses of recently 
  killed Fernglade Outlaws. They retain most of the knowledge 
  and skills they had in life, including language. They don’t 
  fully understand they are dead, and their insatiable hunger is 
  slowly driving them insane.
  
  Chapter Two: Blackweir
  11
  Chapter Two: 
  Blackweir
  Blackweir
  Town, Population 525
  In the remote heart of the Westlands, a rocky tor rises 
  high above a countryside of rolling fields and light wood-
  lands. On the grassy slopes at the base of the tor is the town 
  of Blackweir. The town is surrounded by a tall wooden wall 
  with only a single gate that faces southeast. The tor is crested 
  by the ruins of an old keep, destroyed more than a century ago 
  by Izrador’s armies, but the most prominent structure by far 
  in Blackweir is the still-unfinished Shadow Temple, which 
  clings to the side of the rock face like a blight on the land-
  scape.
  Leadership: Blackweir’s current mayor is a pudgy, ner-
  vous man named Fergus Beyla. He was appointed to the 
  office five years ago by the Shadow army’s local general staff 
  and has adequately served their needs ever since. Many will 
  argue Blackweir’s true leader is the temple legate, Ralt 
  Cereth, who took his post only last year after the previous 
  legate went missing.
  Demographics: The population of Blackweir is roughly 
  three-quarters human, one-quarter orc, and a smattering of 
  other races including halflings, gnomes, and goblin-kin. As 
  with all settlements under the Shadow’s rule, the only legal 
  religion is the worship of Izrador.
  Economics: Most people who live in and around 
  Blackweir work the surrounding fields and scrawny orchards 
  to produce food for the Shadow’s armies. The town is too far 
  from major roads to serve as a trade hub, so most local mer-
  chants sell goods and services that meet the town’s immediate 
  needs: food, drink, textiles, seeds, livestock, tools, and con-
  struction materials. Blackweir is also home to dozens of 
  craftsman and general laborers who, on legate Ralt Cereth’s 
  order, toil day and night to finish the construction of the 
  town’s huge Shadow Temple.
  Guards: Like most settlements occupied by the Shadow, 
  the town of Blackweir has a large number of both human and 
  shadow orc guards. The GM should feel free to insert a pair 
  of patrolling guards anywhere throughout Blackweir he 
  deems appropriate. Most of the time, the guards will simply 
  ignore the PCs (assuming they aren’t acting too suspicious!). 
  But if the PCs stir up too much trouble, pick a fight, or are 
  caught breaking any laws, the guards will respond accord-
  ingly. Shadow Orc Guard stats can be found in Chapter Three 
  of this adventure. For stats on human guards, see the  
  4e Monster Manual. 
  
  Chapter Two: Blackweir
  12
  Getting Into Blackweir
  There are two primary ways for the PCs to get into the 
  town of Blackweir. One is to just go through the main gate 
  like everyone else, but this may be difficult if the PCs are 
  unwilling to leave their weapons behind.
  The other option is to use one of the secret tunnels that 
  snake below Blackweir, which eventually connect to one or 
  more of the town’s wells. The entrances to these tunnels are 
  well hidden in the wilderness around Blackweir, and even if 
  found, it could take someone days to find an exit. Nevertheless, 
  with the right information, the PCs should be able to find a 
  tunnel entrance that will allow them to enter Blackweir  
  secretly.
  Remember, if the PCs defeated the Fell at the outlaws' 
  ambush site, they will have found a map. A successful DC 10 
  knowledge Nature check will allow them to use the map to 
  find a hidden tunnel entrance that leads into the city.
  Skill Challenge: Sussing Out the Town
  The primary reason for the PCs to go to Blackweir is to 
  seek information about Loren’s capture, and hopefully find 
  some help in securing his rescue. This process of exploration 
  and investigation is represented by a skill challenge, which 
  can begin as soon as the PCs have entered Blackweir. This 
  skill challenge can be combined with various locations and 
  NPCs found throughout the town. See the next section, Key 
  Areas and NPCs in Blackweir for details.
  Setup: To discover where Loren got his information, 
  what he was told, and where he may have been taken after his 
  capture, the PCs will need to use their wits to track down 
  likely sources of information and their skills of persuasion 
  and negotiation to earn the trust or fear of those sources in 
  order to get the answers they seek.
  Complexity: 5 (requires 12 successes before 6 failures)
  DC: 5 (easy), 10 (moderate), or 15 (hard)
  Primary Skills: Bluff, Diplomacy, Insight, Intimidate, 
  Stealth, Streetwise
  Bluff (moderate DC): You try to persuade an NPC that 
  you are an agent for the Shadow Order, or that you are a 
  purveyor of “specialty goods” and are looking for a partner 
  or a buyer, or that you are an old friend of another NPC who 
  sent you here for help.
  One failed Bluff check increases the DC of further Bluff 
  and Diplomacy checks to hard, as word of the PC’s deceit 
  Beneath Blackweir
  Blackweir is more than just a rural town. Though 
  most stories of old have been repressed by the 
  Shadow, the keep on top of Blackweir’s tor was once 
  a strongpoint of defense for the old human kingdom 
  of Erenland during the war against the Shadow. 
  Some say the king of Erenland retreated there after 
  the Last Battle and used the tunnels below the keep 
  to hide the remnants of his army. From there, it is 
  said they held for weeks against the Shadow until 
  one of Izrador’s dreaded Night Kings came and fin-
  ished off the resistance once and for all.
  The tunnels below Blackweir exist to this day—
  an open secret known by many, but spoken of by 
  few. The tunnels are generally regarded as haunted 
  by the spirits of the king’s loyal guardians and best 
  avoided at all costs. Many locals are even fearful of 
  drawing water from the town’s wells at night.
  GMs are encouraged to use these tunnels as a 
  starting point for their own adventures. Who knows 
  what secrets may be found in the darkness below 
  Blackweir?
  1. Main Gate
  2. Town Square
  3. Stables
  4. The Cracked Mug
  5. Shadow Temple
  6. Great Keep Ruins
  7. Lucile's Salves & Charms
  8. Town Wells
  
  Chapter Two: Blackweir
  13
  spreads. Two failed Bluff checks closes off this approach and 
  may draw unwanted attention from the guards.
  Diplomacy (moderate DC): You try to negotiate with 
  the NPC, explaining how an agreement would be mutually 
  beneficial, or you try to reason with the NPC by convincing 
  them there is no harm in sharing a little anonymous informa-
  tion, or you try to win the trust of someone you expect is 
  secretly an enemy of the Shadow by revealing something of 
  your true purpose.
  Insight (moderate DC): You try to eavesdrop on a con-
  versation to gain some inside information, or you carefully 
  observe a nearby NPC to get a sense of her disposition before 
  approaching, or you weigh an NPC’s words in an effort to 
  separate truth from fiction.
  Each failed Insight check gives the PCs a piece of incor-
  rect information at the end of the skill challenge (see Success 
  and Failure, below).
  Intimidate (moderate DC): You use physical force to 
  extract information from an NPC, or you use veiled threats to 
  coerce him into helping you in order to save his own skin.
  One failed Intimidate check increases the DC of further 
  Intimidate and Diplomacy checks to hard as word of your 
  unsavory tactics spreads. Two failed Intimidate checks closes 
  off this approach and may draw unwanted attention from the 
  guards.
  Stealth (moderate DC): You try to follow an NPC to 
  discover more about his activities, who he interacts with, or 
  where he lives.
  Streetwise (moderate DC): You try get a feel for the lat-
  est news and gossip, find a new contact, or discover a tip that 
  may lead to additional information.
  Success (400 XP): If the PCs succeed at the skill chal-
  lenge, they learn all of the true information in the the success 
  column of Table 1. For each failed Insight check made during 
  the skills challenge, they also receive one piece of false infor-
  mation from the appropriate column in Table 1. Additionally, 
  proceed to the encounter Grimnor’s House.
  Failure (100 XP): If the PCs fail the skill challenge, they 
  learn the true information in the failure column of Table 1. 
  For each failed Insight check made during the skills chal-
  lenge, they also receive one piece of false information from 
  the appropriate column in Table 1. Additionally, proceed to 
  the encounter Madame Lesher Intervenes.
  Table 1: Information Gained from Sussing Out the Town
  Successful Skill Challenge
  (PCs receive all of the below)
  Failed Skill Challenge
  (PCs receive all of the below)
  False Information
  (One per failed Insight check)
  Grimnor is the wisest man in town. If 
  anybody knows something about your 
  friend, he does. Just don’t get me 
  involved.
  I know your type. The person you 
  need	 to	 talk	 to	 is	 Madame	 Lesher,	 heh.	
  She’ll have what you want. Just don’t 
  expect her to be as courteous as me.
  Before the war, Eisin used to be a 
  great city, but these days its just a pile of 
  ruins where a bunch of orcs squat.
  That legate, he’s only been here since 
  last summer. The bosses of their order 
  sent him up from Eisin to oversee the 
  completion of the temple. It’s the only 
  thing he seems to care about. I think he 
  wants the job done quickly so he can get 
  reassigned somewhere else. That’s bad 
  news for the poor fellows who have to 
  slave away at the construction site day 
  and night, but good news for the rest of us 
  who just want to be ignored.
  There was a caravan the other day, 
  traveling south from Erenhead, bringing 
  all sorts of weapons and supplies to Eisin. 
  I heard they weren’t using the Kingsway, 
  they were using the small woodland roads 
  instead. Not exactly unheard of, I guess, 
  but that sort of route is a bit unusual for a 
  caravan.
  You ever wonder why that Shadow 
  Temple has taken so long to build? It’s 
  because the Shadow don’t actually want 
  to see it finished. Blackweir is the dump-
  ing ground for legates who cause too 
  much trouble.
  You’re	looking	for	Loren,	aren’t	you?	
  Yeah, I know him. He lives in Fernglade, 
  but you probably already know that. 
  Probably know all about his non-farming 
  activities too, eh? That’s what I thought. 
  Know what you’re really looking for? 
  Trouble. And I want none of it. Talk to that 
  old	 geezer	 Grimnor,	 that’s	 who	 Loren	
  always talks to when he comes here.
  That legate, he’s only been here since 
  last summer. The bosses of their order 
  sent him up from Eisin to oversee the 
  completion of the temple. It’s the only 
  thing he seems to care about. I think he 
  wants the job done quickly so he can get 
  reassigned somewhere else. That’s bad 
  news for the poor fellows who have slave 
  away at the construction site day and 
  night, but good news for the rest of us who 
  just want to be ignored.
  So you heard about that caravan, 
  eh? I’ll let you in on a little secret. It was 
  just a decoy. There was nothing in those 
  wagons. The Shadow does it all the 
  time—it protects the real shipments and 
  draws out anyone who thinks he’s got a 
  clever idea about exploiting the Shadow. 
  It never works I tell ya.
  
  Chapter Two: Blackweir
  14
  Key Areas and NPCs in Blackweir
  Some of the key areas in Blackweir are detailed below. 
  The GM should also feel free to add his own additional areas 
  of interest as he sees fit.
  1. Main Gate
  Blackweir is completely surrounded by a high wooden 
  wall, and it’s only gate faces to the southeast. Like most occu-
  pied settlements, people can’t simply pass through the gate at 
  will. Every person, even servants of the Shadow, wishing to 
  enter Blackweir is expected to identify himself to the guards 
  and state his business. Everyone is of course also expected to 
  abide by the laws of the Shadow.
  Guards Two Blackweir Guards and two Shadow Orc 
  Guards watch Blackweir’s gate day and night. The Shadow 
  Orc Guards are content to let the human Blackweir Guards do 
  all the talking.
  2. Town Square
  Blackweir’s town square is the central area for business, 
  and several local merchants maintain permanent stalls there 
  offering a variety of local produce and other basic necessities. 
  Since most of the best food is exported for the Shadow’s 
  armies in the south, merchants’ supplies are perpetually low 
  and prices are subsequently very high.
  3. Stables
  Blackweir’s livery stables are quite modest since most of 
  the town’s inhabitants are too poor to afford a horse and trav-
  els are uncommon. The few horses kept here are owned by 
  either the Shadow Temple or rich merchants, and none are for 
  sale.
  Young Pete, Stableboy The stables are operated by a 
  ten-year-old boy called Young Pete. His father is the owner, 
  but Old Pete, as he’s called, spends most of his time at the 
  Cracked Mug. Young Pete is used to poor treatment by high-
  ranking adults, and he won’t be forthcoming with the PCs in 
  the way of information. If the PCs mention they know Gaelen, 
  whom Young Pete considers a friend, he’ll be more trusting.
  4. The Cracked Mug
  The Cracked Mug is Blackweir’s largest and most popu-
  lar tavern. It is a simple, two-story, wood and stone building 
  that is always crowded with a variety of patrons eager to 
  drown their sorrows.
  “Big Red” Randolph Grolsey, Proprietor The owner of 
  the Cracked Mug is a hulking man with a thick ruddy beard 
  whom everyone calls Big Red. He can be boisterous and 
  jovial if his patrons show respect and have loose purse strings, 
  but he won’t take kindly to anyone he suspects of stirring up 
  trouble. He has no love for the Shadow, but he’s no fool 
  either. He has an ear for local gossip and can be a good source 
  of information for the PCs if they approach him the right 
  way.
  Old Pete The Cracked Mug’s best customer is Old Pete, 
  the owner of Blackweir’s livery stables. These days he tends 
  to leave the business operations to his young boy, preferring 
  to pass most of his time passed out in a puddle of ale. He 
  knows just about everyone in Blackweir, and if caught at the 
  right time of day, he can be a valuable source of informa-
  tion.
  5. The Shadow Temple
  Blackweir’s Shadow Temple is a large, imposing stone 
  building that is still partially under construction. Work on the 
  Shadow Temple has progressed slowly in fits and starts over 
  the years, much to the annoyance of regional legate officials. 
  The temple grounds are closed to all except craftsman, labor-
  ers, guards, and the temple legate himself, Ralt Cereth.
  If the PCs attempt to visit the Shadow Temple, they will 
  be swiftly warned by locals, and eventually guards, that their 
  presence will not be welcomed. If the PCs insist on trespass-
  ing, they will almost certainly find themselves in a violent 
  encounter with Shadow Orc Guards that will result in their 
  imprisonment or deaths.
  Ralt Cereth, Temple Legate Ralt Cereth is stocky, grey-
  haired man with a serious demeanor. His flowing black and 
  red vestments over black chainmail immediate mark him as a 
  senior legate. He resents being tasked to serve in such an 
  unimportant settlement and will be unwilling to grant the PCs 
  an audience. Even if he did, he has no real information for 
  them. He would also be a deadly foe to face in combat. The 
  PCs are best off trying avoid Ralt Cereth while in Blackweir. 
  They should have no reason to want to attract his attention.
  Guards At least 10 Shadow Orc Guards are on duty at 
  the Shadow Temple day and night.
  6. The Great Keep Ruins
  The highest point in Blackweir is the top of the rocky tor 
  at the north end of town. The tor is crowned by the ruins of an 
  old keep, built by men before Izrador’s rise in the north and 
  subsequently destroyed by his armies. The keep is in the pro-
  cess of being rebuilt—an especially slow process due to most 
  labor and materials going to the completion of the Shadow 
  Temple. Nevertheless, there are several habitable chambers 
  with intact or rebuilt roofs that serve as the mayor’s resi-
  dence.
  Mayor Fergus Beyla The mayor of Blackweir is an 
  ancient, sickly man named Fergus Beyla. He spends nearly all 
  of his time huddled near the fireplace of his inner chamber 
  signing whatever documents his assistants place in front of 
  him. His only real responsibility is to ensure that Blackweir 
  does its part to provide whatever the Shadow needs, and 
  mayor Beyla has no interest in anything that may upset the 
  status quo. He could be persuaded to grant an audience to the 
  PCs, but he will have no real information for them. He will 
  
  Chapter Two: Blackweir
  15
  admit to knowing both Ralt Cereth and Madame Lesher, but 
  he will refuse to discuss any details of their relationships.
  Guards A rotation of 10 Blackweir Guards can be found 
  in and around the keep day a night. 
  7. Lucile’s Salves and Charms
  In the middle of a dimly lit street, far from Blackweir’s 
  main market, is a small shop owned by Lucile Harth. She is 
  well-known around town as Old Lady Lucile, and her shop 
  offers dozens of different herbs, gnaw roots, infused oils, 
  salves, and charms. Most of her wares have questionable 
  value and bear names such as “Tranquil Tea” and “Lovers’ 
  Leaf.” Nothing she offers is a true magic item, but at least two 
  do provide useful, if minor, effects:
  Fireweed Salve: This small wooden box contains a sin-
  gle dose of a pink, creamy salve. It stings terribly when 
  applied to a wound, but the person being treated may spend a 
  healing surge and regain an additional three hitpoints. 
  Applying the salve takes a full minute, making it impractical 
  to use in combat. Old Lady Lucile has five doses of fireweed 
  salve available for trade.
  Ort Bone Charm: Three small beads, made from plaster 
  and the pulverized bones of an ort, are strung together on a 
  short leather thong. If one of the beads is broken just before 
  a heal check is made, the user receives a +2 item bonus to that 
  heal check. Old Lady Lucile has two ort bone charms avail-
  able for trade.
  Old Lady Lucile This wizened old woman sits hunched 
  behind a large table littered with tiny boxes, glass bottles, 
  bundles of herbs, bowls of powder, and the like. Like most 
  merchants in Erenland, she isn’t interested in coin, but her 
  items are available for trade.
  8. Town Wells
  Round stone wells can be found throughout Blackweir. In 
  addition to their primary function, several also serve as entry 
  points to a vast network of tunnels and sewers far below the 
  town.
  Grimnor’s House
  This encounter should only take place if the PCs succeed 
  at the Sussing Out the Town skill challenge.
  After a good deal of careful exploration, you find the 
  house described as belonging to an old man named Grimnor. 
  It’s a small, unassuming building in the middle of a narrow 
  street on the northwest side of Blackweir. A warm glow of 
  light from within the house is visible through the cracks of the 
  ancient wooden door.
  Grimnor This tall, thin man is dressed in simple robes 
  and carries a crude walking stick. At first glance, he appears 
  very old, but his agile movements and sharp mind make his 
  true age difficult to judge. He will welcome the PCs into his 
  home, almost as if they were old friends whose arrival was 
  expected.
  
  Chapter Two: Blackweir
  16
  Grimnor needs little persuasion to tell the PCs about 
  Loren, provided he can be assured the PCs intend to help 
  secure Loren’s rescue. If the PCs intentions are good, he will 
  reveal the following:
  Greetings friends, I am Grimnor. I’m an old friend of 
  •	
  Loren’s.	We’ve	worked	together	for	many	years.
  Like	you,	I’ve	been	trying	to	find	out	what	happened	
  •	
  to	Loren	and	his	men	for	the	past	few	days.	Almost	
  immediately	after	Loren	set	out,	I	suspected	something	
  went wrong.
  Loren	was	supposed	to	ambush	a	caravan	transporting	
  •	
  weapons for the Shadow’s armies in the south, but 
  instead	it	was	Loren	and	his	men	who	were	ambushed	by	
  shadow orc soldiers.
  Loren	survived,	but	he	was	taken	prisoner	to	the	Tower	
  •	
  of Tender Mercies in the city of Eisin. How I know this 
  I won’t explain—I apologize for that, but some secrets 
  must	be	kept	even	from	those	with	good	intentions.	Let’s	
  just say I have an unusual sense of perception about 
  these sorts of things.
  The Tower of Tender Mercies is where the legates keep 
  •	
  prisoners of special value. The Sisterhood there are 
  experts	at	extracting	information.	I	fear	even	Loren	
  won’t be able to resist their methods for long.
  Eisin is the largest city in the Westlands. Its a 
  •	
  strongpoint of Shadow operations in this area and it’s 
  filled with	shadow	orc	soldiers	and	legates	as	well.	It’s	
  not a place you can just walk into. You’ll need help.
  You	must	find	Harwen.	He	also	survived	the	ambush,	
  •	
  and so did a few other men. They retreated deep into the 
  wilderness just after the battle. By now, they’ll be at the 
  caves.
  There are many caves along the north shore of the 
  •	
  Ardune.	Loren	and	his	men	sometimes	use	them	as	safe	
  holds after a raid. Some of our other allies are also 
  meeting him there very soon, so you shouldn’t delay too 
  long.	This	map	will	show	you	where	to	find	them.
  Once you’ve met up with Harwen and the others, all of 
  •	
  you	may	be	able	to	find	a	way	to	sneak	into	Eisin	and	
  rescue	Loren.	Of	course	it	won’t	be	easy,	but	few	things	
  are these days.
  Grimnor will hand the PCs a simple map showing the 
  location of a hidden cave on the north bank of the Ardune. He 
  can also provide the PCs with detailed information about how 
  to get in and out of Blackweir using the underground tunnels, 
  if they haven’t already discovered this information. Grimnor 
  can also help them determine if they have unknowingly gath-
  ered any false information along the way.
  Finally, Grimnor will give the PCs a small pouch of what 
  appears to be fine ash from a fire. Grimnor explains it is an 
  enchanted compound that will aid them in their rescue of 
  Loren. He will also take care to remind them that if the 
  Shadow catches them in possession of such an item, it is a 
  crime punishable by death.
  Night Ash 
  Level 1
  This small pouch contains a mixture of fine ash enchanted with 
  elven magic.
  Wondrous Item 
  72 gp
  Power (Consumable): Minor Action. Throw the ash into the air 
  (close burst 1). Each character in the area is dusted with a thin 
  coat of ash and receives a +10 item bonus to stealth checks in 
  dim light and darkness for the next hour. This item provides no 
  benefit in bright light conditions.
  Madame Lesher Intervenes
  This encounter should only take place if the PCs fail the 
  Sussing Out the Town skill challenge.
  As your group reconvenes in a side-street in Blackweir, 
  discouraged and frustrated at your apparent lack of progress, 
  you realize you’re not alone. A hugely fat, yet richly dressed 
  woman approaches you, escorted by a group of tough-looking 
  men and a pair of Blackweir guards.
  Madame Lesher One of Blackweir’s most successful 
  and influential merchants. She is a wealthy land owner and 
  maintains a vast network of contacts and special business 
  interests throughout the Westlands. She is not pleased to hear 
  that strangers have arrived in Blackweir and are stirring up 
  trouble.
  Personal Guard Through a special arrangement with the 
  mayor, Madame Lesher is always accompanied by a pair of 
  Blackweir guards. Additionally, she employs a variety of 
  thugs, brigands, and other low-life scum to do her dirty work 
  (treat as Human Rabble, see 4E Monster Manual).
  Madame Lesher is greatly annoyed by the string of com-
  plications brought about by the PCs' bumbling efforts to dig 
  up information, and she is willing to tell them what they want 
  to know in order to get rid of them.
  Seekers of information, I beg you rest your weary selves 
  •	
  a moment and indulge an old woman’s curiosity. I am 
  Madame	Lesher,	and	Blackweir	is	my	town.
  You are new here, and perhaps that can account for 
  •	
  your impertinent methods. I imagine your solution to a 
  hive of bees above the door of your home would be to 
  beat it with a stick. So typical. Now, what will it take for 
  Blackweir to be rid of you?
  Of	course	you	want	to	find	Loren.	The	fool	went	and	
  •	
  got himself captured by shadow orc soldiers. They took 
  him	to	Eisin.	That’s	the	large	city	filled	with	orcs	to	the	
  south. Far away from here I might add. They probably 
  
  Chapter Two: Blackweir
  17
  took	Loren	to	the	Tower	of	Tender	Mercies.	It’s	where	
  the legates keep prisoners of special value. It’s a nasty 
  place, despite its name. That’s called irony, by the way.
  One	last	thing.	Loren	wasn’t	the	only	survivor	of	that	
  •	
  bungled caravan attack. One of my informants recently 
  confirmed	Loren’s	man	Harwen	escaped.	Harwen	was	
  heading south at the time, probably to the caves on the 
  north shore of the Ardune.
  Loren	trusted	me	more	than	most,	which	I	find	both	
  •	
  foolish and strangely admirable. This map will show 
  you the location of the cave near the Ardune that he 
  and Harwen used from time to time. Don’t say I’m not a 
  friend.
  Now be good and get out of Blackweir.
  •	
  Lesher will hand the PCs a simple map showing the loca-
  tion of a hidden cave on the north bank of the Ardune.
  Lesher won’t have patience for further questions. If the 
  PCs don’t take the hint that they are no longer welcome in 
  Blackweir, she will have the town guards escort them out.
  Next Steps
  Regardless of how the PCs found their information in 
  Blackweir, their next task should be clear. First, they need to 
  find Harwen, then they can attempt to rescue Loren from the 
  Tower of Tender Mercies in Eisin.
  The PCs will have a simple map showing them the loca-
  tion of the cave on the north shore of the Ardune that Loren 
  and his men use as a hideout. They should have little trouble 
  getting there.
  Allies Gather at the Cave
  The markings on your map prove true, and after a brief 
  survey of the land, you find the entrance to a small cave on 
  the north shore of the Ardune. As soon as you step inside the 
  dimly lit cave, you are greeted by drawn blades at your necks 
  and a whispered voice from the shadows demanding to know 
  who you are.
  Harwen is here, along with three Fernglade Outlaws. 
  Assuming the PCs are truthful about their good intensions, 
  Harwen will welcome them inside. The cave is well-stocked 
  with provisions and equipment (standard weapons, a few 
  pieces of armor, and so forth). At the back of the cave, there 
  are even a few chickens, a cart, an old draft horse, and a cage 
  with four messenger pigeons. This is a safe place for the PCs 
  to take an extended rest if they need it.
  Harwen A strong, stern-faced man with leathery skin and 
  greying hair, Harwen is an experienced ranger who has seen 
  a lot of battles. He wears well-crafted leathers over simple, 
  weathered clothing and carries a fine bow and a pair of short 
  swords. He speaks with a quiet, deep voice that can be both 
  captivating and unnerving.
  Harwen can explain the following information:
  It	was	me	who	convinced	Loren	to	go	after	the	caravan.	
  •	
  He and Grimnor thought it was too dangerous to make 
  such a bold attack so close to Blackweir, but I thought it 
  was a chance we couldn’t pass up.
  Lesher	gave	us	the	information,	but	what’s	the	
  •	
  difference?	Loren	knew	he	shouldn’t	trust	her.	But	I	have	
  my	doubts.	Lesher	is	a	business	woman,	and	taking	out	
  Loren	would	do	her	operation	a	lot	of	long-term	harm,	
  even if it did bring temporary favor with the Shadow.
  The caravan was large—lots of wagons—and appeared 
  •	
  only lightly escorted, just like our information said it 
  would be. We easily picked off the lead drivers and 
  guards	from	the	trees	and	rushed	in	for	a	quick	finish.	
  That was when they sprung the trap.
  It was a massacre. Seventeen men were cut down just 
  •	
  like that.
  Loren	was	taken	captive.	He	didn’t	try	to	hide	the	fact	he	
  •	
  was in command—that’s his way. He was barking orders 
  like an old general and they spotted it quick.
  I was lucky. I gathered as many men as I could, these 
  •	
  three here, and we ran. I’m not proud of that, but I’m no 
  fool either. We had no chance against them.
  They	took	Loren	to	Eisin.	Our	elf	friends	have	confirmed	
  •	
  that. You know Eisin used to be an elven city, before the 
  war? Today it’s just another sprawling orc settlement, 
  but the old elven crypts still exist far below ground. 
  That’s how we’re going to get inside.
  Harwen’s Plan
  Harwen’s plan is a bold one. Using maps provided by 
  elven allies, he will lead the PCs to the outskirts of Eisin to a 
  hidden crypt entrance built centuries before Eisin’s first elven 
  settlers. The are many such crypts below the city, and they are 
  all connected by a series of tunnels, which the elves used to 
  facilitate the evacuation of Eisin just before Izrador’s armies 
  leveled the city. Some people believe these underground tun-
  nels below Eisin inspired the humans who built Blackweir.
  Once in the tunnels, the PCs should be able to follow 
  them all the way to their target: the Tower of Tender Mercies 
  in the heart of the city. According to the elven maps, there is 
  a side tunnel that connects to the well room in the lower level 
  of that structure. It is the mostly likely place Loren is being 
  kept.
  Meanwhile, Harwen and his men will enter the city 
  through the east gate. They will use the cart and horse to dis-
  guise themselves as provisioners there to deliver a load of 
  food for the army. Once inside, they will also make their way 
  to the Tower of Tender Mercies.
  
  Chapter Three: Eisin
  18
  Chapter Three: 
  Eisin
  A century ago, when the Shadow’s hordes crossed the 
  Sea of Pelluria and routed the remnants of the High King’s 
  army, their first major inland target was the elven trading city 
  of Eisin. Today, nothing of that ancient city remains. The once 
  graceful spires and tranquil elven gardens have been replaced 
  by squat stone warehouses, smithies, fortified towers, slave 
  pens, prisoner stockades, and in the heart of the old elven city, 
  a towering temple dedicated to the dark god Izrador.
  Eisin
  City, Population 3,000 (mostly shadow orcs and goblin-
  kin) plus 500 slaves (mostly human)
  Leadership: Eisin is the semi-permanent home of sev-
  eral shadow orc warbands whose chiefs, including Hurok and 
  the infamous Grial the Fey Killer, serve as the closest thing to 
  a political structure outside of the legates of Shadow Order. 
  The chief legate in Eisin is Darman Mordsin. 
  Demographics: Thousands of shadow orcs call Eisin 
  home. Hundreds of slaves and an untold number of prisoners 
  are also kept here. Legate Darman Mordsin, dozens of aco-
  lytes, and a hundred support staff for the Shadow Order reside 
  in and around the city's shadow temple.
  Economics: Eisin is the administrative center of the 
  Westlands and its only true city. Most of the work in the city 
  goes toward training, feeding, and equipping shadow orc 
  troops. Its location on the Felthera River and at the intersec-
  tion of four major roads also makes it an important distribu-
  tion center for food, lumber, slaves, and other resources 
  throughout the region.
  Guards: Eisin is filled with armed shadow orc troops. 
  Each of the city’s gates maintains a full garrison of orc troops, 
  and the river is patrolled by a dozen swift longboats filled 
  with archers.
  Getting into Eisin
  Following Harwen’s plan, the PCs can enter Eisin by 
  journeying through the expansive elven crypts that lie far 
  below the city. The map provided by Harwen’s elven friends 
  proves accurate, and the PCs eventually find a tunnel that 
  leads them to the well room in the lower level of the Tower of 
  Tender Mercies.
  If the GM wishes, this is another opportunity to create 
  areas of his own for the PCs to explore.
  
  Chapter Three: Eisin
  19
  The Elven Crypts
  As one of the oldest elven cities, Eisin was built 
  on the site of an ancient elthedar settlement. The first 
  elves adopted the elthedar practice of burying their 
  dead in chambers below the roots of the sacred 
  Homewood trees. When the city was evacuated 
  shortly before falling to the Shadow’s armies, its 
  defenders did not have time to remove the artifacts 
  buried with these first elves; all they could do was 
  destroy or disguise the entrances to the burial cham-
  bers. These chambers have remained undiscovered 
  by the Shadow for the past 100 years.
  1. Shadow Temple
  2. North Gate
  3. East Gate
  4. River Gate
  5. West Gate
  6. General Stockade
  7. River Stockade
  8. Tower of Tender Mercies
  
  Chapter Three: Eisin
  20
  The Tower of Tender Mercies
  Encounter Level 3 (650 XP)
  Setup
  This encounter area uses the layout shown in the Tower 
  of Tender Mercies map. If the PCs can defeat the Novitiate of 
  Pain and her shadow orcs, they will be able to rescue Loren 
  Landring. Have the PCs place their figures in the well room. 
  At the start of this encounter, none of the creatures in this area 
  are aware of the PCs.
  This encounter includes the following creatures:
  Cyla Van, Novitiate of Pain (N)
  •	
  2 Shadow Orc Guards (G)
  •	
  4 Shadow Orc Minions (M)
  •	
  Tactics
  The moment any of the shadow orcs becomes aware of 
  the PCs, it will begin shouting to alert its allies. The Shadow 
  Orc Guards will move to protect Cyla Van and focus on the 
  most immediate threats to her, using their Check the Advance 
  encounter powers as soon as possible.
  The Shadow Orc Minions will attempt to attack the PCs 
  from the rear, or the side, either by moving through the south-
  ern hallway to the interrogation room, or by raising the gates 
  that separate the interrogation room from  the cell block.
  As a legate and a member of the Sisterhood of the Tender 
  Mercies, Cyla Van has been granted a number of powers by 
  her patron, the dark god Izrador. She will immediately use her 
  Under the Shadow power to establish a favorable battle zone 
  for her shadow orc allies. She will then use her Sanction of 
  the Temple and Shadow Bolt powers to keep control of the 
  battlefield from a distance. Her No Hope encounter power 
  should be saved for late in the battle if she becomes sur-
  rounded (spending her Action Point if necessary).
  X
  X
  
  Chapter Three: Eisin
  21
  Cyla Van, Novitiate of Pain (N) 
  Level 3 Elite Controller (Leader)
  Medium natural humanoid 
  XP 300
  Initiative +6 Senses Perception +5
  HP 120 
  Bloodied 60
  AC 17; Fortitude 16, Reflex 17, Will 20
  Speed 6
  Action Points 1
   Flail (standard; at-will) • Weapon
  +6 vs. AC; 1d10+3 damage
   Shadow Bolt (standard; at-will) • Necrotic
  Ranged 10; +7 vs. Reflex; 1d6+3 necrotic damage and the 
  target is dazed until the end of Cyla Van's next turn.
   Sanction of the Temple (standard; at-will) • Fear
  Area burst 1 within 10; +7 vs. Will; The target is pushed 3 
  squares and slowed until the end of the Cyla Van's next turn
   Under the Shadow (standard; encounter; sustain minor) • Zone
  Area burst 5 within 10; automatic hit; all enemies within the 
  zone are weakened until the end of Cyla Van's next turn.
  Secondary effect: Cyla Van and all allies within the zone 
  receive a +2 power bonus to all damage rolls. Cyla Van 
  can sustain this zone’s secondary effect as a minor 
  action.
   No Hope (standard; encounter) • Fear
  Close burst 1; +7 vs. Will; 2d10+3 psychic damage and the 
  target is pushed 3 squares and slowed (save ends)
   Blessing of Izrador (minor; encounter)
  Close burst 5; Cyla Van and each ally in burst regains hit 
  points equal to half its bloodied value
  Apportion the Pain (immediate interrupt, when damaged by an 
  attack; at-will)
  Cyla Van redirects half of the damage suffered from the 
  attack to an adjacent ally of her level or lower.
  Alignment Evil 
  Languages Black Tongue, High Elven, 
   
   
  Erenlander, Orcish
  Skills Arcana +11, Intimidate +9, Religion +11 
  Str 12 (+3) 
  Dex 12 (+3) 
  Wis 17 (+5)
  Con 15 (+4) 
  Int 15 (+4) 
  Cha 13 (+3)
  Equipment Black leather armor, flail, holy symbol of Izrador
  Description Cyla Van is a legate priestess of the dark god 
  Izrador, and a Novitiate of Pain, an interrogation and torture 
  specialist in the temple order known as the Sisterhood of the 
  Tender Mercies. She wears black  leather armor over black 
  and red robes and wields a spiked flail.
  Shadow Orc Guard (G) 
  Level 2 Soldier
  Medium natural humanoid 
  XP 125
  Initiative +3 Senses Perception +2; low-light vision
  HP 40 
  Bloodied 20
  AC 18; Fortitude 16, Reflex 14, Will 13
  Speed 5
   Vardatch (standard; at-will) • Weapon
  +7 vs. AC; 1d12+3 damage and the target is marked until 
  the end of the Shadow Orc Guard's next turn.
   Javelin (standard; at-will) • Weapon
  Ranged 10/20; +6 vs. AC; 1d6+3 damage
   Check the Advance (immediate interrupt, an enemy moves 
  adjacent to an ally within 2 squares; encounter) • Weapon
  The Shadow Orc Guard shifts up to 2 squares toward the 
  target before attacking; +7 vs. AC; 1d12+3 damage and the 
  target is marked until the end of the Shadow Orc Guard’s 
  next turn.
  Driven to Kill
  If there is a bloodied enemy within 5 squares, a shadow orc 
  takes a –2 penalty to attack rolls for any attack that does not 
  include a bloodied enemy.
  Blood Mother Tribe
  This shadow orc receives +1 to all attack rolls while it is 
  bloodied.
  Alignment Chaotic Evil 
  Languages Black Tongue,
   
   
   
  Erenlander, Orcish
  Skills Athletics +10, Endurance +9, Intimidate +5 
  Str 18 (+5) 
  Dex 13 (+3) 
  Wis 11 (+2)
  Con 15 (+4) 
  Int 8 (+0) Cha 9 (+0)
  Equipment Black scale armor over filthy rags of clothing, small 
  wooden shield, vardatch, javelin
  Shadow Orc Recruit (M) 
  Level 1 Minion
  Medium natural humanoid 
  XP 25
  Initiative +1 Senses Perception +0; low-light vision
  HP 1; a missed attack never damages a minion
  AC 16; Fortitude 15, Reflex 12, Will 11
  Speed 5
   Vardatch (standard; at-will; minion attack) • Weapon
  +6 vs. AC; 5 damage
   Javelin (standard; at-will; minion attack) • Weapon
  Ranged 10/20; +4 vs. AC; 4 damage
  Driven to Kill
  If there is a bloodied enemy within 5 squares, a shadow orc 
  takes a –2 penalty to attack rolls for any attack that does not 
  include a bloodied enemy.
  Alignment Chaotic Evil 
  Languages Black Tongue, Orcish
  Skills Athletics +8, Endurance +7, Intimidate +4 
  Str 17 (+3) 
  Dex 12 (+1) 
  Wis 10 (+0)
  Con 15 (+2) 
  Int 8 (–1)  
  Cha 8 (–1)
  Equipment Hide armor over filthy rags of clothing, small 
  wooden shield, vardatch, javelin
  
  Chapter Three: Eisin
  22
  Features of the Area
  Illumination: The interrogation room is filled with 
  bright light. The rest of the area is filled with dim light.
  Gates: There are many gates made of heavy iron bars in 
  this area, all of which start closed. The lever controls for the 
  two gates that separate the interrogation room and the cell 
  block are located in the guard room on the squares marked 
  “X”. Activating one of these gate levers is a standard action. 
  The cell gates are opened with keys, which are on a table in 
  the guard room.
  Well Room: The well in the southeast corner of the area 
  is where the PCs begin this encounter. The well itself is about 
  five feet in diameter and goes down about 20 feet before 
  splashing into cold, deep water. At the bottom of the well is a 
  tunnel entrance that leads to old elven crypts.
  Guard Room: Four Shadow Orc Minions are on duty in 
  this room. In the northwest and northeast corners of the room 
  are levers that open the gates separating the cell block from 
  the interrogation room (see above). There is a ring of keys on 
  one of the tables that opens the cells.
  Interrogation Room: Wooden racks filled with various 
  tools and torture devices line the walls of this room, and four 
  thick stone pillars support the high ceiling. There is a burning 
  brazier near each pillar that is filled with hot coals. These 
  braziers do not hinder movement and can be tipped over as a 
  minor action. There are two heavy wooden tables on the east 
  half of the room. A character adjacent to a table can climb 
  onto it as if he were moving into a space of difficult terrain. A 
  character standing on a table has combat advantage against a 
  target on the ground. In the center of the room is a large fire 
  pit filled with red-hot coals. A creature entering a fire pit 
  square immediately suffers 1d10 fire damage and 5 ongoing 
  fire damage (save ends).
  Novitiate’s Chambers: This is Cyla Van’s private room. 
  There is a small shrine to Izrador in the northwest corner and 
  nearby is a smoldering brazier. At the south end of the room 
  is a bed, desk, chair, a small bookcase, and a weapon rack. At 
  the foot of the bed is a small, locked chest. Inside the chest are 
  two Potions of Healing and a Ritual Book (375 gp value) with 
  the following rituals: Comprehend Languages, Detect Secret 
  Doors, Endure Elements, Gentle Repose, and Secret Page.
  Stairs: The stairs lead up to the ground level of the 
  Tower of Tender Mercies.
  Loren Landring: Loren is lying on a table at the north 
  end of the interrogation room. He is alive, but has suffered 
  much physical trauma. His eyes have been burned out and 
  several of his toes have been hacked off. Treat Loren as being 
  blinded, slowed, and weakened for the duration of the adven-
  ture.
  Prisoners: Ten other prisoners occupy cells in this area 
  of the tower. They are all physically weak and mentally trau-
  matized. They will beg for release, and if given the chance, 
  will immediately try to flee up the stairs.
  Harwen Reappears
  The following should not occur until the PCs have fin-
  ished off Cyla Van and her orcs.
  The PCs will only have a few minutes to help Loren and 
  explore the rest of the area (and possibly deal with the other 
  prisoners) before Harwen and two of his men burst into the 
  area from the ground level. They will rush down the stairs and 
  immediately find the PCs. Battered, bloodied, and out of 
  breath from fighting orcs above, they will be delighted that 
  Loren is still alive, but desperate to make their escape. 
  Harwen will have another one of his ideas:
  Thank	the	gods	we’ve	found	you!	How	is	Loren?
  •	
  There are still a lot of orcs up there, and they are headed 
  •	
  this way.
  I’ll	get	Loren	out	of	here.	We’ll	go	back	through	the	
  •	
  well—the way you came.
  I need you to stay back and hold off the orcs! You need 
  •	
  to buy us some time!
  With a bit of luck, we’ll all meet again in Fernglade.
  •	
  If the PCs agree to this plan, Harwen and his two men 
  will take Loren and leap down the well. After that, give the 
  PCs a minute to prepare themselves to fight off several waves 
  of orcs to give the others time to make good their escape. 
  Proceed to the next encounter and follow the setup normally.
  If the PCs disagree with this plan, or try to argue with 
  Harwen, simply begin the next encounter, but don’t allow the 
  PCs to reposition their miniatures. As the waves of orcs flood 
  into the area, have them focus on the PCs (they are the bigger 
  threat after all) and allow Harwen and his men to slip away 
  with Loren out through the well.
  Holding Off the Orcs
  Encounter level 4 (750 XP)
  Setup
  This encounter takes place in the same area of the Tower 
  of Tender Mercies. Unless the encounter begins early (because 
  the PCs disagreed with Harwen’s plan, for example), allow 
  the PCs to place their miniatures anywhere they choose. As 
  soon as the PCs are set, the first wave of shadow orcs will 
  burst through the door from the ground level and rush down 
  the stairs.
  This encounter includes the following: 
  3 Shadow Orc Guards
  •	
  15 Shadow Orc Minions
  •	
  
  Chapter Three: Eisin
  23
  Tactics
  The shadow orcs will come down the stairs in three 
  waves, with each wave consisting of one Shadow Orc Guard 
  and five Shadow Orc Minions. The first wave rushes down 
  the stairs on the first round of combat, the second wave enters 
  the area on the second round of combat and the third wave 
  enters the area on the third round of combat.
  When a new wave arrives (including the first wave), have 
  each orc begin its turn on one of the two stairs squares nearest 
  the door to the ground level. Each orc will then either run 
  down the stairs (see the run action of the 4E Players 
  Handbook) or jump directly down into the southern hallway.
  If the PCs are not faring well, the GM should adjust the 
  timing of the waves of shadow orcs by making the intervals 
  between each wave longer. On the other hand, if the PCs are 
  having little trouble, the GM should feel free to add addi-
  tional waves. The goal should be to keep the tension high for 
  multiple combat rounds without completely overwhelming 
  the PCs.
  Epilogue
  Jon Socar sheathed his sword and saluted the Queen of 
  Erenland. Even at these depths, far below Blackweir, he could 
  feel the rumble of the Shadow’s twenty thousand troops 
  assaulting the great keep. “My queen, it is time to leave.”
  Without a word, the queen picked up the youngest of her 
  three daughters and followed Socar down the tunnel. Four 
  other knights followed behind with the queen’s other two 
  daughters. After more than an hour of walking, the nine of 
  them emerged into the dark wilderness of Erenland. With the 
  battle of Blackweir still raging in the distance, the group 
  headed southwest toward the small farming community of 
  Fernglade, where Socar hoped they would find refuge.
  Many years later, Jon Socar was still living in Fernglade 
  as a peasant farmer. His weapons and armor safely stowed 
  beneath the floorboards of an old barn. Tragically, the queen 
  and her middle daughter had died of a pox in years past, and 
  the oldest daughter, Minha, had run off with a traveling mer-
  chant.	 Only	 the	 youngest	 daughter,	 Lisha	 remained,	 whom	
  Socar cared for like a daughter.
  When	Lisha	came	of	age,	she	married	Daren	Landring,	a	
  young man from another nearby village. Together, they cared 
  for the farm and the aging Jon Socar. Soon, the young couple 
  gave	birth	to	a	son,	whom	they	named	Loren.	Shortly	after	
  Loren’s	 twelfth	 birthday,	 Jon	 Socar	 died	 peacefully	 in	 his	
  sleep. As a memento of the brave knight who had escorted her 
  to	safety	so	many	years	before,	Lisha	hung	Socar’s	shield	on	
  the wall of their farmhouse.
  
  24
  Appendix
  Jerol Remar 
  Level 1 human male warlord from Erenland of good alignment
  STR 
  16 
  +3 
  AC 16 
   
  Initiative +1 
   
  Hit Points 25 
  Bloodied 12
  CON 
  13 
  +1 
  Fortitude 15 
  Speed 6  
   
  Surge Value 6 
  Healing Surges per Day 8
  DEX 
    8 
  –1 
  Reflex 13  
  Passive Insight 10
  INT 
  16 
  +3 
  Will 15 
   
  Passive Perception 10
  WIS 
  10 
  +0 
   
   
  Size Medium
  CHA 
  16 
  +3
  Skills Acrobatics (Dex) –2†, Arcana (Int) +0, Athletics (Str) +7*†, Bluff (Cha) +3, Diplomacy (Cha)* +8, Dungeoneering (Wis) +0, Endurance (Con) 
  +5*†, Heal (Wis) +5*, History (Int) +7*, Insight (Wis) +0, Intimidate (Cha) +3, Nature (Wis) +0, Perception (Wis) +0, Religion (Int) +2, Stealth (Dex) 
  –2†, Streetwise (Cha) +3, Thievery (Dex) –2†
  *Trained skill †Armor check penalty (–1) applied
  Feats Action Surge, Luck of Erenland 
  Languages Erenlander
  Role Leader 
  Power Source Martial 
  Build Option Inspiring Warlord
  Warlord Class Features Combat Leader, Inspiring Presence, Inspiring Word
  Armor Proficiencies Cloth, leather, hide, chainmail, light shield 
  Weapon Proficiencies Simple melee, military melee, simple ranged
  At-Will Exploits Commander’s Strike, Furious Smash, Wolf Pack Tactics
  Encounter Exploit Guarding Attack
  Daily Exploit Bastion of Defense
  Basic Melee Attack Modifier +6 (Longsword or Dagger) 
  Basic Ranged Attack Modifier +2 (Dagger)
  Equipment Longsword (1d8 dmg, versatile), Dagger (1d4 dmg, 5/10 rng) (concealed in drop sheath strapped to forearm under clothing), hide 
  armor, backpack, bedroll, flint and steel, trail rations (3 days), waterskin, 50 ft. of hempen rope, lantern with oil, bundle of animal hides (weap-
  ons hidden within)
  Appendix: Pre-Generated Characters
  Angus Kerwin
  Level 1 human male fighter from Dorn of good alignment
  STR 
  18 
  +4 
  AC 17 
   
  Initiative +3 
   
  Hit Points 30 
  Bloodied 15
  CON 
  15 
  +2 
  Fortitude 18 
  Speed 6  
   
  Surge Value 7 
  Healing Surges per Day 10
  DEX 
  16 
  +3 
  Reflex 14  
  Passive Insight 10
  INT 
    8 
  –1 
  Will 11 
   
  Passive Perception 10
  WIS 
  10 
  +0 
   
   
  Size Medium
  CHA 
    8 
  –1
  Skills Acrobatics (Dex) +2†, Arcana (Int) –1, Athletics (Str) +8*†, Bluff (Cha) –1, Diplomacy (Cha) –1, Dungeoneering (Wis) +0, Endurance (Con) 
  +5*†, Heal (Wis) +5*, History (Int) –1, Insight (Wis) +0, Intimidate (Cha) +4*, Nature (Wis) +0, Perception (Wis) +0, Religion (Int) –1, Stealth (Dex) 
  +2†, Streetwise (Cha) –1, Thievery (Dex) +2†
  *Trained skill †Armor check penalty (–1) applied
  Feats Last Stand, Steeled Blood of the North 
  Languages Erenlander, Norther
  Role Defender 
  Power Source Martial 
  Build Option Great Weapon Fighter
  Fighter Class Features Combat Challenge, Combat Superiority, Fighter Weapon Talent (Two-handed weapons)
  Armor Proficiencies Cloth, leather, hide, chainmail, scale, light shield, heavy shield
  Weapon Proficiencies Simple melee, military melee, simple ranged, military ranged
  At-Will Exploits Cleave, Reaping Strike, Sure Strike
  Encounter Exploit Covering Attack
  Daily Exploit Comeback Strike
  Basic Melee Attack Modifier +8 (Greatsword)
  Basic Ranged Attack Modifier +5 (Shortbow)
  Equipment Greatsword (1d10 dmg), shortbow with 12 arrows (1d8 dmg, 15/30 rng), dagger (1d4 dmg, 5/10 rng) (concealed in drop sheath 
  strapped to forearm under clothing), hide armor, backpack, bedroll, flint and steel, trail rations (3 days), waterskin, 50 ft. of hempen rope, 
  bundle of animal hides (weapons hidden within)
  
  25
  Appendix
  Gilroy Evenshale
  Level 1 human male ranger from Erenland of good alignment
  STR 
  10 
  +0 
  AC 16 
   
  Initiative +4 
   
  Hit Points 24 
  Bloodied 12
  CON 
  12 
  +1 
  Fortitude 13 
  Speed 6  
   
  Surge Value 6 
  Healing Surges per Day 7
  DEX 
  18 
  +4 
  Reflex 16  
  Passive Insight 12
  INT 
  10 
  +0 
  Will 13 
   
  Passive Perception 17
  WIS 
  14 
  +2 
   
   
  Size Medium
  CHA 
  10 
  +0
  Skills Acrobatics (Dex) +4, Arcana (Int) +0, Athletics (Str) +0, Bluff (Cha) +0, Diplomacy (Cha) +0, Dungeoneering (Wis)* +7, Endurance (Con)* 
  +6, Heal (Wis)* +7, History (Int) +0, Insight (Wis) +2, Intimidate (Cha) +0, Nature (Wis)* +7, Perception (Wis)* +7, Religion (Int) +0, Stealth (Dex)* 
  +9, Streetwise (Cha) +0, Thievery (Dex) +4
  *Trained skill
  Feats Action Surge, Defensive Mobility, Luck of Erenland 
  Languages Erenlander, Norther
  Role Striker 
  Power Source Martial 
  Build Option Archer
  Ranger Class Features Archer Fighting Style, Hunter’s Quarry, Prime Shot
  Armor Proficiencies Cloth, leather, hide 
  Weapon Proficiencies Simple melee, military melee, simple ranged, military ranged
  At-Will Exploits Careful Attack, Nimble Strike, Twin Strike
  Encounter Exploit Evasive Strike
  Daily Exploit Split the Tree
  Basic Melee Attack Modifier +2 (Dagger)
  Basic Ranged Attack Modifier +6 (Longbow or Dagger)
  Equipment Longbow with 20 arrows (1d10 dmg, 20/40 rng) dagger (1d4 dmg, 5/10 rng) (concealed in drop sheath strapped to forearm under 
  clothing), leather armor, backpack, bedroll, flint and steel, trail rations (3 days), waterskin, 50 ft. of hempen rope, 4 small animal traps
  Lorris the Lucky
  Level 1 halfling male rogue from Erenland of good alignment
  STR 
  10 
  +0 
  AC 17 
   
  Initiative +5 
   
  Hit Points 24 
  Bloodied 12
  CON 
  12 
  +1 
  Fortitude 11 
  Speed 6  
   
  Surge Value 6 
  Healing Surges per Day 7
  DEX 
  20 
  +5 
  Reflex 17  
  Passive Insight 14
  INT 
    9 
  –1 
  Will 13 
   
  Passive Perception 14
  WIS 
    8 
  –1 
   
   
  Size Small
  CHA 
  16 
  +3
  Skills Acrobatics (Dex) +7, Arcana (Int) +0, Athletics (Str) +0, Bluff (Cha)* +8, Diplomacy (Cha) +3, Dungeoneering (Wis) –1, Endurance (Con) 
  +0, Heal (Wis) –1, History (Int) –1, Insight (Wis)* +4, Intimidate (Cha) +3, Nature (Wis) –1, Perception (Wis)* +4, Religion (Int) –1, Stealth (Dex)* 
  +10, Streetwise (Cha)* +8, Thievery (Dex)* +12
  *Trained skill
  Feats Retributive Rage 
  Languages Erenlander
  Role Striker 
  Power Source Martial 
  Build Option Trickster Rogue
  Halfling Features Bold, Nimble Reaction, Second Chance
  Rogue Class Features Artful Dodger, First Strike, Rogue Weapon Talent, Sneak Attack
  Armor Proficiencies Cloth, leather 
  Weapon Proficiencies Dagger, hand crossbow, shuriken, sling, short sword
  At-Will Exploits Deft Strike, Sly Flourish
  Encounter Exploits Positioning Strike
  Daily Exploits Trick Strike
  Basic Melee Attack Modifier +9 (Dagger)
  Basic Ranged Attack Modifier +9 (Dagger) or +7 (Sling)
  Equipment 2 daggers (1d4 dmg, 5/10 rng) (each concealed in a drop sheath, one strapped to each forearm under clothing), sling with 20 
  bullets (1d6 dmg, 10/20 rng), leather armor, backpack, bedroll, flint and steel, trail rations (3 days), waterskin, lantern with oil, 50 ft. of silk rope 
  with grappling hook, thieves’ tools
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Fantasy Flight Games/Midnight Chronicles - The Heart of Erenland.pdf