TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  NMR5-07 
   
   
   
   
   
   
   
  Corruption of the Heart 
   
  A One-Round D&D LIVING GREYHAWK®  
  Nyrond and Environs Meta-Regional Adventure 
  Version 0.6 
  Round One 
  by James Zwiers 
  edited by Denise Mauldin 
   
  Darkness stalks within the Gamboge forest, leading astray the faithful.  Shadows move in the silence, changing the scenery. The strings 
  are pulled, and the music has started; the dance macabre has begun. But will you dance to the tune of the puppeteer, or will you break 
  free, and spin to your own tune? 
  This is a one-round wilderness-based adventure set within the Gamboge forest; however, parties may find that more is 
  needed than pure wilderness skills. This adventure supports APLs 4-16 and is part Four of the Blight Series. 
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and record-
  keeping after the game. The following guidelines are here 
  to help you with both the preparation and voting segment 
  of the game. Read this page carefully so that you know and 
  can communicate to your players the special aspects of 
  playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four players 
  (not counting the judge), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Playing the Game 
   
   
   
   
   
  Instruct the players either to prepare their characters 
  to participate in the adventure before the session begins, or 
  wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the judge) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the judge can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in bold 
  italics. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  judge fill out the RPGA Tracking Sheet.  The judge 
  should complete the top of the form and list his name 
  and RPGA number.  The players should each list their 
  name and RPGA number.  After the form is filled out it 
  should be given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current 
  LIVING 
  GREYHAWK 
  character 
  generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to have in 
  order to run a D&D game, it is also recommended that 
  you have a copy of the LIVING GREYHAWK Gazetteer. 
  LIVING GREYHAWK Levels of Play  
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc.) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with 
  different 
  CRs 
  are 
  added 
  separately.  
  Nevertheless, if a character has the Mounted 
  Combat feat, he may bring a single warhorse, light or 
  Corruption of the Heart 
   
  Page 1 
  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  heavy, with him in the adventure and it will not 
  count 
  toward 
  the 
  APL 
  calculation. 
  3. 
  Sum the results of 1 and 2, and 
  divide by the number of 
  characters 
  playing 
  in 
  the 
  adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six 
  PCs, add one to that average. 
  By following these four steps, you 
  will have determined the APL. 
  Throughout this adventure, APLs 
  categorize the level of challenge the 
  PCs will face. APLS are given in 
  even-numbered increments. If the 
  APL of your group falls on an odd 
  number, ask them before the 
  adventure begins whether they 
  would like to play a harder or easier 
  adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC may gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character will receive only one-half of the 
  experience points for the adventure.  Further, if the PC is 
  three character levels or more lower than the APL at 
  which this adventure is being played, that PC will receive 
  one-half gold for the adventure as well.  This simulates 
  the fact that either the PC was not challenged as much as 
  normal or relied on help by higher-level characters to 
  reach the objectives. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not 
  play the scenario unless the highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there are two 
  things that the group can do to help even the score. 
  5. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  6. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a move 
  action (spoken command) that may be attempted 
  each round. If the animal is wounded or has taken 
  any nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep 
  This is a standard one-round 
  Meta-regional adventure, set in 
  the Gamboge Forest (in the 
  Nyrond 
  and 
  Environs 
  Metaregion).  Characters native 
  to the Nyrond and Environs 
  Metaregion pay one Time Unit 
  per round, all others pay two 
  Time Units per round. 
   
  Adventurer’s 
  Standard 
  Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp 
  per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
  Characters that fail to pay at least 
  Standard Upkeep will retain 
  temporary ability damage until 
  the next adventure, must buy new spell component 
  pouches and healer’s kits, and may suffer other in-game 
  penalties (or possibly gain in-game benefits) as may be 
  detailed in this scenario. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowyer).  The player is allowed 
  to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  Over the past year, the forests of the Nyrond Metaregion 
  have been threatened by various plagues, blights, and 
  other nefarious creatures.  Depending on when the PCs 
  play this module, they may know about these events, or 
  they may not.  However, there have been hints in all of 
  these adventures that the events were caused by some 
  outside source.  In this module, the PCs receive 
  additional confirmation of this outside source through an 
  exchange of information with Chesterfield Nuthollow, 
  whom the characters may have met in NMR5-01 Under 
  the Boughs.  
   
  Those shadowy figures have exposed themselves 
  quite a bit more than usual in this adventure, hoping for 
  one last chance to prevent their plans from going awry 
  Corruption of the Heart 
   
  Page 2 
  
  and sending minions directly to threaten the Gamboge.  
  These are the band of Tuliktu elves that were sent to the 
  Gamboge before the adventure begins and cause the 
  problems in this adventure.  They hare no longer present, 
  having gone back to the Celadon forest and their masters. 
    
   
  During this adventure, the PCs will find another 
  item of power that was used to help corrupt the Gamboge 
  forest, as they have found other items in the other 
  modules that helped corrupt those forests.  By putting all 
  of these items together, through the help of Chester (if 
  the PCs have not played all 4 adventures), they will be 
  able to determine the cause and discover a way to 
  confront the final threat to the forests of the Nyrond 
  Metaregion. 
  Adventure Summary 
  Introduction 
  Through various means or groups, the PCs end up in the 
  Gamboge forest. 
  Encounter One: Tale of Two Tribes  
  The PCs, who have come from all directions, are united 
  by the sounds of combat echoing through the trees of the 
  Gamboge. They come across a band of fey that is fighting 
  against a second band of fey. This, of course, is bound to 
  be somewhat confusing.  However, the second band 
  seems somehow rougher, or tainted.  
   
  Furthermore, Ni’cham’weh (a friendly grig from 
  NMR3-05 Norebo’s Luck and Bralm’s Embrace) is on the 
  badly outnumbered side of the untainted fey. 
   
  The PCs should help the outnumbered, untainted 
  fey defeat the tainted fey.  
  Encounter Two: Song of Sorrow and Loss  
  Ni’cham’weh will lead the PCs back to their temporary 
  camp. This camp is inside the ancient, dormant volcano 
  that once served as the hideout for a band of syrulite 
  cultists (see NMR3-05 Norebo’s Luck and Bralm’s Embrace).  
  Here the PCs can learn that Lurilent has been corrupted 
  somehow.  Ni’cham’weh will ask the PCs to find out how, 
  and to find a means to solve this. He gives the PCs several 
  leads, including the knowledge that there was a visit by 
  several elves with raven tattoos around their eyes a few 
  days before. 
   
  The total leads are:  A nearby band of wild elves, a 
  group of weird humans who keep talking loudly to 
  everyone they can, a nearby band of friendly foresters 
  and the elves with the tattoos.  
  Encounter Three: Chronicles of the Wild and 
  Wise 
  The band of wild elves is both reclusive, but also 
  frightened. They are aware of the taint that is spreading 
  through the woods, and wish to see it resolved.  They can 
  tell the PCs something about Lurilent, and describe one 
  of the great deeds she did for them.  
   
  If the PCs look further into this deed, they can find 
  that Lurilent once healed an elder of the tribe who was 
  dangerously ill. He has become ill again, and the PCs 
  must heal him and then tell Lurilent about what she once 
  did. 
  Encounter Four: Chorale of the Glorious Light 
  Pholtus has long espoused the virtues of bringing his 
  glorious light to all that walk Oerth.  The brave and 
  somewhat foolish Pholtan missionaries are valiantly 
  trying to convert the “heathen” folk of the forest to 
  convert to the worship of Pholtus.  They have actually 
  managed to convert one of the fey to the worship of 
  Pholtus.  
   
  The Pholtans were once cornered and nearly killed 
  by some of the sylvan elves (wood elves) of the woods, 
  and were saved by Lurilent. This deed hasn’t been 
  corrupted; however, the tree that they planted for her has 
  been damaged and twisted. The PCs must either cull or 
  heal this tree and tell Lurilent about her rescue of the 
  Pholtans, and the tree they planted for her.  
  Encounter Five: Chorus of the Working Man 
  The foresters are not loggers; rather they are guides and 
  rangers who live within the forest. They do hunt 
  creatures within the forest, but they also follow Obad-hai 
  and the other old faiths and so seek to conserve and 
  foster the forest’s growth. Thus, they rightly fear the taint 
  that spreads through the forest.   
   
  Some few years ago, Lurilent helped them heal an 
  ancient tree of a terrible illness. However, that tree has 
  now become infested with the taint, and needs to be 
  cleansed again.  
  Encounter Six: Chant of Wide Wandering  
  The PCs are liable to search for the elves with the raven 
  tattoos. However, these particular elves left the forest 
  shortly after they completed their dark task.  Yet, while 
  the PCs are following their trail, they meet up with 
  Chester, a treant from NMR5-01 Under the Boughs, who is 
  also following the trail and has some information to 
  share. 
  Encounter Seven: Opera of Madness and 
  Corruption 
  The area that surrounds Lurilent’s pool is tainted and 
  badly corrupted. The fey that once lived there are also 
  tainted, and will swarm anything that approaches. The 
  PCs must make their way through this insanity to 
  Lurilent’s pool. 
  Encounter Eight: Saga of the Lost Fey 
  Lurilent must be redeemed in order to cure the taint that 
  afflicts the Gamboge. This can be done by telling her 
  about each of the good deeds that she has done for the 
  Corruption of the Heart 
   
  Page 3 
  
  forest, and how the PCs have repaired or redone these 
  deeds for her. 
   
  Depending on how many of these deeds the PCs tell 
  her about, and if they fixed the damage, Lurilent is either 
  fully healed or only partially healed. 
  Conclusion 
  Lurilent can reveal some more information to the PCs 
  once she is returned to normality, as well as thanking the 
  PCs.   
  Preparation for Play 
  Judge Aid #1 contains a handy reference sheet that you can 
  record the following things on, since you will need to 
  reference them during the adventure. 
   
  Before starting this adventure you will want to 
  determine if any of the PCs who are being played in the 
  adventure also participated in any of the following 
  adventures: 
  • 
  URD3-06 Crop Circles 
  • 
  NMR3-05 Norebo’s Luck & Bralm’s Embrace 
  • 
  NMR5-01 Under the Boughs 
  • 
  NMR5-02 Natural Enemies 
  • 
  NMR5-04 Charity of Friends 
  • 
  NMR5-06 The Forsaken Valley 
  Beyond needing the above, it will also be useful to get 
  five (5) of each the following checks, in addition to the 
  appropriate skill modifier: Balance, Hide, Listen, Move 
  Silently, Spot, and Survival. 
   
  The Encounters in this module are somewhat 
  freeform and depend on the PCs figuring out the leads 
  from Encounter Two.   The judge is encouraged to have 
  Encounters One through Six  (all of the deeds 
  encounters) happen on one day and Encounter Seven 
  and Eight on the following, though particularly strong 
  groups might feel more challenged if all the encounters 
  happened in a single day and particularly weak groups 
  should be encouraged to space the encounters out further 
  (resting after Encounter Two).  This is to be done by 
  altering the times that are required to travel from place to 
  place in the forest.  A suggested timeline is to have 
  Encounters Three through Five 2 hours apart from the 
  base camp, thus taking up an eight hour traveling day (2 
  hours to Encounter Three, 2 hours to Encounter Four, 4 
  hours to Encounter Five). 
  Introduction 
  There are several means to get the PCs involved in this 
  adventure.  Related below are the various different 
  means: In all cases, the PCs are asked to check in with 
  someone. The people they are checking in with are all 
  fine, and reports can be returned to where they must be. 
  PCs from Nyrond  
  One week has passed since your meeting with the 
  magistrate. It was then that you were asked to check 
  in on the foresters that are living along the Nyrond 
  border of the Gamboge. Now you, and your 
  companions, find yourselves reaching the edges of 
  the imposing forest, which you will soon have to 
  enter if you are to reach the foresters’ gladed home. 
  Proceed to Encounter One. 
  PCs from the Pale  
  Recently while resting your travel weary feet at the 
  Green Eaves Tavern, a sergeant with the Pale Patrol 
  came in and called for volunteers for a minor 
  mission into the Gamboge Forest. Your feet being 
  rested and your tankard being empty, you 
  volunteered. 
   
  Sergeant Corenthal informed you that there was 
  a small Pholtan mission in the Gamboge preaching 
  to the foresters who lived and worked within its 
  boundaries and the Church of the One True Path 
  had not received any communications from them in 
  some time. The Church requested the Pale Patrol go 
  in and try to ascertain if the mission had been 
  attacked, but the Patrol’s forces are stretched too 
  thin with trying to maintain order in the harsh Troll 
  Winter and needed volunteers to do this minor task. 
  Now you and your companions find yourselves 
  reaching the edges of the imposing forest and there 
  is a good possibility this may not have been such a 
  good idea after all.  
  Proceed to Encounter One. 
  PCs from the County  
  The local constable called you in for a meeting a 
  little over a week ago. He had received word from 
  the local temple of Heironeous of a terrible 
  darkness that was spreading within the Gamboge 
  forest. Due to the tense political situation, he could 
  not send his own men, nor those of the church to 
  investigate. And so it is, that you and your 
  companions, find yourselves reaching the edges of 
  the imposing forest, which you will soon have to 
  enter if you are to investigate the claims of a 
  spreading darkness. 
  Proceed to Encounter One. 
  PCs from the Duchy  
  The rangers of the Stalwart Pines school came to you 
  a little over a week ago. They asked you to travel to 
  the Gamboge so as to provide assistance to allies 
  within the forest who had sent a desperate message 
  for help. They did not specify the exact threat, but 
  Corruption of the Heart 
   
  Page 4 
  
  the message was signed by Ni’cham’weh. They 
  explained that he was a friendly grig cleric of Bralm. 
  And so it is, that you and your companions, find 
  yourselves reaching the edges of the imposing 
  forest, which you will soon have to enter if you are 
  to find this Ni’cham’weh and provide the assistance 
  you have been sent to provide. 
  Proceed to Encounter One. 
  Encounter One: Tale of Two 
  Tribes 
  Ancient trees, reaching upwards towards the vaulted 
  canopies of the forest, stand silent amidst the 
  buzzing of insects and the raucous cries of the birds. 
   Amongst the more common oak and elm trees are 
  the unique leaves and bark of bronzewood trees and 
  hornwood, prized for weaponmaking.  A dense loam 
  formed of leaves cover the ground, while low bushes 
  and scrub grow in the scattered patches of sunlight 
  that stream down. Faint movement can be seen 
  amongst the scattered detritus of the forest floor, 
  and amongst the lofty branches of the trees. 
  The PCs have been traveling inside the Gamboge for a 
  while now and may want to know what the trees look 
  like.  
   
  Hornwood is a beautiful hardwood about the size of 
  a small elm.  The trunk and branches are very straight 
  and black-barked, with long pointed spear-like leaves.  
  Hornwood, treated and seasoned well, is strong and 
  resilient, and makes excellent weapons, especially bows. 
   
  Bronzewood is a slender tree reaching a height of 40 
  feet, with branches growing at 45 degree angle from the 
  trunk.  Bronzewood trees have hard, reddish-brown bark 
  and narrow toothy leaves from eight to ten inches long.  
  The wood is heavy and hard, and can only be worked by 
  craftsmen of great skill.  If carefully seasoned and dried, 
  the outer part will become as hard as metal, though the 
  wood retains its normal weight. 
   
  However, the calm of the forest is about to be 
  broken.  Characters making a DC 10 Listen check hear 
  the following: 
  The quiet murmur of the forest is replaced with 
  shrieks of pain, and angry shouts, interspersed with 
  the clash of weapons. 
  Any PC who speaks Sylvan can understand the shouts, 
  which are war cries like, “Death to the Tainted.”, “Join the 
  Embrace of the Geppir”, “Benyrsta’s blessing upon you”, and 
  “May the Lord of Industriousness guide our hand”. The first 
  and last are the rallying cries of the untainted group; and 
  the Lord of Industriousness refers to Bralm, something a 
  DC 15 Knowledge (Religion) check reveals.  The other 
  two are the primary and only coherent rallying cries of 
  the tainted creatures (who are all mad). No skill or other 
  check will allow the PCs to know who or what Geppir or 
  Benyrsta are.  
   
  Read or paraphrase the following when the PCs 
  reach the scene of the combat, which is 60 feet away from 
  the PCs through the woods. 
  The clash of weapons, and the angry shouts, grows 
  louder as you make your way amongst the trees 
  towards the combat. You catch fleeting glimpses 
  through the undergrowth of swarms of tiny 
  creatures locked in combat against each other. One 
  side seems somehow healthier than the others. The 
  sickly side also seems somewhat faint, and appear to 
  be blurred, as if they are slowly melting away. 
  Creatures: The PCs can tell automatically that the sickly 
  creatures, which badly outnumber the untainted 
  creatures, will win if they do not intervene. Any PC who 
  has played NMR3-05 Norebo’s Luck and Bralm’s Embrace 
  will recognize one of the untainted fey as Ni’cham’weh, a 
  friendly grig who lives in the forest. A few of the tainted 
  fey will break off when the PCs get involved, and move to 
  attack them, instead of continuing their assault on the 
  untainted fey.   They will attempt to spread out or use the 
  untainted fey as cover from area effect spells. 
   
  Place 6-8 grigs on the map, with half being the 
  tainted grigs.  Take two of these and have them focus on 
  the PCs.  Treat untainted grig as having 36 hit points each 
  (ranger 4 of Bralm) and Ni’cham’weh has 60 hit points 
  (cleric 8 of Bralm).  The grigs are fighting at 25 feet above 
  the ground, flying. 
  APL 4 (EL 6) 
  � Tainted Grig (3): Shadow Grig; hp 12 each; see 
  Appendix Two. 
  APL 6 (EL 8)  
  � Tainted Grig (3): Shadow Grig Sor 3; hp 33 each; 
  see Appendix Three.  
  APL 8 (EL 10)  
  � Tainted Grig (3): Shadow Grig Sor 5; hp 43 each; 
  see Appendix Four.  
  APL 10 (EL 12)  
  � Tainted Grig (3): Shadow Grig Sor 7; hp 65 each; 
  see Appendix Five.  
  APL 12 (EL 14)  
  � Tainted Grig (3): Shadow Grig Sor 9; hp 77 each; 
  see Appendix Six.  
  APL 14 (EL 16)  
  � Tainted Grig (3): Shadow Grig Sor 11; hp 88 each; 
  see Appendix Seven.  
  Corruption of the Heart 
   
  Page 5 
  
  APL 16 (EL 18)  
  � Tainted Grig (3): Shadow Grig Sor 13; hp 98 each; 
  see Appendix Eight. 
  Tactics: The tainted grigs will attack the PCs. At higher 
  APLs, they will cast defensive spells, and then enter 
  melee using their cold aura, and their damage dealing 
  abilities and spells to negate clerics and other open deity 
  worshippers as quickly as possible. At really high APLs 
  they will cast fireshield, negating their fear of fire, and 
  then proceed to bombard the PCs with massive damage 
  spells. 
   
  Treasure: None of the tainted grigs have any 
  treasure. 
  Development: Following the combat, Ni’cham’weh will 
  thank the PCs, and ask if they will accompany him back 
  to his temporary base.  He will explain that he needs 
  some additional help from them.  All of this is detailed 
  further in Encounter Two. 
  Encounter Two: Song of Sorrow 
  and Loss 
  Ni’cham’weh, the enigmatic grig, has been leading 
  you through the forest, speaking to you as he leads 
  you. Furthermore, he continues to receive reports 
  from other grigs; reports about the location of the 
  other tainted ones. 
  Ni’cham’weh will be friendly with most every PC, 
  however, those who have the Raven Tattoo from URD3-
  06 Crop Circles, will be treated to suspicion and near 
  outright hostility.  A DC 15 Knowledge (local) will reveal 
  that the Raven Tattoo is a sign of a member of the Tuliktu 
  eleven tribe from the Celadon forest.  Ni’cham’weh will 
  be able to tell the PCs this information if they ask. 
  “You have seen the taint that spreads through the 
  forest. This taint destroys the industry of Bralm, the 
  ancient groves of Obad-hai are twisted, corrupted 
  and lost, and the animals are dying.  We have been 
  trying to contain the taint, but any creature that dies 
  at the hands of the tainted, rises again as a tainted 
  creature.  
  The source of the taint is well and truly known to 
  me, for Lurilent has fallen. She has been corrupted 
  by the vile elves. They came from the Celadon, 
  extolling peace and community between the forests. 
  But now, they haunt my dreams, their raven 
  tattooed cheeks chasing me like the predators they 
  are.  And as Lurilent is tied to the land, so has the 
  land begun to fail.  To redeem it, we must redeem 
  her.  Please help me save her.” 
  PCs that have the Raven Tattoo are liable to start 
  protesting at this time. Ni’cham’weh will simply state 
  that they now have a chance to redeem their clan in his 
  eyes, and those of all the fey of the Gamboge. He will 
  then continue as below. 
   
  PCs who played NMR3-05 Norebo’s Luck and Bralm’s 
  Embrace, or who make a DC 20 Knowledge (local) know 
  that Lurilent is a Nymph and a wizard of some power.  
  She has done her best to protect the denizens of the 
  Gamboge 
  from 
  such 
  evils 
  as 
  the 
  dragon 
  Sasrakananakmasha, although their feuds often push her 
  to the limit of her abilities.   
  “I was lost when I discovered that Lurilent was 
  tainted. I spent days in misery, oblivious to the 
  world. It was during that time that Bralm showed to 
  me visions of what must be done if we are to save 
  her.  Come, we have just arrived, I will tell you more 
  inside.” 
  The PCs have arrived at the grig’s temporary base. PCs 
  that have played NMR3-05 Norebo’s Luck and Bralm’s 
  Embrace will recognize it as the dormant volcano that 
  they freed from the Syrulites for the fey to play/live in. 
  Ni’cham’weh has led you to a moss-covered cliff that 
  rises nearly vertical from the forest floor. A cave 
  entrance can be seen, and a flock of tiny flying 
  creatures, all armed with bows, are flying guard 
  around it. Faint glimmers of other movement also 
  surround the entrance, but they cannot be seen 
  when you look directly at them. 
  The interior of this place consists of three floors.  The 
  PCs will recall that the lowest floor, where they are 
  entering, once had only one room. It now has several 
  additional small chambers off the main chamber.  
  Ni’cham’weh will ask the PCs to not go upstairs if the 
  start to, explaining that the upper floors are where many 
  of the weaker fey are living, and where the injured are 
  convalescing. Some PCs are liable to offer their aid to the 
  injured, and his reply will be that the best they can do for 
  the injured would be to find a way of curing the taint. 
  “I told you I had visions, somehow I knew them to 
  be critical to the survival of the forest, so I wrote 
  them down. Here they are.” 
  Pass out Player’s Handout #1. A DC 10 Knowledge 
  (Religion) check will determine that the Shalm is 
  another name for Obad-Hai.  Ni’cham’weh will of course 
  answer any questions the PCs may have. 
  Who is Lurilent?  
  “Lurilent is a great and good person of the forest.  
  She cares for the area around here and many owe her 
  much for her help, though she never asks for 
  anything in recompense.” 
  Can you pay us?  
  “I have but sticks, berries and stones that I could pay 
  you with, however, you will have my gratitude and 
  that of the other fey of the Gamboge if you give us 
  help in our time of need.” 
  Corruption of the Heart 
   
  Page 6 
  
  Can you be any clearer on these visions? 
  “Those are the things that Bralm chose to show me. 
  Perhaps your god might tell you something 
  different?” 
  What exactly needs to be done? 
  “As best my knowledge, the deeds that Lurilent did 
  have been corrupted, and must be fixed before she 
  can be healed. As to healing her, I am at a loss. I have 
  never seen a sickness such as this one before.” 
  Can we get a map? 
  “We have but a basic map of the forest, it would be 
  better if you would take a guide.  Gi’shem, come 
  here. You will guide these folk to the sylvan elves, 
  the foresters and the pholtans.  
  Can we get a guide? 
  “Certainly; Gi’shem, come here. You will guide these 
  folk to the sylvan elves, the foresters and the 
  pholtans.  
  Gi’shem is a young grig who is a ranger and has a fairly 
  nice longbow and knows much about the Gamboge.  He 
  is quiet and polite and often has to make an effort to not 
  hide and let the PCs follow him. 
  How long do we have? 
  “I don’t know.  Once you are ready to leave, I too will 
  be leaving.  I must head back out and help slow 
  down the spread. At the current rate, it will reach 
  here in three days. So please, make with haste, but 
  also, be careful.” 
  What is your interpretation of these visions? 
  “I’m not sure.  It is surely Lurilent in the visions and 
  it seems as if the keys to her redemption have 
  something to do with her good works.  However, she 
  has helped many people and I’m not sure which of 
  these works would have been corrupted to lead to 
  what she has become.   
  The good work that made the most impression upon 
  my mind was when she saved our small band from 
  the clutches of one of that horrible dragon’s 
  children.  However, as far as I can tell, we fell sick as 
  a result of Lurilent’s sickness, rather than as a cause. 
   Perhaps if you ask the other grigs, they will have 
  additional ideas.” 
  Development: The PCs may speak with the other grigs 
  of the encampment before Ni’cham’weh departs.  Each 
  grig likes Lurilent and is very sorry that something has 
  happened to her.   
  They will find the following stories, which are also 
  provided in Player Handout #2. 
  • 
  The foresters of Obad-hai to the south once 
  came to Lurilent in a dreadful bother.  Their 
  trees were sickening or something and the 
  wood they were harvesting wasn’t sound.  Of 
  course she immediately went to their aid and 
  later they sent her a carved pinecone as a thank 
  you gift. 
  • 
  A caravan of travelers passed through here and 
  were attacked by one of that horrible green 
  dragon’s 
  children. 
   
  Ni’cham’weh 
  had 
  a 
  divination about it and so we went to help them. 
   Lurilent’s power, with our support of course, 
  was able to drive it off.  
  • 
  Well a couple of months ago, there was a lot of 
  tension up north between the missionaries and 
  the sylvan elves.  Praise Pholtus, Lurilent was 
  able to dissolve the hostilities and allow my 
  brethren to preach the One True Path.  We have 
  a splendid oak dedicated to Lurilent’s kindness 
  and understanding at the mission. 
  • 
  When we had some troubles with a cult of nasty 
  people awhile ago, Lurilent helped hire a band 
  of adventurers to help deal with the threat, 
  while still organizing everything to keep 
  resisting the incursions of Sassy.  <If the PCs 
  played NMR3-05>  Oh wait!  Wasn’t that you? 
  • 
  Lurilent is a skilled healer as well as being a 
  master of the arcane arts.  The locals often come 
  to her when they have medical issues, especially 
  the sylvan elves, who don’t trust many of the 
  other healers in the area and who usually don’t 
  have that inclination. 
  The PCs may rest here if they wish. If they do not wish 
  the services of the grig Gi’Shem as a guide, they may 
  travel on their own. Normally, finding the various 
  locations would require a Survival check, however, with 
  the directions that Ni’cham’weh can provide they can 
  easily (relatively) find their way without a guide. 
   
  If the PCs try to follow up on the caravan of travelers 
  story, the grigs inform them that the travelers passed 
  through long ago and are no longer in the forest.  If the 
  PCs If the PCs go to speak with the sylvan elves (wood 
  elves), then proceed to Encounter Three.  They could 
  also head off to speak with the Pholtans, in which case 
  you should go to Encounter Four. If they instead go to 
  speak with the foresters then proceed to Encounter 
  Five. Finally, if they choose to do anything else 
  (including searching for the Elves with the Raven 
  Tattoos) proceed to Encounter Six. 
   
  Finally, PCs may elect to use divination spells to try 
  and discover some information.  If so, refer to Judge Aid 
  #2. 
  Corruption of the Heart 
   
  Page 7 
  
  Encounter Three: Chronicles of 
  the Wild and Wise 
  It is a sudden change, the dense forest just melts 
  away into a sparse village of huts. Each hut is built 
  around the base of a tree, and some even curl up 
  around the trunk, mimicking the prolific ivy that 
  covers many of the trees in this area. However, the 
  huts are the least of your concern, for numerous 
  elves, all dressed in hides and green clothing are 
  moving towards you with bows strung, and swords 
  held at the ready. 
  One, who stands slightly hunched, and seems 
  somehow older, calls out to you. “Lillenthar é 
  soliuen hareten.” 
  Any PC who can speak Elven understands that to mean 
  “Welcome to Lillenthar, why do you come?” PCs who 
  cannot speak Elven can make a DC 10 Sense Motive 
  check to understand that the Elves are merely cautious, 
  and not overly hostile (treat them as Indifferent, not 
  Unfriendly).  If the PCs do not respond within one 
  minute, the questioner will repeat the question in 
  Common. PCs who ask questions in Common before 
  then will be answered in Common. 
   
  Assuming the PCs eventually state why they are 
  here, continue below, paraphrasing as needed. 
  The older elf walks forward, speaking quietly to the 
  other elves who slowly disperse, disappearing 
  amongst the trees with an uncanny ease. The 
  remaining elf turns to you, “Please, you will have to 
  excuse my neighbors; they are not used to outsiders. 
  I am Alken Leafedge and you say that Ni’cham’weh 
  sent you? That is most unusual, but nonetheless, 
  these are unusual times. Please, come this way. We 
  shall speak at my home.” 
  The elf starts to walk towards one of the larger huts, 
  while continuing to talk. “I have seen the taint that 
  afflicts the woods. We do not know what has caused 
  it, but we do know that it has unfortunately, struck 
  too close to home for us. I have tried to contact 
  Lurilent, and failed, and also tried to find 
  Ni’cham’weh, but also failed. Tell me, are they well?” 
  Allow the PCs to relate what is going on in the forest. 
  When they have finished, continue below. 
  You have reached Alken’s hut as you finish your tale. 
  He leads you inside, to a warm and inviting space. 
  Several chairs are arranged around a small fire, 
  while stairs can be seen circling the tree leading 
  upwards. The far side of this room seems to be a 
  cooking area, and a workshop. 
   
  “Please, make yourselves at home. If what you 
  tell me is true, then we are faced by a dire threat. 
  Many of our people do rely on Lurilent for care 
  when accidents occur or when the sickness season 
  comes, but mostly we rely on Wakthen, one of our 
  elders, who is also skilled in the healing arts.  When 
  Wakthen fell ill several years ago, it would have 
  been very deadly for our tribe without Lurilent’s 
  help to cure him. 
   
  Wakthen does not live here in the village any 
  more, but he is nearby. Would you like some 
  refreshments, or would you like me to show you to 
  his home?” 
  The PCs will now be led out of the village, and for about a 
  30 minute walk through the forest. Continue below, 
  allowing the PCs to take any precautions that they wish 
  to take. 
  The gentle sounds of a bubbling stream forewarn 
  you of the clearing. Spanning the stream is a home, 
  built upon stilts, but otherwise the same as the huts 
  in the village. However, the beauty of the home is 
  marred by the grey tinge to the water, and the scent 
  of death that it carries.  Alken frowns and heads over 
  towards the bank to examine it. 
  A DC 15 Knowledge (Nature) check reveals the stream to 
  be poisoned, although they cannot identify the poison. A 
  detect poison will reveal that the water is poisoned, but it is 
  not magical.  No magical effect will reveal exactly what is 
  poisoning the stream (since it is not truly a poison, but 
  more of a taint).  This taint is similar to the taint from 
  NMR5-01 and NMR5-02.  It is not magical in nature.  
  Alken is surprised that the stream is tainted since it is not 
  tainted in an area upstream of this area. 
   
  Alken assumes that Wakthen is fine and that the 
  matter the PCs wish to discuss with him is private; he 
  will examine the stream while the PCs explore the hut. 
  When they decide to investigate the interior of the hut, 
  read or paraphrase below. 
  The heady stench of death permeates this hut. A 
  wizened elf lies slumped over the table, partially 
  eaten food lying around him. There is no movement 
  within the hut. 
  The elf is not actually dead, he is simply unconscious and 
  badly in need of some caring.  The death stench is 
  coming from the food, and ends soon after the PCs 
  dispose of the rotten food. 
   
  If the PCs think to examine the food before 
  throwing it away, they will notice a grey tinge to it, and 
  that it smells like the stream. 
   
  A DC 15 Search check will locate a healer’s bag 
  amongst 
  Wakthen’s 
  possessions, 
  which 
  contains 
  bandages, salves and herbs for treating injury and disease. 
   This acts as a Healer’s kit and has 6 uses left.  
  Curing Wakthen 
  A DC 20 Heal check will tell that he is Con damaged.  
  After any spell that cures such damage, an additional DC 
  20 Heal check will tell that additional healing of that type 
  Corruption of the Heart 
   
  Page 8 
  
  will not benefit any more and that the patient is in need 
  of long-term care. 
   
  The Elf needs a week of tending to be fully nursed 
  back to health. Alken will offer to do this, once the 
  stream has been resolved.  The Elf will not become lucid 
  until that week of care has been administered or until the 
  10 points of Con, Int and Wisdom damage have been 
  cured. 
   
  Any curing spell, such as cure XXX wounds will heal 
  the 
  physical 
  damage 
  caused 
  by 
  starvation 
  and 
  dehydration. A restoration or multiple castings of lesser 
  restoration for Con, Int and Wis (10 points each) will wake 
  Wakthen.  A greater restoration or heal spell will cure all of 
  his damage and wake him as well. He is very confused 
  and has few memories of the preceding days.  His last 
  memories are of a group of elves with raven tattoos 
  bringing him gifts (food) and speaking with him on 
  cooperation between the forests in the light of the blights 
  that have been occurring.   
  Cleansing the River 
  The river has been polluted by a diseased corpse that has 
  been planted into the middle of it upstream of the hut.  
  There are several means to find this source, searching is 
  the easiest although a divination spell or similar effect 
  could also be used.  
   
  The former case requires a DC 20 Survival check, or 
  a DC 25 Search check to locate the diseased corpse. The 
  latter case requires a DC 10 Survival check or a DC 15 
  Search check to locate the diseased corpse once the actual 
  site has been identified.  Cleansing the site at that point is 
  a simple matter of removing the diseased body. A DC 15 
  Strength check or a DC 10 Disable Device check can 
  remove the body from the tethers in the water.  A mage 
  hand spell cannot be used to remove the corpse, but an 
  unseen servant or any similar spell will be able to do so.  
  The tethers have a hardness of 2 and 10 hp. 
   
  A DC 25 Heal check shows that the body is that of a 
  female elf and is somewhat fragile – the skin has been 
  removed by the constant flow of the water and it is 
  bloated, but holds together for the party to remove it.  
  The body is not in good enough shape for a speak with 
  dead spell.  The body does detect as magic but the water 
  does not detect as magic and instead detects as poison.  
  Some parties may think to burn the corpse, make note of 
  parties that do so, as there is an additional reward for 
  doing so. 
   
  If the PCs ask the elves of Lillenthar about any 
  missing elves, they will be told that no one has gone 
  missing in the last several months.  If the PCs ask about 
  burial methods, they will recommend the body be 
  burned. 
  Development: From here the PCs could head off to 
  speak with the Pholtans, in which case you should go to 
  Encounter Four. They could also speak with the 
  foresters then proceed to Encounter Five. Additionally, 
  if they choose to do anything else (including searching 
  for the Elves with the Raven Tattoos) proceed to 
  Encounter Six. Finally, if the PCs have investigated all 
  the possibilities, then proceed to Encounter Seven. 
  Encounter Four: Chorale of the 
  Glorious Light 
  This is the Mission of the Church of Pholtus.  Someone 
  making a DC 15 Knowledge (local) will know that this 
  encampment has been here for several years, with the 
  intention of converting the savage forest people to the 
  One True Path. 
  The dark of the forest gives way almost without 
  warning to the sunlight dappled grass of a clearing. 
  In the center of the clearing is a small fortified 
  manor home, surrounded by fields. The folk tending 
  to the fields have noticed your presence, and one of 
  them is headed towards the buildings. 
  If the PCs have drawn weapons, the rest of the folk 
  follow the messenger into the building and Father 
  Preiam is very suspicious of the characters and they must 
  make a DC 15 Diplomacy check to assure him that they 
  are not planning on attacking the mission. 
  A few minutes later, an older man wearing the 
  clerical vestments of Pholtus and a sword exits the 
  structure, glances around, and then heads towards 
  you.  When he reaches voice range, he calls out. 
  “Welcome travelers, I am Father Preiam. What 
  travails bring you to the Gamboge in this dark 
  time?” 
  Allow the PCs to explain their presence here. Assuming 
  they mention the blighted tree, proceed as follows. If 
  they do not, then you will have to improvise a means to 
  get them to the grove. 
  “It is true; the oak tree that we planted in Lurilent’s 
  honor has become diseased and ill. Come, it is over 
  this way in the center of the fruit grove.  We have 
  attempted to contact Lurilent to ask for her aid, but 
  we have heard no response.” 
  The older man, limping slightly, leads you towards 
  the North side of the clearing, before heading into 
  the forest proper. All the while, he speaks to you, 
  “This tree, a rare red oak, was planted by my 
  predecessor, Father Polus, after he and the original 
  brothers were saved by Lurilent. It was just near 
  here where they were set upon by a band of wild 
  elves. 
  Lurilent 
  was 
  nearby 
  and 
  heard 
  the 
  commotion. Arriving at the scene, she imposed calm 
  upon the elves, and persuaded them to leave us be. 
  And so they have, for we have had peace since. This 
  oak represents her faith in us, and so we maintain it. 
  Were it to perish, some would construe that as an 
  omen of bad tidings to come.” 
  Corruption of the Heart 
   
  Page 9 
  
  As Father Preiam finishes speaking, he motions you 
  forward to the edge of a smaller side clearing. In the 
  midst of a collection of other trees can been seen the 
  oak, stretching tall above the others. However, its 
  leaves are blackened and sick, and its branches are 
  twisted and covered in oozing sores. 
  The PCs have faced here with two options for completing 
  this task. They can either cleanse the corrupted tree, or 
  they can destroy it.  Either way, they will have to do so 
  during combat.  See the section below for details on 
  cleansing the tree. 
   
  The PCs begin 40 
  feet 
  away 
  from 
  the 
  treant/red oak and may 
  make spot checks to 
  determine 
  when 
  the 
  encounter 
  begins, 
  remember to apply the -4 
  penalty to PC spot checks 
  at this point and start the 
  encounter distance at an 
  appropriate 
  distance 
  based on the highest spot 
  check 
  (although 
  no 
  further away than 40 
  feet).   Any PC that makes a Spot DC based on the table 
  (or once combat begins and the treant has revealed itself) 
  may make a DC 20 Knowledge (nature) check (or DC 25 
  Bardic Knowledge or Loremaster lore) to realize that this 
  is a treant, although it looks twisted and corrupted.  If the 
  PCs do not make the Spot check to notice the treant, they 
  still notice the ring of tainted soil at its feet with a DC 10  
  Spot check. 
   
  For those PCs that made the spot check (or once 
  combat begins and the treant has revealed itself), a DC 15 
  Knowledge (Religion) check  identifies the creature as a 
  corrupted creature. A DC 15 Heal check will identify vile 
  damage and the means to heal it.  This lets the players 
  know that they can only heal the vile damage it deals 
  within a consecrated or hallowed area. A DC 20 Knowledge 
  (Arcana) or Knowledge (The Planes) check, or a DC 25 
  Bardic Knowledge (or Loremaster Lore) also reveals the 
  above information. 
  Creatures: 
  APL 4 (EL 5) 
  � Corrupted Treant: hp 40; see Appendix Two. 
  APL 6 (EL 7)  
  � Corrupted Treant: hp 50; see Appendix Three. 
  APL 8 (EL 9)  
  � Corrupted Treant: hp 72; see Appendix Four. 
  APL 10 (EL 11)  
  � Corrupted Treant: hp 84; see Appendix Five. 
  APL 12 (EL 13)  
  � Corrupted Treant: hp 180; see Appendix Six. 
  APL 14 (EL 15)  
  � Corrupted Treant: hp 266; see Appendix Seven. 
  APL 16 (EL 17)  
  � Corrupted Treant: hp 378; see Appendix Eight. 
  Tactics: The corrupted treant will engage in melee as 
  quickly as possible. Furthermore, he will make every 
  effort to eliminate anyone who targets him with fire 
  spells and similar effects.  If the characters retreat beyond 
  the edge of the fruit tree grove (100 feet from where they 
  begin), the treant will not follow them any further unless 
  provoked with fire spells. 
   
  Treasure: The treant has no treasure. 
  Cleansing the Tree  
  It is possible that some parties may think to consecrate or 
  hallow the area of the combat (especially if they want to 
  heal the vile damage). If a restoration, heal, or limited wish 
  spell is used on the corrupted treant while it is within the 
  consecrated or hallowed area then the treant will be purged 
  of its taint (removing the corrupted template). If that 
  happens, the treant will cease fighting. There are no 
  knowledge checks that will reveal the above method of 
  healing the tree, although divination or similar spells 
  could (see Judge Aid Two).   
  Development: As the treant dies, a handful of red oak 
  acorns will drop from the treant, allowing the tree to be 
  replaced.  A DC 15 Knowledge (nature) (or DC 20 Bardic 
  Knowledge or Loremaster lore) will reveal that these are 
  untainted.  If the treant is cured, he will give the PCs 
  acorns as thanks. The PCs can find a circle of tainted 
  earth where the treant was rooted.  A DC 15 Knowledge 
  (nature) (or DC 20 Bardic Knowledge or Loremaster lore) 
  will tell that this earth was watered with the tainted water 
  from the stream (if the PCs have been there). 
   
  If the PCs think of checking, the shrine of Pholtus 
  that Father Preiam tends is consecrated and he will allow 
  them to rest and heal there.  Father Preiam has no 
  knowledge that the oak tree is a treant or how the tainted 
  water came to be.  The treant did not attack any of the 
  Pholtans that it recognized and although the Pholtans 
  attempted to care for the tree, none of them are 
  particularly skilled in tending to trees.  They have 
  attempted to contact Lurilent to ask for her expertise, but 
  they have not received any response. 
   
  If the PCs go to speak with the sylvan elves (wood 
  elves), then proceed to Encounter Three.  If they 
  instead go to speak with the foresters then proceed to 
  Encounter Five. Furthermore, if they choose to do 
  anything else (including searching for the Elves with the 
  Raven Tattoos) proceed to Encounter Six. Finally, if the 
  APL 
  Spot DC 
  4 
  21 
  6 
  23 
  8 
  25 
  10 
  27 
  12 
  29 
  14 
  33 
  16 
  35 
  Corruption of the Heart 
   
  Page 10 
  
  PCs have investigated all the possibilities, then proceed 
  to Encounter Seven. 
  Encounter Five: Chorus of the 
  Working Man 
  The dense forest has given way to sparse open 
  glades. Interspersed in amongst the light trees and 
  the glades are several log houses. The occasional 
  person can be seen moving about tending to 
  vegetable patches and stretched hides that are being 
  tanned. One of the women calls out a greeting, 
  “Welcome to Fairglade. If you let me know who you 
  are seeking, I can possibly be of service.” 
  Let the PCs answer how they will. Ultimately, the PCs 
  should mention that they are seeking out the various 
  taints and correcting them (or some variation therein).  
  “How did you know that the father pine was 
  diseased again? And who is this Ni’cham’weh that 
  you have mentioned?” 
  Mistress Kaeril knows who Lurilent is, but isn’t familiar 
  with Ni’cham’weh. Furthermore, she is surprised the PCs 
  know the tree is diseased, because they only just found 
  out the day before. Allow the PCs to explain the situation. 
  “Well, I guess you’ll want to see the Father Pine 
  then. Come along then, it’s off this way.”  
  The woman motions you to follow her, and leads 
  you in amongst the trees. “Ohh, let me introduce 
  myself, I am Mistress Kaeril. My husband is the 
  chief woodsman of the glade.” 
  She continues to prattle on about the village area 
  and the residents as she leads you past half-hidden 
  huts and other various buildings. Eventually, you 
  reach a stand of pine trees, in the center of which is 
  an immense pine, stretching upwards towards the 
  sun. 
  “That is Father Pine. We’ve attempted to care for 
  him, but unfortunately our efforts have had no 
  effect. Yesterday we found a large infestation of ants, 
  but we do not wish to burn Father Pine – which is 
  our normal way of dealing with pests.  I hope that 
  you can determine what the cause of the problem is 
  and help him.  I’ll leave you to your work,” she says, 
  as she moves over to some of the other pines and 
  starts harvesting pine cones from the trees. 
  The PCs can now deal with healing Father Pine of his 
  troubles. Despite her appellation, Father Pine is simply 
  an ancient pine tree (not a treant or similar creature).  
  There is a simple alter to Obad-hai at the base of the tree, 
  with a skilled carving of the mask of Obad-hai.   
   
  The tree is drooping a bit and a DC 15 Knowledge 
  (nature) (or DC 20 Bardic Knowledge or Loremaster lore) 
  will determine that the color of the needles is a bit 
  browner than they should be; possibly it is not getting 
  enough water.  (This is caused by the beetles boring 
  through the phloem of the tree and preventing the 
  movement of the water from the roots to the branches.) 
  Healing Father Pine 
  Father Pine has been infested with a type of beetle that 
  preys upon pine trees. There are several ways to cleanse 
  the tree of these pests.  
   
  Determining the source of the tree’s illness requires 
  either a DC 20 Search check (which finds one of the 
  beetles). 
   
  Having determined the source, the PCs have a few 
  options for removing the beetles.  They can remove them 
  by hand – a time consuming process that requires 4 hours 
  of time.  If the PCs remove the beetles by hand, they 
  automatically find the alchemical attractant detailed 
  below. 
   
  An alternative method for removing the beetles is 
  through the use of repel vermin or by using an insect swarm 
  spell.  In the former case, passing the PC around the 
  entirety of the tree will kill the vermin (they can move 
  fast enough, and so end up forcing against the barrier and 
  die). The latter case results in the locusts eating all the 
  beetles.   
   
  The last method for removing the beetles is to make 
  a DC 15 Knowledge (nature) and a DC 15 Craft 
  (Alchemy) check to create a mixture that would be 
  repellant to the insects.  Of course any method that is 
  similar to the three detailed above will work in addition. 
   
  Once the PCs have removed the beetles, they may 
  cast any curative spell to revive the tree. 
   
  A second DC 20 Search check on the tree will find 
  an alchemical substance in small blocks placed in the 
  higher areas of the tree (around 75 feet in the air, near the 
  top – no spot check is possible unless flying, in which 
  case a DC 20 Spot check will notice the fine objects).  A 
  DC 20 Knowledge (nature) check or a DC 15 Craft 
  (Alchemy) will identify it as an alchemical substance that 
  attracts wood boring insects.  
  Development: As thanks for curing Father Pine, the 
  foresters will give the PCs an elegantly crafted and 
  decorated pine cone. 
   
  If the PCs go to speak with the sylvan elves (wood 
  elves), then proceed to Encounter Three.  They could 
  also head off to speak with the Pholtans, in which case 
  you should go to Encounter Four. If they choose to do 
  anything else (including searching for the Elves with the 
  Raven Tattoos) proceed to Encounter Six. Finally, if the 
  PCs have investigated all the possibilities, then proceed 
  to Encounter Seven. 
  Corruption of the Heart 
   
  Page 11 
  
  Encounter Six: Chant of Wide 
  Wandering 
  Allow the PCs to attempt tracking the tattooed elves how 
  they wish.  The trail of the elves is fairly obvious 
  throughout the forest, but there is no trail leading outside 
  the northwest area depicted on the map.  After this, the 
  elves are untraceable (due to the woodland stride ability) 
  and are unaffected by divination magic (due to a 
  nondetection effect).  
   
  However, while the PCs are following the trail 
  they’ll run into Chesterfield Ray Nuthollow, the treant 
  from NMR5-01 Under the Boughs, who is also 
  attempting to follow the trail. 
  Ahead of you, watching the ground and slowly 
  traveling forwards, is an oak treant. 
  If the PCs have played NMR5-01 continue: 
  The figure appears to be somewhat familiar to you.  
  It’s Chesterfield, the treant whom you rescued.  It 
  appears that he has returned to his native Gamboge 
  forest. 
  When the PCs approach the treant, continue: 
  Chesterfield looks up in surprise at you, blinking 
  rapidly as he puts a monocle into a pouch attached 
  to one limb.  “Why, greetings!” 
  If the PCs have played NMR5-01 continue: 
  “It’s good to see you again!  I’m Chesterfield, 
  although you may call me Chester.  I’m glad to meet 
  up with you again!  I’ve been following you since we 
  last met, though I seem to move a bit slower than 
  you do.  It’s good you came around and caught back 
  up to me again.  I followed the tales of strange elves 
  to this area of the woods.” 
  Otherwise, continue: 
  “My name is Chesterfield and I’m pleased to make 
  your acquaintance.  Are you too following the traces 
  of these strange elves?” 
  Allow the PCs to respond as they will.  Chester is 
  contagiously happy all the time.  He talks very quickly for 
  a treant, which means you can actually hold a 
  conversation with him.  His normal habitation is to the 
  south of here, but he followed alarming tales about elves 
  with raven tattoos to this area.  He has the following 
  information to share with the PCs: 
  • 
  This taint is thus far contained within the Gamboge. 
  • 
  It has not been spreading uniformly. 
  • 
  The area near the western edge is largely unaffected, 
  for the time being. 
  • 
  The origin of the taint lies outside the Gamboge, and 
  to the west, deep in the Celadon forest.  There are 
  hints that the SE section of the forest is involved 
  somehow, but some great power is masking any 
  further determination of the source.  A powerful 
  mystic in his area of the forest determined this from 
  one of the tainted ones. 
  If the PCs have played NMR5-02 Natural Enemies: 
  • 
  While he was recovering, he spoke with the Celadon 
  elves that were fighting the Blight in that area and 
  they too have traced the origin to the SE portion of 
  the Celadon. The only landmark in that area 
  however, is the ruined citadel called Star Haunt. 
  • 
  The text that they recovered from the blighter 
  appears to have some sort of magical obfuscation 
  upon it.  They have not been able to create anything 
  that properly deciphers the text, nor cast any spell 
  upon the text that causes it to be readable. 
  If the PCs have played NMR5-04 Charity of Friends: 
  • 
  The book that the PCs recovered from the ruins has 
  some notes in it that are in the same language as the 
  text from NMR5-02 Natural Enemies.  If the PCs 
  have not played NMR5-02 Natural Enemies, then 
  there are sections of the book that have strange 
  writing that appears to have some sort of magical 
  obfuscation upon it. 
  If the PCs have played NMR5-06 The Forsaken Valley 
  and either NMR5-02 Natural Enemies: 
  • 
  The runes upon the strange lens holder found by the 
  PCs are the same as the text.  
  If the PCs have played NMR5-04 Charity of Friends and 
  NMR5-06 The Forsaken Valley: 
  • 
  The runes upon the strange lens holder match one of 
  the sections in the book, in a format that appears to 
  be some sort of ingredient list. 
  Development:  
  Chester shares his information freely with PCs that have 
  shared information with him in the past (ie: characters 
  that have played the previous modules).  He then 
  promises to try to continue to get to the bottom of the 
  mysterious elves and will bid farewell to the PCs. 
   
  If the PCs go to speak with the sylvan elves (wood 
  elves), then proceed to Encounter Three.  They could 
  also head off to speak with the Pholtans, in which case 
  you should go to Encounter Four. If they instead go to 
  speak with the foresters then proceed to Encounter 
  Five. Finally, if the PCs have investigated all the 
  possibilities, then proceed to Encounter Seven. 
  Corruption of the Heart 
   
  Page 12 
  
  Encounter Seven: Opera of 
  Madness and Corruption 
  This encounter deals with when the PCs seek to 
  approach Lurilent’s pool. Ni’cham’weh and the other 
  untainted fey will accompany them and aid in the attack 
  (fighting their own sets of swarms). The PCs can of 
  course rest before reaching this area, if they decide to not 
  rest, or do not think to do so, then so be it.  
   
  One of Ni’cham’weh’s followers will cast a message 
  spell with the PCs to allow them to coordinate with the 
  PCs.  Allow the PCs to buff until Ni’cham’weh starts his 
  attack – which the PCs can direct through the message 
  spell. At that point, they can easily determine the number 
  of creatures that are facing them (recalling that a swarm 
  of tiny flying creatures is 1,000 creatures). As the first 
  round progresses, they can determine this is actually a 
  swarm. 
  As you start to get closer to Lurilent’s pool, 
  Ni’cham’weh seems frightened. Dark tendrils of 
  mist are creeping across the ground, and the leaves 
  of the undergrowth and the trees are starting to 
  become darker shades of green, with some that are 
  nearly black. Patches of black mold and oozing sores 
  are starting to appear on the trees that line your 
  path. 
  As you progress deeper into the tainted lands, the 
  blight upon the forest becomes more evident, and 
  the unmistakable scent of decay fills the air. 
  Finally, faint movement can be seen ahead through 
  the trees. The clearing ahead of you is filled with 
  tiny creatures, like Ni’cham’weh, only tainted and 
  corrupted by the blight upon the lands. They seem 
  to flow across the clearing, often traveling in packs, 
  as if they were part of one giant creature.  At the 
  center of the clearing can be seen a pool of dark 
  waters, in which there is a creature that is cloaked in 
  the roiling black mist that rises from them.  The 
  light in this area seems to be sucked into the pool, 
  leaving everything shadowy. 
  Ni’cham’weh indicates that the creature in the pool 
  is Lurilent. He has had scouts watching the area and 
  Lurilent has not moved from this position in many 
  days.  He and his band will make their way to the far 
  side of the clearing and attempt to distract at least 
  some of the tainted ones for you. 
  During the combat, Lurilent will be calling out in Sylvan, 
  chanting random things and calling out as if having 
  nightmares. 
  Creatures: The PCs are facing two or more swarms of 
  grigs. At APL 8 and higher the grigs that formed the 
  swarm were all experienced and tougher, while at APL 12 
  and higher they are even more experienced. 
   
  To calculate the damage done to the swarms, first 
  subtract the DR penalty (if applicable – for non-cold iron 
  weapons), then halve the damage due to the swarm size 
  effect (if applicable – for slashing and piercing weapons). 
   
  Note: It is NOT POSSIBLE to dispel the shadow 
  blend in this area as any spells with the light descriptor 
  are sucked into the pool with no result, which has 
  resulted in an EL increase for this combat. 
  APL 4 (EL 7) 
  � Tainted Grig Swarm (1): hp 44; see Appendix Two. 
  � Tainted Grig (2); hp 12 each; see Appendix Two.  
  APL 6 (EL 9)  
  � Tainted Grig Swarm (2): hp 44 each; see Appendix 
  Three. 
  � Tainted Grig Sorcerer (1): Tainted Grig Sor 3; hp 
  33; see Appendix Three. 
  � Tainted Grig (2); hp 12; see Appendix Three.  
  APL 8 (EL 11)  
  � Greater Tainted Grig Swarm (1): hp 78; see 
  Appendix Four. 
  � Tainted Grig Sorcerer (1): Tainted Grig Sor 5; hp 
  53; see Appendix Four. 
  � Tainted Grig Rogue (1); hp 40; see Appendix Four.  
  APL 10 (EL 13)  
  � Greater Tainted Grig Swarm (2): hp78 each; see 
  Appendix Five. 
  � Tainted Grig Sorcerer (1): Tainted Grig Sor 7; hp 
  65; see Appendix Five. 
  � Tainted Grig Rogue (2); hp 40 each; see Appendix 
  Five.  
  APL 12 (EL 15)  
  � Elite Tainted Grig Swarm (1): hp 120; see Appendix 
  Six. 
  � Tainted Grig Sorcerer (1): Tainted Grig Sor 9; hp 
  77; see Appendix Six. 
  � Tainted Grig Rogue (4); hp 40 each; see Appendix 
  Six.  
  APL 14 (EL 17)  
  � Elite Tainted Grig Swarm (2): hp 120 each; see 
  Appendix Seven. 
  � Tainted Grig Sorcerer (2): Tainted Grig Sor 11; hp 
  88; see Appendix Seven. 
  � Tainted Grig Rogue (2); hp 40 each; see Appendix 
  Seven.  
  Corruption of the Heart 
   
  Page 13 
  
  APL 16 (EL 19)  
  � Elite Tainted Grig Swarm (4): hp 120 each; see 
  Appendix Eight. 
  � Tainted Grig Sorcerer (2): Tainted Grig Sor 13; hp 
  98; see Appendix Eight. 
  � Tainted Grig Rogue (2); hp 40 each; see Appendix 
  Eight.  
  Tactics: The swarms will do as swarms do and simply 
  attempt to engulf as much of the party as they can.  The 
  rogues will protect the spellcasters if anyone tries to 
  attack them, otherwise they will position themselves to 
  sneak attack and feint. 
  Treasure: The tainted grig swarms have no treasure. 
  Development: Once the PCs have defeated the tainted 
  grigs, they can approach Lurilent and attempt to heal her. 
  This is detailed in Encounter Eight. 
  Encounter Eight: Saga of the 
  Lost Fey 
  The ground around the black pool is now littered 
  with the tiny corpses of the tainted grigs as 
  Ni’cham’weh’s 
  forces 
  stumble 
  towards 
  you.  
  Ni’cham’weh trembles with exhaustion and his 
  forces are diminished, but he has a hopeful smile on 
  his face as he approaches you.  Turning to the pool, 
  however, the smile fades as he gazes upon the 
  sickened nymph.  Despite the black ooze that drips 
  from her and the stringy mess of her hair, she still 
  has a beauty that exceeds mere words.  Her large 
  green eyes are flecked with black and she stares 
  blankly at Ni’cham’weh as he approaches.  “Lurilent? 
   Can you hear me?” he asks anxiously.   
  “Who is Lurilent?”  The graceful sylven creature 
  blinks and peers about.  “Where has Lurilent gone?”  
  Ni’cham’weh’s face pales, but he gulps and glances at 
  you, then continues.  “You’re Lurilent…  You’re a 
  wonderful friend and the protector of the forest.  
  We’ve studied many ancient texts together and 
  fought the dangers of the forest side by side.”  
  Ni’cham’weh tells the story of how Lurilent rescued 
  his followers from a green dragon.  As he speaks, the 
  nymph’s brow furrows and she listens quietly at 
  first, then her fists tense as she looks to be straining 
  against some heavy weight.  By the end of 
  Ni’cham’weh’s story, the flecks of black in her eyes 
  have receded.  He smiles hopefully and turns to your 
  party, “And these fine people have been seeing that 
  your deeds are not undone, haven’t you?” 
  Redeeming Lurilent is not as complicated as the PCs may 
  believe.  The basic idea is that the PCs must appeal to 
  shards that remain of her original self by describing the 
  charitable acts that have defined her to the other 
  residents of the Gamboge. 
   
  There are three tales that the PCs can tell her, each 
  based on Encounter Three, Encounter Four and 
  Encounter Five.   
  Success 
  If the PCs successfully accomplished all three encounters 
  and recite the events as they occurred, Lurilent is wholly 
  and completely redeemed.  Each tale results in a 
  lessening of the darkness of the water and the recession 
  of the black flecks in her eyes. 
  Failure 
   
  If the PCs did not successfully accomplish the 
  previous encounters, they may make a Bluff or Perform 
  check to tell the tale as it should have been.  Showing the 
  associated object that was received for each encounter 
  (acorn, healer’s bag, pine cone) gives a +5 bonus on the 
  Perform check.  For every 3 points by which the PCs 
  succeed on these checks, they receive a +1 bonus to the 
  following Diplomacy check (see below). Retries are 
  allowed, but only on a failure. Once the DC 10 has been 
  made, they cannot retry on that check. PCs may not “take 
  20” on this check. 
   
  In the case of a previous failure, once the PCs have 
  told the tales, they must make a Bluff or Diplomacy 
  check to complete Lurilent’s redemption.  As noted 
  above, the PCs receive bonuses on this check by 
  succeeding on the Perform checks. Additionally, PCs 
  who have the Vial of Nymph’s Water from NMR3-05 
  Norebo’s Luck and Bralm’s Embrace receive a +4 bonus on 
  this check.  Finally, you may assign up to a +5 
  discretionary circumstance bonus as you see fit for good 
  roleplaying. PCs who have the Raven Tattoo from URD3-
  06 Crop Circles suffer a -2 penalty to this check. 
   
  The DC for the Diplomacy check is 25 (this is not a 
  rushed Diplomacy check). The PCs can attempt this 
  check any number of times.  If the PCs succeed within 
  the first three attempts and successfully related all three 
  tales, then Lurilent is completely restored – go to 
  Conclusion Finale. Otherwise, she is only partially 
  restored (even if they ultimately fail to make the needed 
  DC) – go to Conclusion Coda. 
  Development: The PCs should have restored Lurilent, 
  either completely or partially.  Lurilent will remember 
  that she was visited by some elves from the Celadon 
  forest with raven tattoos.  They gave her a gift of a 
  magical item that she was intrigued by, but which she 
  now believes was cursed to cause her harm.  She gives the 
  PCs the lens in hopes that they will be able to use it to 
  find the perpetrators responsible. 
   
  If the PCs have managed to completely restore her 
  proceed to Conclusion – Finale, if they only partially 
  restored her then proceed instead to Conclusion – 
  Coda.  
  Corruption of the Heart 
   
  Page 14 
  
  Conclusion - Finale 
  Within 
  a 
  week, 
  Lurilent 
  has 
  regained 
  her 
  composure. The taint upon the water is washed 
  away.  Ni’cham’weh leads patrols deep into the 
  woods, seeking out any taint that may remain, but in 
  all cases he fails to find any evidence of taint. 
  The PCs receive the Blessing of Lurilent and the Thanks of 
  Lurilent, and the associated gifts that she bestows upon 
  the PCs (which brings the PCs to full gold cap). 
  Furthermore, the PCs are gifted with Ni’cham’weh’s Fiddle 
  by the grateful grig (this means that they receive access to 
  the item, but must still purchase it).  Lurilent will allow 
  wizardly PCs to scribe from her spellbook as per LGCS 
  rules. 
  Conclusion - Coda 
  Over time, Lurilent regains some of her former 
  allure and power. However, she always seems 
  slightly transparent, and is periodically afflicted 
  with oozing sores.  Regardless, she is well and truly 
  pleased that you have saved her. 
  In the passing weeks you hear of the occasional 
  patch of taint that appears within the forest, and 
  that Ni’cham’weh is firmly destroying them where 
  found.  
  The PCs receive the Thanks of Lurilent, and the associated 
  gifts that she bestows upon the PCs (which brings the 
  PCs to half gold cap).  Lurilent will allow wizardly PCs to 
  scribe from her spellbook as per LGCS rules. 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter One 
  Defeat the Tainted Grigs 
   
  APL 4  
  180 xp 
   
  APL 6  
  240 xp 
   
  APL 8  
  300 xp 
   
  APL 10  
  360 xp 
   
  APL 12  
  410 xp 
   
  APL 14  
  480 xp 
   
  APL 16  
  540 xp 
  Encounter Four 
  Destroy or Heal the Corrupted Oak 
   
  APL 4  
  150 xp 
   
  APL 6  
  210 xp 
   
  APL 8  
  270 xp 
   
  APL 10  
  330 xp 
   
  APL 12  
  390 xp 
   
  APL 14  
  450 xp 
   
  APL 16  
  510 xp 
  Encounter Seven 
  Defeat the Tainted Grig Swarms 
   
  APL 4  
  210 xp 
   
  APL 6  
  270 xp 
   
  APL 8  
  330 xp 
   
  APL 10  
  390 xp 
   
  APL 12  
  450 xp 
   
  APL 14  
  510 xp 
   
  APL 16  
  570 xp 
  Story Award 
  Completely Cured Lurilent 
   
  APL 4  
  70 xp 
   
  APL 6  
  90 xp 
   
  APL 8  
  115 xp 
   
  APL 10  
  135 xp 
   
  APL 12  
  160 xp 
   
  APL 14  
  180 xp 
   
  APL 16  
  205 xp 
  Discretionary roleplaying award 
   
  APL 4  
  65 xp 
   
  APL 6  
  90 xp 
   
  APL 8  
  110 xp 
   
  APL 10  
  135 xp 
   
  APL 12  
  155 xp 
   
  APL 14  
  180 xp 
   
  APL 16  
  200 xp 
  Total possible experience:  
   
  APL 4  
  675 xp 
   
  APL 6  
  900 xp 
   
  APL 8  
  1125 xp 
   
  APL 10  
  1350 xp 
  Corruption of the Heart 
   
  Page 15 
  
   
  APL 12  
  1575 xp 
   
  APL 14  
  1800 xp 
   
  APL 16  
  2025 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Conclusion – Finale 
   
  APL 4: L: 0 gp; C: 0 gp; M: 450 gp 
   
  APL 6: L: 0 gp; C: 0 gp; M: 650 gp 
   
  APL 8: L: 0 gp; C: 0 gp; M: 900 gp 
   
  APL 10: L: 0 gp; C: 0 gp; M: 1,300 gp 
   
  APL 12: L: 0 gp; C: 0 gp; M: 2,300 gp 
   
  APL 14: L: 0 gp; C: 0 gp; M: 6,600 gp 
   
  APL 16: L: 0 gp; C: 0 gp; M: 9,900 gp 
  Conclusion – Coda 
   
  APL 4: L: 0 gp; C: 0 gp; M: 225 gp 
   
  APL 6: L: 0 gp; C: 0 gp; M: 325 gp 
   
  APL 8: L: 0 gp; C: 0 gp; M: 450 gp 
   
  APL 10: L: 0 gp; C: 0 gp; M: 650 gp 
   
  APL 12: L: 0 gp; C: 0 gp; M: 1,150 gp 
   
  APL 14: L: 0 gp; C: 0 gp; M: 3,300 gp 
   
  APL 16: L: 0 gp; C: 0 gp; M: 4,950 gp 
  Total Possible Treasure 
  APL 4: L: 0 gp; C: 0 gp; M: 450 gp - Total: 450 gp 
  APL 6: L: 0 gp; C: 0 gp; M: 650 gp - Total: 650 gp 
  APL 8: L: 0 gp; C: 0 gp; M: 900 gp - Total: 900 gp 
  APL 10: L: 0 gp; C: 0 gp; M: 1,300 gp - Total: 1,300 gp 
  APL 12: L: 0 gp; C: 0 gp; M: 2,300 gp - Total: 2,300 gp 
  APL 14: L: 0 gp; C: 0 gp; M: 6,600 gp - Total: 6,600 gp 
  APL 16: L: 0 gp; C: 0 gp; M: 9,900 gp - Total: 9,900 gp 
  Special 
  Blessing of Lurilent:  Until used this blessing takes the 
  form of a glowing sigil that wraps around your right 
  wrist. It reads in Sylvan, “Friend of Lurilent, Lady of the 
  Gamboge”. Any Fey who see the band instantly recognize 
  you as a friend, granting a +4 circumstance bonus to 
  Charisma-based skill checks made with Fey creatures. 
  You may spend this blessing as an immediate action 
  when you have failed a saving throw to immediately re-
  roll the saving throw (suffering no ill effects for having 
  failed the first attempt). You receive a +2 insight bonus 
  on the re-roll.   
  Alternatively, you may spend the blessing while casting a 
  single spell to raise your caster level by one for 
  determining the duration, range and caster level for the 
  purposes of being counterspelled or dispelled. This does 
  not influence the actual effect of the spell. 
  Once the blessing has been used, strike through this 
  entire section. 
  Favor of Lurilent:  You have done for Lurilent a great 
  deed, and she intends to repay you. After any Regional or 
  Meta-Regional adventure set within the Nyrond and 
  Corruption of the Heart 
   
  Page 16 
  
  • 
  Vest of Resistance +3 (Adventure; Complete Arcane; 
  9,000 gp) 
  Environ’s Metaregion you may have Lurilent cast any one 
  arcane spell of up to 6th level (excluding those spells that 
  are banned or restricted in the LGCS) as a 12th level caster. 
  • 
  Python Rod (Meta-Regional [Limit 1]; DMG; 13,000 
  gp)  
  Alternatively, you can ask her to remove the Raven Tattoo 
  from URD3-06 Crop Circles. Once the tattoo is removed, 
  there is no trace of it that remains. All benefits associated 
  with having earned the tattoo are lost, as are all penalties 
  that may be incurred for having the tattoo. 
  APL 14 (all of APLs 4-12 plus the following): 
  • 
  Armor of the Unending Hunt (Adventure; Complete 
  Warrior; 21,500 gp) 
  After either use, strike through this favor, as it may only 
  be used once. 
  • 
  Ring of Wizardry (I) (Meta-Regional; DMG; 20,000 
  gp) 
  Ni’cham’weh’s Fiddle:  Ni’cham’weh has decided to 
  allow you to purchase his fiddle from him. This fiddle, 
  crafted by his grandfather from wood harvested in the 
  Phostwood, glows softly at night. Twice per day, the 
  fiddle can become sized for a medium size creature, 
  whereupon it behaves as a pipes of haunting, save that the 
  required skill is Perform (string instruments) not 
  Perform (wind instruments). Market Price: 6,000 gp. 
  APL 16 (all of APLs 4-14 plus the following): 
  • 
  Greater Metamagic Rod of Cold Substitution 
  (Adventure; Complete Arcane; 24,300 gp) 
  • 
  Staff of the Woodlands (Meta-Regional [Limit 1]; 
  DMG; 101,250 gp) 
   
  Lens:  This lens has an aura of evil about it and anyone 
  looking through it is plagued with terrible headaches for 
  a week. 
  Items for the Adventure Record 
  Item Access 
  APL 4: 
  • 
  Lens (Adventure, See Above, 0 gp) 
  • 
  Ni’cham’weh’s Fiddle (Meta-regional; See Above & 
  DMG; 6,000 gp) 
  • 
  Lesser Metamagic Rod of Cold Substitution 
  (Adventure; Complete Arcane; 2,700 gp) 
  APL 6 (all of APL 4 plus the following): 
  • 
  Vest of Resistance +2 (Adventure; Complete Arcane; 
  4,000 gp) 
  • 
  Druid’s Vestments (Meta-Regional; DMG; 3,750 gp) 
  • 
  Wand of Cure Moderate Wounds (Meta-Regional; 
  DMG; 4,500 gp) 
  APL 8 (all of APLs 4-6 plus the following): 
  • 
  Clear Spindle Ioun Stone (Meta-Regional; DMG; 
  4,000 gp) 
  • 
  Dark Blue Rhomboid Ioun Stone (Meta-Regional; 
  DMG; 10,000 gp) 
  APL 10 (all of APLs 4-8 plus the following): 
  • 
  Metamagic Rod of Cold Substitution (Adventure; 
  Complete Arcane; 10,500 gp) 
  APL 12 (all of APLs 4-10 plus the following): 
  Corruption of the Heart 
   
  Page 17 
  
  Appendix One – Non-Player Characters 
  Lurilent: CR 18; Female Nymph Wiz12; medium Fey; 
  HD 6d6 plus 12d4+18; hp 69; Init +3; Spd 30 ft., swim 
  20 ft.; AC 18 (+3 Dex, +5 deflection), touch 18, flat-
  footed 15; Base Atk: +9; Grp: +9;  Atk: +9 melee (1d4, 
  19-20/x2, dagger); Full Atk: +9/+4 melee (1d4, 19-
  20/x2, dagger); Space/Reach 5ft./5ft.; SA Blinding 
  beauty, spells, spell-like abilities, stunning glance; SQ 
  DR 10/cold iron, low-light vision, unearthly grace, 
  wild empathy; AL CG; SV Fort +12, Ref +17, Will +23; 
  Str 10, Dex 17, Con 12, Int 18, Wis 17, Cha 20.  
   
  Skills and Feats: Concentration +13, Craft +7, 
  Diplomacy +9, Escape Artist +15, Handle Animal +17, 
  Heal +15, Hide +15, Knowledge (Arcana) +15, Listen 
  +15, Move Silently +15, Ride +5, Sense Motive +15, 
  Spellcraft +15, Spot +15, Swim +11, Use Rope +6 (+9 on 
  bindings); Ability Focus(Blinding Beauty), Alertness, 
  Combat Casting, Dodge, Iron Will, Silent Spell, Spell 
  Focus (Enchantment), Still Spell, Weapon Finesse. 
   
  Blinding Beauty (Su): This ability affects all 
  humanoids within 30 feet of a nymph.  Those who look 
  directly at a nymph must succeed on a DC 20 Fortitude 
  save or be blinded permanently as though by the 
  blindness spell.  A nymph can suppress or resume this 
  ability as a free action.  The save DC is Charisma-based. 
   
  Spell-Like Abilities: 1/day – dimension door.  
  Caster level 7th.  
   
  Spells:  Lurilent casts divine spells as a 7th-level 
  druid.  Lurilent casts spells as a 12th-level wizard. 
  Typical Druid Spells Prepared (6/5/4/3/1, save DC 13 + 
  spell level): 0-[cure minor wounds, detect magic, flare, 
  guidance, light, resistance]; 1st-[calm animal, cure light 
  wounds, entangle, longstrider, speak with animals]; 2nd-
  [barkskin, heat metal, lesser restoration, tree shape]; 3rd-[call 
  lightning, cure moderate wounds, protection from energy]; 
  4th-[rusting grasp]. 
   
  Stunning Glance (Su): As a standard action, a 
  wrathful nymph can stun a creature within 30 feet 
  with a look.  The target creature must succeed on a DC 
  18 Fortitude save or be stunned for 2d4 rounds.  The 
  save DC is Charisma-based. 
   
  Unearthly Grace (Su):  A nymph adds her 
  Charisma modifier as a bonus to all her saving throws, 
  and as a deflection bonus to her Armor Class. 
   
  Wild Empathy (Ex):  This power works like the 
  druid’s wild empathy class feature, except that a nymph 
  has a +6 racial bonus on the check. 
   
  Skills:  A nymph has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard.  She can always choose to take 10 on a Swim 
  check, even if distracted or endangered.  She can use 
  the run action while swimming, provided she swims in 
  a straight line. 
  Possessions:  none. 
   
  Spellbook: 
  1st – Alarm, Hold Portal, Shield, Mage Armor, 
  Obscuring Mist, Unseen Servant, Identify, Charm 
  Person, Hypnotism, Sleep, Magic Missile, Disguise 
  Self, 
  Ventriloquism, Cause Fear, Chill Touch, 
  Expeditious Retreat, Shocking Grasp, Feather Fall. 
  2nd – Arcane Lock, Protection from arrows, Melf’s Acid 
  Arrow, Web, Detect Thoughts, Tasha’s Hideous 
  Laughter, Touch of Idiocy, Darkness, Blur, Mirror 
  Image, Cat’s Grace, Darkvision, Bear’s Endurance, Rope 
  Trick, Spider Climb, Whispering Wind. 
  3rd – Dispel Magic, Magic Circle against Evil/Law, 
  Nondetection, Sleet Storm, Stinking Cloud, Hold 
  Person, Heroism, Deep Slumber, Rage, Suggestion, 
  Fireball, Displacement, Illusory Script, Major Image, 
  Blink, Fly, Greater Magic Weapon, Slow. 
  4th – Dimensional Anchor, Stoneskin, Charm Monster, 
  Crushing Despair, Remove Curse, Arcane Eye, Scrying, 
  Confusion, 
  Lesser 
  Geas, 
  Greater 
  Invisibility, 
  Phantasmal Killer, Rainbow Pattern, Enervation, Rary’s 
  Mnemonic Enhancer. 
  5th – Break Enchantment, Mordenkainen’s Faithful 
  Hound, Hold Monster, Prying Eyes, Dominate Person, 
  Feeblemind, Mind Fog, Cone of Cold, Wall of Force, 
  Nightmare, Teleport. 
  6th – Mass Suggestion, Antimagic Field, Globe of 
  Invulnerability, True Seeing, Disintegrate, Greater 
  Heroism, Geas/Quest, Contingency, Stone to Flesh. 
  Corruption of the Heart 
   
  Page 18 
  
  Appendix Two – APL 4
  Encounter One 
   
   
   
   
  Tainted Grig: Grig; CR 3; Tiny Fey; HD 3d6+6; hp 12; 
  Init +4; Spd 30 ft., fly 60 ft. (poor); AC 18 (+2 size, +4 
  Dex, +2 natural), touch 16, flat-footed 14; Base Atk: +1; 
  Grp: -11;  Atk: +7 melee (1d3-3, short sword) or +7 
  ranged (1d4-3, longbow); Full Atk: +7 melee (1d3-3, 
  short sword) or +7 ranged (1d4-3, longbow); 
  Space/Reach 2 ½ ft. / 0 ft.; SA Spell-like abilities, 
  fiddle; SQ DR 5/cold iron, low-light vision, SR 17, cold 
  resistance 8, darkvision 60 ft., shadow blend; AL CE; 
  SV Fort +5, Ref +9, Will +7; Str 5, Dex 18, Con 14, Int 
  10, Wis 14, Cha 18.  
   
  Skills and Feats: Concentration +5, Craft (bowyer) 
  +5, Escape Artist +8, Hide +18, Listen +4, Move Silently 
  +16 (+5 in forests), Perform (string instruments) +8, 
  Search +2, Spellcraft +3, Spot +4; Dodge B, Stealthy, 
  Weapon Finesse B. 
   
  Spell-like Abilities: 3/day—disguise self, entangle 
  (DC 15), invisibility (self only), pyrotechnics (DC 16), 
  ventriloquism (DC 15). Caster level 9th. The save DCs 
  are Charisma-based. 
   
  Shadow Blend (Su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
  Encounter Four 
   
   
   
   
  Corrupted Treant: CR 5; Large Aberration; HD 
  4d8+20; hp 40; Init -1; Spd 30 ft.; AC 20 (-1 size, -1 Dex, 
  +12 natural), touch 8, flat-footed 20; Base Atk: +3; Grp: 
  +14;  Atk: +9 melee (2d6+7 plus 2 vile damage, slam); 
  Full Atk: +9 melee (2d6+7 plus 2 vile damage, 2 slams); 
  Space/Reach 10 ft. / 10 ft.; SA Disruptive attack, 
  enhanced power; SQ Low-light vision, plant traits, fire 
  vulnerability, darkvision 60 ft., acid immunity, DR 
  5/magic, fast healing 2; AL NE; SV Fort +9, Ref +0, Will 
  +3; Str 24, Dex 8, Con 20, Int 12, Wis 10, Cha 8.  
   
  Skills and Feats: Intimidate +6, Hide +6, Listen +4, 
  Sense Motive +6, Spot +4; Iron Will, Power Attack. 
   
  Disruptive Attack (Su): The corrupt creature 
  deals additional vile damage when it touches 
  uncorrupted, 
  living, 
  corporeal 
  non-outsiders. 
  A 
  corrupted treant deals an extra 2 points of damage. 
   
  Enhanced Power (Su): The save DCs of any and 
  all of the corrupt creature’s special attacks increase by 
  +4.  
   
  Fast Healing (Ex): Each round, a corrupted 
  creature heals damage equal to half its Hit Dice. 
  Encounter Seven 
   
   
   
   
  Tainted Grig Swarm: CR 5; Tiny Fey (Swarm); HD 
  8d6+16; hp 44; Init +4; Spd 20 ft., fly 60 ft. (poor); AC 
  18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 16; 
  Base Atk: +4; Grp: —;  Atk: swarm (2d6); Full Atk: 
  swarm (2d6); Space/Reach 10 ft. / 0 ft.; SA Spell-like 
  abilities, distraction; SQ DR 5/cold iron, low-light 
  vision, SR 17, half damage from slashing and piercing, 
  swarm traits, cold resistance 13, darkvision 60 ft., 
  shadow blend, fast healing 2; AL CE; SV Fort +8, Ref 
  +12, Will +10; Str 5, Dex 18, Con 14, Int 10, Wis 14, 
  Cha 14.  
   
  Skills and Feats: Craft (bowyer) +11, Escape Artist 
  +15, Hide +23, Jump +3, Listen +12, Move Silently 
  +21*, Perform (string instruments) +13, Search +2, Spot 
  +4; Dodge 
  B, Great Fortitude, Mobility, Weapon 
  Finesse. 
   
  Spell-like Abilities: 3/day—disguise self, entangle 
  (DC 13), invisibility (self only), pyrotechnics (DC 14), 
  ventriloquism (DC 13). Caster level 9th. The save DCs 
  are Charisma-based. 
   
  Distraction (Ex): Any living creature vulnerable 
  to a swarm’s damage that begins its turn with a swarm 
  in its square is nauseated for 1 round; a DC 16 
  Fortitude save negates the effect. The save DC is 
  Constitution-based. 
  Spellcasting or concentrating on spells within the area 
  of a swarm requires a Concentration check (DC 20 + 
  spell level). Using skills that require patience and 
  concentration also require a DC 20 Concentration 
  check.  
   
  Fiddle (Su): Any nonsprite within 30 feet of a 
  swarm of grigs must make a DC 12 Will save or be 
  affected as though by an Otto’s irresistible dance spell that 
  lasts 1d4+1 rounds.  The save DC is Charisma-based. A 
  creature that successfully saves against the fiddle 
  cannot be affected by the same grig swarm’s fiddle for 
  24 hours. 
   
  Skills: Grigs have a +8 racial bonus on Jump 
  checks. *They also have a +5 racial bonus on Move 
  Silently checks in a forest setting. 
  Corruption of the Heart 
   
  Page 19 
  
  Appendix Three – APL 6
  Encounter One 
   
   
   
   
  Tainted Grig Sorcerer: Grig Sor 3; CR 5; Tiny Fey; 
  HD 3d6 plus 3d4+12; hp 33; Init +4; Spd 30 ft., fly 60 ft. 
  (poor); AC 22 (+2 size, +4 Dex, +2 natural, +4 mage 
  armor), touch 20, flat-footed 18; Base Atk: +2; Grp: -10;  
  Atk:  +8 ranged (1d4-3, longbow); Full Atk: +8 melee 
  (1d3-3, short sword) or +8 ranged (1d4-3, longbow); 
  Space/Reach 2 ½ ft. / 0 ft.; SA Spell-like abilities, 
  fiddle; SQ DR 5/cold iron, low-light vision, SR 17, cold 
  resistance 11, darkvision 60 ft., shadow blend, fast 
  healing 2; AL CE; SV Fort +6, Ref +10, Will +11; Str 5, 
  Dex 18, Con 14, Int 10, Wis 13, Cha 19.  
   
  Skills and Feats: Concentration +6 (+10 defensive), 
  Craft (bowyer) +5, Escape Artist +10, Hide +18, 
  Knowledge (Arcana) +4, Listen +4, Move Silently +16 
  (+5 in forests), Perform (string instruments) +8, Search 
  +2, Spellcraft +4, Spot +4; Combat Casting, Dodge B, 
  Stealthy, Weapon Finesse B. 
   
  Spell-like Abilities: 3/day—disguise self, entangle 
  (DC 15), invisibility (self only), pyrotechnics (DC 16), 
  ventriloquism (DC 15). Caster level 9th. The save DCs 
  are Charisma-based. 
   
  Shadow Blend (Su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
   
  Spells Known (6/6 (1 used); base DC = 14 + spell 
  level): 0—daze, flare, prestidigitation, resistance, touch of 
  fatigue; 1st—mage armor, magic missile, shield.  
   
  Spells Active: mage armor 
  Encounter Four 
   
   
   
   
  Corrupted Treant: CR 7; Large Aberration; HD 
  5d8+25; hp 50; Init -1; Spd 30 ft.; AC 20 (-1 size, -1 Dex, 
  +12 natural), touch 8, flat-footed 20; Base Atk: +3; Grp: 
  +15;  Atk: +10 melee (2d6+8 plus 2 vile damage, slam); 
  Full Atk: +10 melee (2d6+8 plus 2 vile damage, 2 
  slams); Space/Reach 10 ft. / 10 ft.; SA Disruptive attack, 
  enhanced power, trample 2d6+12 plus 2 vile damage, 
  double damage against objects; SQ Low-light vision, 
  plant traits, fire vulnerability, darkvision 60 ft., acid 
  immunity, DR 5/magic or slashing, fast healing 2, 
  animate trees; AL NE; SV Fort +9, Ref +0, Will +3; Str 
  26, Dex 8, Con 20, Int 12, Wis 10, Cha 10.  
   
  Skills and Feats: Intimidate +6, Hide +8, Listen +5, 
  Sense Motive +6, Spot +5; Iron Will, Power Attack. 
   
  Disruptive Attack (Su): The corrupt creature 
  deals additional vile damage when it touches 
  uncorrupted, 
  living, 
  corporeal 
  non-outsiders. 
  A 
  corrupted treant deals an extra 2 points of damage. 
   
  Enhanced Power (Su): The save DCs of any and 
  all of the corrupt creature’s special attacks increase by 
  +4.  
   
  Fast Healing (Ex): Each round, a corrupted 
  creature heals damage equal to half its Hit Dice.  
   
  Trample (Ex): Reflex DC 24 for half. The save DC 
  is Strength-based. Enhanced Power is already applied.   
   
  Double Damage against Objects (Ex): A treant 
  or animated tree that makes a full attack against an 
  object or structure deals double damage.  
   
  Animate Trees (Sp): This treant is unable to use 
  this ability. 
  Encounter Seven 
   
   
   
   
  Tainted Grig Swarm: CR 5; Tiny Fey (Swarm); HD 
  8d6+16; hp 44; Init +4; Spd 20 ft., fly 60 ft. (poor); AC 
  18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 16; 
  Base Atk: +4; Grp: —;  Atk: swarm (2d6); Full Atk: 
  swarm (2d6); Space/Reach 10 ft. / 0 ft.; SA Spell-like 
  abilities, distraction; SQ DR 5/cold iron, low-light 
  vision, SR 17, half damage from slashing and piercing, 
  swarm traits, cold resistance 13, darkvision 60 ft., 
  shadow blend, fast healing 2; AL CE; SV Fort +8, Ref 
  +12, Will +10; Str 5, Dex 18, Con 14, Int 10, Wis 14, 
  Cha 14.  
   
  Skills and Feats: Craft (bowyer) +11, Escape Artist 
  +15, Hide +23, Jump +3, Listen +12, Move Silently 
  +21*, Perform (string instruments) +13, Search +2, Spot 
  +4; Dodge 
  B, Great Fortitude, Mobility, Weapon 
  Finesse. 
   
  Spell-like Abilities: 3/day—disguise self, entangle 
  (DC 13), invisibility (self only), pyrotechnics (DC 14), 
  ventriloquism (DC 13). Caster level 9th. The save DCs 
  are Charisma-based. 
   
  Distraction (Ex): Any living creature vulnerable 
  to a swarm’s damage that begins its turn with a swarm 
  in its square is nauseated for 1 round; a DC 16 
  Fortitude save negates the effect. The save DC is 
  Constitution-based. 
  Spellcasting or concentrating on spells within the area 
  of a swarm requires a Concentration check (DC 20 + 
  spell level). Using skills that require patience and 
  concentration also require a DC 20 Concentration 
  check.  
   
  Fiddle (Su): Any nonsprite within 30 feet of a 
  swarm of grigs must make a DC 12 Will save or be 
  affected as though by an Otto’s irresistible dance spell that 
  lasts 1d4+1 rounds.  The save DC is Charisma-based. A 
  Corruption of the Heart 
   
  Page 20 
  
  creature that successfully saves against the fiddle 
  cannot be affected by the same grig swarm’s fiddle for 
  24 hours. 
   
  Shadow Blend (Su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
   
  Skills: Grigs have a +8 racial bonus on Jump 
  checks. *They also have a +5 racial bonus on Move 
  Silently checks in a forest setting. 
  Tainted Grig Sorcerer: Grig Sor 3; CR 5; Tiny Fey; 
  HD 3d6 plus 3d4+12; hp 33; Init +4; Spd 30 ft., fly 60 ft. 
  (poor); AC 22 (+2 size, +4 Dex, +2 natural, +4 mage 
  armor), touch 20, flat-footed 18; Base Atk: +2; Grp: -10;  
  Atk: +8 ranged (1d4-3, longbow); Full Atk: +8 ranged 
  (1d4-3, longbow); Space/Reach 2 ½ ft. / 0 ft.; SA Spell-
  like abilities, fiddle; SQ DR 5/cold iron, low-light 
  vision, SR 17, cold resistance 11, darkvision 60 ft., 
  shadow blend, fast healing 2; AL CE; SV Fort +6, Ref 
  +10, Will +11; Str 5, Dex 18, Con 14, Int 10, Wis 13, 
  Cha 19.  
   
  Skills and Feats: Concentration +6 (+10 defensive), 
  Craft (bowyer) +5, Escape Artist +10, Hide +18, 
  Knowledge (Arcana) +4, Listen +4, Move Silently +16 
  (+5 in forests), Perform (string instruments) +8, Search 
  +2, Spellcraft +4, Spot +4; Combat Casting, Dodge B, 
  Stealthy, Weapon Finesse B. 
   
  Spell-like Abilities: 3/day—disguise self, entangle 
  (DC 15), invisibility (self only), pyrotechnics (DC 16), 
  ventriloquism (DC 15). Caster level 9th. The save DCs 
  are Charisma-based. 
   
  Shadow Blend (Su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
   
  Spells Known (6/6 (1 used); base DC = 14 + spell 
  level): 0—daze, flare, prestidigitation, resistance, touch of 
  fatigue; 1st—mage armor, magic missile, shield.  
   
  Spells Active: mage armor 
  Tainted Grig: Grig; CR 3; Tiny Fey; HD 3d6+6; hp 12; 
  Init +4; Spd 30 ft., fly 60 ft. (poor); AC 18 (+2 size, +4 
  Dex, +2 natural), touch 16, flat-footed 14; Base Atk: +1; 
  Grp: -11;  Atk: +7 melee (1d3-3, short sword) or +7 
  ranged (1d4-3, longbow); Full Atk: +7 melee (1d3-3, 
  short sword) or +7 ranged (1d4-3, longbow); 
  Space/Reach 2 ½ ft. / 0 ft.; SA Spell-like abilities, 
  fiddle; SQ DR 5/cold iron, low-light vision, SR 17, cold 
  resistance 8, darkvision 60 ft., shadow blend; AL CE; 
  SV Fort +5, Ref +9, Will +7; Str 5, Dex 18, Con 14, Int 
  10, Wis 14, Cha 18.  
   
  Skills and Feats: Concentration +5, Craft (bowyer) 
  +5, Escape Artist +8, Hide +18, Listen +4, Move Silently 
  +16 (+5 in forests), Perform (string instruments) +8, 
  Search +2, Spellcraft +3, Spot +4; Dodge B, Stealthy, 
  Weapon Finesse B. 
   
  Spell-like Abilities: 3/day—disguise self, entangle 
  (DC 15), invisibility (self only), pyrotechnics (DC 16), 
  ventriloquism (DC 15). Caster level 9th. The save DCs 
  are Charisma-based. 
   
  Shadow Blend (Su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
  Corruption of the Heart 
   
  Page 21 
  
  Appendix Four – APL 8
  Encounter One 
   
   
   
   
  Tainted Grig Sorcerer: Grig Sor 5; CR 7; Tiny Fey; 
  HD 3d6 plus 5d4+16; hp 43 (plus 10 temp hit points 
  from false life); Init +4; Spd 30 ft., fly 60 ft. (poor); AC 22 
  (+2 size, +4 Dex, +2 natural, +4 mage armor), touch 20, 
  flat-footed 18; Base Atk: +3; Grp: -10;  Atk: +9 melee 
  (1d3-3, short sword) or +9 ranged (1d4-3, longbow); 
  Full Atk: +9 melee (1d3-3, short sword) or +9 ranged 
  (1d4-3, longbow); Space/Reach 2 ½ ft. / 0 ft.; SA Spell-
  like abilities, fiddle; SQ DR 5/cold iron, low-light 
  vision, SR 18, cold resistance 13, darkvision 60 ft., 
  shadow blend, fast healing 2; AL CE; SV Fort +7, Ref 
  +10, Will +12; Str 5, Dex 18, Con 14, Int 10, Wis 14, 
  Cha 20.  
   
  Skills and Feats: Concentration +7 (+11 defensive), 
  Craft (bowyer) +5, Escape Artist +10, Hide +18, 
  Knowledge (Arcana) +5, Listen +4, Move Silently +16 
  (+5 in forests), Perform (string instruments) +9, Search 
  +2, Spellcraft +6, Spot +4; Combat Casting, Dodge B, 
  Stealthy, Weapon Finesse B. 
   
  Spell-like Abilities: 3/day—disguise self, entangle 
  (DC 16), invisibility (self only), pyrotechnics (DC 17), 
  ventriloquism (DC 16). Caster level 9th. The save DCs 
  are Charisma-based.  1/day–mirror image. Caster level 
  5th. 
   
  Shadow Blend (Su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
   
  Spells Known (6/8/5 (6/7/4 remaining); base DC = 
  15 + spell level): 0— daze, detect magic, flare, 
  prestidigitation, resistance, touch of fatigue; 1st—mage 
  armor, magic missile, ray of enfeeblement, shield; 2nd—false 
  life, scorching ray.  
  Spells Active: mage armor, false life 
  Encounter Four 
   
   
   
   
  Corrupted Treant: CR 9; Large Abberation; HD 
  6d8+42; hp 72; Init -1; Spd 30 ft.; AC 25 (-1 size, -1 Dex, 
  +17 natural), touch 8, flat-footed 25; Base Atk: +4; Grp: 
  +18;  Atk: +13 melee (2d6+10 plus 3 vile damage, slam); 
  Full Atk: +13 melee (2d6+10 plus 3 vile damage, 2 
  slams); Space/Reach 10 ft. / 10 ft.; SA Disruptive attack, 
  enhanced power, trample 2d6+15 plus 2 vile damage, 
  double damage against objects; SQ Low-light vision, 
  plant traits, fire vulnerability, darkvision 60 ft., acid 
  immunity, DR 5/magic or slashing, fast healing 3, 
  animate trees; AL NE; SV Fort +12, Ref +1, Will +5; Str 
  30, Dex 8, Con 24, Int 12, Wis 12, Cha 10.  
   
  Skills and Feats: Intimidate +6, Hide +9, Listen +6, 
  Sense Motive +9, Spot +6; Improved Sunder, Iron Will, 
  Power Attack. 
   
  Disruptive Attack (Su): The corrupt creature 
  deals additional vile damage when it touches 
  uncorrupted, living, corporeal non-outsiders. 
   
  Enhanced Power (Su): The save DCs of any and 
  all of the corrupt creature’s special attacks increase by 
  +4.  
   
  Fast Healing (Ex): Each round, a corrupted 
  creature heals damage equal to half its Hit Dice.  
   
  Trample (Ex): Reflex DC 27 for half. The save DC 
  is Strength-based. Enhanced Power is already applied.  
  It does 2d6+15 plus 2 vile damage. 
   
  Double Damage against Objects (Ex): A treant 
  or animated tree that makes a full attack against an 
  object or structure deals double damage.  
   
  Animate Trees (Sp): This treant is unable to use 
  this ability. 
  Encounter Seven 
   
   
   
   
  Tainted Greater Grig Swarm: CR 9; Tiny Fey 
  (Swarm); HD 12d6+30; hp 78; Init +4; Spd 30 ft., fly 60 
  ft. (poor); AC 18 (+2 size, +4 Dex, +2 natural), touch 16, 
  flat-footed 14; Base Atk: +6; Grp: -;  Atk: swarm (3d6); 
  Full Atk: swarm (3d6); Space/Reach 10 ft. / 0 ft.; SA 
  Spell-like abilities, distraction; SQ DR 5/cold iron and 
  magic, low-light vision, SR 20, half damage from 
  slashing and piercing, swarm traits, cold resistance 15, 
  darkvision 60ft., shadow blend, fast healing 2; AL NG; 
  SV Fort +10, Ref +14, Will +12; Str 5, Dex 19, Con 14, 
  Int 10, Wis 14, Cha 14.  
   
  Skills and Feats: Craft (bowyer) +15, Escape Artist 
  +19, Hide +27, Jump +3, Listen +14, Move Silently 
  +25*, Perform (string instruments) +17, Search +2, Spot 
  +10; Dodge B, Great Fortitude, Mobility, Toughness x2, 
  Weapon Finesse. 
   
  Spell-like Abilities: 3/day—disguise self, entangle 
  (DC 13), invisibility (self only), pyrotechnics (DC 14), 
  ventriloquism (DC 13). Caster level 9th. The save DCs 
  are Charisma-based.  
   
  Distraction (Ex): Any living creature vulnerable 
  to a swarm’s damage that begins its turn with a swarm 
  in its square is nauseated for 1 round; a DC 18 
  Fortitude save negates the effect. The save DC is 
  Constitution-based. 
  Spellcasting or concentrating on spells within the area 
  of a swarm requires a Concentration check (DC 20 + 
  spell level). Using skills that require patience and 
  Corruption of the Heart 
   
  Page 22 
  
  concentration also require a DC 20 Concentration 
  check.  
   
  Fiddle (Su): Any nonsprite within 30 feet of a 
  swarm of grigs must make a DC 14 Will save or be 
  affected as though by an Otto’s irresistible dance spell that 
  lasts 1d4+1 rounds.  The save DC is Charisma-based.  A 
  creature that successfully saves against the fiddle 
  cannot be affected by the same grig swarm’s fiddle for 
  24 hours. 
   
  Shadow Blend (Su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
   
  Skills: Grigs have a +8 racial bonus on Jump 
  checks. *They also have a +5 racial bonus on Move 
  Silently checks in a forest setting. 
  Tainted Grig Sorcerer: Grig Sor 5; CR 7; Tiny Fey; 
  HD 3d6 plus 5d4+16; hp 43 (plus 10 temp hit points 
  from false life); Init +4; Spd 30 ft., fly 60 ft. (poor); AC 22 
  (+2 size, +4 Dex, +2 natural, +4 mage armor), touch 20, 
  flat-footed 18; Base Atk: +3; Grp: -10;  Atk: +9 ranged 
  (1d4-3, longbow); Full Atk: +9 ranged (1d4-3, longbow); 
  Space/Reach 2 ½ ft. / 0 ft.; SA Spell-like abilities, 
  fiddle; SQ DR 5/cold iron, low-light vision, SR 18, cold 
  resistance 13, darkvision 60 ft., shadow blend, fast 
  healing 2; AL CE; SV Fort +7, Ref +10, Will +12; Str 5, 
  Dex 18, Con 14, Int 10, Wis 14, Cha 20.  
   
  Skills and Feats: Concentration +7 (+11 defensive), 
  Craft (bowyer) +5, Escape Artist +10, Hide +18, 
  Knowledge (Arcana) +5, Listen +4, Move Silently +16 
  (+5 in forests), Perform (string instruments) +9, Search 
  +2, Spellcraft +6, Spot +4; Combat Casting, Dodge B, 
  Stealthy, Weapon Finesse B. 
   
  Spell-like Abilities: 3/day—disguise self, entangle 
  (DC 16), invisibility (self only), pyrotechnics (DC 17), 
  ventriloquism (DC 16). Caster level 9th. The save DCs 
  are Charisma-based.  1/day–mirror image. Caster level 
  5th. 
   
  Shadow Blend (Su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
   
  Spells Known (6/8/5 (6/7/4 remaining); base DC = 
  15 + spell level): 0— daze, detect magic, flare, 
  prestidigitation, resistance, touch of fatigue; 1st—mage 
  armor, magic missile, ray of enfeeblement, shield; 2nd—false 
  life, scorching ray.   Spells Active: mage armor, false life 
  Tainted Grig Rogue: Grig Rog4; CR 7; Tiny Fey; HD 
  7d6+12; hp 40; Init +4; Spd 30 ft., fly 60 ft. (poor); AC 
  22 (+2 size, +4 Dex, +2 natural, +4 mage armor), touch 
  18, flat-footed 18; Base Atk: +4; Grp: -8;  Atk: +8 melee 
  (1d3-3, short sword) or +8 ranged (1d4-3, longbow); 
  Full Atk: +8 melee (1d3-3, short sword) or +8 ranged 
  (1d4-3, longbow); Space/Reach 2 ½ ft. / 0 ft.; SA Spell-
  like abilities, fiddle, sneak attack +2d6; SQ DR 5/cold 
  iron, low-light vision, SR 17, cold resistance 8, 
  darkvision 60 ft., shadow blend, trapfinding, evasion, 
  trap sense +1; AL CE; SV Fort +6, Ref +13, Will +8; Str 
  5, Dex 18, Con 14, Int 10, Wis 14, Cha 18.  
   
  Skills and Feats: Bluff +15, Craft (bowyer) +5, 
  Escape Artist +12, Hide +23, Listen +4, Move Silently 
  +21 (+5 in forests), Perform (string instruments) +8, 
  Search +2, Spot +13; Combat Expertise, Dodge B, 
  Improved Feint, Weapon Finesse B. 
   
  Spell-like Abilities: 3/day—disguise self, entangle 
  (DC 15), invisibility (self only), pyrotechnics (DC 16), 
  ventriloquism (DC 15). Caster level 9th. The save DCs 
  are Charisma-based. 
   
  Shadow Blend (Su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
  Corruption of the Heart 
   
  Page 23 
  
  Appendix Five – APL 10
  Encounter One 
   
   
   
   
  Tainted Grig Sorcerer: Grig Sor 7; CR 9; Tiny Fey; 
  HD 3d6 plus 7d4+20; hp 53 (plus 12 temp hit points 
  from false life); Init +4; Spd 30 ft., fly 60 ft. (poor); AC 22 
  (+2 size, +4 Dex, +2 natural, +4 mage armor), touch 20, 
  flat-footed 18; Base Atk: +4; Grp: -9;  Atk: +10 ranged 
  (1d4-3, longbow); Full Atk: +10 melee (1d3-3, short 
  sword) or +10 ranged (1d4-3, longbow); Space/Reach 2 
  ½ ft. / 0 ft.; SA Spell-like abilities, fiddle; SQ DR 5/cold 
  iron, low-light vision, SR 20, cold resistance 15, 
  darkvision 60 ft., shadow blend, fast healing 2; AL CE; 
  SV Fort +8, Ref +11, Will +13; Str 5, Dex 18, Con 14, Int 
  10, Wis 14, Cha 20.  
   
  Skills and Feats: Concentration +8 (+12 defensive), 
  Craft (bowyer) +5, Escape Artist +10, Hide +18, 
  Knowledge (Arcana) +7, Listen +4, Move Silently +16 
  (+5 in forests), Perform (string instruments) +9, Search 
  +2, Spellcraft +7, Spot +4; Combat Casting, Dodge B, 
  Mobility, Stealthy, Weapon Finesse B. 
   
  Spell-like Abilities: 3/day—disguise self, entangle 
  (DC 16), invisibility (self only), pyrotechnics (DC 17), 
  ventriloquism (DC 16). Caster level 9th. The save DCs 
  are Charisma-based.  1/day–mirror image. Caster level 
  5th. 
   
  Shadow Blend (Su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
   
  Spells Known (6/8/7/5 (6/7/6/5 remaining); base 
  DC = 15 + spell level): 0— daze, detect magic, flare, 
  prestidigitation, ray of frost, resistance, touch of fatigue; 1st—
  mage armor, magic missile, ray of enfeeblement, shield, true 
  strike; 2nd—false life, mirror image, scorching ray; 3rd—
  lightning bolt, vampiric touch. 
   
  Spells Active: mage armor, false life 
  Encounter Four 
   
   
   
   
  Corrupted Treant: CR 11; Huge Abberation; HD 
  7d8+49; hp 84; Init -2; Spd 30 ft.; AC 27 [-2 size, -2 Dex, 
  +21 natural), touch 6, flat-footed 27; Base Atk: +5; Grp: 
  +24;  Atk: +14 melee (3d6+11 plus 3 vile damage, slam); 
  Full Atk: +14 melee (3d6+11 plus 3 vile damage, 2 
  slams); Space/Reach 15 ft. / 15 ft.; SA Disruptive attack, 
  enhanced power, trample 3d6+16 plus 3 vile damage, 
  double damage against objects; SQ Low-light vision, 
  plant traits, fire vulnerability, darkvision 60 ft., acid 
  immunity, DR 5/magic or DR 10/slashing, fast healing 
  3, animate trees; AL NE; SV Fort +12, Ref +0, Will +5; 
  Str 32, Dex 6, Con 24, Int 12, Wis 12, Cha 10.  
   
  Skills and Feats: Intimidate +6, Hide +11, Listen +7, 
  Sense Motive +9, Spot +7; Improved Sunder, Iron Will, 
  Power Attack. 
   
  Disruptive Attack (Su): The corrupt creature 
  deals additional vile damage when it touches 
  uncorrupted, living, corporeal non-outsiders. 
   
  Enhanced Power (Su): The save DCs of any and 
  all of the corrupt creature’s special attacks increase by 
  +4.  
   
  Fast Healing (Ex): Each round, a corrupted 
  creature heals damage equal to half its Hit Dice.  
   
  Trample (Ex): Reflex DC 28 for half. The save DC 
  is Strength-based. Enhanced Power is already applied.   
   
  Double Damage against Objects (Ex): A treant 
  or animated tree that makes a full attack against an 
  object or structure deals double damage.  
   
  Animate Trees (Sp): This treant is unable to use 
  this ability. 
  Encounter Seven 
   
   
   
   
  Tainted Greater Grig Swarm: CR 9; Tiny Fey 
  (Swarm); HD 12d6+30; hp 78; Init +4; Spd 30 ft., fly 60 
  ft. (poor); AC 18 (+2 size, +4 Dex, +2 natural), touch 16, 
  flat-footed 14; Base Atk: +6; Grp: -;  Atk: swarm (3d6); 
  Full Atk: swarm (3d6); Space/Reach 10 ft. / 0 ft.; SA 
  Spell-like abilities, distraction; SQ DR 5/cold iron and 
  magic, low-light vision, SR 20, half damage from 
  slashing and piercing, swarm traits, cold resistance 15, 
  darkvision 60ft., shadow blend, fast healing 2; AL NG; 
  SV Fort +10, Ref +14, Will +12; Str 5, Dex 19, Con 14, 
  Int 10, Wis 14, Cha 14.  
   
  Skills and Feats: Craft (bowyer) +15, Escape Artist 
  +19, Hide +27, Jump +3, Listen +14, Move Silently 
  +25*, Perform (string instruments) +17, Search +2, Spot 
  +10; Dodge B, Great Fortitude, Mobility, Toughness x2, 
  Weapon Finesse. 
   
  Spell-like Abilities: 3/day—disguise self, entangle 
  (DC 13), invisibility (self only), pyrotechnics (DC 14), 
  ventriloquism (DC 13). Caster level 9th. The save DCs 
  are Charisma-based.  
   
  Distraction (Ex): Any living creature vulnerable 
  to a swarm’s damage that begins its turn with a swarm 
  in its square is nauseated for 1 round; a DC 18 
  Fortitude save negates the effect. The save DC is 
  Constitution-based. 
  Spellcasting or concentrating on spells within the area 
  of a swarm requires a Concentration check (DC 20 + 
  spell level). Using skills that require patience and 
  concentration also require a DC 20 Concentration 
  check.  
  Corruption of the Heart 
   
  Page 24 
  
   
  Fiddle (Su): Any nonsprite within 30 feet of a 
  swarm of grigs must make a DC 14 Will save or be 
  affected as though by an Otto’s irresistible dance spell that 
  lasts 1d4+1 rounds.  The save DC is Charisma-based.  A 
  creature that successfully saves against the fiddle 
  cannot be affected by the same grig swarm for 24 
  hours. 
   
  Shadow Blend (Su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
   
  Skills: Grigs have a +8 racial bonus on Jump 
  checks. *They also have a +5 racial bonus on Move 
  Silently checks in a forest setting. 
  Tainted Grig Sorcerer: Grig Sor 7; CR 9; Tiny Fey; 
  HD 3d6 plus 7d4+20; hp 53 (plus 12 temp hit points 
  from false life); Init +4; Spd 30 ft., fly 60 ft. (poor); AC 22 
  (+2 size, +4 Dex, +2 natural, +4 mage armor), touch 20, 
  flat-footed 18; Base Atk: +4; Grp: -9;  Atk: +10 ranged 
  (1d4-3, longbow); Full Atk: +10 ranged (1d4-3, 
  longbow); Space/Reach 2 ½ ft. / 0 ft.; SA Spell-like 
  abilities, fiddle; SQ DR 5/cold iron, low-light vision, 
  SR 20, cold resistance 15, darkvision 60 ft., shadow 
  blend, fast healing 2; AL CE; SV Fort +8, Ref +11, Will 
  +13; Str 5, Dex 18, Con 14, Int 10, Wis 14, Cha 20.  
   
  Skills and Feats: Concentration +8, Craft (bowyer) 
  +5, Escape Artist +10, Hide +18, Knowledge (Arcana) 
  +7, Listen +4, Move Silently +16 (+5 in forests), 
  Perform (string instruments) +9, Search +2, Spellcraft 
  +7, Spot +4; Combat Casting, Dodge B, Mobility, 
  Stealthy, Weapon Finesse B. 
   
  Spell-like Abilities: 3/day—disguise self, entangle 
  (DC 16), invisibility (self only), pyrotechnics (DC 17), 
  ventriloquism (DC 16). Caster level 9th. The save DCs 
  are Charisma-based.  1/day–mirror image. Caster level 
  5th. 
   
  Shadow Blend (Su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
   
  Spells Known (6/8/7/5 (6/6/6/5 remain); base DC = 
  15 + spell level): 0— daze, detect magic, flare, 
  prestidigitation, ray of frost, resistance, touch of fatigue; 1st—
  mage armor, magic missile, ray of enfeeblement, shield, true 
  strike; 2nd—false life, mirror image, scorching ray; 3rd—
  lightning bolt, vampiric touch. 
   
  Spells Active: mage armor, false life 
  Tainted Grig Rogue: Grig Rog4; CR 7; Tiny Fey; HD 
  7d6+12; hp 40; Init +4; Spd 30 ft., fly 60 ft. (poor); AC 
  22 (+2 size, +4 Dex, +2 natural, +4 mage armor), touch 
  18, flat-footed 18; Base Atk: +4; Grp: -8;  Atk: +8 melee 
  (1d3-3, short sword); Full Atk: +8 melee (1d3-3, short 
  sword); Space/Reach 2 ½ ft. / 0 ft.; SA Spell-like 
  abilities, fiddle, sneak attack +2d6; SQ DR 5/cold iron, 
  low-light vision, SR 17, cold resistance 8, darkvision 60 
  ft., shadow blend, trapfinding, evasion, trap sense +1; 
  AL CE; SV Fort +6, Ref +13, Will +8; Str 5, Dex 18, Con 
  14, Int 10, Wis 14, Cha 18.  
   
  Skills and Feats: Bluff +15, Craft (bowyer) +5, 
  Escape Artist +12, Hide +23, Listen +4, Move Silently 
  +21 (+5 in forests), Perform (string instruments) +8, 
  Search +2, Spot +13; Combat Expertise, Dodge B, 
  Improved Feint, Weapon Finesse B. 
   
  Spell-like Abilities: 3/day—disguise self, entangle 
  (DC 15), invisibility (self only), pyrotechnics (DC 16), 
  ventriloquism (DC 15). Caster level 9th. The save DCs 
  are Charisma-based. 
   
  Shadow Blend (Su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
  Corruption of the Heart 
   
  Page 25 
  
  Appendix Six – APL 12
  Encounter One 
   
   
   
   
  Tainted Grig Sorcerer: Grig Sor 9; CR 11; Tiny Fey; 
  HD 3d6 plus 9d4+24; hp 63 (plus 14 temp hit points 
  from false life); Init +4; Spd 30 ft., fly 60 ft. (poor); AC 22 
  (+2 size, +4 Dex, +2 natural, +4 mage armor), touch 20, 
  flat-footed 18; Base Atk: +5; Grp: -8;  Atk: +11 melee 
  (1d3-3, short sword) or +11 ranged (1d4-3, longbow); 
  Full Atk: +11 melee (1d3-3, short sword) or +11 ranged 
  (1d4-3, longbow); Space/Reach 2 ½ ft. / 0 ft.; SA Spell-
  like abilities, fiddle; SQ DR 5/cold iron, low-light 
  vision, SR 22, cold resistance 15, darkvision 60 ft., 
  shadow blend, fast healing 2; AL CE; SV Fort +9, Ref 
  +12, Will +14; Str 5, Dex 18, Con 14, Int 10, Wis 14, 
  Cha 21 (25).  
   
  Skills and Feats: Concentration +9 (+13 defensive), 
  Craft (bowyer) +5, Escape Artist +10, Hide +18, 
  Knowledge (Arcana) +8, Listen +4, Move Silently +16 
  (+5 in forests), Perform (string instruments) +9, Search 
  +2, Spellcraft +9, Spot +4; Combat Casting, Dodge B, 
  Mobility, Stealthy, Spell Focus (evocation), Weapon 
  Finesse B. 
   
  Spell-like Abilities: 3/day—disguise self, entangle 
  (DC 16), invisibility (self only), pyrotechnics (DC 17), 
  ventriloquism (DC 16). Caster level 9th. The save DCs 
  are Charisma-based.  1/day–mirror image. Caster level 
  5th. 
   
  Shadow Blend (Su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
   
  Spells Known (6/8/8/8/5 (6/7/6/8/5 remaining); 
  base DC = 15 + spell level, evocation = 16 + spell level): 
  0— acid splash, daze, detect magic, flare, prestidigitation, ray 
  of frost, resistance, touch of fatigue; 1st—mage armor, magic 
  missile, ray of enfeeblement, shield, true strike; 2nd—eagle’s 
  splendor, false life, mirror image, scorching ray; 3rd—
  lightning bolt, slow, vampiric touch; 4th—fire shield, wall of 
  ice; 
   
  Spells Active: mage armor, false life, eagle’s splendor 
  Encounter Four 
   
   
   
   
  Corrupted Treant: CR 13; Huge Abberation; HD 
  15d8+105; hp 180; Init -1; Spd 30 ft.; AC 30 (-2 size, -1 
  Dex, +23 natural), touch 7, flat-footed 30; Base Atk: +11; 
  Grp: +30;  Atk: +20 melee (3d6+11 plus 7 vile damage, 
  slam); Full Atk: +20 melee (3d6+11 plus 7 vile damage, 
  2 slams); Space/Reach 15 ft. / 15 ft.; SA Disruptive 
  attack, enhanced power, trample 3d6+16 plus 7 vile 
  damage, double damage against objects; SQ Low-light 
  vision, plant traits, fire vulnerability, darkvision 60 ft., 
  acid immunity, DR 10/magic or slashing, fast healing 
  7, animate trees; AL NE; SV Fort +18, Ref +5, Will +7; 
  Str 32, Dex 8, Con 24, Int 12, Wis 12, Cha 10.  
   
  Skills and Feats: Intimidate +10, Hide +14, Listen 
  +11, Sense Motive +9, Spot +11; Improved Natural 
  Armor x2, Improved Sunder, Iron Will, Lightning 
  Reflexes, Power Attack. 
   
  Disruptive Attack (Su): The corrupt creature 
  deals additional vile damage when it touches 
  uncorrupted, 
  living, 
  corporeal 
  non-outsiders. 
  A 
  corrupted treant deals an extra 7 points of damage. 
   
  Enhanced Power (Su): The save DCs of any and 
  all of the corrupt creature’s special attacks increase by 
  +4.  
   
  Fast Healing (Ex): Each round, a corrupted 
  creature heals damage equal to half its Hit Dice.  
   
  Trample (Ex): Reflex DC 32 for half. The save DC 
  is Strength-based. Enhanced Power is already applied.  
  It does 3d6+16 plus 7 vile damage. 
   
  Double Damage against Objects (Ex): A treant 
  or animated tree that makes a full attack against an 
  object or structure deals double damage.  
   
  Animate Trees (Sp): This treant is unable to use 
  this ability. 
  Encounter Seven 
   
   
   
   
  Tainted Elite Grig Swarm: CR 13; Tiny Fey (Swarm); 
  HD 18d6+48; hp 120; Init +5; Spd 30 ft., fly 60 ft. 
  (poor); AC 19 (+2 size, +5 Dex, +2 natural), touch 17, 
  flat-footed 14; Base Atk: +9; Grp: -;  Atk: swarm (4d6); 
  Full Atk: swarm (4d6); Space/Reach 10 ft. / 0 ft.; SA 
  Spell-like abilities, distraction; SQ DR 10/cold iron and 
  magic, low-light vision, SR 24, half damage from 
  slashing and piercing, swarm traits, cold resistance 15, 
  darkvision 60ft., shadow blend, fast healing 2, evasion; 
  AL NG; SV Fort +12, Ref +18, Will +15; Str 5, Dex 20, 
  Con 14, Int 10, Wis 14, Cha 14.  
   
  Skills and Feats: Craft (bowyer) +21, Escape Artist 
  +26, Hide +34, Jump +3, Listen +18, Move Silently 
  +32*, Perform (string instruments) +23, Search +2, Spot 
  +18; Dodge B, Great Fortitude, Mobility, Toughness x4, 
  Weapon Finesse. 
   
  Spell-like Abilities: 3/day—disguise self, entangle 
  (DC 13), invisibility (self only), pyrotechnics (DC 14), 
  ventriloquism (DC 13). Caster level 9th. The save DCs 
  are Charisma-based. 
   
  Distraction (Ex): Any living creature vulnerable 
  to a swarm’s damage that begins its turn with a swarm 
  in its square is nauseated for 1 round; a DC 21 
  Corruption of the Heart 
   
  Page 26 
  
  Fortitude save negates the effect. The save DC is 
  Constitution-based. 
  Spellcasting or concentrating on spells within the area 
  of a swarm requires a Concentration check (DC 20 + 
  spell level). Using skills that require patience and 
  concentration also require a DC 20 Concentration 
  check.  
   
  Fiddle (Su): Any nonsprite within 30 feet of a 
  swarm of grigs must make a DC 16 Will save or be 
  affected as though by an Otto’s irresistible dance spell that 
  lasts 1d4+1 rounds.  The save DC is Charisma-based.  A 
  creature that successfully saves against the fiddle 
  cannot be affected by the same grig swarm’s fiddle for 
  24 hours. 
   
  Skills: Grigs have a +8 racial bonus on Jump 
  checks. *They also have a +5 racial bonus on Move 
  Silently checks in a forest setting. 
  Tainted Grig Sorcerer: Grig Sor 9; CR 11; Tiny Fey; 
  HD 3d6 plus 9d4+24; hp 63 (plus 14 temp hit points 
  from false life); Init +4; Spd 30 ft., fly 60 ft. (poor); AC 22 
  (+2 size, +4 Dex, +2 natural, +4 mage armor), touch 20, 
  flat-footed 18; Base Atk: +5; Grp: -8;  Atk: +11 melee 
  (1d3-3, short sword) or +11 ranged (1d4-3, longbow); 
  Full Atk: +11 melee (1d3-3, short sword) or +11 ranged 
  (1d4-3, longbow); Space/Reach 2 ½ ft. / 0 ft.; SA Spell-
  like abilities, fiddle; SQ DR 5/cold iron, low-light 
  vision, SR 23, cold resistance 15, darkvision 60 ft., 
  shadow blend, fast healing 2; AL CE; SV Fort +9, Ref 
  +12, Will +14; Str 5, Dex 18, Con 14, Int 10, Wis 14, 
  Cha 21 (25).  
   
  Skills and Feats: Concentration +9 (+13 defensive), 
  Craft (bowyer) +5, Escape Artist +10, Hide +18, 
  Knowledge (Arcana) +8, Listen +4, Move Silently +16 
  (+5 in forests), Perform (string instruments) +9, Search 
  +2, Spellcraft +9, Spot +4; Combat Casting, Dodge B, 
  Mobility, Stealthy, Spell Focus (evocation), Weapon 
  Finesse B. 
   
  Spell-like Abilities: 3/day—disguise self, entangle 
  (DC 16), invisibility (self only), pyrotechnics (DC 17), 
  ventriloquism (DC 16). Caster level 9th. The save DCs 
  are Charisma-based.  1/day–mirror image. Caster level 
  5th. 
   
  Shadow Blend (Su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
   
  Spells Known (6/8/8/8/5 (6/6/6/8/5 remaining); 
  base DC = 15 + spell level, evocation = 16 + spell level): 
  0— acid splash, daze, detect magic, flare, prestidigitation, ray 
  of frost, resistance, touch of fatigue; 1st—mage armor, magic 
  missile, ray of enfeeblement, shield, true strike; 2nd—eagle’s 
  splendor, false life, mirror image, scorching ray; 3rd—
  lightning bolt, slow, vampiric touch; 4th—fire shield, wall of 
  ice; 
   
  Spells Active: mage armor, false life, eagle’s splendor 
  Tainted Grig Rogue: Grig Rog4; CR 7; Tiny Fey; HD 
  7d6+12; hp 40; Init +4; Spd 30 ft., fly 60 ft. (poor); AC 
  22 (+2 size, +4 Dex, +2 natural, +4 mage armor), touch 
  18, flat-footed 18; Base Atk: +4; Grp: -8;  Atk: +8 melee 
  (1d3-3, short sword) or +8 ranged (1d4-3, longbow); 
  Full Atk: +8 melee (1d3-3, short sword) or +8 ranged 
  (1d4-3, longbow); Space/Reach 2 ½ ft. / 0 ft.; SA Spell-
  like abilities, fiddle, sneak attack +2d6; SQ DR 5/cold 
  iron, low-light vision, SR 17, cold resistance 8, 
  darkvision 60 ft., shadow blend, trapfinding, evasion, 
  trap sense +1; AL CE; SV Fort +6, Ref +13, Will +8; Str 
  5, Dex 18, Con 14, Int 10, Wis 14, Cha 18.  
   
  Skills and Feats: Bluff +15, Craft (bowyer) +5, 
  Escape Artist +12, Hide +23, Listen +4, Move Silently 
  +21 (+5 in forests), Perform (string instruments) +8, 
  Search +2, Spot +13; Combat Expertise, Dodge B, 
  Improved Feint, Weapon Finesse B. 
   
  Spell-like Abilities: 3/day—disguise self, entangle 
  (DC 15), invisibility (self only), pyrotechnics (DC 16), 
  ventriloquism (DC 15). Caster level 9th. The save DCs 
  are Charisma-based. 
   
  Shadow Blend (Su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
   
   
   
  Corruption of the Heart 
   
  Page 27 
  
  Appendix Seven – APL 14
  Encounter One 
   
   
   
   
  Tainted Grig Sorcerer: Grig Sor 11; CR 13; Tiny Fey; 
  HD 3d6 plus 11d4+28; hp 73 (plus 15 temp hit points 
  from false life); Init +4; Spd 30 ft., fly 60 ft. (poor); AC 26 
  (+2 size, +4 Dex, +2 natural, +4 mage armor, +4 shield), 
  touch 24, flat-footed 22; Base Atk: +6; Grp: -7;  Atk: +12 
  melee (1d3-3, short sword) or +12 ranged (1d4-3, 
  longbow); Full Atk: +12/7 melee (1d3-3, short sword) 
  or +12 ranged (1d4-3, longbow); Space/Reach 2 ½ ft. / 
  0 ft.; SA Spell-like abilities, fiddle; SQ DR 5/cold iron, 
  low-light vision, SR 24, cold resistance 15, darkvision 
  60 ft., shadow blend, fast healing 2, evasion; AL CE; SV 
  Fort +9, Ref +12, Will +15; Str 5, Dex 18, Con 14, Int 10, 
  Wis 14, Cha 21 (25 – eagle’s splendor).  
   
  Skills and Feats: Concentration +10 (+14 defensive), 
  Craft (bowyer) +5, Escape Artist +10, Hide +18, 
  Knowledge (Arcana) +10, Listen +4, Move Silently +16 
  (+5 in forests), Perform (string instruments) +9, Search 
  +2, Spellcraft +10, Spot +4; Combat Casting, Dodge B, 
  Mobility, Stealthy, Spell Focus (evocation), Weapon 
  Finesse B. 
   
  Spell-like Abilities: 3/day—disguise self, entangle 
  (DC 16), invisibility (self only), pyrotechnics (DC 17), 
  ventriloquism (DC 16). Caster level 9th. The save DCs 
  are Charisma-based.  1/day–mirror image. Caster level 
  5th. 
   
  Shadow Blend (Su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
   
  Spells 
  Known 
  (6/8/8/8/7/5 
  (6/6/6/8/7/5 
  remaining); base DC = 15 + spell level, evocation = 16 + 
  spell level): 0— acid splash, daze, detect magic, flare, ghost 
  sound, prestidigitation, ray of frost, resistance, touch of fatigue; 
  1st—mage armor, magic missile, ray of enfeeblement, shield, 
  true strike; 2nd—eagle’s splendor, false life, glitterdust, 
  mirror image, scorching ray; 3rd—dispel magic, lightning 
  bolt, slow, vampiric touch; 4th—enervation, fire shield, wall 
  of ice; 5th—cone of cold, waves of fatigue.  
   
  Spells Active: mage armor, shield, false life, eagle’s 
  splendor 
  Encounter Four 
   
   
   
   
  Corrupted Treant: CR 15; Gargantuan Abberation; 
  HD 19d8+171; hp 266; Init -1; Spd 30 ft.; AC 32 [-4 size, 
  -1 Dex, +27 natural), touch 5, flat-footed 32; BAB/Grp: 
  +14/+45;  Atk: +25 melee (4d6+15 plus 9 vile damage, 
  slam); Full Atk: +25 melee (4d6+15 plus 9 vile damage, 
  2 slams); Space/Reach 20 ft. / 20 ft.; SA Disruptive 
  attack, enhanced power, trample 4d6+22 plus 9 vile 
  damage, double damage against objects; SQ Low-light 
  vision, plant traits, fire vulnerability, darkvision 60 ft., 
  acid immunity, DR 10/magic or slashing, fast healing 
  9, animate trees; AL NE; SV Fort +22, Ref +6, Will +8; 
  Str 40, Dex 9, Con 28, Int 12, Wis 12, Cha 10.  
   
  Skills and Feats: Intimidate +12, Hide +18, Listen 
  +14, Sense Motive +11, Spot +14; Improved Bull Rush, 
  Improved Natural Armor x2, Improved Sunder, Iron 
  Will, Lightning Reflexes, Power Attack. 
   
  Disruptive Attack (Su): The corrupt creature 
  deals additional vile damage when it touches 
  uncorrupted, 
  living, 
  corporeal 
  non-outsiders. 
  A 
  corrupted treant deals an extra 9 points of damage. 
   
  Enhanced Power (Su): The save DCs of any and 
  all of the corrupt creature’s special attacks increase by 
  +4.  
   
  Fast Healing (Ex): Each round, a corrupted 
  creature heals damage equal to half its Hit Dice.  
   
  Trample (Ex): Reflex DC 38 for half. The save DC 
  is Strength-based. Enhanced Power is already applied.  
  It does 4d6+22 plus 9 vile damage. 
   
  Double Damage against Objects (Ex): A treant 
  or animated tree that makes a full attack against an 
  object or structure deals double damage.  
   
  Animate Trees (Sp): This treant is unable to use 
  this ability. 
  Encounter Seven 
   
   
   
   
  Tainted Elite Grig Swarm: CR 13; Tiny Fey (Swarm); 
  HD 18d6+48; hp 120; Init +5; Spd 30 ft., fly 60 ft. 
  (poor); AC 19 (+2 size, +5 Dex, +2 natural), touch 17, 
  flat-footed 14; Base Atk: +9; Grp: -;  Atk: swarm (4d6); 
  Full Atk: swarm (4d6); Space/Reach 10 ft. / 0 ft.; SA 
  Spell-like abilities, distraction; SQ DR 10/cold iron and 
  magic, low-light vision, SR 24, half damage from 
  slashing and piercing, swarm traits, cold resistance 15, 
  darkvision 60ft., shadow blend, fast healing 2, evasion; 
  AL NG; SV Fort +12, Ref +18, Will +15; Str 5, Dex 20, 
  Con 14, Int 10, Wis 14, Cha 14.  
   
  Skills and Feats: Craft (bowyer) +21, Escape Artist 
  +26, Hide +34, Jump +3, Listen +18, Move Silently 
  +32*, Perform (string instruments) +23, Search +2, Spot 
  +18; Dodge B, Great Fortitude, Mobility, Toughness x4, 
  Weapon Finesse. 
   
  Spell-like Abilities: 3/day—disguise self, entangle 
  (DC 13), invisibility (self only), pyrotechnics (DC 14), 
  ventriloquism (DC 13). Caster level 9th. The save DCs 
  are Charisma-based. 
   
  Distraction (Ex): Any living creature vulnerable 
  to a swarm’s damage that begins its turn with a swarm 
  in its square is nauseated for 1 round; a DC 21 
  Corruption of the Heart 
   
  Page 28 
  
  Fortitude save negates the effect. The save DC is 
  Constitution-based. 
  Spellcasting or concentrating on spells within the area 
  of a swarm requires a Concentration check (DC 20 + 
  spell level). Using skills that require patience and 
  concentration also require a DC 20 Concentration 
  check.  
   
  Fiddle (Su): Any nonsprite within 30 feet of a 
  swarm of grigs must make a DC 16 Will save or be 
  affected as though by an Otto’s irresistible dance spell that 
  lasts 1d4+1 rounds.  The save DC is Charisma-based.  A 
  creature that successfully saves against the fiddle 
  cannot be affected by the same grig swarm’s fiddle for 
  24 hours. 
   
  Skills: Grigs have a +8 racial bonus on Jump 
  checks. *They also have a +5 racial bonus on Move 
  Silently checks in a forest setting. 
  Tainted Grig Sorcerer: Grig Sor 11; CR 13; Tiny Fey; 
  HD 3d6 plus 11d4+28; hp 73 (plus 15 temp hit points 
  from false life); Init +4; Spd 30 ft., fly 60 ft. (poor); AC 26 
  (+2 size, +4 Dex, +2 natural, +4 mage armor, +4 shield), 
  touch 24, flat-footed 22; Base Atk: +6; Grp: -7;  Atk: +12 
  melee (1d3-3, short sword) or +12 ranged (1d4-3, 
  longbow); Full Atk: +12/7 melee (1d3-3, short sword) 
  or +12 ranged (1d4-3, longbow); Space/Reach 2 ½ ft. / 
  0 ft.; SA Spell-like abilities, fiddle; SQ DR 5/cold iron, 
  low-light vision, SR 24, cold resistance 15, darkvision 
  60 ft., shadow blend, fast healing 2, evasion; AL CE; SV 
  Fort +9, Ref +12, Will +15; Str 5, Dex 18, Con 14, Int 10, 
  Wis 14, Cha 21 (25 – eagle’s splendor).  
   
  Skills and Feats: Concentration +10 (+14 defensive), 
  Craft (bowyer) +5, Escape Artist +10, Hide +18, 
  Knowledge (Arcana) +10, Listen +4, Move Silently +16 
  (+5 in forests), Perform (string instruments) +9, Search 
  +2, Spellcraft +10, Spot +4; Combat Casting, Dodge B, 
  Mobility, Stealthy, Spell Focus (evocation), Weapon 
  Finesse B. 
   
  Spell-like Abilities: 3/day—disguise self, entangle 
  (DC 16), invisibility (self only), pyrotechnics (DC 17), 
  ventriloquism (DC 16). Caster level 9th. The save DCs 
  are Charisma-based.  1/day–mirror image. Caster level 
  5th. 
   
  Shadow Blend (Su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
   
  Spells 
  Known 
  (6/8/8/8/7/5 
  (6/6/6/8/7/5 
  remaining); base DC = 15 + spell level, evocation = 16 + 
  spell level): 0— acid splash, daze, detect magic, flare, ghost 
  sound, prestidigitation, ray of frost, resistance, touch of fatigue; 
  1st—mage armor, magic missile, ray of enfeeblement, shield, 
  true strike; 2nd—eagle’s splendor, false life, glitterdust, 
  mirror image, scorching ray; 3rd—dispel magic, lightning 
  bolt, slow, vampiric touch; 4th—enervation, fire shield, wall 
  of ice; 5th—cone of cold, waves of fatigue.  
   
  Spells Active: mage armor, shield, false life, eagle’s 
  splendor 
  Tainted Grig Rogue: Grig Rog4; CR 7; Tiny Fey; HD 
  7d6+12; hp 40; Init +4; Spd 30 ft., fly 60 ft. (poor); AC 
  22 (+2 size, +4 Dex, +2 natural, +4 mage armor), touch 
  18, flat-footed 18; Base Atk: +4; Grp: -8;  Atk: +8 melee 
  (1d3-3, short sword) or +8 ranged (1d4-3, longbow); 
  Full Atk: +8 melee (1d3-3, short sword) or +8 ranged 
  (1d4-3, longbow); Space/Reach 2 ½ ft. / 0 ft.; SA Spell-
  like abilities, fiddle, sneak attack +2d6; SQ DR 5/cold 
  iron, low-light vision, SR 17, cold resistance 8, 
  darkvision 60 ft., shadow blend, trapfinding, evasion, 
  trap sense +1; AL CE; SV Fort +6, Ref +13, Will +8; Str 
  5, Dex 18, Con 14, Int 10, Wis 14, Cha 18.  
   
  Skills and Feats: Bluff +15, Craft (bowyer) +5, 
  Escape Artist +12, Hide +23, Listen +4, Move Silently 
  +21 (+5 in forests), Perform (string instruments) +8, 
  Search +2, Spot +13; Combat Expertise, Dodge B, 
  Improved Feint, Weapon Finesse B. 
   
  Spell-like Abilities: 3/day—disguise self, entangle 
  (DC 15), invisibility (self only), pyrotechnics (DC 16), 
  ventriloquism (DC 15). Caster level 9th. The save DCs 
  are Charisma-based. 
   
  Shadow Blend (Su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
    
  Corruption of the Heart 
   
  Page 29 
  
  Appendix Eight – APL 16
  Encounter One 
   
   
   
   
  Tainted Grig Sorcerer: Grig Sor 13; CR 15; Tiny Fey; 
  HD 3d6 plus 13d4+32; hp 83 (plus 15 temp hit points 
  from false life); Init +4; Spd 30 ft., fly 60 ft. (poor); AC 26 
  (+2 size, +4 Dex, +2 natural, +4 mage armor, +4 shield), 
  touch 24, flat-footed 22; Base Atk: +7; Grp: -6;  Atk: +13 
  melee (1d3-3, short sword) or +13 ranged (1d4-3, 
  longbow); Full Atk: +13/8 melee (1d3-3, short sword) 
  or +13 ranged (1d4-3, longbow); Space/Reach 2 ½ ft. / 
  0 ft.; SA Spell-like abilities, fiddle; SQ DR 5/cold iron, 
  low-light vision, SR 26, cold resistance 15, darkvision 
  60 ft., shadow blend, fast healing 2, evasion; AL CE; SV 
  Fort +12, Ref +13, Will +16; Str 5, Dex 18, Con 14, Int 
  10, Wis 14, Cha 22 (26 – eagle’s splendor).  
   
  Skills and Feats: Concentration +11 (+15 defensive), 
  Craft (bowyer) +5, Escape Artist +10, Hide +18, 
  Knowledge (Arcana) +12, Listen +4, Move Silently +16 
  (+5 in forests), Perform (string instruments) +9, Search 
  +2, Spellcraft +11, Spot +4; Combat Casting, Dodge B, 
  Great Fortitude, Mobility, Stealthy, Spell Focus 
  (evocation), Weapon Finesse B. 
   
  Spell-like Abilities: 3/day—disguise self, entangle 
  (DC 16), invisibility (self only), pyrotechnics (DC 17), 
  ventriloquism (DC 16). Caster level 9th. The save DCs 
  are Charisma-based.  1/day–mirror image. Caster level 
  5th. 
   
  Shadow Blend (Su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
   
  Spells 
  Known 
  (6/8/8/8/8/7/5 
  (6/6/6/8/8/7/5 
  remaining); base DC = 15 + spell level, evocation = 16 + 
  spell level): 0— acid splash, daze, detect magic, flare, ghost 
  sound, prestidigitation, ray of frost, resistance, touch of fatigue; 
  1st—mage armor, magic missile, ray of enfeeblement, shield, 
  true strike; 2nd—eagle’s splendor, false life, glitterdust, 
  mirror image, scorching ray; 3rd—dispel magic, lightning 
  bolt, slow, vampiric touch; 4th—enervation, fire shield, wall 
  of ice; 5th—cone of cold, feeblemind, waves of fatigue; 6th-
  chain lightning, disintegrate.   
   
  Spells Active: mage armor, shield, false life, eagle’s 
  splendor, fire shield (green colored; protect vs fire; deals 
  1d6+13 cold damage) 
  Encounter Four 
   
   
   
   
  Corrupted Treant: CR 17; Gargantuan Abberation; 
  HD 27d8+243; hp 378; Init +0; Spd 30 ft.; AC 33 (-4 size, 
  +27 natural), touch 6, flat-footed 33; BAB/Grp: +20/+51; 
   Atk: +31 melee (5d6+15 plus 13 vile damage, slam); 
  Full Atk: +31 melee (5d6+15 plus 13 vile damage, 2 
  slams); Space/Reach 20 ft. / 20 ft.; SA Disruptive attack, 
  enhanced power, trample 5d6+22 plus 13 vile damage, 
  double damage against objects; SQ Low-light vision, 
  plant traits, fire vulnerability, darkvision 60 ft., acid 
  immunity, DR 10/magic or slashing, fast healing 13, 
  animate trees; AL NE; SV Fort +26, Ref +9, Will +10; 
  Str 40, Dex 11, Con 28, Int 12, Wis 12, Cha 10.  
   
  Skills and Feats: Intimidate +20, Hide +20, Listen 
  +18, Sense Motive +11, Spot +18; Awesome Blow, 
  Cleave, Improved Bull Rush, Improved Natural Armor 
  x2, Improved Natural Attack, Improved Sunder, Iron 
  Will, Lightning Reflexes, Power Attack. 
   
  Disruptive Attack (Su): The corrupt creature 
  deals additional vile damage when it touches 
  uncorrupted, 
  living, 
  corporeal 
  non-outsiders. 
  A 
  corrupted treant deals an extra 13 points of damage. 
   
  Enhanced Power (Su): The save DCs of any and 
  all of the corrupt creature’s special attacks increase by 
  +4.  
   
  Fast Healing (Ex): Each round, a corrupted 
  creature heals damage equal to half its Hit Dice.  
   
  Trample (Ex): Reflex DC 42 for half. The save DC 
  is Strength-based. Enhanced Power is already applied.  
  It does 5d6+22 plus 13 vile damage. 
   
  Double Damage against Objects (Ex): A treant 
  or animated tree that makes a full attack against an 
  object or structure deals double damage.  
   
  Animate Trees (Sp): This treant is unable to use 
  this ability. 
  Encounter Seven 
   
   
   
   
  Tainted Elite Grig Swarm: CR 13; Tiny Fey (Swarm); 
  HD 18d6+48; hp 120; Init +5; Spd 30 ft., fly 60 ft. 
  (poor); AC 19 (+2 size, +5 Dex, +2 natural), touch 17, 
  flat-footed 14; Base Atk: +9; Grp: -;  Atk: swarm (4d6); 
  Full Atk: swarm (4d6); Space/Reach 10 ft. / 0 ft.; SA 
  Spell-like abilities, distraction; SQ DR 10/cold iron and 
  magic, low-light vision, SR 24, half damage from 
  slashing and piercing, swarm traits, cold resistance 15, 
  darkvision 60ft., shadow blend, fast healing 2, evasion; 
  AL NG; SV Fort +12, Ref +18, Will +15; Str 5, Dex 20, 
  Con 14, Int 10, Wis 14, Cha 14.  
   
  Skills and Feats: Craft (bowyer) +21, Escape Artist 
  +26, Hide +34, Jump +3, Listen +18, Move Silently 
  +32*, Perform (string instruments) +23, Search +2, Spot 
  +18; Dodge B, Great Fortitude, Mobility, Toughness x4, 
  Weapon Finesse. 
   
  Spell-like Abilities: 3/day—disguise self, entangle 
  (DC 13), invisibility (self only), pyrotechnics (DC 14), 
  ventriloquism (DC 13). Caster level 9th. The save DCs 
  are Charisma-based. 
  Corruption of the Heart 
   
  Page 30 
  
   
  Distraction (Ex): Any living creature vulnerable 
  to a swarm’s damage that begins its turn with a swarm 
  in its square is nauseated for 1 round; a DC 21 
  Fortitude save negates the effect. The save DC is 
  Constitution-based. 
  Spellcasting or concentrating on spells within the area 
  of a swarm requires a Concentration check (DC 20 + 
  spell level). Using skills that require patience and 
  concentration also require a DC 20 Concentration 
  check.  
   
  Fiddle (Su): Any nonsprite within 30 feet of a 
  swarm of grigs must make a DC 16 Will save or be 
  affected as though by an Otto’s irresistible dance spell that 
  lasts 1d4+1 rounds.  The save DC is Charisma-based.  A 
  creature that successfully saves against the fiddle 
  cannot be affected by the same grig swarm’s fiddle for 
  24 hours. 
   
  Skills: Grigs have a +8 racial bonus on Jump 
  checks. *They also have a +5 racial bonus on Move 
  Silently checks in a forest setting. 
  Tainted Grig Sorcerer: Grig Sor 13; CR 15; Tiny Fey; 
  HD 3d6 plus 13d4+32; hp 83 (plus 15 temp hit points 
  from false life); Init +4; Spd 30 ft., fly 60 ft. (poor); AC 26 
  (+2 size, +4 Dex, +2 natural, +4 mage armor, +4 shield), 
  touch 24, flat-footed 22; Base Atk: +7; Grp: -6;  Atk: +13 
  melee (1d3-3, short sword) or +13 ranged (1d4-3, 
  longbow); Full Atk: +13/8 melee (1d3-3, short sword) 
  or +13 ranged (1d4-3, longbow); Space/Reach 2 ½ ft. / 
  0 ft.; SA Spell-like abilities, fiddle; SQ DR 5/cold iron, 
  low-light vision, SR 26, cold resistance 15, darkvision 
  60 ft., shadow blend, fast healing 2, evasion; AL CE; SV 
  Fort +12, Ref +13, Will +16; Str 5, Dex 18, Con 14, Int 
  10, Wis 14, Cha 22 (26 – eagle’s splendor).  
   
  Skills and Feats: Concentration +11 (+15 defensive), 
  Craft (bowyer) +5, Escape Artist +10, Hide +18, 
  Knowledge (Arcana) +12, Listen +4, Move Silently +16 
  (+5 in forests), Perform (string instruments) +9, Search 
  +2, Spellcraft +11, Spot +4; Combat Casting, Dodge B, 
  Great Fortitude, Mobility, Stealthy, Spell Focus 
  (evocation), Weapon Finesse B. 
   
  Spell-like Abilities: 3/day—disguise self, entangle 
  (DC 16), invisibility (self only), pyrotechnics (DC 17), 
  ventriloquism (DC 16). Caster level 9th. The save DCs 
  are Charisma-based.  1/day–mirror image. Caster level 
  5th. 
   
  Shadow Blend (Su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
   
  Spells 
  Known 
  (6/8/8/8/8/7/5 
  (6/6/6/8/8/7/5 
  remaining); base DC = 15 + spell level, evocation = 16 + 
  spell level): 0— acid splash, daze, detect magic, flare, ghost 
  sound, prestidigitation, ray of frost, resistance, touch of fatigue; 
  1st—mage armor, magic missile, ray of enfeeblement, shield, 
  true strike; 2nd—eagle’s splendor, false life, glitterdust, 
  mirror image, scorching ray; 3rd—dispel magic, lightning 
  bolt, slow, vampiric touch; 4th—enervation, fire shield, wall 
  of ice; 5th—cone of cold, feeblemind, waves of fatigue; 6th-
  chain lightning, disintegrate.   
   
  Spells Active: mage armor, shield, false life, eagle’s 
  splendor, fire shield (green colored; protect vs fire; deals 
  1d6+13 cold damage) 
  Tainted Grig Rogue: Grig Rog4; CR 7; Tiny Fey; HD 
  7d6+12; hp 40; Init +4; Spd 30 ft., fly 60 ft. (poor); AC 
  22 (+2 size, +4 Dex, +2 natural, +4 mage armor), touch 
  18, flat-footed 18; Base Atk: +4; Grp: -8;  Atk: +8 melee 
  (1d3-3, short sword) or +8 ranged (1d4-3, longbow); 
  Full Atk: +8 melee (1d3-3, short sword) or +8 ranged 
  (1d4-3, longbow); Space/Reach 2 ½ ft. / 0 ft.; SA Spell-
  like abilities, fiddle, sneak attack +2d6; SQ DR 5/cold 
  iron, low-light vision, SR 17, cold resistance 8, 
  darkvision 60 ft., shadow blend, trapfinding, evasion, 
  trap sense +1; AL CE; SV Fort +6, Ref +13, Will +8; Str 
  5, Dex 18, Con 14, Int 10, Wis 14, Cha 18.  
   
  Skills and Feats: Bluff +15, Craft (bowyer) +5, 
  Escape Artist +12, Hide +23, Listen +4, Move Silently 
  +21 (+5 in forests), Perform (string instruments) +8, 
  Search +2, Spot +13; Combat Expertise, Dodge B, 
  Improved Feint, Weapon Finesse B. 
   
  Spell-like Abilities: 3/day—disguise self, entangle 
  (DC 15), invisibility (self only), pyrotechnics (DC 16), 
  ventriloquism (DC 15). Caster level 9th. The save DCs 
  are Charisma-based. 
   
  Shadow Blend (Su):  In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it total concealment.  Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but a daylight spell will. 
  Corruption of the Heart 
   
  Page 31 
  
  Appendix Nine – New Rules
  Templates 
  Shadow Creature 
  "Shadow" is a template that can be added to any 
  corporeal abberation, animal, dragon, fey, giant, 
  humanoid, magical beats, monstrous humanoid, plant, 
  undead, or vermin (referred to hereafter as the base 
  creature). 
   
  A shadow creature uses all the base creature's 
  statistics and abilities except as noted here.  Do not 
  recalculate the creature's Hit Dice, base attack bonus, 
  saves, or skill points if its type changes. 
  Size and Type:  Animals or vermin with this template 
  become magical beats, but otherwise the creautre type 
  is unchanged.  Shadow creatures encountered on the 
  Material Plane have the extraplanar subtype and are 
  native to the Plane of Shadow. 
  Speed: As base creature X 1-1/2 
  Special Qualities: A shadow creature retains all the 
  special qualities of the base creature, and also gains the 
  following: 
  • 
  Resistance to cold equal to 5 + 1 per Hit Die, to a 
  maximum of 15. 
  • 
  Darkvision out to 60 feet. 
  • 
  Low-light vision. 
  • 
  Shadow Blend (Su):  In any conditions other 
  than full daylight, a shadow creature can disappear 
  into the shadows, giving it total concealment.  
  Artificial illumination, even a light or continual 
  flame spell, does not negate this ability, but a 
  daylight spell will. 
  Shadow creatures also have one additional special 
  ability for every 4 Hit Dice they possess (minimum of 
  one additional ability) chosen from the following list: 
  • 
  +2 luck bonus on all saving throws 
  • 
  Cause Fear (Sp): 1/day.  Caster level 5th.  The 
  save DC is Charisma-based. 
  • 
  Damage reduction 5/magic. 
  • 
  Evasion, as the rogue class feature. 
  • 
  Fast healing 2. 
  • 
  Mirror Image (Sp):  1/day. Caster level 5th. 
  • 
  Plane Shift (Sp): 1/day, to or from the Plane of 
  Shadow only.  Caster level 15th. 
  If the base creature already has one or ore of these 
  special qualities, use the better value. 
  Skills: Same as base creature.  Shadow creatures gain a 
  +6 racial bonus on Move Silently checks. 
  Feats: Same as base creature. 
  Environment: Plane of Shadow 
  Organization: Same as base creature. 
  Challenge Rating: Same as base creature +1. 
  Treasure: Same as base creature. 
  Alignment: Usually neutral evil. 
  Advancement: Same as base creature. 
  Level Adjustment: Same as base creature +2. 
  Corrupted Creature 
  Powerful evil, unchecked and rampant, can horribly 
  alter any aspect of the physical world, and creatures are 
  no exception.  Twisted by malevolence, corrupted 
  creatures take on hideous appearance and gain evil 
  powers and dire intent. 
  Corrupted creatures have unique countenances, each 
  reacting to the source of malevolence in a different 
  way. 
   
  Most 
  have 
  twisted, 
  misshapen 
  (often 
  asymmetrical) forms; mottled, discolored flesh; and 
  reddish eyes.  Although one might be tempted to 
  confuse a corrupted creature with a fiendish or half-
  fiend creature, the corrupted creature usually has a 
  more mutated and ugly appearance. 
  Creating a Corrupted Creature 
  “Corrupted” is a template that can be added to any 
  corporeal creature that is not an outsider (referred to 
  hereafter as the base creature).  Creatures that gain this 
  template change their type to aberration.  A corrupted 
  creature uses all the base creature’s statistics and special 
  abilities except as noted here. 
  AC: The flesh of corrupted creatures becomes tougher 
  and more resilient.  Add +4 to the natural armor bonus 
  of the base creature if it is Large or smaller.  If it is 
  Huge or larger, add +8. 
  Damage:  The corrupted creature’s claws lengthen, 
  teeth multiply, and muscles harden.  The damage die 
  used when the creature deals damage with natural 
  attacks increases by one die type, so that 1d6 becomes 
  1d8, 1d8 becomes 2d6, and so on, as if the creature 
  were one size larger. 
  Special Attacks: A corrupted creature retains all the 
  special attacks of the base creature. 
  Special Qualities:  A corrupted creature retains all the 
  special qualities of the base creature and also gains 
  Corruption of the Heart 
   
  Page 32 
  
  darkvision with a range of 60 feet plus acid immunity.  
  It also gains the special qualities described below. 
  Damage Reduction (Ex):  Corrupted creatures gain 
  damage reduction according to their Hit Dice. 
  Hit 
  Dice 
  Damage 
  Reduction 
  1-3 
  - 
  4-7 
  5/magic 
  8-11 
  10/magic 
  12+ 
  10/magic 
  If the base creature already has damage reduction, use 
  the better value. 
  Disruptive Attack (Su):  The corrupt creature deals 
  additional vile damage when it touches uncorrupted, 
  living corporeal nonoutsiders.  The amount of vile 
  damage dealt is equal to half of the creature’s Hit Dice 
  (maximum 20 points of damage).  For example, a 14-
  HD corrupted frost worm deals an additional 7 points 
  of vile damage with its bite attack. 
  Enhanced Power (Su): The save DCs of any and all of 
  the corrupt creature’s special attacks increase by +4. 
  Fast Healing (Ex): Each round, a corrupted creature 
  heals damage equal to half of its Hit Dice (maximum 10 
  points healed).  If the base creature already has fast 
  healing, use the better value. 
  Abilities: Modify the base creature as follows: Str +4, 
  Dex -2, Con +4, Int +0, Wis -2, Cha -2. 
  Climate/Terrain: Any land and underground. 
  Challenge Rating: Up to 3 HD, same as base creature 
  +1.  4HD to 7HD, same as base creature +2.  8+HD, 
  same as base creature +3. 
  Alignment: Always evil. 
  Creatures (NEW) 
  Presented below is an all new swarm creature, a swarm 
  of grigs. 
  Grig Swarm: CR 4; Tiny Fey (Swarm); HD 8d6+16; hp 
  44; Init +4; Spd 20 ft., fly 40 ft. (poor); AC 18 (+2 size, +4 
  Dex, +2 natural), touch 16, flat-footed 16; Base Atk: +4; 
  Grp: —;  Atk: swarm (2d6); Full Atk: swarm (2d6); 
  Space/Reach 10 ft. / 0 ft.; SA Spell-like abilities, 
  distraction; SQ DR 5/cold iron, low-light vision, SR 17, 
  half damage from slashing and piercing, swarm traits; 
  AL NG; SV Fort +6, Ref +10, Will +8; Str 5, Dex 18, Con 
  14, Int 10, Wis 14, Cha 14.  
  Skills and Feats: Craft (bowyer) +11, Escape Artist +15, 
  Hide +23, Jump +3, Listen +13, Move Silently +15*, 
  Perform (string instruments) +13, Search +2, Spot +4; 
  Dodge B, Great Fortitude, Mobility, Weapon Finesse. 
  Spell-like Abilities: 3/day—disguise self, entangle (DC 
  13), invisibility (self only), pyrotechnics (DC 14), 
  ventriloquism (DC 13). Caster level 9th. The save DCs 
  are Charisma-based. 
  Distraction (Ex): Any living creature vulnerable to a 
  swarm’s damage that begins its turn with a swarm in its 
  square is nauseated for 1 round; a DC 16 Fortitude save 
  negates the effect. The save DC is Constitution-based. 
  Spellcasting or concentrating on spells within the area 
  of a swarm requires a Concentration check (DC 20 + 
  spell level). Using skills that require patience and 
  concentration also require a DC 20 Concentration 
  check.  
  Skills: Grigs have a +8 racial bonus on Jump checks. 
  *They also have a +5 racial bonus on Move Silently 
  checks in a forest setting. 
   
   
   
   
  Corruption of the Heart 
   
  Page 33 
  
  Judge Aid One – Player Information 
   
   
   
   
   
   
  Player Name
   
   
   
   
   
   
  PC Name
   
   
   
   
   
   
  URD 3-06 
   
   
   
   
   
   
  NMR 3-05 
   
   
   
   
   
   
  NMR 5-01 
   
   
   
   
   
   
  NMR 5-02 
   
   
   
   
   
   
  NMR 5-04 
   
   
   
   
   
   
  NMR 5-06 
  Played In
   
   
   
   
   
   
  Balance 
   
   
   
   
   
   
  Hide 
   
   
   
   
   
   
  Listen 
   
   
   
   
   
   
  Move 
  Silently 
   
   
   
   
   
   
  Spot  
   
   
   
   
   
   
  Survival 
  Skill Checks
   
  Corruption of the Heart 
   
  Page 34 
  
  Judge’s Aid Two – Divination Responses 
  How can we help father pine? 
  The servants of Bralm may aid you in your quest if you can bring them. 
  Else, summon forth from yourself a barrier against their industriousness. 
  How can we help the treant? 
  The corruption may only be overcome by that area which is pure.  
  Then his eyes may be cleared by that which returns what is lost. 
  Corruption of the Heart 
   
  Page 35 
  
  Judge’s Aid Three – Encounter Map 
   
  Use this basic layout for all maps.  The Red Circles are the tainted fey in Encounter One, the Blue are the normal Fey (2 
  to1 ratio).  Replace the circles with a large tree for Encounter Four and Five.  Replace the circles with a 20’x20’ pond and 
  willow tree for Encounter Seven. 
  Corruption of the Heart 
   
  Page 36 
  
   Player Handout One – Ni’cham’weh’s Journal 
  Patchwall 9 CY595 
  Today was strange.  I had a passing faintness in periods throughout the day for inexplicable reasons.  The 
  insects that I queried seemed to know nothing of it, but later in the day, I sensed a breakdown in the industry 
  of the forest. 
  Patchwall 12 CY595 
  There have been incidents in the forest.  Strange elves have come, with raven tattoos and words of guile to 
  woo the forest denizens.  My senses tell me not to trust them, for they smell tainted, but their gifts sway 
  many hearts.  I caution my tribe against them, and we do not accept their offerings.   
  Patchwall 14 CY595 
  I had a vision during the night, of Lurilent’s beautiful green eyes darkening and her smile fading into 
  shadow.  It seemed as if she was struggling, a frown upon her lovely face, but slowly her face smoothed and 
  the Lurilent I knew seemed subsumed into the taint that washed over her face.  This worried me and so I 
  attempted to contact her this morning, but she refused my messenger.   
  Patchwall 15 CY595 
  Today I cast a Divination spell to determine what I could do to aid Lurilent.  My lord sent me the following 
  words of wisdom. 
  Deeds three must you complete to redeem the enterprise. 
  Blinding Light, Merciful Touch and Shalm’s Tenders you must reprise. 
  Skilled words and great deeds dispel all the lies. 
  Corruption of the Heart 
   
  Page 37 
  
  Player’s Handout Two – Grig Tales 
  A slender female grig with flowers decorating her hair, says: 
  The foresters of Obad-hai to the south once came to Lurilent in a dreadful bother.  Their trees were sickening 
  or something and the wood they were harvesting wasn’t sound.  Of course she immediately went to their aid 
  and later they sent her a carved pinecone as a thank you gift. 
   
  A matronly female grig with a basket of fruit, says: 
  A caravan of travelers passed through here and were attacked by one of that horrible green dragon’s children. 
   Ni’cham’weh had a divination about it and so we went to help them.  Lurilent’s power, with our support of 
  course, was able to drive it off.  
   
  A male grig wearing a holy symbol of Pholtus and a white tunic, says: 
  Well a couple of years ago, there was a lot of tension up north between the missionaries and the sylvan elves.  
  Praise Pholtus, Lurilent was able to dissolve the hostilities and allow my brethren to preach the One True 
  Path.  We have a splendid oak tree dedicated to Lurilent’s kindness and understanding at the mission. 
   
  A young male grig with two swords, says: 
  When we had some troubles with a cult of nasty people awhile ago, Lurilent helped hire a band of 
  adventurers to help deal with the threat, while still organizing everything to keep resisting the incursions of 
  Sassy.   
   
  A young female grig with a bow and a fiddle, says: 
  Lurilent is a skilled healer as well as being a master of the arcane arts.  The locals often come to her when they 
  have medical issues, especially the sylvan elves, who don’t trust many of the other healers in the area and who 
  usually don’t have that inclination themselves. 
   
   
   
  Corruption of the Heart 
   
  Page 38 
  
  Player Handout Three – Map of the Gamboge Forest 
   
   
   
  Corruption of the Heart 
   
  Page 39 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Nyrond and Environs/595/Normal Scenarios/NMR5-07 - Corruption of the Heart (APL 4-16)/NMR5-07 - Corruption of the Heart.pdf