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 Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at jay@viceandvillainy.org. For LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  BIS7-04 
   
   
   
   
   
  Dark Heart of the Forest 
  A One-Round D&D® LIVING GREYHAWKTM  
  Bissel Regional Adventure 
  Version 1.0 
   
  by Joe Leo, Jay Babcock, Crystal Babcock, and Cameron Logan 
  Reviewers: Bissel Triad 
  Circle Reviewer: Steven Conforti 
  Playtesters: Crystal Babcock, Phil Bonder, Bud Britton, Lee Burton, Jon Sedich 
   
   
   
  The darkest depths of the Barony of Nightwatch have been covered in a strange forest for over a year. Now, darkness is 
  stirring and the land is responding. Wild things known to be there are emerging, and something must be done to 
  reclaim that which has been lost. A Bissel regional adventure for APLs 2-12. 
   
   
  Resources: Complete Arcane [Richard Baker], Complete Divine [David Noonan], Monster Manual II [Ed Bonny, Jeff Grubb, 
  Rich Redman, Skip Williams, Steve Winter], Fiend Folio [Eric Cagle, Jesse Decker, James Jacobs, Erik Mona, Matt 
  Sernett, Chris Thomasson, James Wyatt], Spell Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor]. 
   
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  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 dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. 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.  
  3. 
  Sum the results of step 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. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs 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 can 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 receives only one-half of the 
  experience points and gold for the adventure. 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.  
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 2 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  Bissel. Characters native to Bissel pay one Time Unit per 
  round, all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp 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 adventure. 
   
  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 (bowmaking). 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 
  Truelight, the capital of the barony of Nightwatch, played 
  a pivotal role in the end of the Second Insurrection. 
  However, 
  the 
  victory 
  did 
  not 
  come 
  without 
  consequences. 
   
  Shortly after Evard’s fall, a forest started to grow on 
  the plains of Nightwatch, making travel to the baronial 
  seat difficult, at best. Travelers were attacked by bands of 
  fierce, unnatural animals. Finally, in the summer heat, 
  nature seemed to revolt, and the animals drove the people 
  of Truelight from their homes. 
   
  As the anniversary of the loss of Truelight rolls 
  around, the March has bigger problems to worry about 
  than a little gardening. However, Great Army patrols still 
  skirt the edges of the Nightwatch Forest, wary of what 
  lurks within. 
   
  In the mean time, a group of Ur-Flan druids have 
  decided to take advantage of the situation. They didn’t 
  create the forest, but why shouldn’t their craft profit 
  thereby? 
  ADVENTURE SUMMARY 
  The PCs are called upon to investigate the disappearance 
  of a patrol around the Nightwatch Forest. They must 
  retrace the patrols path from Thornward into the 
  primeval area around Truelight. 
   
  Their first stop is Shakara, seat of Thornward 
  Province. There they learn of a recluse who may have 
  seen what direction the patrol headed crossing into the 
  Barony of Nightwatch. 
   
  The recluse is under attack. Once rescued, he tells 
  the PCs to follow a particular trail. 
   
  This trail leads the PCs to a camp at the base of a 
  stone monolith. The monolith has carving on it, which 
  indicates a way through the woods. 
   
  Deciphering the carvings will lead the PCs to a 
  member of the patrol. Although captured, she can assist 
  the party slightly before fleeing back towards civilization, 
  telling them of the sacrifice of the youngest member of 
  the patrol. 
   
  The PCs find themselves in a final battle with the Ur-
  Flan druids, fighting not only for the captive’s life, but 
  also his soul. 
  Introduction: Seems Like Old Times 
  Estimated Time: 20 minutes 
  The PCs are recruited by a lieutenant of a locally-
  stationed unit. He informs them his nephew was part of a 
  patrol that has recently gone missing, and requests their 
  aid. 
  Mundane 
  Animals Effect on 
  APL 
  # of Animals 
  1 
  2 
  3 
  4 
  CR of Animal 
  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 
  7 
  7 
  9 
  10 
  11 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 3 
  Encounter 1: Shakara Your Body 
  Estimated Time: 10 minutes 
  Traveling into Shakara, the PCs learn more about the 
  patrol and their likely next waypoint. They learn of a 
  recluse that may have further information. 
  Encounter 2: A Ride in the Country 
  Estimated Time: 45 minutes 
  Riding towards the edge of the forest, the PCs reach the 
  home of the recluse. He is under attack by dire animals. 
  Encounter 3: An Old Man 
  Estimated Time: 10 minutes 
  The PCs speak with an old hermit – the last person to see 
  the missing patrol. 
  Encounter 4: A Walk in the Woods 
  Estimated Time: 35 minutes 
  The PCs continue into the woods. Following a trail they 
  find a monolith with a puzzle to solve. Solving it allows 
  for easier and fast travel through the woods. 
  Encounter 5: Byrd in a Gilded Cage 
  Estimated Time: 10 minutes 
  If the PCs deciphered the puzzle from Encounter 4, they 
  find a patrol member while she is still alive. Bypassing 
  the trap that keeps her held allows her to help the party. 
  Otherwise, she is found dead in her cage. 
  Encounter 6: The 14 Year Old Virgin 
  Estimated Time: 75 minutes 
  The PCs confront the druids that killed the patrol 
  members, with the life of the last patrol member hanging 
  in the balance. 
  Conclusion A: Gavin the Boy 
  Estimated Time: 5 minutes 
  The PCs rescue the victim and return him to safety. 
  Conclusion B: Gavin the Body 
  Estimated Time: 5 minutes 
  The PCs return only the body of the victim - killed by the 
  druids. His uncle looks for somebody to blame for the 
  loss. 
  PREPARATION FOR PLAY 
  Before beginning the adventure, check to see if one of the 
  PCs possesses the Strange Orb from BIS6-05 The 
  Unauthorized Biography of Lady Constance Lendel. 
  Only one PC can carry the orb with them at the table, so 
  make this determination up front. 
   
  As well, check to see if any of the PCs possess the 
  Shrine of Fharlanghn favor from BIS6-03 Back Taxes. 
  PCs with that favor will have an advantage in Encounter 
  4. 
   
  The expected running time of this adventure is 3 
  hours, 30 minutes. If this is running during a standard 4-
  hour convention slot, this allows 25 minutes for 
  marshalling, and 5 minutes for paperwork distribution. 
  INTRODUCTION: SEEMS LIKE 
  OLD TIMES 
  Estimated Time: 20 minutes 
  Near the center of Thornward is a lonely bridge over 
  a quiet stream, bearing only a tarnished copper 
  plaque that reads ‘Thrushriver Crossing’. Hundreds 
  of busy citizens pass over its expanse every day, 
  paying it no mind. 
   
  However, if they were to stop for a second, and 
  rest on the bank of the stream, they might spot 
  graffiti, carved into one of the support beams below: 
   
  ‘The toughest times are those that demand the 
  greatest resolve.” 
   
  It is interesting to ponder who took the time to 
  vandalize the bridge with those words of wisdom, 
  and what they were thinking at the time. 
   
  Could it have been a frustrated soldier, stuck in 
  Thornward when Ket conquered the March and 
  occupied the capital? If so, could he imagine that 
  thirteen years later, Ket would attack again – and 
  more so, that Bissel would survive and press back 
  into the Baklunish north? Or that if the Great Army 
  continues its string of victories, the Kettite threat 
  will be defeated once and for all? 
   
  Or could it have been a freedom fighter, hiding 
  here during Evard’s reign of terror, looking for 
  personal strength as the undead abominations came 
  hunting for them? Could he have imagined that his 
  sacrifice would help defeat the necromancer and 
  drive out the living dead? 
   
  Or could it have been a frustrated politician, 
  watching the newly-independent March crumbling 
  under the weight of civil unrest and factioning? 
  Could he imagine that a new Margrave and a new 
  war would reunite Bissel under one banner? 
   
  Regardless of the origin, there is insight in the 
  worn letters – the March has been through some 
  extremely tough times, but the strength of her 
  people has helped her forge ahead. 
  The PCs may wish to gather some information and 
  rumors before beginning the adventure. The following 
  are rumors they can pick up with a Gather Information 
  check that beats the DC listed. The truth or falsehood of 
  each rumor will be revealed with the passage of time. 
  DC 15 
  • 
  After a close election, the Council of Barons chose 
  Archpriest Malto Adeur to ascend to the vacant 
  position of Margrave of Bissel. Malto has proven to 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 4 
  be an effective leader of the Church of Heironeous 
  in Bissel, and many expect that he will bring these 
  admirable qualities to his position as ruling monarch.  
  • 
  The various barons are traveling to Thornward to 
  renew their pledges of fealty to the newly elected 
  Margrave of Bissel, Malto Adeur.  
  • 
  A rare occurrence – a double lunar eclipse – is 
  expected within the next few days in Nightwatch, 
  Cullen Drae and Thornward Province. 
  • 
  500 Knights of the Watch have been dispatched to 
  Bissel to assist in the war against Ket, and Keoland 
  has joined the effort by sending 5,000 troops. 
  • 
  It seems unbelievable, but Brar the Crusader has 
  now gone 15 straight bouts unbeaten. The 
  underground combat arenas in Sareden have never 
  before seen such a skilled pit fighter. 
  DC 20 
  • 
  Little is known about the newly elected Margrave’s 
  background except this; Malto Adeur was born a 
  commoner and got his start as a parish priest in the 
  now destroyed township of Clunther.  
  • 
  The 1st Kynneret, under the leadership of Field 
  Marshall Valiserat, has seized Avernand Keep – the 
  first waypoint along the Irafa Road in Ket. If this 
  progress continues, Bissel will soon be able to end 
  the Kettite threat, once and for all. 
  • 
  Refugees from Nightwatch – particularly clerics of 
  Pelor – are whispering that the upcoming double 
  eclipse is a dark omen. 
  • 
  A force is being assembled to delve into the forests of 
  Nightwatch, and retake the abandoned township of 
  Truelight. They should be ready to move within 
  days. 
  DC 25 
  • 
  The new Margrave Malto Adeur is elderly and 
  heirless. Many see his election as stopgap measure 
  for some nobles who seek to be his replacement in a 
  few years. 
  • 
  While boat traffic has resumed across Lake Hasra, a 
  number of keelboat pilots living in New Clunther 
  whisper about a terrible creature lurking beneath the 
  surface. 
  DC 30 
  • 
  A few people remember a Malto Adeur working as 
  parish priest in Clunther about 30 years ago. It is said 
  that necromancers murdered his wife and children 
  in a reprisal killing, around CY 560. 
  • 
  A comet was spotted in the sky during Needfest at 
  the beginning of the year. Most oracles and diviners 
  see the celestial occurrence as a bad omen, and 
  refrain from talking about it. 
  • 
  Loud shouting matches have been heard between 
  the Margrave and Field Marshall Valiserat about how 
  to proceed with the next phase of the war. 
  • 
  Deep cover Mist Chameleon agents in Ket have 
  brought back word that the enemy is advancing a 
  large force down the Irafa Road, presumably to 
  retake Avernand Keep. 
  Once they are done with rumors, proceed with the 
  following: 
  The rumble in your stomach tells you that it is time 
  to stop daydreaming and find a mid-day meal. You 
  rise from the riverbank, and make your way towards 
  the busy central square of Thornward. 
   
  You’ve spent enough time here to know that the 
  Prancing Pixie, a demure tavern near the gates of 
  Thornward Keep, has the best fare at lunchtime. 
  Settling into your favorite stool, you observe that 
  there are a number of other patrons about – a few 
  soldiers and army officers, a pair of merchants, and a 
  number of government workers. 
   
  Before you can take even a sip of your drinks, 
  the tavern doors burst open, and a gangly boy enters. 
  He seems no older than twelve summers and is ill-
  suited to the large tabard of blue and black. He holds 
  a sealed note in hand, and quickly scans the room, 
  looking for someone. 
  If the PCs succeed at a Knowledge [Local – Sheldomar 
  Valley Metaregion] check (DC 10), they recognize the 
  colors of the tabard as those of the Bissel Free Companies. 
   
  Allow the PCs a chance to approach or wave over the 
  page, before continuing: 
  The page looks in your direction and breathes a sigh 
  of relief. He hurries towards you, missive in hand… 
  and goes right past your table to the one past it. He 
  stops, and addresses an army officer sitting there. 
   
  “Excuse 
  me, 
  Lieutenant 
  Morghun?” 
  He 
  nervously clears his throat as the man looks up from 
  his meal. “I bear orders from headquarters.” 
   
  The officer wordlessly takes the message from 
  the page. He breaks the seal, and peruses the 
  contents for a long moment. It is obvious, from the 
  look on his face, that it is not making him happy. 
   
  Finally, he slams the parchment down on the 
  table angrily, and storms out of the tavern. 
  If the PCs think to invade the officer’s privacy, and 
  retrieve the crumpled note, give them Player’s Handout 1 – 
  The Crumpled Missive. 
   
  Should the PCs leave the tavern after the officer 
  departs, continue with the following: 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 5 
  Leaving the tavern, you spy the Army officer sitting 
  on a nearby bench. His head is in his hands, and he 
  looks very upset. 
  If the PCs approach the officer, continue with the 
  following: 
  The officer glances up at your approach. Instantly, 
  he composes himself, and stands tall. 
   
  “Yes? What do you want?” 
  The officer can provide quite a bit of information. Likely 
  questions and answers have been provided: 
  Who are you? “My name is Morguhn Sheffield. 
  Lieutenant Morguhn Sheffield, 2nd Misty Hills. 
  Where are you currently stationed? “The 2nd Misty Hills 
  is stationed just outside of Thornward. At least, for 
  now. We’re headed north within the next few days. 
   Where is your unit headed? “To the front, I guess. 
  Anything more is above my pay grade.” 
  What’s wrong? “Most of our qualified soldiers are off 
  fighting the war, so more mundane patrols around 
  the March are staffed almost entirely by green 
  recruits. 
   
  One of our patrols went missing a week ago. 
  That team had… my nephew with them.” 
  Why don’t you go look for them yourself? “I tried to do 
  just that. But we’re shipping out soon, and my 
  request was denied.” 
  Can you describe your nephew? “Gavin? Why he’s a 
  short but sprouting lad no more than 14. He’s got 
  strong Oeridian features… especially the nose and 
  chin. With the exception of his blonde hair you’d 
  think him to be pure bred.” 
  What about the rest of the team? “They are all humans, 
  with the exception of the arcanist Tonessa Byrd - she 
  has some elven blood in her. I sent her with them 
  being a bit more experienced than the rest.” 
  Where did he/they go? “They left on a long patrol that 
  would take them through Thornward Province and 
  Cullen Drae.” 
  Where would the patrol take them first? “Shakara, the 
  baronial seat of the Province, is the first waypoint.” 
  We could go look for the missing patrol. “Really?! That 
  would be wonderful! That’s just what I need!” 
  What will we be paid? “I don’t have much in terms of 
  resources… but, I can probably file it as a rescue 
  mission, and get you some overtime pay from the 
  Army.” 
   When the PCs are done asking questions, and offer to 
  help the Lieutenant, conclude with the following: 
  The officer looks you over, and relief crosses his face. 
   
  “You would do that for me? You’ll find my lost 
  nephew, and the patrol? I can’t thank you enough! 
   
  That takes a load off of my mind. 
   
  Good luck. Please return here and let me know 
  as soon as you find them.” 
  The PCs have the opportunity to make special 
  preparations before departing. If they wish to purchase 
  equipment or services, they are in luck – Thornward is 
  the heart of trade in the March. They can purchase 
  anything from the following PHB tables: Table 7-3: Trade 
  Goods, Table 7-5: Weapons (small & medium sized), 
  Table 7-6: Armor and Shields, Table 7-8: Goods and 
  Services (except they can’t have spells cast by NPCs). 
  They may purchase any potion, oil, or scroll from the 
  DMG Tables 7-17, 7-23, or 7-24 with a price of 750 gp or 
  less, and any standard spell components up to 2,000 gp in 
  value. 
   
  Once they have made any preparations, and wish to 
  head to Shakara, continue with Encounter 1. 
  All APLs 
  � Lieutenant Morguhn Sheffield: Male human 
  Com6 (Bluff +3, Sense Motive +3); AL LG; hp 45; 
  ENCOUNTER 1: SHAKARA 
  YOUR BODY 
  Estimated Time: 10 minutes 
  Your preparations complete, you make your way out 
  of the Watchtower Gate. Within minutes, you are on 
  your way. 
   
  A hard afternoon’s ride brings you to the 
  township of Shakara. It is nearly dusk and the 
  streets are busy as residents seek out rest and 
  relaxation. 
  Shakara is not really of any particular interest. Lately, it 
  mainly plays host to merchant traffic and passing Army 
  units. 
   
  If the PCs spend an hour asking around, and succeed 
  at a Gather Information check (DC 15) they learn that 
  there is a barracks on the eastern edge of town, where 
  most patrols stop to gather provisions. 
   
  If the PCs head for the barracks, continue with the 
  following: 
  Heading to the eastern end of town, you easily 
  identify the Great Army barracks. 
   
  As night is falling, the barracks are beginning to 
  fill up with idle soldiers. But you are quickly 
  ushered to a grizzled veteran. He stares at you with 
  the fierceness of a drill sergeant. 
   
   “I been told you’re looking for me. Well, you’ve 
  found me. Don’t keep me waiting…” 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 6 
  At this time allow the PCs to introduce themselves. 
  When they explain their purpose, Mr. Blaque will ask 
  them for some evidence of authorization. He will keep 
  interrupting them and reminding them he can’t help 
  until he is authorized. If the PCs claim it is official 
  military business and are of officer rank, he will assume 
  that they have the autonomy to do as they please. 
   
  Otherwise, the PCs can convince him to cooperate 
  by succeeding at a Diplomacy check (DC 25) or 
  Intimidate check (DC 35). They receive a +5 
  circumstance bonus on this check if they’ve specifically 
  mentioned the missing patrol. 
   
  Mr. Blaque is particularly afraid of ‘secret agents’. If 
  the PCs happen to assert that they are undercover agents 
  of the government (Mist Chameleons, for example), and 
  can succeed at a Bluff check (DC 18), they can intimidate 
  him into cooperating. Of course, actual Mist Chameleons 
  that can prove their affiliation will automatically succeed 
  at this. 
   
  Once the PCs have gained his cooperation, Mr. 
  Blaque can provide some insight. Likely questions and 
  answers are provided: 
  Who are you? “Around these parts, they call me Mr. 
  Blaque.” 
  Why does everyone call you, Mr.? “I’m a workin’ man. I 
  got me to Master Sargeant and never liked being 
  called ‘Sarge’. ‘Mister’ just stuck.” 
  What do you know about the missing patrol? “What do 
  you mean missing? They were just here a few days 
  ago. I sent them on an errand… shouldn’t have 
  taken more than a few extra hours…” 
  What errand did you send them on? “I sent them to the 
  hermit with supplies. No big deal.” 
  Who is the hermit? “Rastus is a crazy old cook. Lives 
  off in the forest, in Nightwatch. Refused to leave 
  when everyone else ran. 
   
  Still, the old man keeps an eye on our patrols, 
  when they go that way… so I keeps him well. He 
  lives a bit over half a day’s ride south o’ here, not too 
  far into the forest.” 
  Why does he still live there? “’Cause he’s a fool, and 
  won’t move away. But we aren’t going to force people 
  off their land if’n they don’ wanna move.” 
  What do you know about the Nightwatch Forest? “A bad 
  place that. Rised up almost over night last year and 
  it’s only gettin’ worse. We patrol the perimeter and 
  lately animals’ve been getting bolder and fiercer. 
  Started a while ago then died down now it’s back ta 
  bein’ a problem. ‘course you know that.” 
  Can you give us directions to the hermit’s home? “Shore 
  thing…” 
  Once the PCs are ready to head to the hermit’s home, 
  continue with Encounter 2. 
  All APLs 
  � Master Sergeant Blaque: Male human War10 
  (Bluff +0, Sense Motive +2); AL LN; hp 90; 
  ENCOUNTER 2: A RIDE IN THE 
  COUNTRY 
  Estimated Time: 45 minutes 
  The Sun Father’s light rises over the eastern wall of 
  Shakara, like a beacon illuminating your path. 
   
  Oerth’s two moons also hang in the early-
  morning sky – ominous, dark disks. Word around 
  the barracks is that a rare double-eclipse is to occur 
  soon, within a few days. Some of the more 
  superstitious soldiers say it is a very bad sign. 
  If the PCs succeed at a Knowledge [arcana] or Profession 
  [Astrologer] check (DC 15) they can recall that such a 
  conjunction is rather rare. While they are generally 
  harmless, some think that such occurrences can carry 
  with them great, untapped power.  
  The morning air is already humid - not ideal riding 
  weather for the long trip towards Nightwatch. 
   
  Even with muggy weather you travel quickly 
  across the broad plains. Over time, the grasslands 
  give way to denser forest. Before long, the sun is 
  almost completely shrouded by the primeval forest 
  looming around you. 
   
  A slight trail exists, but even it gives you little 
  reassurance that you aren’t hopelessly lost; it 
  appears that no one has been this way for quite some 
  time. 
   
  You are about to turn back, when you hear a 
  guttural roar ahead. 
  Once the PCs decide to investigate, continue with the 
  following: 
  Pressing on, you come across a slight clearing. There 
  you spot a few buildings and a small vineyard, all 
  overgrown by the encroaching forest. 
   
  Large shapes seem to be throwing themselves at 
  the door of the one building with loud thuds, and 
  indignant shouting can be heard from inside. 
   
  With a final charge, the door splinters. 
  If the PCs do not intervene, the creatures will slay the 
  hermit, within a few rounds, effectively ending the 
  adventure. However, if they initiate combat, the creatures 
  will ignore their previous objective. 
   
  The recluse’s home is a one-floor cottage set apart 
  from a small winery by a shallow, 5-foot wide brook. It is 
  currently under attack by wild animals. 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 7 
   
  The PCs begin 20’ away from the brook, and 120’ 
  away from the animals and cabin. Give the animals not 
  engaged in breaking down the door a chance to make a 
  Spot check each round as they approach. PCs interested 
  in getting into melee with the animals will need to cross 
  the brook - it is shallow and counts as difficult terrain for 
  medium or smaller creatures. 
  APL 2 (EL 5) 
  � Dire Rats (8): hp 7 each; see Monster Manual, 
  page 62. 
  � Advanced Dire Squirrel of Legend: hp 24; see 
  Appendix 1. 
  APL 4 (EL 7) 
  � Dire Squirrels (6): hp 14 each; see Appendix 2. 
  � Advanced Dire Rats of Legend (2): hp 24 each; 
  see Appendix 2. 
  APL 6 (EL 9) 
  � Dire Boars (3): hp 63 each; see Monster Manual, 
  page 62. 
  � Advanced Dire Badgers of Legend (2): hp 108 
  each; see Appendix 3. 
  APL 8 (EL 11) 
  � Dire Wolverines (3): hp 53 each; see Monster 
  Manual, page 62. 
  � Advanced Dire Badgers of Legend (2): hp 108 
  each; see Appendix 4. 
  � Death Weed: hp 120; see Appendix 4. 
  APL 10 (EL 13) 
  � Dire Elk (4): hp 132 each; see Appendix 5. 
  � Advanced Dire Snake of Legend: hp 208; see 
  Appendix 5. 
  � Death Weed: hp 120; see Appendix 5. 
  APL 12 (EL 15) 
  � Dire Bears (2): hp 123 each; see Monster Manual, 
  page 62. 
  � Advanced Dire Snake of Legend: hp 208; see 
  Appendix 6. 
  � Doom Ferns (2): hp 137 each; see Appendix 6. 
  Tactics: The animals will attack in a straightforward 
  manner. 
   
  If the opponents include a spell-casting plant, it will 
  remain hidden in the nearby brush. Spotting it, before it 
  has acted, requires a Spot check (DC 40). After it has 
  acted, the check is easier (DC 25). This DC is increased, as 
  usual, by +1 for every 10 feet of distance. 
  Treasure: The spellcasting plants have spell components, 
  the only available treasure for this encounter. 
  APL 8: L: 5 gp, C: 0 gp, M: 0 gp. 
  APL 10: L: 5 gp, C: 0 gp, M: 0 gp. 
  APL 12: L: 10 gp, C: 0 gp, M: 0 gp. 
  Developments: If the PCs defeat the animals, they will 
  have saved Rastus. Circle ‘Yes’ on Critical Event 1 on the 
  Critical Event Summary at the end of the adventure. 
  Otherwise, circle ‘No’. 
  � Critical Event 1: Did the PCs rescue Rastus from the 
  attacking animals? 
  Once the animals are defeated, continue with Encounter 
  3. 
  ENCOUNTER 3: AN OLD MAN 
  Estimated Time: 10 minutes 
  Slaying the last of the beasts, you finally get a chance 
  to see the interior of the cottage. An old man – likely 
  the source of the cries - appears from wherever he 
  was hiding. The crusty old codger has a wild mop of 
  white hair and a soiled brown tunic. He ignores you 
  for a moment, as he quickly surveys the cottage and 
  steps to the doorway. He takes in the carnage 
  outside, before turning to your party, 
   
  “You ARE going to clean up those carcasses, 
  yes?” 
   
  The old man heads towards the small kitchen, 
  then pauses and turns back to you, 
   
  “Well, don’t just stand there… close the door 
  and let me get a look at you.” 
  The PCs will want to question this old man. Likely 
  questions and answers are given here: 
  Who are you? “Someone that knows to leave well 
  enough alone. Hmph… fine. I’m called Rastus. 
  You’re on my land.” 
  Why are you here? “This vineyard’s been in the family 
  for some five generations. I’ll be darned if I’m gonna 
  pack up my things and leave over a few animals…” 
  Any idea what caused this forest to grow like this? “Nope, 
  just that it grows faster than I can deal with it. It’s 
  taken over most of my vineyard rows.” 
  Do you get animal attacks here often? “Not usually… 
  but it’s the darndest thing…. For the last few 
  months, them critters have gotten bolder and 
  bolder, used to be they’d keep their distance. 
   
  Now? They walk right out here, plain as day. Plus 
  critters that shouldn’t be working with one another 
  are traveling together. I hear that dogs and cats 
  living together is a sign of the end of times. But what 
  about badgers and snakes? And out here I seen 
  stranger’en that! 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 8 
  What do you know of the missing patrol? “Oh yes, they 
  came through here five... Maybe six days ago. Came 
  to see me, I reckon. They didn’t stick ‘round here too 
  long… hmph… the nerve. 
   
  Anywho… I told them that I thought I saw 
  some people tromping through the woods, and they 
  took off to check it out. Just like that.” 
  Where did the patrol go? “Off that way, deeper into the 
  woods. There is a road that used to pass not more 
  than a short ways from here. Now it is almost 
  entirely overgrown. That’s not to say you can’t follow 
  it… but it isn’t a road any more.” 
  We’re hurt. Can you help us? “None of you look all that 
  much worse for wear. I recall a young rogue who ran 
  afoul of a thaskor once, now THAT was an injury to 
  write songs about…” He grins, “Actually some did!” 
  Once the PCs are done with questions continue with the 
  following. 
  Rastus finally puts up a hand,  
   
  “I’m tired, beat up, I need to meditate before too 
  long. We should do something about them carcasses 
  before it attracts any more of them critters. You’re 
  welcome to stay for supper - I can put you up in the 
  wood shed, since there’s not enough room here. It’s 
  nice and cool on a hot night like this.” 
   
  Sure enough, by the time you finish taking care 
  of the animals and Rastus is done preparing the 
  meat it is getting dark out. Over a dinner of [insert 
  encountered critters here] steaks, tubers and a fairly 
  decent wine, Rastus waxes on about how the past 
  was so much better than the present, and the 
  downfall of mankind. 
   
  Once dinner is over, Rastus retires to his hut 
  and leaves you to the shed. 
   
  The aging shed is refreshingly cool and there are 
  several comfortable beds of hay in the nooks 
  between the great oaken casks. The night is 
  punctuated by strange sounds: animal cries, some 
  familiar, some deeper and fiendish; others sound 
  almost tortured. 
  Once the PCs are ready to head after the missing patrol, 
  continue with Encounter 4.  
  All APLs 
  � Rastus: Male human Com10 (Bluff +0, Sense 
  Motive +0); AL CG; hp 54. 
  ENCOUNTER 4: A WALK IN 
  THE WOODS 
  Estimated Time: 35 minutes 
  In the morning, your party bids farewell to Rastus. 
  He has prepared breakfast - hardboiled snake eggs, 
  cheese, and spiced [insert Encounter 3 critters here] 
  sausages wrapped in greasy parchment to take with 
  you. 
  If any of the PCs pause to examine the greasy parchment 
  that their breakfasts are wrapped in, they will discover it 
  to be copies of the Oath of Loyalty required of all arcane 
  casters in Bissel. 
  Trudging out into the forest undergrowth, you 
  quickly lose sight of the old hermit’s home and 
  vineyard. The flora is thick here, making passage all 
  but impossible. 
   
  After about a half-mile, the thick brush breaks, 
  and you step out on to what must have once been a 
  merchant road. 
  The PCs need to find some evidence of which way the 
  patrol went. 
   
  Once the PCs start examining the area, and one of 
  them has the Strange Orb from BIS6-05 The 
  Unauthorized Biography of Lady Constance Lendel, 
  they receive a vision. Give that player Vision 1 from 
  Player Handout #2 – Glimpses of Horror. Read the 
  following to the other PCs, modifying it for the particular 
  situation: 
  [Name of Orb bearer] gets a blank look on his face as 
  he reaches into his pack and pulls forth a small glass 
  orb. As he gazes into it, a look of uncertainty crosses 
  his face. 
   
  He approaches the tree and begins searching for 
  hand and footholds. He quickly scales the tree and 
  finds the largest limb upon which to perch. He 
  stares down intently at the road for a moment. His 
  head pans up the road – watching something. 
   
  Then, without a sound, he leaps, arms spread 
  wide. He plummets, landing face first in the 
  overgrown brambles along the side of the road. 
   
  He gets up, unhurt; bewilderment apparent on 
  his face. 
  The orb bearer is seeing a vision of the missing patrol, 
  from the perspective of one of the Ur-Flan druids. 
   
  If they succeed at a Search check (DC 25), they can 
  find several footprints that appear to be heading down 
  the trail to the north. 
   
  If a PC has the Track feat, and succeeds at a Survival 
  check (DC 25), they can tell that about a half-dozen 
  booted medium-sized humanoids passed by here, leaving 
  to the north, within a few days. 
   
  If all else fails, the PCs can make a Knowledge 
  [geography] check (DC 10) to identify the northern path 
  as that heading deeper into the forest. 
   
  Once the PCs head north, continue with the 
  following: 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 9 
  The woods are teeming with wildlife. Yet, anyone 
  can tell that nature is angry at your presence here 
  and is not behaving normally. The song of the birds 
  seems irritated, almost defiant, and some of the 
  woodland critters come to the edge of the path to 
  watch you pass. At one point, you could swear that a 
  large grey squirrel actually raised a small fist and 
  shook it at you. 
   
  At times, the road seems impossibly overgrown 
  with brambles, which must be cut away in order to 
  proceed. 
   
  The sun quickly disappears behind the canopy 
  of the forest, as rain begins to fall. You are forced to 
  seek shelter for the night. 
  If one of the PCs has the Shrine of Fharlanghn favor from 
  BIS6-03 Back Taxes, read the following: 
  Within minutes of deciding to camp, you come upon 
  a small clearing at the edge of the road. There you see 
  a familiar shrine to Fharlanghn.  
   
  You are able to gather enough food and water 
  from a nearby spring, and your campfire keeps back 
  the chill in the air. When you finally bed down for 
  the night, you sleep soundly. 
  If the PCs do not have the favor, but succeed on a 
  Survival check (DC 25), read the following:  
  You manage to find a suitable clearing in which to 
  pass the night. Travel through the forest has been 
  taxing, and you are all a little worse the wear for it. A 
  good night of rest will do you well. 
   
  The ground is hard, and the rain unending, but 
  your skill at finding a suitable site pays off, and you 
  are able to weather out the night. 
  If they failed the Survival check, and do not have the 
  favor, the PCs begin the next day exhausted. Read the 
  following: 
  Try as you might, you are only able to find mediocre 
  shelter from the storm. Travel through the forest 
  has been taxing, and you are all a little worse the 
  wear for it. A good night of rest would have been 
  helpful. Unfortunately, you will not get it this night. 
  Regardless of their success, continue with the following: 
  You break camp as the sun rises, and continue 
  following the road.  
   
  Around noon of your second day in the forest, 
  you catch the scent of death and decay in the air. 
  If the PCs seek out the source of the scent, continue with 
  the following: 
  Following the odor, you come to another clearing 
  not far from the road. At the center are the remains 
  of an abandoned campsite. Two tents have been 
  shredded, one lies half buried, and two are barely 
  standing. Several bodies litter the site and there are 
  clear indications that a fight took place here 
  recently. You can plainly make out the Great Army 
  uniforms on the corpses. 
  If the PCs succeed on a Heal check (DC 15) they can tell 
  that the soldiers have been dead for several days. They 
  perished from blood loss, due to claw wounds and 
  electrical burns. 
   
  The PCs may wish to search the site. The following 
  are bits they can pick up with a Search check that beats 
  the DC listed. 
  DC 15 
  • 
  Footprints lead to a small path at the edge of the 
  clearing. 
  DC 20 
  • 
  A page from a journal is found in the remains of one 
  of shredded tents (Player Handout #3 –Shredded 
  Journal). 
  • 
  Two drag marks head to the west. There is no sign of 
  what was dragging them. The trail disappears after 
  about 10 yards. 
  DC 25 
  • 
  A short distance past the edge of the clearing, a 
  corpse of one of the soldiers is found bound to an 
  oak tree with ivy bonds. A six-foot circle of living ivy 
  surrounds the base of the tree, A successful Heal 
  check (DC 15) will reveal that he is dead about two 
  days, and that his skin was flayed from his back and 
  his lungs removed while he was still alive. 
  • 
  There are patches of slightly discolored soil all 
  around the site. A Knowledge [nature] check (DC 
  15) or a Survival check (DC 20) reveals that wherever 
  the rust colored patches appear, no new growth has 
  taken root. A success Alchemy check (DC 15) will 
  reveal this is an iron/cadmium mixture that has 
  made the soil toxic. 
  Once the PCs find the body tied to the tree, and one of 
  them has the Strange Orb from BIS6-05 The 
  Unauthorized Biography of Lady Constance Lendel, 
  they receive a vision. Give that player Vision 2 from 
  Player Handout #2 – Glimpses of Horror. Read the 
  following to the other PCs, modifying it for the particular 
  situation: 
  [Name of Orb bearer] gets a blank look on his face as 
  he reaches into his pack and pulls forth a small glass 
  orb. As he gazes into it, a look of terror crosses his 
  face. 
   
  He approaches the body, and reaches down as if 
  to grab one of the vines encircling the tree. Walking 
  twice around the tree, he makes as if to secure an 
  imaginary rope. 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 10 
   
  He then pounds his hands against the tree, 
  stripping the bark off like it was skin. He reaches 
  into the desiccated chest cavity of the corpse and 
  pulls out his empty, fisted hands. 
   
  He pulls himself away from the tree, and looks 
  around at you, confusion evident on his face. 
  The orb bearer is seeing a vision of the death of one of the 
  patrol members, from the perspective of the Ur-Flan 
  murderer. 
   
  If a PC has the Track feat, the following can also be 
  obtained with a Survival check that beats the DC listed. 
  DC 10 
  • 
  The scuffle took place just a few days ago. 
  • 
  Footprints lead to and from a small path at the edge 
  of the clearing. The makers were medium-sized 
  humanoids wearing boots. 
  DC 15 
  • 
  Two drag marks head to the west. Likely 
  unconscious or dead bodies, there is no sign of what 
  was dragging them. The trail disappears after about 
  10 yards. 
  When the PCs follow the path at the edge of the clearing, 
  continue with the following: 
  The path would be easily mistaken for a game trail, 
  were it not for the signs of recent passage. About a 
  hundred yards from the campsite, it leads you to 
  another clearing, framed by a natural arbor where 
  vines have dragged the tops of the two mighty oaks 
  together. 
   
  At the center of the clearing is an imposing 
  stone monolith with a curious pattern engraved on 
  its face. Writing borders the pattern. 
  Give them Player Handout #4 – The Monolith and give the 
  players some time to work the puzzle. 
   
  The monolith contains forty numbered holes. Each 
  one pierces the monolith entirely, and in a unique 
  direction. 
   
  If the PCs solve the puzzle, they should obtain the 
  number ‘2’. Make no indication as to whether they 
  have guessed the correct answer, or not. If they look 
  through the hole numbered 2, they will see… nothing; it 
  looks like any other direction through the overgrown 
  forest. The same goes for the view through any other 
  holes. If they head in this correct direction, continue 
  with the Right Way section, below. Otherwise, continue 
  with the Wrong Way. 
  The Right Way 
  You head out of the clearing, wondering if you’ve 
  chosen the correct direction. Your fears are abated, 
  however, when you find more of the drag marks 
  heading in the same direction. You quicken your 
  pace, and continue following them. 
   
  An hour later, you hit a break in the trees, just as 
  the nearby sound of drums catches your ears…  
   
  Proceed with Encounter 5. 
  The Wrong Way 
  You head out of the clearing, wondering if you’ve 
  chosen the correct direction. You guess not, as you 
  wander aimlessly for several hours. 
   
  Then, the sound of drums in the distance 
  catches your ears…  
   
  If the PCs head towards the sound, proceed with 
  Encounter 5. 
  ENCOUNTER 5: BYRD IN A 
  GILDED CAGE 
  Estimated Time: 10 minutes 
  As you step into this clearing, the woods grow eerily 
  silent, but for the rhythmic sound to the west. 
   
  For the first time since you entered the 
  Nightwatch Forests, the canopy above you opens up, 
  and you can see the sky. The sun hangs low in the 
  sky, but is barely visible behind the black disks of 
  Oerth’s two moons; the eclipse will happen within 
  moments.  
   
  A number of crates lie open around the clearing, 
  their contents strewn about them, including 
  incense, exotic herbs, and a few wickedly curved 
  knives. 
   
  A pair of wooden cages hangs from a tall tree 
  near the center of the clearing. One of them appears 
  to be occupied. 
  Treasure: The crates around the campsite contain a few 
  valuable items: 
  APL 2: L: 100 gp, C: 0 gp, M: 320 gp, masterwork great 
  crossbow (37 gp), masterwork mountain plate (283 gp). 
  APL 4: L: 100 gp, C: 0 gp, M: 506 gp, divine scroll of 
  animal growth (93 gp), divine scroll of summon nature’s 
  ally V (93 gp), masterwork great crossbow (37 gp), 
  masterwork mountain plate (283 gp). 
  APL 6: L: 100 gp, C: 0 gp, M: 1,506 gp, boots of speed 
  (1,000 gp), divine scroll of animal growth (93 gp), divine 
  scroll of summon nature’s ally V (93 gp), masterwork great 
  crossbow (37 gp), masterwork mountain plate (283 gp). 
  APL 8: L: 100 gp, C: 0 gp, M: 1,506 gp, boots of speed 
  (1,000 gp), divine scroll of animal growth (93 gp), divine 
  scroll of summon nature’s ally V (93 gp), masterwork great 
  crossbow (37 gp), masterwork mountain plate (283 gp). 
  APL 10: L: 100 gp, C: 0 gp, M: 3,939 gp, boots of speed 
  (1,000 gp), divine scroll of animal growth (93 gp), divine 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 11 
  scroll of summon nature’s ally V (93 gp), masterwork great 
  crossbow (37 gp), masterwork mountain plate (283 gp), 
  python rod (1,083 gp), riverine breastplate (1,350 gp). 
  APL 12: L: 100 gp, C: 0 gp, M: 4,797 gp, boots of speed 
  (1,000 gp), divine scroll of animal growth (93 gp), divine 
  scroll of summon nature’s ally V (93 gp), masterwork great 
  crossbow (37 gp), masterwork mountain plate (283 gp), 
  python rod (1,083 gp), riverine full plate (2,208 gp). 
  In particular, the crates contain notes relevant to the 
  forest and animal attacks. Give the PCs Player Handout #5 
  – Research Notes, and the Foundation of the Forest favor on 
  the Adventure Record. 
  The clearing is about 100 feet in diameter. The cage is 
  suspended thirty feet off of the ground from a large tree 
  branch, and can be lowered by untying a nearby rope. 
  Nothing special can be seen about the cage from this 
  distance. Characters with detect magic running can note a 
  strong Necromancy aura on the tree. 
  Trap: As soon as a character moves within 20 feet of the 
  tree, the trap is triggered. Any PC in the clearing must 
  make a Listen check (DC 15 + APL) to notice the plants 
  around the clearing moving of their own accord, a split 
  second before the effect is activated. A character that fails 
  this check is surprised. Roll initiative for the PCs AND 
  the trap, allowing those not surprised to act in the 
  surprise round. 
   
  On the trap’s turn a thorny vine reaches up from 
  each 5-ft. square of the floor, and tries to touch any targets 
  in the clearing. A struck creature suffers a spell effect 
  depending on the APL. Characters that cover more than 
  one square are affected by every vine in their space. 
   
  As well, at APLs 4-12, creatures in the clearing are 
  subjected to an entangle effect. This effect repeats every 
  round, so a character that saves or breaks free in one 
  round may become entangled in the next. 
   
  The PCs can do two things: 
  • 
  Destroy the individual vines. Doing so prevents 
  further attacks in that square. 
  • 
  A hidden totem of petrified wood is embedded in the 
  side of the tree. Finding it requires a Search check 
  (DC 15 + APL). Destroying the totem destroys the 
  entire trap. 
  APL 2 (EL 2) 
  � Weak Inflict Light Vines Trap: see Appendix 1. 
  APL 4 (EL 4) 
  � Inflict Light Vines Trap: see Appendix 2. 
  APL 6 (EL 6) 
  � Inflict Moderate Vines Trap: see Appendix 3. 
  APL 8 (EL 8) 
  � Poisoning Vines Trap: see Appendix 4. 
  APL 10 (EL 10) 
  � Enervating Vines Trap: see Appendix 5. 
  APL 12 (EL 12) 
  � Slaying Vines Trap: see Appendix 6. 
  Development: Once the PCs have bypassed the trap, 
  they can safely lower the cage. If they solved the puzzle in 
  Encounter 4, then Byrd is alive. Circle ‘Yes’ on Critical 
  Event 2 on the Critical Event Summary at the end of the 
  adventure, and continue with the Byrd Alive subsection, 
  below. Otherwise, circle ‘No’ and continue with the Byrd 
  Dead subsection. 
  � Critical Event 2: Did the PCs help Tonessa Byrd 
  escape alive? 
  If the PCs ignore Byrd for now, and head for the sound of 
  the drums, continue with Encounter 6. She will have died 
  before they return. 
  Byrd Alive 
  A woman with Elven features lies curled in a fetal 
  position in the bottom of the cage, her breathing 
  labored. Her military uniform is torn and shredded, 
  baring a shoulder and most of her right leg. Spiral 
  strips of skin have been cut from her. 
  If the PCs succeed at a Heal check (DC 10), they can tell 
  that this prisoner is near death (currently -5 hp, and 
  bleeding) and will die very soon, without help. If the PCs 
  heal her enough to wake her up, continue with the 
  following: 
  You complete your ministrations, and the prisoner 
  gasps for breath. Her eyes snap open, and she looks 
  around in a panic. She begins intoning words of 
  power and making archaic gestures when suddenly 
  she stops, and sighs in relief. 
   
  “You’re not them.” 
   
  The wizard looks up at the sky, and the 
  impending eclipse. She mutters a curse under her 
  breath as she struggles to sit up. 
   
   “We haven’t much time… no, we’re out of time. 
  Listen carefully! We happened upon these creeps out 
  here. I don’t know what they are doing… but they...”  
   
  She pauses for a moment, collecting her breath 
  and her thoughts. 
   
  “We were trying to investigate when we were 
  ambushed. Men and beasts… we knew of the 
  beasts… but the men… and they could control the 
  beasts.” She shudders. “Half of us dead before the 
  rest could react… then captured.” 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 12 
   
  The wizard struggles to catch her breath and is 
  about to continue when a change in the pace of the 
  drumming in the distance breaks the silence. Her 
  head snaps around and she cries in anguish,  
   
   “Too late! I have to get help and…” she struggles 
  to stand but falters. “So weak…” 
   
   “You must hurry. I’m no good in a fight, right 
  now. I don’t know what they are doing… but I think 
  they mean to kill him! Here… I stole this off of one 
  of them, when they grabbed me.” 
   
  She hands you a scrap of parchment, before 
  passing out. 
   
  Give them Player Handout #6 – Stolen Scrap. 
   
  The PCs earn the Favor of the Arcane Path on the 
  Adventure Record. 
  Once they are ready to investigate the drumming, 
  continue with Encounter 6. 
  All APLs 
  � Tonessa Byrd: Female half-elf Wiz4 (Bluff +2, 
  Sense Motive +2); AL NG; hp 16. 
  Byrd Dead 
  A woman with Elven features lies curled in a fetal 
  position in the bottom of the cage. She does not 
  seem to be breathing. Her military uniform is torn 
  and shredded, baring a shoulder and most of her 
  right leg. Spiral strips of skin have been cut from 
  her. 
  If the PCs succeed at a Heal check (DC 10), they can tell 
  that this prisoner is dead, but hasn’t been for very long. 
   
  If the PCs search the body, they find a scrap of 
  parchment. Give them Player Handout #6 – Stolen Scrap. 
   
  Once they are ready to investigate the drumming, 
  continue with Encounter 6. 
  ENCOUNTER 6: THE 14 YEAR 
  OLD VIRGIN 
  Estimated Time: 75 minutes 
  The rhythm of the drums reaches a fever pitch as 
  you climb the wooded hill. 
   
  Finally, you reach the summit. At the top is a 
  large stone slab. Bound to it with vines is a boy who 
  must surely be Gavin. His head turns to follow the 
  tall, dark-complexioned man with the ivy laced 
  through his greasy and matted shoulder length hair 
  and the black stone knife held in his hands. 
    
  The boy does not struggle; he is stoic about his 
  fate. But he also does not take his eyes off the knife 
  either. 
   
  Above you, the eclipse has narrowed and the 
  once shining disk is almost entirely obscured. The 
  crimson light reflects off a half constructed skeleton 
  of wood and wicker towering in one corner of the 
  clearing. The drummers at the outskirts of the circle 
  are beating furiously now, and the cultists around 
  the altar are chanting louder and louder. 
   
  A final breath, and the moons are perfectly 
  centered, a thin red rim circumscribing the charcoal 
  disk. The cultist grins triumphantly and places the 
  tip of the stone knife at the boy’s breastbone. Gavin 
  looks away, spots one of you and lets out a cry for 
  help. This is not lost on the cultists who follow the 
  boy’s gaze and spot your party. Cries of warning and 
  several of bewilderment come from the drummers. 
   
  Then, the drummers scatter into the woods, 
  disappearing 
  with 
  disturbing 
  ease 
  into 
  the 
  seemingly impassible brush. The cult leader, 
  however, is not shaken. He plunges the blade down 
  into the boy’s chest and looks to you. 
   
  “You are too late! With the shedding of this 
  innocent blood, we will gain power over the beasts 
  of this forest! Unlimited power shall be ours!” 
  The remaining cultists will attack immediately. They 
  begin 100 feet from the party. 
   
  Gavin begins this combat at -5 hp, and is bleeding to 
  death. If the PCs succeed at a Heal check (DC 10) they 
  can tell that he is dying, and quickly. If they can get to 
  him, and heal him before he dies, it will change the 
  outcome of the encounter. 
  All APLs 
  � Gavin: Male human War2; hp 12 (currently -5); 
  see Appendix 9. 
  APL 2 (EL 5) 
  � Mansour, Male human (F) Drd3: hp 23; see 
  Appendix 1. 
  � Senchel, Wolf animal companion: hp 15; see 
  Appendix 1. 
  � Farouk, Male human (B) Drd1/Ftr1: hp 17; see 
  Appendix 1. 
  � Granchel, Wolf animal companion: hp 15; see 
  Appendix 1. 
  � Calid Vinfoodle, Male gnome Drd1: hp 11; see 
  Appendix 1. 
  � Bindchel, Wolf animal companion: hp 15; see 
  Appendix 1. 
  APL 4 (EL 7) 
  � Mansour, Male human (F) Drd5: hp 38; see 
  Appendix 2. 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 13 
  � Senchel, Wolf animal companion: hp 36; see 
  Appendix 2. 
  � Farouk, Male human (B) Drd3/Ftr1: hp 35; see 
  Appendix 2. 
  � Granchel, Wolf animal companion: hp 15; see 
  Appendix 2. 
  � Calid Vinfoodle, Male gnome Drd3: hp 25; see 
  Appendix 2. 
  � Bindchel, Wolf animal companion: hp 15; see 
  Appendix 2. 
  APL 6 (EL 9) 
  � Mansour, Male human (F) Drd7: hp 53; see 
  Appendix 3. 
  � Senchel, Dire Wolf animal companion: hp 50; 
  see Appendix 3. 
  � Farouk, Male human (B) Drd5/Ftr1: hp 51; see 
  Appendix 3. 
  � Granchel, Wolf animal companion: hp 36; see 
  Appendix 3. 
  � Calid Vinfoodle, Male gnome Drd5: hp 41; see 
  Appendix 3. 
  � Loeffler, Dire Badger animal companion: hp 
  29; see Appendix 3. 
  APL 8 (EL 11) 
  � Mansour, Male human (F) Drd9: hp 74; see 
  Appendix 4. 
  � Senchel, Dire Wolf animal companion: hp 50; 
  see Appendix 4. 
  � Farouk, Male human (B) Drd5/Ftr3: hp 70; see 
  Appendix 4. 
  � Granchel, Wolf animal companion: hp 36; see 
  Appendix 4. 
  � Calid Vinfoodle, Male gnome Drd7: hp 58; see 
  Appendix 4. 
  � Loeffler, Dire Badger animal companion: hp 
  49; see Appendix 4. 
  APL 10 (EL 13) 
  � Wicker Man: hp 120; see Appendix 5. 
  � Mansour, Male human (F) Drd11: hp 91; see 
  Appendix 5. 
  � Senchel, Dire Wolf animal companion: hp 50; 
  see Appendix 5. 
  � Farouk, Male human (B) Drd5/Ftr4: hp 80; see 
  Appendix 5. 
  � Granchel, Wolf animal companion: hp 36; see 
  Appendix 5. 
  � Calid Vinfoodle, Male gnome Drd8: hp 72; see 
  Appendix 5. 
  � Loeffler, Dire Badger animal companion: hp 
  49; see Appendix 5. 
  APL 12 (EL 15) 
  � Advanced Wicker Man: hp 195; see Appendix 6. 
  � Mansour, Male human (F) Drd11: hp 91; see 
  Appendix 6. 
  � Senchel, Dire Wolf animal companion: hp 72; 
  see Appendix 6. 
  � Farouk, Male human (B) Drd7/Ftr4: hp 97; see 
  Appendix 6. 
  � Granchel, Dire Wolf animal companion: hp 
  50; see Appendix 6. 
  � Calid Vinfoodle, Male gnome Drd10: hp 90; 
  see Appendix 6. 
  � Loeffler, Dire Badger animal companion: hp 
  68; see Appendix 6. 
  Preparation: The three senior cultists (Mansour, Farouk 
  and Calid) have cast several spells and imbibed several 
  potions in anticipation of the completion of their ritual. 
  Tactics: The druids’ ultimate goal is to have Gavin die, 
  and the ritual thus be completed. If he dies, read the 
  following: 
  Gavin gasps violently, and then is still. The air 
  surges with energy. One of the druids looks over the 
  boy’s corpse, and smiles wickedly. 
   
  “It is done! All is ours!” 
   
  In the distance, the forest seems to come alive. 
  You can hear the movement of many huge creatures, 
  heading in your direction. 
   
  “Can you hear that? The forest obeys us, now! 
  Flee, you fools. You cannot win!” 
  The Druids’ goal is to kill the PCs as soon as possible and 
  before the eclipse finishes. This means they will act with 
  the utmost haste in defeating opponents quickly and 
  ruthlessly. Should the battle turn badly then one of the 
  cultist may try to coup de grace Gavin in an attempt to 
  complete the ritual. 
   
  The cultists strive to overcome the interlopers 
  through advantage of numbers. Mansaur (and Calid at 
  APL 4 and higher) have the Rapid Spell metamagic feat, 
  meaning they can cast prepared rapid summon nature’s ally 
  spells to call down allies to act immediately on that 
  round. At higher APLs they can cast a prepared rapid call 
  lightning to complete the spell and call down lightning as 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 14 
  a move action in that same round. Farouk and the animal 
  companions (and at APL 10 and 12, the wicker man) serve 
  as front line tanks protecting the two main casters.  
   
  Mansour possesses the Augment Summoning feat; 
  for your convenience some augmented creatures are 
  given in Appendix 7. 
   
  APL 2-4: Calid can cast entangle in the first round to 
  allow the others to cast short term buffs. 
   
  APL 6: Farouk can take advantage of the Boar’s 
  Ferocity feat to keep fighting when dropped into 
  negatives.  
   
  APL 8: Mansour now has the Cloudy Conjuration 
  feat, which should prove a problem to the PCs if he 
  decides use summon nature’s ally to summon lower level 
  creatures of the same kind. Very quickly the battle 
  becomes flooded in sickening smoke.  
   
  APL 10: The Wicker Man is programmed to attack in 
  a very straightforward manner, encaging PCs as he is able. 
  He begins combat flaming.  
   
  Farouk can use either Boar’s Ferocity or Lion’s 
  Pounce, but he doesn’t have enough wild shapes in the 
  day to use both.  
   
  APL 12: Mansour, displaying a bit of a penchant for 
  theater, set up some special effects to end the ritual and 
  impress the other cultists. At the ritual’s start Mansour 
  cast fire seeds to create eight Holly Berry Bombs which he 
  carefully placed near his feet. At the end of the ritual he 
  planned to detonate the Holly Berry Bombs to bathe 
  himself and the sacrifice in spectacular flames (he is, of 
  course, protected from fire damage).  
   
  When the PCs show up, Mansour’s plan changes. 
  When a PC within 5-feet of Mansour, he will detonate 
  the Holly Berry Bombs on his next action. Anyone within 
  5 feet of Mansour (including Gavin and Mansour 
  himself) takes 1d8+11 points of fire damage per Holly 
  Berry Bomb placed (Reflex save DC 20 for half damage). 
  Since there are eight Holly Berry Bombs, eight saves are 
  required.  
   
  At this APL, Mansour possesses the ring of the beasts 
  which makes his summon nature’s ally spells much more 
  potent.  
   
  At this APL, Farouk can use both Boar’s Ferocity or 
  Lion’s Pounce during the combat, as he now has enough 
  wild shapes in the day to use both. 
  Treasure: The druids possess the following treasure and 
  equipment: 
  APL 2: L: 154 gp, C: 9 gp, M: 158 gp, +1 hide armor (97 
  gp), darkwood shield (21 gp), potion of cure light 
  wounds x5 (4 gp each), potion of enlarge person (20 gp). 
  APL 4: L: 141 gp, C: 9 gp, M: 426 gp, +1 hide armor x2 
  (97 gp each), darkwood shield x2 (21 gp each), potion 
  of barkskin +5 (100 gp), potion of cure light wounds x2 (4 
  gp each), potion of enlarge person (20 gp), wand of cure 
  light wounds (62 gp). 
  APL 6: L: 100 gp, C: 21 gp, M: 1,031 gp, +1 hide armor 
  x3 (97 gp each), +1 scythe (193 gp), cloak of resistance +1 
  (83 gp), darkwood shield x2 (21 gp each), elixir of 
  truth (41 gp), potion of barkskin +5 (100 gp), potion of 
  cure light wounds (4 gp), potion of cure moderate wounds 
  (25 gp), potion of enlarge person (20 gp), ring of protection 
  +1 (166 gp), wand of cure light wounds (62 gp). 
  APL 8: L: 100 gp, C: 91 gp, M: 1,871 gp, +1 hide armor 
  x2 (97 gp each), +1 scythe (193 gp), cloak of resistance +1 
  (83 gp), darkwood shield x2 (21 gp each), dragonhide 
  plate (275 gp), dust of dryness x2 (70 gp each), elemental 
  gem [air] (187 gp), elixir of truth (41 gp), periapt of 
  wisdom +2 (333 gp), potion of barkskin +5 (100 gp), 
  potion of cure light wounds (4 gp), potion of cure moderate 
  wounds (25 gp), potion of enlarge person (20 gp), ring of 
  protection +1 (166 gp), wand of cure light wounds (62 gp). 
  APL 10: L: 100 gp, C: 557 gp, M: 2,134 gp, +1 
  dragonhide plate (370 gp), +1 hide armor x2 (97 gp 
  each), +1 scythe (193 gp), cloak of resistance +1 (83 gp), 
  darkwood shield x2 (21 gp each),  dust of dryness x2 
  (70 gp each), elemental gem [air] (187 gp), elixir of truth 
  (41 gp), periapt of wisdom +2 (333 gp), potion of barkskin 
  +5 (100 gp), potion of cure light wounds (4 gp), potion of 
  cure moderate wounds (25 gp), potion of enlarge person 
  (20 gp), ring of protection +1 x2 (166 gp each), wand of 
  cure light wounds (62 gp). 
  APL 12: L: 101 gp, C: 87 gp, M: 3,488 gp, +1 dragonhide 
  plate (370 gp), +1 hide armor x2 (97 gp each), +1 keen 
  scythe (693 gp), cloak of resistance +1 (83 gp), darkwood 
  shield x2 (21 gp each),  dust of dryness x2 (70 gp each), 
  elemental gem [air] x2 (187 gp each), elixir of truth (41 
  gp), periapt of wisdom +2 (333 gp), potion of barkskin +5 
  (100 gp), potion of cure light wounds (4 gp), potion of cure 
  moderate wounds (25 gp), potion of enlarge person (20 
  gp), ring of the beast (666 gp), ring of protection +1 x2 
  (166 gp each), wand of cure light wounds (62 gp). 
  Developments: If the PCs defeat the druids, circle ‘Yes’ 
  on Critical Event 3 on the Critical Event Summary at the 
  end of the adventure. Otherwise, circle ‘No’. 
  � Critical Event 3: Did the PCs defeat the Ur-Flan 
  druids? 
  If Gavin is killed while still bound on the altar, circle ‘Yes’ 
  on Critical Event 4 on the Critical Event Summary at the 
  end of the adventure. Otherwise, circle ‘No’. 
  � Critical Event 4: Did the druids manage to complete 
  the ritual? 
  If Gavin is kept alive, and returned to Thornward, circle 
  ‘Yes’ on Critical Event 5 on the Critical Event Summary at 
  the end of the adventure. Otherwise, circle ‘No’. 
  � Critical Event 5: Was Gavin returned alive to 
  Thornward and his uncle? 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 15 
  Regardless of their success or failure, all PCs present for 
  this encounter receive the Curious New Friends favor on 
  the Adventure Record. 
  If Gavin survived this encounter, continue with 
  Conclusion A. If he is killed, continue with Conclusion 
  B. 
  CONCLUSION A: GAVIN THE 
  BOY 
  Estimated Time: 5 minutes 
  The last of your opponents crumples to the ground 
  in a still heap. 
   
  Finally able to get to Gavin, you find that he is 
  still alive, and you are able to quickly free him from 
  his bonds. He is stunned and shaken by his ordeal 
  but is still able to move. 
   
  Your mission complete and Gavin’s wounds 
  bound, you quickly leave the Nightwatch Forest 
  behind. Two days later, you step through the 
  Watchtower Gate into Thornward. Lieutenant 
  Morghun greets you, and embraces his nephew 
  warmly. 
   
  “Ah, lad! I thought I’d never lay these old eyes 
  upon you again! It’d have made difficult work 
  explaining to my sister how her youngest went 
  missing on his first mission.” 
   
  Listening to the tale of your journey, Morghun 
  nods here and there, never interrupting you and 
  listening intently. 
   
  “We have enough to worry about these days 
  what with the war. I suppose the increase in animal 
  activity could only lead to druidic interests – both 
  good and bad”. 
   
  Solidly shaking each of your hands in turn, 
  Morghun places a firm hand on Gavin’s shoulder 
  and steers him away.  
   
  “We’ve got our work cut out for us now. I’ll make 
  note to include your report in mine. May we meet 
  again, under less… dire… circumstances.” 
  The adventure is now over. The PCs receive the Bissel 
  Military Commendation favor on the Adventure Record. 
  Treasure: The PCs receive the promised hazard pay: 
  All APLs: L: 0 gp, C: 50 gp, M: 0 gp. 
   
  CONCLUSION B: GAVIN THE 
  BODY 
  Estimated Time: 5 minutes 
  The last of your opponents crumples to the ground 
  in a still heap. 
   
  Finally able to get to Gavin, you find that it is 
  unfortunately too late for him; he has perished from 
  the wound inflicted upon him. Still, you manage to 
  free his body, and flee before the beasts of the forest 
  are upon you. 
   
  Your mission complete, you quickly leave the 
  Nightwatch Forest behind. Two days later, you step 
  through the Watchtower Gate into Thornward. 
  Lieutenant Morghun holds his nephew’s body with 
  great sadness. 
   
  “This is a terrible thing… at least now I know. 
  My sister is never going to forgive me...” 
   
  Listening to the tale of your journey, Morghun 
  nods here and there, never interrupting you and 
  listening intently. 
   
  “We have enough to worry about these days 
  what with the war. I suppose the increase in animal 
  activity could only lead to druidic interests – both 
  good and bad”. 
   
  Grimly shaking each of your hands in turn, 
  Morghun places a firm hand on dead Gavin’s 
  shoulder.  
   
  “We’ve got our work cut out for us now, it would 
  seem. I’ll make note to include your report in mine. 
  May 
  we 
  meet 
  again, 
  under 
  less… 
  dire… 
  circumstances.” 
  The adventure is now over. The PCs receive the Bissel 
  Military Commendation favor on the Adventure Record. 
  Treasure: The PCs receive the promised hazard pay: 
  All APLs: L: 0 gp, C: 50 gp, M: 0 gp. 
   
  CAMPAIGN CONSEQUENCES 
   
  If you run this event in July or August of 2007, please 
  e-mail the results from the Critical Events Summary 
  sheet to a member of the Bissel Triad by September 1st, 
  2007, or have the Senior DM of your event do so. 
  � Critical Event 1: Did the PCs rescue Rastus from the 
  attacking animals? 
  � Critical Event 2: Did the PCs help Tonessa Byrd 
  escape alive? 
  � Critical Event 3: Did the PCs defeat the Ur-Flan 
  druids? 
  � Critical Event 4: Did the druids manage to complete 
  the ritual? 
  � Critical Event 5: Was Gavin returned alive to 
  Thornward and his uncle? 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 16 
  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 2 
  Defeat the animals. 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
  Encounter 5 
  Survive the trap. 
   
  APL 2: 60 xp. 
   
  APL 4: 120 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 240 xp. 
   
  APL 10: 300 xp. 
   
  APL 12: 360 xp. 
  Encounter 6 
  Defeat the druids. 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
  Story Award 
  Save Rastus in Encounter 2. 
   
  APL 2: 22 xp. 
   
  APL 4: 33 xp. 
   
  APL 6: 45 xp. 
   
  APL 8: 56 xp. 
   
  APL 10: 67 xp. 
   
  APL 12: 78 xp. 
  Solve the puzzle in Encounter 4, and free Tonessa Byrd 
  while she is still alive in Encounter 5. 
   
  APL 2: 22 xp. 
   
  APL 4: 33 xp. 
   
  APL 6: 45 xp. 
   
  APL 8: 56 xp. 
   
  APL 10: 67 xp. 
   
  APL 12: 78 xp. 
  Save Gavin and stop the ritual in Encounter 6. 
   
  APL 2: 22 xp. 
   
  APL 4: 33 xp. 
   
  APL 6: 45 xp. 
   
  APL 8: 56 xp. 
   
  APL 10: 67 xp. 
   
  APL 12: 78 xp. 
  Discretionary Roleplaying Award 
   
  APL 2: 24 xp. 
   
  APL 4: 36 xp. 
   
  APL 6: 45 xp. 
   
  APL 8: 57 xp. 
   
  APL 10: 69 xp. 
   
  APL 12: 81 xp. 
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 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 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 17 
  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 adventure, 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. 
  Encounter 2: 
  APL 8: L: 5 gp, C: 0 gp, M: 0 gp. 
  APL 10: L: 5 gp, C: 0 gp, M: 0 gp. 
  APL 12: L: 10 gp, C: 0 gp, M: 0 gp. 
  Encounter 5: 
  APL 2: L: 100 gp, C: 0 gp, M: 320 gp, masterwork great 
  crossbow (37 gp), masterwork mountain plate (283 gp). 
  APL 4: L: 100 gp, C: 0 gp, M: 506 gp, divine scroll of 
  animal growth (93 gp), divine scroll of summon nature’s 
  ally V (93 gp), masterwork great crossbow (37 gp), 
  masterwork mountain plate (283 gp). 
  APL 6: L: 100 gp, C: 0 gp, M: 1,506 gp, boots of speed 
  (1,000 gp), divine scroll of animal growth (93 gp), divine 
  scroll of summon nature’s ally V (93 gp) , masterwork 
  great crossbow (37 gp), masterwork mountain plate (283 
  gp). 
  APL 8: L: 100 gp, C: 0 gp, M: 1,506 gp, boots of speed 
  (1,000 gp), divine scroll of animal growth (93 gp), divine 
  scroll of summon nature’s ally V (93 gp), masterwork great 
  crossbow (37 gp), masterwork mountain plate (283 gp). 
  APL 10: L: 100 gp, C: 0 gp, M: 3,939 gp, boots of speed 
  (1,000 gp), divine scroll of animal growth (93 gp), divine 
  scroll of summon nature’s ally V (93 gp), masterwork great 
  crossbow (37 gp), masterwork mountain plate (283 gp), 
  python rod (1,083 gp), riverine breastplate (1,350 gp). 
  APL 12: L: 100 gp, C: 0 gp, M: 4,797 gp, boots of speed 
  (1,000 gp), divine scroll of animal growth (93 gp), divine 
  scroll of summon nature’s ally V (93 gp), masterwork great 
  crossbow (37 gp), masterwork mountain plate (283 gp), 
  python rod (1,083 gp), riverine full plate (2,208 gp). 
  Encounter 6: 
  APL 2: L: 154 gp, C: 9 gp, M: 158 gp, +1 hide armor (97 
  gp), darkwood shield (21 gp), potion of cure light 
  wounds x5 (4 gp each), potion of enlarge person (20 gp). 
  APL 4: L: 141 gp, C: 9 gp, M: 426 gp, +1 hide armor x2 
  (97 gp each), darkwood shield x2 (21 gp each), potion 
  of barkskin +5 (100 gp), potion of cure light wounds x2 (4 
  gp each), potion of enlarge person (20 gp), wand of cure 
  light wounds (62 gp). 
  APL 6: L: 100 gp, C: 21 gp, M: 1,031 gp, +1 hide armor 
  x3 (97 gp each), +1 scythe (193 gp), cloak of resistance +1 
  (83 gp), darkwood shield x2 (21 gp each), elixir of 
  truth (41 gp), potion of barkskin +5 (100 gp), potion of 
  cure light wounds (4 gp), potion of cure moderate wounds 
  (25 gp), potion of enlarge person (20 gp), ring of protection 
  +1 (166 gp), wand of cure light wounds (62 gp). 
  APL 8: L: 100 gp, C: 91 gp, M: 1,871 gp, +1 hide armor 
  x2 (97 gp each), +1 scythe (193 gp), cloak of resistance +1 
  (83 gp), darkwood shield x2 (21 gp each), dragonhide 
  plate (275 gp), dust of dryness x2 (70 gp each), elemental 
  gem [air] (187 gp), elixir of truth (41 gp), periapt of 
  wisdom +2 (333 gp), potion of barkskin +5 (100 gp), 
  potion of cure light wounds (4 gp), potion of cure moderate 
  wounds (25 gp), potion of enlarge person (20 gp), ring of 
  protection +1 (166 gp), wand of cure light wounds (62 gp). 
  APL 10: L: 100 gp, C: 557 gp, M: 2,134 gp, +1 
  dragonhide plate (370 gp), +1 hide armor x2 (97 gp 
  each), +1 scythe (193 gp), cloak of resistance +1 (83 gp), 
  darkwood shield x2 (21 gp each),  dust of dryness x2 
  (70 gp each), elemental gem [air] (187 gp), elixir of truth 
  (41 gp), periapt of wisdom +2 (333 gp), potion of barkskin 
  +5 (100 gp), potion of cure light wounds (4 gp), potion of 
  cure moderate wounds (25 gp), potion of enlarge person 
  (20 gp), ring of protection +1 x2 (166 gp each), wand of 
  cure light wounds (62 gp). 
  APL 12: L: 101 gp, C: 87 gp, M: 3,488 gp, +1 dragonhide 
  plate (370 gp), +1 hide armor x2 (97 gp each), +1 keen 
  scythe (693 gp), cloak of resistance +1 (83 gp), darkwood 
  shield x2 (21 gp each),  dust of dryness x2 (70 gp each), 
  elemental gem [air] x2 (187 gp each), elixir of truth (41 
  gp), periapt of wisdom +2 (333 gp), potion of barkskin +5 
  (100 gp), potion of cure light wounds (4 gp), potion of cure 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 18 
  moderate wounds (25 gp), potion of enlarge person (20 
  gp), ring of the beast (666 gp), ring of protection +1 x2 
  (166 gp each), wand of cure light wounds (62 gp). 
  Conclusion: 
  All APLs: L: 0 gp, C: 50 gp, M: 0 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 304 gp, C: 9 gp, M: 478 gp – Total: 791 gp 
  (450 gp). 
  APL 4: L: 291 gp, C: 9 gp, M: 932 gp – Total: 1,232 gp 
  (650 gp). 
  APL 6: L: 250 gp, C: 21 gp, M: 2,537 gp – Total: 2,808 
  gp (900 gp). 
  APL 8: L: 255 gp, C: 91 gp, M: 3,377 gp – Total: 3,723 
  gp (1,300 gp). 
  APL 10: L: 255 gp, C: 557 gp, M: 6,073 gp – Total: 
  6,885 gp (2,300 gp). 
  APL 12: L: 261 gp, C: 87 gp, M: 8,285 gp – Total: 8,633 
  gp (3,300 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Bissel Military Commendation: The Great Army of 
  Bissel hereby grants you a military commendation, as per the 
  Bissel Meta-Activities Handbook. 
  � Favor of the Guild of the Arcane Path: You have saved a 
  mage of the Arcane Path, and the favor will be returned. This 
  counts as an Influence Point with the Guild of the Arcane 
  Path. It may be used to petition for membership to that 
  metaorganization, as per the guidelines in the Bissel Meta-
  activities Handbook. Alternatively, you may spend it and 
  5,000 gp after an adventure set in Bissel to have a wish cast on 
  your behalf. Mark this favor as USED when it is expended. 
  � Foundation of the Forest: Research found in the Ur-
  Flan encampment indicates that the strange animal attacks 
  and primeval forest are the result of energy radiating from 
  Truelight, the capital of Nightwatch. This information will be 
  of great use to the Great Army forces, as they try to reclaim 
  the lost township. 
  � Curious New Friends: Your presence at the Ur-Flan 
  ritual has affected you and left some residual magic upon you.  
  You gain a +2 enhancement bonus to all future Handle 
  Animal checks. 
   
  Additionally, if you have the ability to gain a familiar or 
  animal companion, you may choose one of the following 
  options: 
  Familiars: 
  Sailsnake (MM4, requires Improved Familiar and arcane 
  CL 5th or higher) 
  Squirrel (equivalent to rat) 
  Animal Companions: 
  1st Level or Higher 
  Dire Squirrel (equivalent to dire rat) 
   
  4th Level or Higher (Level -3) 
  Dire Hawk (MM2) 
  Sailsnake (MM4) 
   
  7th Level or Higher (Level -6) 
  Boar Topiary Guardian (MM3, but Int 2) 
  Dread Hibiscus (equivalent to assassin vine, but Int 2) 
  Phantom Fungus 
   
  Item Access 
  APL 2 (all of the following): 
  • 
  Darkwood Shield (Adventure; Dungeon Master’s Guide) 
   
  APL 4 (all of APL2 plus the following): 
  • 
  Divine Scroll of Animal Growth (CL 9th; Adventure; 
  DMG) 
  • 
  Divine Scroll of Summon Nature’s Ally V (CL 9th; 
  Adventure; DMG) 
  • 
  Potion of Barkskin +5 (Adventure; Dungeon Master’s 
  Guide) 
   
  APL 6 (all of APLs 2, 4 plus the following): 
  • 
  +1 Keen Scythe (Adventure; Dungeon Master’s Guide) 
  • 
  Boots of Speed (Adventure; Dungeon Master’s Guide) 
  • 
  Elixir of Truth (Adventure; Dungeon Master’s Guide) 
   
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  • 
  Dust of Dryness (Adventure; Dungeon Master’s Guide) 
  • 
  Elemental Gem, Air (Adventure; Dungeon Master’s Guide; 
  Limit 3) 
  • 
  Dragonhide Plate (Adventure; Dungeon Master’s Guide) 
   
  APL 10 (all of APLs 2, 4, 6, 8 plus the following): 
  • 
  Python Rod (Adventure; Dungeon Master’s Guide) 
  • 
  Riverine Breastplate (Adventure; Stormwrack) 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 19 
   
  APL 12 (all of APLs 2, 4, 6, 8, 10 plus the following): 
  • 
  Druid’s Vestments (Adventure; Dungeon Master’s Guide) 
  • 
  Ring of the Beast (Adventure; Complete Champion) 
  • 
  Riverine Full Plate (Adventure; Stormwrack) 
   
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 20 
  APPENDIX 1 – APL 2 
  ENCOUNTER 2 
   
   
   
   
  A D V A N C E D  D I R E  S Q U I R R E L O F  L E G E N D 
  CR  3 
  N Medium Animal 
  Init +10; Senses Low-Light Reflective hide, Scent, Listen +5, 
  Spot +5 
  AC 23, touch 16, flat-footed 17, (+6 Dex, +7 natural) 
  hp 24 (2d8+12 HD) 
  Fort +12, Ref +12, Will +7 
  Speed 40 ft. (8 squares), climb 20 ft. 
  Melee bite +9 (1d6+8 plus poison)  
  Base Atk +1; Grp +8 
  Atk Options Attach, Blood Drain, Haste, Poison 
  Abilities Str 24, Dex 23, Con 22, Int 3, Wis 14, Cha 8  
  Feats Alertness, Improved Initiative, Multiattack, Weapon 
  Finesse [bite] 
  Skills Climb +15, Hide +11, Move Silently +4 
  Attach (Ex) A dire squirrel that hits with its bite attach latches 
  onto the opponent’s body with its powerful jaws. An 
  attached dire squirrel loses its Dexterity bonus to AC and 
  thus has an AC of 12. An attached dire squirrel can be struck 
  with a weapon or grappled itself. To remove an attached dire 
  squirrel through grappling, the opponent must achieve a pin 
  against the creature. 
  Blood Drain (Ex) A dire squirrel drains blood for 1d4 points of 
  Constitution damage each round it remains attached. 
  Haste (Su) A dire squirrel of legend is supernaturally quick. It 
  can make an extra attack during a full-attack action, as if 
  affect by haste spell. 
  Poison (Ex) A dire squirrel of legend delivers its poison 
  (Fortitude save DC 17) with each successful bite attack. The 
  initial and secondary damage is the same (1d6 points of 
  Strength damage). The save DC is Constitution-based. 
  Reflective Hide (Su) A dire squirrel of legend has a silvery 
  sheen to its skin and is permanently protected by a spell 
  turning effect. 
  Skills Dire squirrels have a +8 racial bonus to Climb checks and 
  can always choose to take 10 on Climb checks, even if rushed 
  or threatened. 
  Description This enormous squirrel is about the size of a large 
  boar. It has coarse, spiky fur, malevolent eyes, and a long, bushy 
  tail. Its fur has a silvery sheen, and it moves with a supernatural 
  quickness. 
  Sources Monster Manual II (Page 136) 
   
  ENCOUNTER 5 
   
   
   
   
  W E A K  I N F LI C T  L I G H T  V I N E S  T R A P 
  CR  2 
  Description See encounter description. 
  Search DC 22; Type magic 
  Trigger proximity (alarm), Init +1 
  Effect inflict light wounds (+2 melee touch, 1d8+1, Will DC 12 
  half) against each target in the clearing each round. 
  Duration 5 rounds 
  Destruction each vine AC 12, 5 hp; petrified totem AC 13, 9 
  hp, hardness 8 (disadvantage, destroying this disarms the entire 
  trap) 
  Disarm Disable Device DC 26 (per vine) 
  Dispel DC 12 (per vine), DC 12 (petrified totem, 
  disadvantage, dispelling this disarms the entire trap) 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 21 
  ENCOUNTER 6 
   
   
   
   
  M A N S O U R 
  CR  3 
  Male Human (F) Druid 3 
  CN Medium humanoid (human) 
  Init +2; Senses Listen +3, Spot +9 
  Languages Common, Abyssal, Druidic 
  AC 18, touch 12, flat-footed 16 
   (+2 Dex, +4 armor, +2 shield) 
  hp 23 (3 HD) 
  Fort +5, Ref +3, Will +6  
  Speed 20 ft. in medium armor (4 squares), base movement 30 ft. 
  Melee masterwork sickle +4 (1d6+1 20/x2) or masterwork 
  shortspear +4 (1d6+1 20/x2) 
  Ranged masterwork shortspear +5 (1d6+1 20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Atk Options Rapid Spell 
  Combat Gear +1 hide armor, darkwood shield, masterwork 
  sickle, masterwork shortspear, creepy cultist’s clothing 
  Druid Spells Prepared (CL 3rd): 
   2nd— barkskin, rapid summon nature’s ally I  
   1st—cure light wounds, longstrider, magic fang,  
   0—cure minor wounds (x2), detect magic, flare  
  Abilities Str 12, Dex 14, Con 14, Int 12, Wis 16, Cha 10  
  SQ wild empathy +5, woodland stride, trackless step 
  Feats Spell Focus [Conjuration], Augment Summoning, Rapid 
  Spell* 
  Skills Concentration +8, Handle Animal +6, Knowledge 
  [Nature] +11, Spellcraft +7, Spot +9, Survival +13 
  Possessions combat gear plus potion of cure light wounds, potion of 
  cure light wounds, potion of cure light wounds 
  Power-Up Suite:  
  AC 20, touch 12, flat-footed 18 
   (+2 Dex, +4 armor, +2 shield, +2 natural) [barkskin, 10 minutes 
  left]  
  Speed 30 ft. in medium armor (6 squares), base movement 40 ft. 
  [longstrider, 1 hour left] 
   
  S E N C H E L  ( W O L F  A N I M A L C O M P A N I O N) 
  CR  1 
  N Medium Animal 
  Init +2; Senses Low-Light Vision, Scent, Listen +3, Spot +3 
  AC 16, touch 12 , flat-footed 14 
   (+2 Dex, +2 armor, +2 natural) 
  hp 15 (2 HD) 
  Fort +5, Ref +5, Will +1  
  Speed 50 ft. (10 squares)  
  Melee bite +3 (1d6+1) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +1; Grp +2 
  Abilities Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6  
  Feats Track, Weapon Focus (bite) 
  Skills Hide +2, Listen +3, Move Silently +3, Spot +3, Survival 
  +1* 
  Trip (Ex): A wolf that hits with a bite attack can attempt to trip 
  the opponent (+1 check modifier) as a free action without 
  making a touch attack or provoking an attack of opportunity. 
  If the attempt fails, the opponent cannot react to trip the 
  wolf.  
  Skills *Wolves have a +4 racial bonus on Survival checks when 
  tracking by scent.  
   
  F A R O U K 
  CR  2 
  Male Human (B) Drd1/Ftr1 
  N Medium humanoid (human) 
  Init +6; Senses Listen +1, Spot +5 
  Languages Common, Abyssal, Druidic 
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 armor) 
  hp 17 (2 HD) 
  Fort +6, Ref +2, Will +3  
  Speed 20 ft. in medium armor (4 squares), base movement 30 ft. 
  Melee masterwork scythe +6 (2d4+4 20/x4) or masterwork 
  shortspear +5 (1d6+4 20/x2) 
  Ranged masterwork shortspear +4 (1d6+3 20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +4 
  Atk Options Power Attack 
  Combat 
  Gear 
  masterwork 
  hide, 
  masterwork 
  scythe, 
  masterwork shortspear, creepy cultist’s clothing 
  Druid Spells Prepared (CL 1st): 
   1st—cure light wounds, longstrider,  
   0—cure minor wounds, detect magic, flare  
  Abilities Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 10  
  SQ wild empathy +1 
  Feats Improved Initiative, Power Attack, Weapon Focus 
  [Scythe] 
  Skills Craft (Trapmaking) +5, Handle Animal +4, Heal +5, 
  Knowledge [Nature] +7, Spellcraft +5, Spot +5, Survival +7 
  Possessions combat gear plus potion of barkskin +3 (consumed), 
  potion of enlarge person, jewelry worth 45 gp 
  Power-Up Suite:  
  AC 18, touch 12, flat-footed 16 
   (+2 Dex, +3 armor, +3 natural) [barkskin, 10 minutes left]  
  Speed 30 ft. in medium armor (6 squares), base movement 40 ft. 
  [longstrider, 1 hour left] 
   
  G R A N C H E L ( W O L F  A N I M A L C O M P A N I O N) CR  1 
  N Medium Animal 
  Init +2; Senses Low-Light Vision, Scent, Listen +3, Spot +3 
  AC 16, touch 12 , flat-footed 14 
   (+2 Dex, +2 armor, +2 natural) 
  hp 15 (2 HD) 
  Fort +5, Ref +5, Will +1  
  Speed 50 ft. (10 squares)  
  Melee bite +3 (1d6+1) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +1; Grp +2 
  Abilities Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6  
  Feats Track, Weapon Focus (bite) 
  Skills Hide +2, Listen +3, Move Silently +3, Spot +3, Survival 
  +1* 
  Trip (Ex): A wolf that hits with a bite attack can attempt to trip 
  the opponent (+1 check modifier) as a free action without 
  making a touch attack or provoking an attack of opportunity. 
  If the attempt fails, the opponent cannot react to trip the 
  wolf.  
  Skills *Wolves have a +4 racial bonus on Survival checks when 
  tracking by scent.  
   
  C A L I D  V I N F O O D L E 
  CR  1 
  Male Gnome Drd1 
  N Small humanoid (gnome) 
  Init +6; Senses Listen +2, Spot +4 
  Languages Common, Gnomish, Druidic 
  AC 16, touch 13, flat-footed 14 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 22 
   (+1 Size, +2 Dex, +3 armor) 
  hp 11 (1 HD) 
  Fort +5, Ref +2, Will +4  
  Speed 15 ft. in medium armor (3 squares), base movement 20 ft. 
  Melee masterwork shortspear +2 (1d4 20/x2) 
  Ranged masterwork shortspear +3 (1d4 20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp -4 
  Combat Gear masterwork hide, masterwork shortspear, creepy 
  cultist’s clothing 
  Druid Spells Prepared (CL 1st): 
   1st—cure light wounds, entangle 
   0—cure minor wounds, detect magic, flare  
  Abilities Str 10, Dex 14, Con 16, Int 10, Wis 15, Cha 12  
  SQ wild empathy +2 
  Feats Improved Initiative 
  Skills Handle Animal +5, Knowledge [Nature] +6, Spellcraft +2, 
  Spot +4, Survival +8 
  Possessions combat gear plus potion of cure light wounds, potion of 
  cure light wounds, jewelry worth 13 gp 
   
  B I N D C H E L ( W O LF  A N I M A L C O M P A N I O N) CR  1 
  N Medium Animal 
  Init +2; Senses Low-Light Vision, Scent, Listen +3, Spot +3 
  AC 16, touch 12 , flat-footed 14 
   (+2 Dex, +2 armor, +2 natural) 
  hp 15 (2 HD) 
  Fort +5, Ref +5, Will +1  
  Speed 50 ft. (10 squares)  
  Melee bite +3 (1d6+1) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +1; Grp +2 
  Abilities Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6  
  Feats Track, Weapon Focus (bite) 
  Skills Hide +2, Listen +3, Move Silently +3, Spot +3, Survival 
  +1* 
  Trip (Ex): A wolf that hits with a bite attack can attempt to trip 
  the opponent (+1 check modifier) as a free action without 
  making a touch attack or provoking an attack of opportunity. 
  If the attempt fails, the opponent cannot react to trip the 
  wolf.  
  Skills *Wolves have a +4 racial bonus on Survival checks when 
  tracking by scent. 
   
   
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 23 
  APPENDIX 2 – APL 4 
  ENCOUNTER 2 
   
   
   
   
  D I R E  S Q U I R R E L 
  CR  1 
  N Medium Animal 
  Init +3; Senses Low-Light Vision, Scent, Listen +4, Spot +4 
  AC 15, touch 13, flat-footed 12, (+3 Dex, +2 natural) 
  hp 14 (2d8+2 HD); 
  Fort +4, Ref +6, Will +3 
  Speed 40 ft. (8 squares), climb 20 ft. 
  Melee bite +4 (1d6+3) 
  Base Atk +1; Grp +3 
  Atk Options Attach, Blood drain 
  Abilities Str 14, Dex 17, Con 12, Int 1, Wis 12, Cha 4  
  Feats Alertness, Weapon Finesse [bite] 
  Skills Climb +11, Hide +8, Move Silently +4 
  Attach (Ex) A dire squirrel that hits with its bite attack latches 
  onto the opponent’s body with its powerful jaws. An 
  attached dire squirrel loses its Dexterity bonus to AC and 
  thus has an AC of 12. An attached dire squirrel can be struck 
  with a weapon or grappled itself. To remove an attached dire 
  squirrel through grappling, the opponent must achieve a pin 
  against the creature. 
  Blood Drain (Ex) A dire squirrel drains blood for 1d4 points of 
  Constitution damage each round it remains attached. 
  Skills Dire squirrels have a +8 racial bonus on Climb checks 
  and can always choose to take 10 on Climb checks, even if 
  rushed or threatened. Dire squirrels use their Dexterity 
  modifier for Climb checks. 
  Description This enormous squirrel is about the size of a large 
  boar. It has coarse, spiky fur, malevolent eyes, and a long, 
  busy tail. 
   
  A D V A N C E D  D I R E  R A T  O F  L E G E N D 
  CR  3 
  N Medium Animal  
  Init +10; Senses Low-Light Vision, Scent, Listen +5, Spot +5 
  AC 23, touch 16 , flat-footed 17, (+6 Dex, +7 natural) 
  hp 24 (2d8+12 HD); 
  Fort +12, Ref +12, Will +7  
  Speed 40 ft. (8 squares), climb 20 ft. 
  Melee bite +9 (1d6+8 plus disease) 
  Base Atk +1; Grp +8 
  Atk Options Disease, Frightful Presence 
  Abilities Str 24, Dex 23, Con 22, Int 3, Wis 14, Cha 8  
  SQ Haste, Reflective hide 
  Feats Alertness, Improved Initiative, Multiattack, Weapon 
  Finesse [bite] 
  Skills Climb +15, Hide +11, Move Silently +7, Swim +15 
  Disease (Ex) Filth fever – bite, Fortitude DC 16, incubation 
  period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC 
  is Constitution-based. 
  Frightful Presence (Ex) When a dire rat of legend makes a 
  loud sound, it inspires terror in all creatures within 20 feet 
  that have fewer Hit Dice or levels than it has. Each 
  potentially affected opponent must succeed at a Will save 
  (DC 10) or become shaken – a condition that lasts until the 
  opponent is out of range. A successful save leaves that 
  opponent immune to that dire rat of legend’s frightful 
  presence for 24 hours. 
  Haste (Su) A dire rat of legend is supernaturally quick. It can 
  make an extra attack during a full-attack action, as if affected 
  by haste spell. 
  Reflective Hide (Su) A dire rat of legend has a silver sheen to 
  its skin and is permanently protected by a spell turning effect. 
  Skills Dire rats have a +8 racial bonus on Swim checks. Dire rats 
  have a +8 racial bonus on Climb checks and can always 
  choose to take 10 on Climb checks, even if rushed or 
  threatened. 
  Description This enormous rat looks bigger and more vicious 
  than most dogs. It has coarse, spiky fur, malevolent eyes and 
  a long, naked tail. Its fur has a silvery sheen, and it moves 
  with a supernatural quickness. 
  Sources Monster Manual II (Page 136) 
   
  ENCOUNTER 5 
   
   
   
   
  I N F LI C T  L I G H T  V I N E S  T R A P 
  CR  4 
  Description See encounter description. 
  Search DC 24; Type magic 
  Trigger proximity (alarm), Init +2 
  Effect inflict light wounds (+4 melee touch, 1d8+3, Will DC 13 
  half) and entangle (become entangled, Reflex DC 13 partial) 
  against each target in the clearing each round. 
  Duration 7 rounds 
  Destruction each vine AC 14, 10 hp; petrified totem AC 16, 18 
  hp, hardness 8 (disadvantage, destroying this disarms the entire 
  trap) 
  Disarm Disable Device DC 27 (per vine) 
  Dispel DC 14 (per vine), DC 14 (petrified totem, 
  disadvantage, dispelling this disarms the entire trap) 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 24 
  ENCOUNTER 6 
   
   
   
   
  M A N S O U R 
  CR  5 
  Male Human (F) Druid 5 
  CN Medium humanoid (human) 
  Init +2; Senses Listen +3, Spot +11 
  Languages Common, Abyssal, Druidic 
  AC 18, touch 12, flat-footed 16 
   (+2 Dex, +4 armor, +2 shield) 
  hp 38 (5 HD) 
  Fort +6, Ref +3, Will +7  
  Speed 20 ft. in medium armor (4 squares), base movement 30 ft. 
  Melee masterwork sickle +5 (1d6+1 20/x2) or masterwork 
  shortspear +5 (1d6+1 20/x2) 
  Ranged masterwork shortspear +6 (1d6+1 20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4 
  Atk Options Rapid Spell, Wild Shape 1/day 
  Combat Gear +1 hide armor, darkwood shield, masterwork 
  sickle, masterwork shortspear, creepy cultist’s clothing 
  Druid Spells Prepared (CL 5th): 
   3rd—protection from energy (fire), rapid summon nature’s ally II  
   2nd—heat metal, hold animal, rapid summon nature’s ally I  
   1st—faerie fire, longstrider, magic fang, obscuring mist 
   0—cure minor wounds (x2), detect magic, flare (x2)  
  Abilities Str 12, Dex 14, Con 15, Int 12, Wis 16, Cha 10  
  SQ wild empathy +7, woodland stride, trackless step, resist 
  nature’s lure 
  Feats Spell Focus [Conjuration], Augment Summoning, Rapid 
  Spell* 
  Skills Concentration +10, Handle Animal +6, Heal +9, 
  Knowledge [Nature] +11, Spellcraft +9, Spot +11, Survival 
  +13 
  Possessions combat gear plus wand of cure light wounds, potion of 
  barkskin +5 (consumed) 
  Power-Up Suite:  
  AC 23, touch 12, flat-footed 21 
   (+2 Dex, +4 armor, +2 shield, +5 natural) [barkskin, 10 minutes 
  left]  
  Immune fire (up to 60 points) [protection from energy (fire), 10 
  minutes left] 
  Speed 30 ft. in medium armor (6 squares), base movement 40 ft. 
  [longstrider, 1 hour left] 
   
  S E N C H E L  ( W O L F  A N I M A L C O M P A N I O N) 
  CR  1 
  N Medium Animal 
  Init +3; Senses Low-Light Vision, Scent, Listen +4, Spot +4 
  AC 19, touch 13 , flat-footed 16 
   (+3 Dex, +2 armor, +4 natural) 
  hp 36 (4 HD) 
  Fort +7, Ref +7, Will +2  
  Speed 50 ft. (10 squares)  
  Melee bite +5 (1d6+3) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +3; Grp +4 
  Abilities Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 6  
  SQ evasion 
  Feats Track, Weapon Focus (bite), Improved Toughness*  
  Skills Hide +3, Listen +4, Move Silently +4, Spot +4, Survival 
  +1* 
  Trip (Ex): A wolf that hits with a bite attack can attempt to trip 
  the opponent (+2 check modifier) as a free action without 
  making a touch attack or provoking an attack of opportunity. 
  If the attempt fails, the opponent cannot react to trip the 
  wolf.  
  Skills *Wolves have a +4 racial bonus on Survival checks when 
  tracking by scent.  
   
  F A R O U K 
  CR  4 
  Male Human (B) Drd3/Ftr1 
  N Medium humanoid (human) 
  Init +6; Senses Listen +1, Spot +7 
  Languages Common, Abyssal, Druidic 
  AC 16, touch 12, flat-footed 15 
   (+2 Dex, +4 armor) 
  hp 35 (4 HD) 
  Fort +7, Ref +3, Will +4  
  Speed 20 ft. in medium armor (4 squares), base movement 30 ft. 
  Melee masterwork scythe +8 (2d4+4 20/x4) or masterwork 
  shortspear +7 (1d6+4 20/x2) 
  Ranged masterwork shortspear +6 (1d6+3 20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +6 
  Atk Options Power Attack 
  Combat Gear +1 hide armor, masterwork scythe, masterwork 
  shortspear, creepy cultist’s clothing 
  Druid Spells Prepared (CL 3rd): 
   2nd—bull’s strength 
   1st—cure light wounds, longstrider, obscuring mist 
   0—cure minor wounds (x2), detect magic, flare  
  Abilities Str 16, Dex 14, Con 14, Int 12, Wis 13, Cha 10  
  SQ wild empathy +5, woodland stride, trackless step 
  Feats Improved Initiative, Improved Toughness*, Power 
  Attack, Weapon Focus [Scythe] 
  Skills Concentration +9, Craft (Trapmaking) +5, Handle 
  Animal +4, Heal +5, Knowledge [Nature] +10, Spellcraft +6, 
  Spot +7, Survival +10 
  Possessions combat gear plus potion of barkskin +3 (consumed), 
  potion of enlarge person, potion of resist energy (fire) 10 (consumed), 
  jewelry worth 45 gp 
  Power-Up Suite:  
  AC 19, touch 12, flat-footed 17 
   (+2 Dex, +4 armor, +3 natural) [barkskin, 10 minutes left 
  Resist fire 10 [resist energy (fire), 10 minutes left]  
  Speed 30 ft. in medium armor (6 squares), base movement 40 ft. 
  [longstrider, 1 hour left] 
   
  G R A N C H E L ( W O L F  A N I M A L C O M P A N I O N) CR  1 
  N Medium Animal 
  Init +2; Senses Low-Light Vision, Scent, Listen +3, Spot +3 
  AC 16, touch 12 , flat-footed 14 
   (+2 Dex, +2 armor, +2 natural) 
  hp 15 (2 HD) 
  Fort +5, Ref +5, Will +1  
  Speed 50 ft. (10 squares)  
  Melee bite +3 (1d6+1) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +1; Grp +2 
  Abilities Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6  
  Feats Track, Weapon Focus (bite) 
  Skills Hide +2, Listen +3, Move Silently +3, Spot +3, Survival 
  +1* 
  Trip (Ex): A wolf that hits with a bite attack can attempt to trip 
  the opponent (+1 check modifier) as a free action without 
  making a touch attack or provoking an attack of opportunity. 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 25 
  If the attempt fails, the opponent cannot react to trip the 
  wolf.  
  Skills *Wolves have a +4 racial bonus on Survival checks when 
  tracking by scent.  
   
  C A L I D  V I N F O O D L E 
  CR  3 
  Male Gnome Drd3 
  N Small humanoid (gnome) 
  Init +6; Senses Listen +2, Spot +4 
  Languages Common, Gnomish, Druidic 
  AC 18, touch 13, flat-footed 16 
   (+1 Size, +2 Dex, +3 armor, +2 Shield) 
  hp 25 (3 HD) 
  Fort +6, Ref +3, Will +5  
  Speed 15 ft. in medium armor (3 squares), base movement 20 ft. 
  Melee masterwork shortspear +4 (1d4 20/x2) 
  Ranged masterwork shortspear +5 (1d4 20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -2Atk Options Rapid Spell* 
  Combat Gear masterwork hide, masterwork shortspear, 
  darkwood shield, creepy cultist’s clothing 
  Druid Spells Prepared (CL 3rd): 
   2nd—rapid summon nature’s ally I, barkskin 
   1st—cure light wounds, entangle, longstrider 
   0—cure minor wounds, detect magic, flare (x2)  
  Abilities Str 10, Dex 14, Con 16, Int 10, Wis 15, Cha 12  
  SQ wild empathy +6, woodland stride, trackless step 
  Feats Improved Initiative, 
   
  Rapid Spell*Skills Concentration +9, Handle Animal +6, 
  Knowledge [Nature] +9, Spellcraft +2, Spot +4, Survival +11 
  Possessions combat gear plus potion of cure light wounds, potion of 
  cure light wounds, potion of barkskin +5, jewelry worth 13 gp 
  Power-Up Suite:  
  AC 20, touch 13, flat-footed 18 
   (+1 Size, +2 Dex, +3 armor, +2 shield, +2 natural) [barkskin, 10 
  minutes left] 
  Speed 25 ft. in medium armor (5 squares), base movement 20 ft. 
  [longstrider, 1 hour left] 
   
  B I N D C H E L ( W O LF  A N I M A L  C O M P A N I O N) CR  1 
  N Medium Animal 
  Init +2; Senses Low-Light Vision, Scent, Listen +3, Spot +3 
  AC 16, touch 12 , flat-footed 14 
   (+2 Dex, +2 armor, +2 natural) 
  hp 15 (2 HD) 
  Fort +5, Ref +5, Will +1  
  Speed 50 ft. (10 squares)  
  Melee bite +3 (1d6+1) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +1; Grp +2 
  Abilities Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6  
  Feats Track, Weapon Focus (bite) 
  Skills Hide +2, Listen +3, Move Silently +3, Spot +3, Survival 
  +1* 
  Trip (Ex): A wolf that hits with a bite attack can attempt to trip 
  the opponent (+1 check modifier) as a free action without 
  making a touch attack or provoking an attack of opportunity. 
  If the attempt fails, the opponent cannot react to trip the 
  wolf.  
  Skills *Wolves have a +4 racial bonus on Survival checks 
  when tracking by scent. 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 26 
  APPENDIX 3 – APL 6 
  ENCOUNTER 2 
   
   
   
   
  A D V A N C E D  D I R E  B A D G E R  O F  L E G E N D 
  CR  5 
  N Large Animal 
  Init +9; Senses Low-Light Vision, Reflective hide, Scent, Listen 
  +8, Spot +8 
  AC 25, touch 14 , flat-footed 20, (-1 size, +5 Dex, +11 natural) 
  hp 108 (5d8+78 HD) 
  Fort +19, Ref +11, Will +9  
  Speed 30 ft. (6 squares), burrow 10 ft. 
  Melee 2 claws +13 (1d6+11) and bite +7 (1d8+10 plus poison) 
  Base Atk +3; Grp +18 
  Atk Options Haste, Poison, Rage 
  Abilities Str 32, Dex 21, Con 34, Int 4, Wis 14, Cha 14  
  Feats Alertness, Improved Initiative, Multiattack, Toughness, 
  Track 
  Haste (Su) A dire badger of legend is supernaturally quick. It 
  can make an extra attack during a full-attack action, as if 
  affected by haste spell. 
  Poison (Ex) A dire badger of legend delivers its poison 
  (Fortitude save DC 24) with each successful bite attack. The 
  initial and secondary damage is the same (1d6 points of 
  Strength damage). The save DC is Constitution-based. 
  Rage (Ex) A dire badger that takes damage in combat flies into a 
  berserk rage on its next turn, clawing and biting madly until 
  either it or its opponent is dead. It gains +4 Strength, +4 
  Constitution, and -2 AC. The creature cannot end its rage 
  voluntarily. 
  Reflective Hide (Su) A dire badger of legend has a silvery 
  sheen to its skin and is permanently protected by a spell 
  turning effect. 
  Description This squat, muscular creature is covered in wild, 
  thick fur. Its stout legs end in clawed feet, and its pointed snout 
  has a wide mouthful of sharp teeth. Its fur has a silvery sheen, 
  and it moves with a supernatural quickness. 
  Sources Monster Manual II (Page 136) 
   
  ENCOUNTER 5 
   
   
   
   
  I N F LI C T  M O D E R A T E  V I N E S  T R A P 
  CR  6 
  Description See encounter description. 
  Search DC 26; Type magic 
  Trigger proximity (alarm), Init +3 
  Effect inflict moderate wounds (+6 melee touch, 2d8+5, Will DC 
  14 half) and entangle (become entangled, Reflex DC 14 
  partial) against each target in the clearing each round. 
  Duration 9 rounds 
  Destruction each vine AC 16, 15 hp; petrified totem AC 19, 27 
  hp, hardness 8 (disadvantage, destroying this disarms the entire 
  trap) 
  Disarm Disable Device DC 28 (per vine) 
  Dispel DC 16 (per vine), DC 16 (petrified totem, 
  disadvantage, dispelling this disarms the entire trap) 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 27 
  ENCOUNTER 6 
   
   
   
   
  M A N S O U R 
  CR  7 
  Male Human (F) Druid 7 
  CN Medium humanoid (human) 
  Init +2; Senses Listen +9, Spot +13 
  Languages Common, Abyssal, Druidic 
  AC 19, touch 13, flat-footed 17 
   (+2 Dex, +4 armor, +2 shield) 
  hp 53 (7 HD) 
  Fort +7, Ref +4, Will +8  
  Speed 20 ft. in medium armor (4 squares), base movement 30 ft. 
  Melee masterwork sickle +7 (1d6+1 20/x2) or masterwork 
  shortspear +7 (1d6+1 20/x2) 
  Ranged masterwork shortspear +8 (1d6+1 20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +6 
  Atk Options Rapid Spell, Wild Shape 3/day 
  Combat Gear +1 hide armor, darkwood shield, masterwork 
  sickle, masterwork shortspear, creepy cultist’s clothing 
  Druid Spells Prepared (CL 7th): 
   4th—rapid call lightning 
   3rd—cure moderate wounds, protection from energy (fire), rapid 
  summon nature’s ally II  
   2nd—heat metal, hold animal, rapid summon nature’s ally I (x2) 
   1st—faerie fire (x2), longstrider, magic fang, obscuring mist 
   0—cure minor wounds (x3), detect magic, flare (x2)  
  Abilities Str 12, Dex 14, Con 15, Int 12, Wis 16, Cha 10  
  SQ wild empathy +9, woodland stride, trackless step, resist 
  nature’s lure 
  Feats Spell Focus [Conjuration], Augment Summoning, Rapid 
  Spell*, Natural Spell 
  Skills Concentration +12, Handle Animal +6, Heal +9, 
  Knowledge [Nature] +11, Listen +9, Spellcraft +11, Spot +13, 
  Survival +13 
  Possessions combat gear plus wand of cure light wounds, potion of 
  barkskin +5 (consumed), ring of protection +1, elixir of truth, 
  jewelry worth 80 gp 
  Power-Up Suite:  
  AC 24, touch 13, flat-footed 22 
   (+2 Dex, +4 armor, +2 shield, +1 Deflection, +5 natural) 
  [barkskin, 10 minutes left]  
  Immune fire (up to 84 points) [protection from energy (fire), 10 
  minutes left] 
  Speed 30 ft. in medium armor (6 squares), base movement 40 ft. 
  [longstrider, 1 hour left] 
   
  S E N C H E L  (D I R E  W O LF  C O M P A N I O N) 
  CR  3 
  N Large Animal 
  Init +2; Senses Low-Light Vision, Scent, Listen +7, Spot +7 
  AC 16, touch 12 , flat-footed 14 
   (-1 Size, +2 Dex, +2 armor, +3 natural) 
  hp 50 (6 HD) 
  Fort +8, Ref +7, Will +6  
  Speed 50 ft. (10 squares)  
  Melee bite +11 (1d8+10) 
  Space 10 ft.; Reach 5 ft.  
  Base Atk +4; Grp +15 
  Abilities Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10  
  Feats Track, Weapon Focus (bite), Alertness, Run  
  Skills Hide +0, Listen +7, Move Silently +4, Spot +7, Survival 
  +2* 
  Trip (Ex): A dire wolf that hits with a bite attack can attempt to 
  trip the opponent (+11 check modifier) as a free action 
  without making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot react 
  to trip the dire wolf.  
  Skills A dire wolf has a +2 racial bonus on Hide, Listen, Move 
  Silently and Spot checks. *It also has a +4 racial bonus on 
  Survival checks when tracking by scent.  
   
  F A R O U K 
  CR  6 
  Male Human (B) Drd5/Ftr1 
  N Medium humanoid (human) 
  Init +6; Senses Listen +4, Spot +10 
  Languages Common, Abyssal, Druidic 
  AC 16, touch 12, flat-footed 15 
   (+2 Dex, +4 armor) 
  hp 51 (6 HD) 
  Fort +8, Ref +3, Will +5  
  Speed 20 ft. in medium armor (4 squares), base movement 30 ft. 
  Melee +1 scythe +9 (2d4+5 20/x4) or masterwork shortspear +8 
  (1d6+4 20/x2) 
  Ranged masterwork shortspear +7 (1d6+3 20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7 
  Atk Options Boar’s Ferocity*, Power Attack, Wild Shape 1/day 
  Combat Gear +1 hide armor, +1 scythe, masterwork shortspear, 
  creepy cultist’s clothing 
  Druid Spells Prepared (CL 5th): 
   3rd—poison 
   2nd—bull’s strength, bear’s endurance 
   1st—cure light wounds (x2), longstrider, obscuring mist 
   0—cure minor wounds (x2), detect magic, flare  
  Abilities Str 16, Dex 14, Con 14, Int 12, Wis 13, Cha 10  
  SQ wild empathy +7, woodland stride, trackless step, resist 
  nature’s lure 
  Feats Boar’s Ferocity*, Improved Initiative, Improved 
  Toughness*, Power Attack, Weapon Focus [Scythe] 
  Skills Concentration +11, Craft (Trapmaking) +5, Handle 
  Animal +4, Heal +5, Knowledge [Nature] +10, Listen +4, 
  Spellcraft +10, Spot +10, Survival +10 
  Possessions combat gear plus potion of barkskin +3 (consumed), 
  potion of enlarge person, potion of resist energy (fire) 10 (consumed), 
  potion of cure moderate wounds, jewelry worth 45 gp 
  Power-Up Suite:  
  AC 19, touch 12, flat-footed 17 
   (+2 Dex, +4 armor, +3 natural) [barkskin, 10 minutes left 
  Resist fire 10 [resist energy (fire), 10 minutes left]  
  Speed 30 ft. in medium armor (6 squares), base movement 40 ft. 
  [longstrider, 1 hour left] 
   
  G R A N C H E L ( W O L F  A N I M A L C O M P A N I O N) CR  1 
  N Medium Animal 
  Init +3; Senses Low-Light Vision, Scent, Listen +4, Spot +4 
  AC 19, touch 13 , flat-footed 16 
   (+3 Dex, +2 armor, +4 natural) 
  hp 36 (4 HD) 
  Fort +7, Ref +7, Will +2  
  Speed 50 ft. (10 squares)  
  Melee bite +5 (1d6+3) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +3; Grp +4 
  Abilities Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 6  
  SQ evasion 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 28 
  Feats Track, Weapon Focus (bite), Improved Toughness*  
  Skills Hide +3, Listen +4, Move Silently +4, Spot +4, Survival 
  +1* 
  Trip (Ex): A wolf that hits with a bite attack can attempt to trip 
  the opponent (+2 check modifier) as a free action without 
  making a touch attack or provoking an attack of opportunity. 
  If the attempt fails, the opponent cannot react to trip the 
  wolf.  
  Skills *Wolves have a +4 racial bonus on Survival checks when 
  tracking by scent.  
   
  C A L I D  V I N F O O D L E 
  CR  5 
  Male Gnome Drd5 
  N Small humanoid (gnome) 
  Init +6; Senses Listen +2, Spot +10 
  Languages Common, Gnomish, Druidic 
  AC 19, touch 13, flat-footed 17 
   (+1 Size, +2 Dex, +4 armor, +2 Shield) 
  hp 41 (5 HD) 
  Fort +8, Ref +4, Will +7  
  Speed 15 ft. in medium armor (3 squares), base movement 20 ft. 
  Melee masterwork shortspear +5 (1d4 20/x2) 
  Ranged masterwork shortspear +6 (1d4 20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp -1Atk Options Rapid Spell*, Wild Shape 
  1/day 
  Combat Gear +1 hide armor, masterwork shortspear, darkwood 
  shield, creepy cultist’s clothing 
  Druid Spells Prepared (CL 5th): 
   3rd— rapid summon nature’s ally II 
   2nd—rapid summon nature’s ally I (x2), barkskin 
   1st—cure light wounds, entangle, faerie fire, longstrider 
   0—cure minor wounds, detect magic, flare (x2)  
  Abilities Str 10, Dex 14, Con 17, Int 10, Wis 15, Cha 12  
  SQ wild empathy +8, woodland stride, trackless step, resist 
  nature’s lure 
  Feats Improved Initiative, 
   
  Rapid Spell*Skills Concentration +11, Handle Animal +5, 
  Knowledge [Nature] +9, Spellcraft +2, Spot +10, Survival +11 
  Possessions combat gear plus potion of cure light wounds, potion of 
  barkskin +5, cloak of resistance +1, jewelry worth 6 gp 
  Power-Up Suite:  
  AC 21, touch 13, flat-footed 19 
   (+1 Size, +2 Dex, +4 armor, +2 shield, +2 natural) [barkskin, 10 
  minutes left] 
  Speed 25 ft. in medium armor (5 squares), base movement 20 ft. 
  [longstrider, 1 hour left] 
   
  L O E F F L E R  ( D I R E  BA D G E R  C O M P A N I O N) 
  CR  2 
  N Medium Animal 
  Init +3; Senses Low-Light Vision, Scent, Listen +6, Spot +6 
  AC 18, touch 13 , flat-footed 15 
   (+3 Dex, +2 armor, +3 natural) 
  hp 29 (3 HD) 
  Fort +7, Ref +6, Will +4  
  Speed 30 ft. (6 squares), burrow 10 ft. (2 squares) 
  Melee 2 claws +4 (1d4+2) and bite –1 (1d6+1) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +2; Grp +4Atk Options Rage 
  Abilities Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10  
  Feats Track, Alertness , Toughness , Track 
  Skills Listen +6, Spot +6 
  Rage (Ex): A dire badger that takes damage in combat flies into 
  a berserk rage on its next turn, clawing and biting madly 
  until either it or its opponent is dead. It gains +4 Strength, +4 
  Constitution, and –2 AC. The creature cannot end its rage 
  voluntarily. 
   
   
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 29 
  APPENDIX 4 – APL 8 
  ENCOUNTER 2 
   
   
   
   
  A D V A N C E D  D I R E  B A D G E R  O F  L E G E N D 
  CR  5 
  N Large Animal 
  Init +9; Senses Low-Light Vision, Reflective hide, Scent, Listen 
  +8, Spot +8 
  AC 25, touch 14 , flat-footed 20, (-1 size, +5 Dex, +11 natural) 
  hp 108 (5d8+78 HD) 
  Fort +19, Ref +11, Will +9  
  Speed 30 ft. (6 squares), burrow 10 ft. 
  Melee 2 claws +13 (1d6+11) and bite +7 (1d8+10 plus poison) 
  Base Atk +3; Grp +18 
  Atk Options Haste, Poison, Rage 
  Abilities Str 32, Dex 21, Con 34, Int 4, Wis 14, Cha 14  
  Feats Alertness, Improved Initiative, Multiattack, Toughness, 
  Track 
  Haste (Su) A dire badger of legend is supernaturally quick. It 
  can make an extra attack during a full-attack action, as if 
  affected by haste spell. 
  Poison (Ex) A dire badger of legend delivers its poison 
  (Fortitude save DC 24) with each successful bite attack. The 
  initial and secondary damage is the same (1d6 points of 
  Strength damage). The save DC is Constitution-based. 
  Rage (Ex) A dire badger that takes damage in combat flies into a 
  berserk rage on its next turn, clawing and biting madly until 
  either it or its opponent is dead. It gains +4 Strength, +4 
  Constitution, and -2 AC. The creature cannot end its rage 
  voluntarily. 
  Reflective Hide (Su) A dire badger of legend has a silvery 
  sheen to its skin and is permanently protected by a spell 
  turning effect. 
  Description This squat, muscular creature is covered in wild, 
  thick fur. Its stout legs end in clawed feet, and its pointed snout 
  has a wide mouthful of sharp teeth. Its fur has a silvery sheen, 
  and it moves with a supernatural quickness. 
  Sources Monster Manual II (Page 136) 
   
   
   
  D E A T H  W E E D 
  CR  9 
  Vine horror Sor8 
  NE Medium-size Plant (aquatic) 
  Init +1; Senses Listen +5, Spot +5 
  AC 19, touch 11, flat-footed 18, (+1 Dex, +8 natural) 
  hp 120 (5d8+8d4+78 HD); 
  Fort +12, Ref +4, Will +8 
  Speed 30 ft. (6 squares), swim 20 ft. 
  Melee slam +10/+10 (1d6+3) 
  Base Atk +7; Grp +10 
  Atk Options Animate vines. 
  Special Actions Malleability 
  Sorcerer Spells Known (CL 12th): 
   4th (3/day)— greater invisibility, greater invisibility 
   3rd (6/day)— fireball, unluckSpC 
   2nd (7/day)— fireburstSpC, glitterdust, scorching ray 
   1st (7/day)— fist of stoneSpC, fist of stoneSpC, mage armor, mage 
  armor, magic missile, ray of enfeeblement, shield, shield 
   0 (6/day)— acid splash, daze, detect magic, mending, message, 
  prestidigitation, read magic 
  SpC: Spell Compendium 
  Abilities Str 16, Dex 12, Con 23, Int 11, Wis 13, Cha 16  
  SQ Plant traits, Half damage from piercing and slashing 
  Feats Alertness, Blind-Fight, Empower Spell, Practiced 
  SpellcasterCD, Sudden MaximizeCA. 
  CDComplete Divine, 
  CAComplete Arcane. 
  Skills Concentration +14, Hide +16 (+31 when in an area with a 
  lot of algae), Spellcraft +6, Swim +16 
  Possessions combat gear plus spell component pouch 
  Animate Vines (Sp) A vine horror can use this ability to 
  animate any single vine or similar kind of plant life within 
  90 feet. An animated vine fights as an assassin vine in all 
  respects (see the Monster Manual). An animated vine loses 
  its ability to fight if the vine horror that animated it is 
  incapacitated or moves out of range. 
  Malleability (Ex) Because of a vine horror’s unusual body 
  structure, it can compress its body enough to squeeze 
  through a 1-inch-wide crack. Cracks and similar openings 
  that are 1 inch or more in width do not slow the vine horror 
  at all. 
  Skills Vine horrors have a +8 racial bonus on any Swim check 
  to perform some special action or avoid a hazard and can 
  always choose to take 10 on Swim checks, even if distracted 
  or endangered. Vine horrors have a +15 racial bonus on Hide 
  checks in swamps or other areas with noticeable 
  concentration of algae. 
  Sources Complete Arcane (Page 83), Complete Divine (Page 82), 
  Fiend Folio (Page 185), Spell Compendium (Pages 93-94, 227) 
  Power-Up Suite: Fist of stone (8 rounds), greater invisibility (11 
  rounds), mage armor, shield – AC 27, touch 11, flat-footed 26 
  (+4 armor, +1 Dex, +8 natural, +4 shield). 
   
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 30 
  ENCOUNTER 5 
   
   
   
   
  P O I S O N I N G  V I N E S  T R A P 
  CR  8 
  Description See encounter description. 
  Search DC 28; Type magic 
  Trigger proximity (alarm), Init +4 
  Effect poison (+10 melee touch, 1d10 Con/1d10 Con, Fortitude 
  DC 16 negates) and entangle (become entangled, Reflex DC 
  16 partial) against each target in the clearing each round. 
  Duration 11 rounds 
  Destruction each vine AC 18, 20 hp; petrified totem AC 22, 36 
  hp, hardness 8 (disadvantage, destroying this disarms the entire 
  trap) 
  Disarm Disable Device DC 29 (per vine) 
  Dispel DC 18 (per vine), DC 18 (petrified totem, 
  disadvantage, dispelling this disarms the entire trap) 
  ENCOUNTER 6 
   
   
   
   
  M A N S O U R 
  CR  9 
  Male Human (F) Druid 9 
  CN Medium humanoid (human) 
  Init +2; Senses Listen +16, Spot +16 
  Languages Common, Abyssal, Druidic 
  AC 19, touch 13, flat-footed 17 
   (+2 Dex, +4 armor, +2 shield) 
  hp 74 (9 HD) 
  Immune poison 
  Fort +9, Ref +5, Will +10  
  Speed 20 ft. in medium armor (4 squares), base movement 30 ft. 
  Melee masterwork sickle +8/+3 (1d6+1 20/x2) or masterwork 
  shortspear +8/+3 (1d6+1 20/x2) 
  Ranged masterwork shortspear +9 (1d6+1 20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +7 
  Atk Options Rapid Spell, Quicken Spell, Wild Shape 3/day, 
  Wild Shape (Large) 
  Combat Gear +1 hide armor, darkwood shield, masterwork 
  sickle, masterwork shortspear, creepy cultist’s clothing 
  Druid Spells Prepared (CL 9th): 
    5th—stoneskin 
   4th—dispel magic, rapid call lightning, rapid summon nature’s 
  ally III 
   3rd—cure moderate wounds, protection from energy (fire), rapid 
  lesser restoration, rapid summon nature’s ally II 
   2nd—bull’s strength, heat metal, hold animal, rapid summon 
  nature’s ally I (x2) 
   1st—faerie fire (x2), longstrider, magic fang, obscuring mist 
   0—cure minor wounds (x3), detect magic, flare (x2)  
  Abilities Str 12, Dex 14, Con 16, Int 12, Wis 18, Cha 10  
  SQ wild empathy +11, woodland stride, trackless step, resist 
  nature’s lure, venom immunity 
  Feats Spell Focus [Conjuration], Augment Summoning, Rapid 
  Spell*, Natural Spell, Cloudy Conjuration* 
  Skills Concentration +15, Handle Animal +6, Heal +10, 
  Knowledge [Nature] +11, Listen +16, Spellcraft +13, Spot 
  +16, Survival +14 
  Possessions combat gear plus wand of cure light wounds, potion of 
  barkskin +5 (consumed), potion of resist energy (cold) 10 
  (consumed), potion of resist energy (acid) 10 (consumed), ring of 
  protection +1, elixir of truth, periapt of wisdom +2, dust of dryness, 
  jewelry worth 30 gp 
  Power-Up Suite:  
  AC 24, touch 13, flat-footed 22 
   (+2 Dex, +4 armor, +2 shield, +1 Deflection, +5 natural) 
  [barkskin, 10 minutes left]  
  hp 74 (9 HD); ; DR 10/adamantine, (up to 90 points) [stoneskin, 
  10 minutes left] 
  Immune poison, fire (up to 108 points) [protection from energy 
  (fire), 10 minutes left] 
  Resist acid 10 [resist energy (acid) 10, 10 minutes left], cold 10 
  [resist energy (acid) 10, 10 minutes left] 
  Speed 30 ft. in medium armor (6 squares), base movement 40 ft. 
  [longstrider, 1 hour left] 
   
  S E N C H E L  (D I R E  W O L F  C O M P A N I O N) 
  CR  3 
  N Large Animal 
  Init +2; Senses Low-Light Vision, Scent, Listen +7, Spot +7 
  AC 16, touch 12 , flat-footed 14 
   (-1 Size, +2 Dex, +2 armor, +3 natural) 
  hp 50 (6 HD) 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 31 
  Fort +8, Ref +7, Will +6  
  Speed 50 ft. (10 squares)  
  Melee bite +11 (1d8+10) 
  Space 10 ft.; Reach 5 ft.  
  Base Atk +4; Grp +15 
  Abilities Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10  
  Feats Track, Weapon Focus (bite), Alertness, Run  
  Skills Hide +0, Listen +7, Move Silently +4, Spot +7, Survival 
  +2* 
  Trip (Ex): A dire wolf that hits with a bite attack can attempt to 
  trip the opponent (+11 check modifier) as a free action 
  without making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot react 
  to trip the dire wolf.  
  Skills A dire wolf has a +2 racial bonus on Hide, Listen, Move 
  Silently and Spot checks. *It also has a +4 racial bonus on 
  Survival checks when tracking by scent.  
   
  F A R O U K 
  CR  8 
  Male Human (B) Drd5/Ftr3 
  N Medium humanoid (human) 
  Init +6; Senses Listen +4, Spot +10 
  Languages Common, Abyssal, Druidic 
  AC 20, touch 12, flat-footed 18 
   (+2 Dex, +8 armor) 
  hp 70 (8 HD) 
  Fort +9, Ref +4, Will +6  
  Speed 20 ft. in medium armor (4 squares), base movement 30 ft. 
  Melee +1 scythe +11/+6 (2d4+5 20/x4) or masterwork shortspear 
  +10/+5 (1d6+4 20/x2) 
  Ranged masterwork shortspear +9 (1d6+3 20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Atk Options Boar’s Ferocity*, Power Attack, Wild Shape 1/day 
  Combat Gear dragonhide plate, +1 scythe, masterwork 
  shortspear, creepy cultist’s clothing 
  Druid Spells Prepared (CL 5th): 
   3rd—poison 
   2nd—bull’s strength, bear’s endurance 
   1st—cure light wounds (x2), longstrider, obscuring mist 
   0—cure minor wounds (x2), detect magic, flare  
  Abilities Str 17, Dex 14, Con 14, Int 12, Wis 13, Cha 10  
  SQ wild empathy +7, woodland stride, trackless step, resist 
  nature’s lure 
  Feats Boar’s Ferocity*, Improved Initiative, Improved 
  Toughness*, Power Attack, Power Critical (Scythe)*, 
  Weapon Focus [Scythe] 
  Skills Concentration +13, Craft (Trapmaking) +9, Handle 
  Animal +4, Heal +5, Knowledge [Nature] +10, Listen +4, 
  Spellcraft +10, Spot +10, Survival +10 
  Possessions combat gear plus potion of barkskin +3 (consumed), 
  potion of enlarge person, potion of resist energy (fire) 10 (consumed), 
  potion of cure moderate wounds, dust of dryness, jewelry worth 
  110 gp 
  Power-Up Suite:  
  AC 23, touch 12, flat-footed 21 
   (+2 Dex, +8 armor, +3 natural) [barkskin, 10 minutes left 
  Resist fire 10 [resist energy (fire), 10 minutes left]  
  Speed 30 ft. in medium armor (6 squares), base movement 40 ft. 
  [longstrider, 1 hour left] 
   
  G R A N C H E L ( W O L F  A N I M A L C O M P A N I O N) CR  1 
  N Medium Animal 
  Init +3; Senses Low-Light Vision, Scent, Listen +4, Spot +4 
  AC 19, touch 13 , flat-footed 16 
   (+3 Dex, +2 armor, +4 natural) 
  hp 36 (4 HD) 
  Fort +7, Ref +7, Will +2  
  Speed 50 ft. (10 squares)  
  Melee bite +5 (1d6+3) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +3; Grp +4 
  Abilities Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 6  
  SQ evasion 
  Feats Track, Weapon Focus (bite), Improved Toughness*  
  Skills Hide +3, Listen +4, Move Silently +4, Spot +4, Survival 
  +1* 
  Trip (Ex): A wolf that hits with a bite attack can attempt to trip 
  the opponent (+2 check modifier) as a free action without 
  making a touch attack or provoking an attack of opportunity. 
  If the attempt fails, the opponent cannot react to trip the 
  wolf.  
  Skills *Wolves have a +4 racial bonus on Survival checks when 
  tracking by scent.  
   
  C A L I D  V I N F O O D L E 
  CR  7 
  Male Gnome Drd7 
  N Small humanoid (gnome) 
  Init +6; Senses Listen +2, Spot +12 
  Languages Common, Gnomish, Druidic 
  AC 19, touch 13, flat-footed 17 
   (+1 Size, +2 Dex, +4 armor, +2 Shield) 
  hp 58 (7 HD) 
  Fort +9, Ref +5, Will +8  
  Speed 15 ft. in medium armor (3 squares), base movement 20 ft. 
  Melee masterwork shortspear +7 (1d4 20/x2) 
  Ranged masterwork shortspear +8 (1d4 20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +1Atk Options Rapid Spell*, Wild Shape 
  3/day 
  Combat Gear +1 hide armor, masterwork shortspear, darkwood 
  shield, creepy cultist’s clothing 
  Druid Spells Prepared (CL 7th): 
   4th—rapid call lightning 
   3rd—cure moderate wounds, rapid summon nature’s ally II 
   2nd—bear’s endurance, rapid summon nature’s ally I (x2), 
  barkskin 
   1st—cure light wounds (x2), entangle, faerie fire, longstrider 
   0—cure minor wounds (x2), detect magic, flare (x2)  
  Abilities Str 10, Dex 14, Con 17, Int 10, Wis 15, Cha 12  
  SQ wild empathy +10, woodland stride, trackless step, resist 
  nature’s lure 
  Feats Improved Initiative, 
   
  Natural Spell, Rapid Spell*Skills Concentration +13, Handle 
  Animal +5, Knowledge [Nature] +9, Spellcraft +6, Spot +12, 
  Survival +11 
  Possessions combat gear plus potion of cure light wounds, potion of 
  barkskin +5, potion of resist energy (fire) 10 (consumed), cloak of 
  resistance +1, elemental gem (air), jewelry worth 406 gp 
  Power-Up Suite:  
  AC 22, touch 13, flat-footed 20 
   (+1 Size, +2 Dex, +4 armor, +2 shield, +3 natural) [barkskin, 10 
  minutes left] 
  Resist fire 10 [resist energy (fire), 10 minutes left] 
  Speed 25 ft. in medium armor (5 squares), base movement 20 ft. 
  [longstrider, 1 hour left] 
   
  
  BIS7-04 Dark Heart of the Forest 
   
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  L O E F F LE R  ( D I R E  BA D G E R  C O M P A N I O N) 
  CR  2 
  N Medium Animal 
  Init +4; Senses Low-Light Vision, Scent, Listen +7, Spot +7 
  AC 21, touch 14 , flat-footed 17 
   (+3 Dex, +2 armor, +5 natural) 
  hp 49 (5 HD) 
  Fort +9, Ref +8, Will +5  
  Speed 30 ft. (6 squares), burrow 10 ft. (2 squares) 
  Melee 2 claws +5 (1d4+2) and bite +0 (1d6+1) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +3; Grp +5Atk Options Rage 
  Abilities Str 15, Dex 18, Con 20, Int 2, Wis 12, Cha 10  
  SQ evasion 
  Feats Track, Alertness , Toughness , Track 
  Skills Listen +7, Spot +7 
  Rage (Ex): A dire badger that takes damage in combat flies into 
  a berserk rage on its next turn, clawing and biting madly 
  until either it or its opponent is dead. It gains +4 Strength, +4 
  Constitution, and –2 AC. The creature cannot end its rage 
  voluntarily. 
   
   
   
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 33 
   APPENDIX 5 – APL 10 
  ENCOUNTER 2 
   
   
   
   
  D I R E  E L K 
  CR  7 
  N Huge animal 
  Init +0; Senses Low-Light Vision, Scent, Listen +6, Spot +6 
  AC 15, touch 8, flat-footed 15, (-2 size, +7 natural) 
  hp 132 (12d8+60 HD);  
  Fort +13, Ref +8, Will +8 
  Speed 50 ft. (10 squares) 
  Melee slam +14 (2d6+7) and 2 hooves +9 (2d4+3) or 
  Melee gore +14 (2d8+10) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +7; Grp +27 
  Atk Options Trample 
  Abilities Str 24, Dex 11, Con 20, Int 2, Wis 11, Cha 7  
  Trample (Ex) As a Standard action during its turn each round, a 
  dire elk can trample opponents at least one size category 
  smaller than itself. This attack deals 2d8+10 points of 
  bludgeoning damage. A trampled opponent can attempt 
  either an attack of opportunity at a -4 penalty or a Reflex save 
  (DC 23) for half-damage. 
  Scent (Ex) A dire elk can detect approaching enemies, sniff out 
  hidden foes, and track by sense of smell. 
  Skills A dire elk receives a +4 racial bonus on Hide checks. 
  Sources Monster Manual II (Page 74) 
   
  A D V A N C E D  D I R E  S N A K E  O F L E G E N D 
  CR  9 
  N Gargantuan animal 
  Init +12; Senses Low-Light Vision, Scent, Listen +12, Spot +12 
  AC 28, touch 14, flat-footed 20, (-4 size, +8 Dex, +14 natural) 
  hp 208 (13d8+130 HD) 
  Fort +21, Ref +19, Will +13 
  Speed 30 ft. (6 squares), climb 20 ft, swim 20 ft. 
  Melee bite +24 (4d8+20 plus poison/19-20) 
  Space 20 ft.; Reach 15 ft. 
  Base Atk +9; Grp +40 
  Atk Options Constrict, Poison, Raging Blood 
  Abilities Str 44, Dex 26, Con 30, Int 3, Wis 15, Cha 15  
  SQ Haste, Reflective Hide,  
  Feats Improved Critical [bite], Improved Initiative, Improved 
  Natural Attack [bite], Multiattack. 
  Skills Balance +17, Climb +24, Hide +12 
  Constrict (Ex) With a successful grapple check, a dire snake 
  can constrict a grabbed opponent, dealing 1d8+20 points of 
  bludgeoning damage. 
  Haste (Su) A dire snake of legend is supernaturally quick. It 
  can make an extra attack during a full-attack action, as if 
  affected by haste spell. 
  Poison (Ex) A dire snake delivers its poison (Fortitude save DC 
  23) with each successful bite attack. The initial and 
  secondary damage is the same (1d6 points of Constitution 
  damage). The save DC is Constitution-based. 
  Raging Blood (Su) Each time damage is dealt to a dire snake of 
  legend with a piercing or slashing attack, its blood sprays 
  outward in a 5-foot cone, dealing 1d4 points of acid damage 
  to all within range (no saving throw). A dire snake of legend 
  is not harmed by its own blood. 
  Reflective Hide (Su) A dire snake of legend has a silvery sheen 
  to its skin and is permanently protected by a spell turning 
  effect. 
  Improved Grab (Ex) If a dire snake hits an opponent that is at 
  least one size category smaller than itself with a bite attack, it 
  deals normal damage and attempts to start a grapple as a free 
  action without provoking an attack of opportunity. If it gets 
  a hold, it can try to swallow the opponent. Alternatively, the 
  dire snake has the option to conduct the grapple normally, 
  or simple use its jaws to hold the opponent (-20 penalty on 
  grapple check, but the dire snake is not considered 
  grappled). In either case, each successful grapple check it 
  makes during successive rounds automatically deals bite and 
  constrict damage. 
  Skills A dire snake receives a +4 racial bonus on Hide, Listen, 
  and Spot checks, and a +8 racial bonus on Balance checks. 
  Description This creature looks like an enormous viper with 
  dull green or brown scales and long fangs. Its head has two bony 
  protrusions similar to horns placed just behind the eyes. Its skin 
  has a silvery sheen, and it moves with a supernatural quickness. 
  Sources Monster Manual II (Pages 74, 136) 
   
  D E A T H  W E E D 
  CR  9 
  Vine horror Sor8 
  NE Medium-size Plant (aquatic) 
  Init +1; Senses Listen +5, Spot +5 
  AC 19, touch 11, flat-footed 18, (+1 Dex, +8 natural) 
  hp 120 (5d8+8d4+78 HD); 
  Fort +12, Ref +4, Will +8 
  Speed 30 ft. (6 squares), swim 20 ft. 
  Melee slam +10/+10 (1d6+3) 
  Base Atk +7; Grp +10 
  Atk Options Animate vines. 
  Special Actions Malleability 
  Sorcerer Spells Known (CL 12th): 
   4th (3/day)— greater invisibility, greater invisibility 
   3rd (6/day)— fireball, unluckSpC 
   2nd (7/day)— fireburstSpC, glitterdust, scorching ray 
   1st (7/day)— fist of stoneSpC, fist of stoneSpC, mage armor, mage 
  armor, magic missile, ray of enfeeblement, shield, shield 
   0 (6/day)— acid splash, daze, detect magic, mending, message, 
  prestidigitation, read magic 
  SpC: Spell Compendium 
  Abilities Str 16, Dex 12, Con 23, Int 11, Wis 13, Cha 16  
  SQ Plant traits, Half damage from piercing and slashing 
  Feats Alertness, Blind-Fight, Empower Spell, Practiced 
  SpellcasterCD, Sudden MaximizeCA. 
  CDComplete Divine, 
  CAComplete Arcane. 
  Skills Concentration +14, Hide +16 (+31 when in an area with a 
  lot of algae), Spellcraft +6, Swim +16 
  Possessions combat gear plus spell component pouch 
  Animate Vines (Sp) A vine horror can use this ability to 
  animate any single vine or similar kind of plant life within 
  90 feet. An animated vine fights as an assassin vine in all 
  respects (see the Monster Manual). An animated vine loses 
  its ability to fight if the vine horror that animated it is 
  incapacitated or moves out of range. 
  Malleability (Ex) Because of a vine horror’s unusual body 
  structure, it can compress its body enough to squeeze 
  through a 1-inch-wide crack. Cracks and similar openings 
  that are 1 inch or more in width do not slow the vine horror 
  at all. 
  Skills Vine horrors have a +8 racial bonus on any Swim check 
  to perform some special action or avoid a hazard and can 
  always choose to take 10 on Swim checks, even if distracted 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 34 
  or endangered. Vine horrors have a +15 racial bonus on Hide 
  checks in swamps or other areas with noticeable 
  concentration of algae. 
  Sources Complete Arcane (Page 83), Complete Divine (Page 82), 
  Fiend Folio (Page 185), Spell Compendium (Pages 93-94, 227) 
  Power-Up Suite: Fist of stone (8 rounds), greater invisibility (11 
  rounds), mage armor, shield – AC 27, touch 11, flat-footed 26 
  (+4 armor, +1 Dex, +8 natural, +4 shield). 
   
  ENCOUNTER 5 
   
   
   
   
  E N E R V A T I N G  V I N E S  T R A P 
  CR  10 
  Description See encounter description. 
  Search DC 30; Type magic 
  Trigger proximity (alarm), Init +5 
  Effect enervation (+10 melee touch , 1d4 negative levels, 9 
  hours) and entangle (become entangled, Reflex DC 17 partial) 
  against each target in the clearing each round. 
  Duration 13 rounds 
  Destruction each vine AC 20, 25 hp; petrified totem AC 25, 45 
  hp, hardness 8 (disadvantage, destroying this disarms the entire 
  trap) 
  Disarm Disable Device DC 30 (per vine) 
  Dispel DC 20 (per vine), DC 20 (petrified totem, disadvantage, 
  dispelling this disarms the entire trap) 
   
  ENCOUNTER 6 
   
   
   
   
  W I C K E R  M A N 
  CR  11 
  N Huge construct  
  Init -1; Senses Darkvision 60 ft., Listen +0, Spot +0 
  AC 15, touch 7, flat-footed 15 
   (-2 size, -1 Dex, +8 natural) 
  hp 120 (12 HD); hardness 5 
  Immune fire, magic, piercing 
  Fort +4, Ref +3, Will +4 
  Speed 40 ft. (8 squares), can’t run 
  Melee 2 slams +16 (2d8+9 20/x2)  
  Space 15 ft.; Reach 15 ft. 
  Base Atk +9; Grp +26 
  Atk Options Encage, improved grab, flaming body 
  Abilities Str 29, Dex 8, Con -, Int -, Wis 10, Cha 1  
  SQ Construct traits 
  Encage A wicker man can attempt to encage foes of large or 
  smaller size by making a successful grapple check. Victims of 
  this attack are tossed inside the wicker man’s chest cavity. 
  The wicker man deals no damage to foes thus encaged unless 
  it has been set aflame (see Flammable Body, below). An 
  encaged foe can force its way out with a successful opposed 
  grapple check (grapple bonus +26). An encaged victim can 
  also cut its way out by using claws or a light slashing weapon 
  to deal 20 points of damage (AC 14), or with a successful 
  Escape Artist check (DC 20). If a creature cuts its way out, 
  the wicker reknits; another encaged opponent must cut its 
  own way out. A wicker man’s interior can hold 3 Large, 6 
  Medium-size, 12 Small, 24 Tiny, 48 Diminutive, or 96 Fine 
  opponents.  
  Improved Grab (Ex) If a wicker man hits an opponent that is 
  at least one size category smaller than itself with a slam 
  attack, it deals normal damage and attempts to start a grapple 
  as a free action without provoking an attack of opportunity 
  (grapple bonus +26). If it gets a hold, it can encage the foe 
  with another successful grapple check. Alternatively, the 
  wicker man has the option to conduct the grapple normally, 
  or simply use its arm to hold the opponent (-20 penalty on 
  grapple check, but the wicker man is not considered 
  grappled). In either case, each successful grapple check it 
  makes during successive rounds automatically deals slam 
  damage.  
  Construct Traits A wicker man is immune to mind-affecting 
  effects, poison, sleep, paralysis, stunning, disease, death 
  effects, necromantic effects, and any effect that requires a 
  Fortitude save unless it also works on objects. The creature is 
  not subject to critical hits, subdual damage, ability damage, 
  energy drain, or death from massive damage. It cannot heal 
  damage to itself but can be healed through repair. It cannot 
  be raised or resurrected. A wicker man has Darkvision (60-
  foot range).  
  Flaming Body (Ex) When exposed to fire, a wicker man 
  becomes sheathed in flames. (The construct is not damaged 
  by these flames because of its fire immunity.) Anyone within 
  30 feet of a flaming wicker man must make a successful 
  Fortitude save (DC 16) or take 1d6 points of fire damage 
  from the intense heat. Treat this effect as a burst that 
  continually radiates from the creature. Anyone touched by a 
  flaming wicker man must succeed on a Reflex save (DC 16) 
  or take 2d6 points of fire damage. Foes grappling with a 
  flaming wicker man take 4d6 points of fire damage, and foes 
  encaged within a wicker man while it is flaming take 6d6 
  points of fire damage each round. (Thus, a foe encaged 
  within a flaming wicker man that attempts to escape by 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 35 
  grappling would take 6d6 points of fire damage on the 
  wicker man’s initiative count and another 4d6 points of fire 
  damage when the foe makes a grapple attempt to escape on 
  its initiative count.) A wicker man set afire flames for 10 
  minutes. After it has finished flaming, it cannot be relit by 
  fire or fire-based effects until 5 rounds have passed. 
  Hardness (Ex) A wicker man has hardness 5. Subtract 5 points 
  from all damage the wicker man would take. 
  Immunity to Magic (Ex) Wicker men are immune to all 
  spells, spell-like abilities, and supernatural effects, except as 
  follows. A warp wood or wood shape spell opens its cage door 
  for 1 round. Being in the area of an entangle spell when it is 
  cast heals a wicker man of 2d8 points of damage. Fire and 
  fire-based effects engage the wicker man’s flammable body 
  ability.  
  Immunity to Piercing (Ex) Piercing weapons, even magic 
  ones, deal no damage to a wicker man.  
  Description This huge, hollow structure seems constructed of 
  branches and vines crudely woven into the form of a human. A tall 
  crown of twigs juts up from its featureless head, and its arms end in 
  massive bundles of sharp branches.  
  Sources Fiend Folio (Page 188) 
   
  M A N S O U R 
  CR  9 
  Male Human (F) Druid 9 
  CN Medium humanoid (human) 
  Init +2; Senses Listen +16, Spot +16 
  Languages Common, Abyssal, Druidic 
  AC 19, touch 13, flat-footed 17 
   (+2 Dex, +4 armor, +2 shield) 
  hp 74 (9 HD) 
  Immune poison 
  Fort +9, Ref +5, Will +10  
  Speed 20 ft. in medium armor (4 squares), base movement 30 ft. 
  Melee masterwork sickle +8/+3 (1d6+1 20/x2) or masterwork 
  shortspear +8/+3 (1d6+1 20/x2) 
  Ranged masterwork shortspear +9 (1d6+1 20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +7 
  Atk Options Rapid Spell, Wild Shape 3/day, Wild Shape 
  (Large) 
  Combat Gear +1 hide armor, darkwood shield, masterwork 
  sickle, masterwork shortspear, creepy cultist’s clothing 
  Druid Spells Prepared (CL 9th): 
    5th—stoneskin 
   4th—dispel magic, rapid call lightning, rapid summon nature’s 
  ally III 
   3rd—cure moderate wounds, protection from energy (fire), rapid 
  lesser restoration, rapid summon nature’s ally II 
   2nd—bull’s strength, heat metal, hold animal, rapid summon 
  nature’s ally I (x2) 
   1st—entangle, faerie fire (x2), longstrider, magic fang 
   0—cure minor wounds (x3), detect magic, flare (x2)  
  Abilities Str 12, Dex 14, Con 16, Int 12, Wis 18, Cha 10  
  SQ wild empathy +11, woodland stride, trackless step, resist 
  nature’s lure, venom immunity 
  Feats Spell Focus [Conjuration], Augment Summoning, Rapid 
  Spell*, Natural Spell, Cloudy Conjuration* 
  Skills Concentration +15, Handle Animal +6, Heal +10, 
  Knowledge [Nature] +11, Listen +16, Spellcraft +13, Spot 
  +16, Survival +14 
  Possessions combat gear plus wand of cure light wounds, potion of 
  barkskin +5 (consumed), potion of resist energy (cold) 10 
  (consumed), potion of resist energy (acid) 10 (consumed), ring of 
  protection +1, elixir of truth, periapt of wisdom +2, dust of dryness, 
  jewelry worth 30 gp 
  Power-Up Suite:  
  AC 24, touch 13, flat-footed 22 
   (+2 Dex, +4 armor, +2 shield, +1 Deflection, +5 natural) 
  [barkskin, 10 minutes left]  
  hp 74 (9 HD); ; DR 10/adamantine, (up to 90 points) [stoneskin, 
  10 minutes left] 
  Immune poison, fire (up to 108 points) [protection from energy 
  (fire), 10 minutes left] 
  Resist acid 10 [resist energy (acid) 10, 10 minutes left], cold 10 
  [resist energy (acid) 10, 10 minutes left] 
  Speed 30 ft. in medium armor (6 squares), base movement 40 ft. 
  [longstrider, 1 hour left] 
   
  S E N C H E L  (D I R E  W O L F  C O M P A N I O N) 
  CR  3 
  N Large Animal 
  Init +2; Senses Low-Light Vision, Scent, Listen +7, Spot +7 
  AC 16, touch 12 , flat-footed 14 
   (-1 Size, +2 Dex, +2 armor, +3 natural) 
  hp 50 (6 HD) 
  Fort +8, Ref +7, Will +6  
  Speed 50 ft. (10 squares)  
  Melee bite +11 (1d8+10) 
  Space 10 ft.; Reach 5 ft.  
  Base Atk +4; Grp +15 
  Abilities Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10  
  Feats Track, Weapon Focus (bite), Alertness, Run  
  Skills Hide +0, Listen +7, Move Silently +4, Spot +7, Survival 
  +2* 
  Trip (Ex): A dire wolf that hits with a bite attack can attempt to 
  trip the opponent (+11 check modifier) as a free action 
  without making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot react 
  to trip the dire wolf.  
  Skills A dire wolf has a +2 racial bonus on Hide, Listen, Move 
  Silently and Spot checks. *It also has a +4 racial bonus on 
  Survival checks when tracking by scent.  
   
  F A R O U K 
  CR  9 
  Male Human (B) Drd5/Ftr4 
  N Medium humanoid (human) 
  Init +6; Senses Listen +4, Spot +10 
  Languages Common, Abyssal, Druidic 
  AC 22, touch 13, flat-footed 20 
   (+2 Dex, +9 armor, +1 deflection) 
  hp 80 (9 HD) 
  Fort +10, Ref +4, Will +6  
  Speed 20 ft. in medium armor (4 squares), base movement 30 ft. 
  Melee +1 scythe +12/+7 (2d4+7 20/x4) or masterwork shortspear 
  +11/+6 (1d6+4 20/x2) 
  Ranged masterwork shortspear +10 (1d6+3 20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +10 
  Atk Options Boar’s Ferocity*, Lion’s Pounce*, Power Attack, 
  Wild Shape 1/day 
  Combat Gear +1 dragonhide plate, +1 scythe, masterwork 
  shortspear, creepy cultist’s clothing 
  Druid Spells Prepared (CL 5th): 
   3rd—poison 
   2nd—bull’s strength, bear’s endurance 
   1st—cure light wounds (x2), longstrider, obscuring mist 
   0—cure minor wounds (x2), detect magic, flare  
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 36 
  Abilities Str 17, Dex 14, Con 14, Int 12, Wis 13, Cha 10  
  SQ wild empathy +7, woodland stride, trackless step, resist 
  nature’s lure 
  Feats Boar’s Ferocity*, Improved Initiative, Improved 
  Toughness*, Lion’s Pounce*, Power Attack, Power Critical 
  (Scythe)*, Weapon Focus [Scythe], Weapon Specialization 
  [Scythe] 
  Skills Concentration +14, Craft (Trapmaking) +13, Handle 
  Animal +4, Heal +5, Knowledge [Nature] +10, Listen +4, 
  Spellcraft +11, Spot +10, Survival +10 
  Possessions combat gear plus potion of barkskin +3 (consumed), 
  potion of enlarge person, potion of resist energy (fire) 10 (consumed), 
  potion of cure moderate wounds, dust of dryness, ring of protection 
  +1, jewelry worth 460 gp 
  Power-Up Suite:  
  AC 25, touch 13, flat-footed 23 
   (+2 Dex, +9 armor, +3 natural, +1 deflection) [barkskin, 10 
  minutes left] 
  Resist fire 10 [resist energy (fire), 10 minutes left]  
  Speed 30 ft. in medium armor (6 squares), base movement 40 ft. 
  [longstrider, 1 hour left] 
   
  G R A N C H E L ( W O L F  A N I M A L C O M P A N I O N) CR  1 
  N Medium Animal 
  Init +3; Senses Low-Light Vision, Scent, Listen +4, Spot +4 
  AC 19, touch 13 , flat-footed 16 
   (+3 Dex, +2 armor, +4 natural) 
  hp 36 (4 HD) 
  Fort +7, Ref +7, Will +2  
  Speed 50 ft. (10 squares)  
  Melee bite +5 (1d6+3) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +3; Grp +4 
  Abilities Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 6  
  SQ evasion 
  Feats Track, Weapon Focus (bite), Improved Toughness*  
  Skills Hide +3, Listen +4, Move Silently +4, Spot +4, Survival 
  +1* 
  Trip (Ex): A wolf that hits with a bite attack can attempt to trip 
  the opponent (+2 check modifier) as a free action without 
  making a touch attack or provoking an attack of opportunity. 
  If the attempt fails, the opponent cannot react to trip the 
  wolf.  
  Skills *Wolves have a +4 racial bonus on Survival checks when 
  tracking by scent.  
   
  C A L I D  V I N F O O D L E 
  CR  8 
  Male Gnome Drd8 
  N Small humanoid (gnome) 
  Init +6; Senses Listen +2, Spot +13 
  Languages Common, Gnomish, Druidic 
  AC 19, touch 13, flat-footed 17 
   (+1 Size, +2 Dex, +4 armor, +2 Shield) 
  hp 72 (8 HD) 
  Fort +11, Ref +5, Will +9  
  Speed 15 ft. in medium armor (3 squares), base movement 20 ft. 
  Melee masterwork shortspear +8/+3 (1d4 20/x2) 
  Ranged masterwork shortspear +9 (1d4 20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +2Atk Options Rapid Spell*, Wild Shape 
  3/day, Wild Shape (Large) 
  Combat Gear +1 hide armor, masterwork shortspear, darkwood 
  shield, creepy cultist’s clothing 
  Druid Spells Prepared (CL 8th): 
   4th—dispel magic, rapid call lightning 
   3rd—cure moderate wounds, rapid summon nature’s ally II (x2) 
   2nd—bear’s endurance, rapid summon nature’s ally I (x2), 
  barkskin 
   1st—cure light wounds (x2), entangle, faerie fire, longstrider 
   0—cure minor wounds (x2), detect magic, flare (x2)  
  Abilities Str 10, Dex 14, Con 18, Int 10, Wis 15, Cha 12  
  SQ wild empathy +11, woodland stride, trackless step, resist 
  nature’s lure 
  Feats Improved Initiative, 
   
  Natural Spell, Rapid Spell*Skills Concentration +15, Handle 
  Animal +5, Knowledge [Nature] +9, Spellcraft +8, Spot +13, 
  Survival +11 
  Possessions combat gear plus potion of cure light wounds, potion of 
  barkskin +5, potion of resist energy (fire) 10 (consumed), cloak of 
  resistance +1, elemental gem (air), jewelry worth 2856 gp 
  Power-Up Suite:  
  AC 22, touch 13, flat-footed 20 
   (+1 Size, +2 Dex, +4 armor, +2 shield, +3 natural) [barkskin, 10 
  minutes left] 
  Resist fire 10 [resist energy (fire), 10 minutes left] 
  Speed 25 ft. in medium armor (5 squares), base movement 20 ft. 
  [longstrider, 1 hour left] 
   
  L O E F F L E R  ( D I R E  BA D G E R  C O M P A N I O N) 
  CR  2 
  N Medium Animal 
  Init +4; Senses Low-Light Vision, Scent, Listen +7, Spot +7 
  AC 21, touch 14 , flat-footed 17 
   (+3 Dex, +2 armor, +5 natural) 
  hp 49 (5 HD) 
  Fort +9, Ref +8, Will +5  
  Speed 30 ft. (6 squares), burrow 10 ft. (2 squares) 
  Melee 2 claws +5 (1d4+2) and bite +0 (1d6+1) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +3; Grp +5Atk Options Rage 
  Abilities Str 15, Dex 18, Con 20, Int 2, Wis 12, Cha 10  
  SQ evasion 
  Feats Track, Alertness , Toughness , Track 
  Skills Listen +7, Spot +7 
  Rage (Ex): A dire badger that takes damage in combat flies into 
  a berserk rage on its next turn, clawing and biting madly 
  until either it or its opponent is dead. It gains +4 Strength, +4 
  Constitution, and –2 AC. The creature cannot end its rage 
  voluntarily. 
   
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 37 
  APPENDIX 6 – APL 12 
  ENCOUNTER 2 
   
   
   
   
  A D V A N C E D  D I R E  S N A K E  O F L E G E N D 
  CR  9 
  N Gargantuan animal 
  Init +12; Senses Low-Light Vision, Scent, Listen +12, Spot +12 
  AC 28, touch 14, flat-footed 20, (-4 size, +8 Dex, +14 natural) 
  hp 208 (13d8+130 HD) 
  Fort +21, Ref +19, Will +13 
  Speed 30 ft. (6 squares), climb 20 ft, swim 20 ft. 
  Melee bite +24 (4d8+20 plus poison/19-20) 
  Space 20 ft.; Reach 15 ft. 
  Base Atk +9; Grp +40 
  Atk Options Constrict, Poison, Raging Blood 
  Abilities Str 44, Dex 26, Con 30, Int 3, Wis 15, Cha 15  
  SQ Haste, Reflective Hide,  
  Feats Improved Critical [bite], Improved Initiative, Improved 
  Natural Attack [bite], Multiattack. 
  Skills Balance +17, Climb +24, Hide +12 
  Constrict (Ex) With a successful grapple check, a dire snake 
  can constrict a grabbed opponent, dealing 1d8+20 points of 
  bludgeoning damage. 
  Haste (Su) A dire snake of legend is supernaturally quick. It 
  can make an extra attack during a full-attack action, as if 
  affected by haste spell. 
  Poison (Ex) A dire snake delivers its poison (Fortitude save DC 
  23) with each successful bite attack. The initial and 
  secondary damage is the same (1d6 points of Constitution 
  damage). The save DC is Constitution-based. 
  Raging Blood (Su) Each time damage is dealt to a dire snake of 
  legend with a piercing or slashing attack, its blood sprays 
  outward in a 5-foot cone, dealing 1d4 points of acid damage 
  to all within range (no saving throw). A dire snake of legend 
  is not harmed by its own blood. 
  Reflective Hide (Su) A dire snake of legend has a silvery sheen 
  to its skin and is permanently protected by a spell turning 
  effect. 
  Improved Grab (Ex) If a dire snake hits an opponent that is at 
  least one size category smaller than itself with a bite attack, it 
  deals normal damage and attempts to start a grapple as a free 
  action without provoking an attack of opportunity. If it gets 
  a hold, it can try to swallow the opponent. Alternatively, the 
  dire snake has the option to conduct the grapple normally, 
  or simple use its jaws to hold the opponent (-20 penalty on 
  grapple check, but the dire snake is not considered 
  grappled). In either case, each successful grapple check it 
  makes during successive rounds automatically deals bite and 
  constrict damage. 
  Skills A dire snake receives a +4 racial bonus on Hide, Listen, 
  and Spot checks, and a +8 racial bonus on Balance checks. 
  Description This creature looks like an enormous viper with 
  dull green or brown scales and long fangs. Its head has two bony 
  protrusions similar to horns placed just behind the eyes. Its skin 
  has a silvery sheen, and it moves with a supernatural quickness. 
  Sources Monster Manual II (Pages 74, 136) 
   
   
  D O O M  FE R N 
  CR  11 
  Vine horror Sor10 
  NE Medium-size Plant (aquatic) 
  Init +1; Senses Listen +5, Spot +5 
  AC 19, touch 11, flat-footed 18, (+1 Dex, +8 natural) 
  hp 137 (5d8+10d4+90 HD) 
  Fort +13, Ref +5, Will +9 
  Speed 30 ft. (6 squares), swim 20 ft. 
  Melee slam +11/+11 (1d6+3 
  Base Atk +8; Grp +11 
  Special Actions Animate vines 
  Sorcerer Spells Known (CL 14th): 
   5th (3/day) — reciprocal gyreSpC 
   4th (5/day) — enervation, greater invisibility, greater invisibility 
   3rd (7/day) — dispel magic, fireball, unluckSpC 
   2nd (7/day) — blindness/deafness, fireburstSpC, glitterdust, 
  scorching ray 
   1st (7/day) — fist of stoneSpC, fist of stoneSpC, mage armor, mage 
  armor, magic missile, ray of enfeeblement, shield, shield 
   0 (6/day) — acid splash, daze, detect magic, mage hand, mending, 
  message, prestidigitation, read magic 
  SpC: Spell Compendium 
  Abilities Str 16, Dex 12, Con 23, Int 11, Wis 13, Cha 16  
  SQ Half damage from piercing and slashing, Plant traits 
  Feats Alertness, Blind-Fight, Empower Spell, Practiced 
  SpellcasterCD, Silent Spell, Sudden MaximizeCA. CDComplete 
  Divine, CAComplete Arcane. 
  Skills Concentration +16, Hide +16 (+31 when in an area with a 
  lot of algae), Spellcraft +6, Swim +16. 
  Possessions combat gear plus spell component pouch 
  Animate Vines (Sp) A vine horror can use this ability to 
  animate any single vine or similar kind of plant life within 
  90 feet. An animated vine fights as an assassin vine in all 
  respects (see the Monster Manual). An animated vine loses 
  its ability to fight if the vine horror that animated it is 
  incapacitated or moves out of range. 
  Malleability (Ex) Because of a vine horror’s unusual body 
  structure, it can compress its body enough to squeeze 
  through a 1-inch-wide crack. Cracks and similar openings 
  that are 1 inch or more in width do not slow the vine horror 
  at all. 
  Skills Vine horrors have a +8 racial bonus on any Swim check 
  to perform some special action or avoid a hazard and can 
  always choose to take 10 on Swim checks, even if distracted 
  or endangered. Vine horrors have a +15 racial bonus on Hide 
  checks in swamps or other areas with noticeable 
  concentrations of algae. 
  Sources Complete Arcane (Page 83), Complete Divine (Page 82), 
  Fiend Folio (Page 185), Spell Compendium (Page 93-94, 177, 227) 
  Power-Up Suite: Fist of stone (8 rounds), greater invisibility (13 
  rounds), mage armor, shield – AC 27, touch 11, flat-footed 26 
  (+4 armor, +1 Dex, +8 natural, +4 shield). 
   
  ENCOUNTER 5 
   
   
   
   
  S LA Y I N G  V I N E S  T R A P 
  CR  12 
  Description See encounter description. 
  Search DC 32; Type magic 
  Trigger proximity (alarm), Init +6 
  Effect slay living (+12 melee touch, death, Fortitude DC 19 
  partial 3d6+11) and entangle (become entangled, Reflex DC 
  19 partial) against each target in the clearing each round. 
  Duration 15 rounds 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 38 
  Destruction each vine AC 22, 30 hp; petrified totem AC 28, 54 
  hp, hardness 8 (disadvantage, destroying this disarms the entire 
  trap) 
  Disarm Disable Device DC 31 (per vine) 
  Dispel DC 22 (per vine), DC 22 (petrified totem, disadvantage, 
  dispelling this disarms the entire trap) 
   
  ENCOUNTER 6 
   
   
   
   
  A D V A N C E D  W I C K E R  M A N 
  CR  13 
  N Gargantuan construct  
  Init -1; Senses Darkvision 60 ft., Listen +0, Spot +0 
  AC 17, touch 5, flat-footed 17 
   (-4 size, -1 Dex, +12 natural) 
  hp 195 (20 HD); hardness 5 
  Immune fire, magic, piercing 
  Fort +6, Ref +5, Will +6 
  Speed 40 ft. (8 squares), can’t run 
  Melee 2 slams +25 (3d8+14 20/x2)  
  Space 20 ft.; Reach 20 ft. 
  Base Atk +15; Grp +41 
  Atk Options Encage, improved grab, flaming body 
  Abilities Str 39, Dex 8, Con -, Int -, Wis 10, Cha 1  
  SQ Construct traits 
  Encage A wicker man can attempt to encage foes of large or 
  smaller size by making a successful grapple check. Victims of 
  this attack are tossed inside the wicker man’s chest cavity. 
  The wicker man deals no damage to foes thus encaged unless 
  it has been set aflame (see Flammable Body, below). An 
  encaged foe can force its way out with a successful opposed 
  grapple check (grapple bonus +41). An encaged victim can 
  also cut its way out by using claws or a light slashing weapon 
  to deal 20 points of damage (AC 14), or with a successful 
  Escape Artist check (DC 20). If a creature cuts its way out, 
  the wicker reknits; another encaged opponent must cut its 
  own way out. A wicker man’s interior can hold 3 Huge, 6 
  Large, 12 Medium-size, 24 Small, 48 Tiny, 96 Diminutive, or 
  192 Fine opponents.  
  Improved Grab (Ex) If a wicker man hits an opponent that is 
  at least one size category smaller than itself with a slam 
  attack, it deals normal damage and attempts to start a grapple 
  as a free action without provoking an attack of opportunity 
  (grapple bonus +41). If it gets a hold, it can encage the foe 
  with another successful grapple check. Alternatively, the 
  wicker man has the option to conduct the grapple normally, 
  or simply use its arm to hold the opponent (-20 penalty on 
  grapple check, but the wicker man is not considered 
  grappled). In either case, each successful grapple check it 
  makes during successive rounds automatically deals slam 
  damage.  
  Construct Traits A wicker man is immune to mind-affecting 
  effects, poison, sleep, paralysis, stunning, disease, death 
  effects, necromantic effects, and any effect that requires a 
  Fortitude save unless it also works on objects. The creature is 
  not subject to critical hits, subdual damage, ability damage, 
  energy drain, or death from massive damage. It cannot heal 
  damage to itself but can be healed through repair. It cannot 
  be raised or resurrected. A wicker man has Darkvision (60-
  foot range).  
  Flaming Body (Ex) When exposed to fire, a wicker man 
  becomes sheathed in flames. (The construct is not damaged 
  by these flames because of its fire immunity.) Anyone within 
  30 feet of a flaming wicker man must make a successful 
  Fortitude save (DC 20) or take 1d6 points of fire damage 
  from the intense heat. Treat this effect as a burst that 
  continually radiates from the creature. Anyone touched by a 
  flaming wicker man must succeed on a Reflex save (DC 20) 
  or take 2d6 points of fire damage. Foes grappling with a 
  flaming wicker man take 4d6 points of fire damage, and foes 
  encaged within a wicker man while it is flaming take 6d6 
  points of fire damage each round. (Thus, a foe encaged 
  within a flaming wicker man that attempts to escape by 
  grappling would take 6d6 points of fire damage on the 
  wicker man’s initiative count and another 4d6 points of fire 
  damage when the foe makes a grapple attempt to escape on 
  its initiative count.) A wicker man set afire flames for 10 
  minutes. After it has finished flaming, it cannot be relit by 
  fire or fire-based effects until 5 rounds have passed. 
  Hardness (Ex) A wicker man has hardness 5. Subtract 5 points 
  from all damage the wicker man would take. 
  Immunity to Magic (Ex) Wicker men are immune to all 
  spells, spell-like abilities, and supernatural effects, except as 
  follows. A warp wood or wood shape spell opens its cage door 
  for 1 round. Being in the area of an entangle spell when it is 
  cast heals a wicker man of 2d8 points of damage. Fire and 
  fire-based effects engage the wicker man’s flammable body 
  ability.  
  Immunity to Piercing (Ex) Piercing weapons, even magic 
  ones, deal no damage to a wicker man.  
  Description This huge, hollow structure seems constructed of 
  branches and vines crudely woven into the form of a human. A tall 
  crown of twigs juts up from its featureless head, and its arms end in 
  massive bundles of sharp branches.  
  Sources Fiend Folio (Page 188) 
   
  M A N S O U R 
  CR  11 
  Male Human (F) Druid 11 
  CN Medium humanoid (human) 
  Init +2; Senses Listen +18, Spot +18 
  Languages Common, Abyssal, Druidic 
  AC 19, touch 13, flat-footed 17 
   (+2 Dex, +4 armor, +2 shield) 
  hp 91 (11 HD) 
  Immune poison 
  Fort +10, Ref +5, Will +11  
  Speed 20 ft. in medium armor (4 squares), base movement 30 ft. 
  Melee masterwork sickle +10/+5 (1d6+1 20/x2) or masterwork 
  shortspear +10/+5 (1d6+1 20/x2) 
  Ranged masterwork shortspear +11 (1d6+1 20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +9 
  Atk Options Rapid Spell, Wild Shape 4/day, Wild Shape 
  (Large), Wild Shape (Tiny) 
  Combat Gear +1 hide armor, darkwood shield, masterwork 
  sickle, masterwork shortspear, creepy cultist’s clothing 
  Druid Spells Prepared (CL 9th): 
   6th—fire seeds 
    5th— rapid summon nature’s ally IV, stoneskin  
   4th—dispel magic, freedom of movement, rapid call lightning, 
  rapid summon nature’s ally III 
   3rd—cure moderate wounds, protection from energy (fire), rapid 
  lesser restoration, rapid summon nature’s ally II (x2) 
   2nd—bull’s strength, heat metal, hold animal, rapid summon 
  nature’s ally I (x2) 
   1st—entangle, faerie fire (x2), longstrider, magic fang, obscuring 
  mist 
   0—cure minor wounds (x3), detect magic, flare (x2)  
  Abilities Str 12, Dex 14, Con 16, Int 12, Wis 18, Cha 10  
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 39 
  SQ wild empathy +11, woodland stride, trackless step, resist 
  nature’s lure, venom immunity 
  Feats Spell Focus [Conjuration], Augment Summoning, Rapid 
  Spell*, Natural Spell, Cloudy Conjuration* 
  Skills Concentration +17, Handle Animal +10, Heal +10, 
  Knowledge [Nature] +11, Listen +18, Spellcraft +15, Spot 
  +18, Survival +14 
  Possessions combat gear plus wand of cure light wounds, potion of 
  barkskin +5 (consumed), potion of resist energy (cold) 10 
  (consumed), potion of resist energy (acid) 10 (consumed), ring of 
  protection +1, elixir of truth, periapt of wisdom +2, dust of dryness, 
  ring of the beast*, jewelry worth 180 gp 
  Power-Up Suite (freedom of movement 10 minutes left):  
  AC 24, touch 13, flat-footed 22 
   (+2 Dex, +4 armor, +2 shield, +1 Deflection, +5 natural) 
  [barkskin, 10 minutes left]  
  hp 74 (9 HD); DR 10/adamantine, (up to 110 points) [stoneskin, 
  10 minutes left] 
  Immune poison, fire (up to 132 points) [protection from energy 
  (fire), 10 minutes left] 
  Resist acid 10 [resist energy (acid) 10, 10 minutes left], cold 10 
  [resist energy (acid) 10, 10 minutes left] 
  Speed 30 ft. in medium armor (6 squares), base movement 40 ft. 
  [longstrider, 1 hour left] 
   
   
  S E N C H E L  (D I R E  W O LF  C O M P A N I O N) 
  CR  3 
  N Large Animal 
  Init +3; Senses Low-Light Vision, Scent, Listen +8, Spot +8 
  AC 19, touch 13 , flat-footed 17 
   (-1 Size, +2 Dex, +2 armor, +5 natural) 
  hp 72 (8 HD) 
  Fort +10, Ref +9, Will +7  
  Speed 50 ft. (10 squares)  
  Melee bite +14/+9 (1d8+12) 
  Space 10 ft.; Reach 5 ft.  
  Base Atk +6; Grp +17 
  Abilities Str 26, Dex 16, Con 18, Int 2, Wis 12, Cha 10  
  SQ evasion 
  Feats Track, Weapon Focus (bite), Alertness, Run  
  Skills Hide +1, Listen +8, Move Silently +5, Spot +8, Survival 
  +2* 
  Trip (Ex): A dire wolf that hits with a bite attack can attempt to 
  trip the opponent (+14 check modifier) as a free action 
  without making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot react 
  to trip the dire wolf.  
  Skills A dire wolf has a +2 racial bonus on Hide, Listen, Move 
  Silently and Spot checks. *It also has a +4 racial bonus on 
  Survival checks when tracking by scent.  
   
  F A R O U K 
  CR  11 
  Male Human (B) Drd7/Ftr4 
  N Medium humanoid (human) 
  Init +6; Senses Listen +4, Spot +15 
  Languages Common, Abyssal, Druidic 
  AC 22, touch 13, flat-footed 20 
   (+2 Dex, +9 armor, +1 deflection) 
  hp 97 (11 HD) 
  Fort +11, Ref +5, Will +7  
  Speed 20 ft. in medium armor (4 squares), base movement 30 ft. 
  Melee +1 keen scythe +14/+9 (2d4+7 19-20/x4) or masterwork 
  shortspear +13/+8 (1d6+4 20/x2) 
  Ranged masterwork shortspear +12 (1d6+3 20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +12 
  Atk Options Boar’s Ferocity*, Lion’s Pounce*, Power Attack, 
  Wild Shape 3/day 
  Combat Gear +1 dragonhide plate, +1 keen scythe, masterwork 
  shortspear, creepy cultist’s clothing 
  Druid Spells Prepared (CL 7th): 
   4th—freedom of movement 
   3rd—cure moderate wounds, poison 
   2nd—bull’s strength, bear’s endurance, flame blade 
   1st—cure light wounds (x2), entangle, longstrider, obscuring mist 
   0—cure minor wounds (x2), detect magic, flare (x2) 
  Abilities Str 17, Dex 14, Con 14, Int 12, Wis 14, Cha 10  
  SQ wild empathy +9, woodland stride, trackless step, resist 
  nature’s lure 
  Feats Boar’s Ferocity*, Improved Initiative, Improved 
  Toughness*, Lion’s Pounce*, Power Attack, Power Critical 
  (Scythe)*, Weapon Focus [Scythe], Weapon Specialization 
  [Scythe] 
  Skills Concentration +16, Craft (Trapmaking) +13, Handle 
  Animal +4, Heal +5, Knowledge [Nature] +10, Listen +4, 
  Spellcraft +15, Spot +15, Survival +11 
  Possessions combat gear plus potion of barkskin +5 (consumed), 
  potion of enlarge person, potion of resist energy (fire) 10 (consumed), 
  potion of cure moderate wounds, dust of dryness, elemental gem 
  (air), ring of protection +1, jewelry worth 290 gp 
  Power-Up Suite (freedom of movement 10 minutes left):  
  AC 27, touch 13, flat-footed 25 
   (+2 Dex, +9 armor, +5 natural, +1 deflection) [barkskin, 10 
  minutes left] 
  Resist fire 10 [resist energy (fire), 10 minutes left]  
  Speed 30 ft. in medium armor (6 squares), base movement 40 ft. 
  [longstrider, 1 hour left] 
   
  G R A N C H E L (D I R E  W O L F  C O M P A N I O N) 
  CR  3 
  N Large Animal 
  Init +2; Senses Low-Light Vision, Scent, Listen +7, Spot +7 
  AC 16, touch 12 , flat-footed 14 
   (-1 Size, +2 Dex, +2 armor, +3 natural) 
  hp 50 (6 HD) 
  Fort +8, Ref +7, Will +6  
  Speed 50 ft. (10 squares)  
  Melee bite +11 (1d8+10) 
  Space 10 ft.; Reach 5 ft.  
  Base Atk +4; Grp +15 
  Abilities Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10  
  Feats Track, Weapon Focus (bite), Alertness, Run  
  Skills Hide +0, Listen +7, Move Silently +4, Spot +7, Survival 
  +2* 
  Trip (Ex): A dire wolf that hits with a bite attack can attempt to 
  trip the opponent (+11 check modifier) as a free action 
  without making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot react 
  to trip the dire wolf.  
  Skills A dire wolf has a +2 racial bonus on Hide, Listen, Move 
  Silently and Spot checks. *It also has a +4 racial bonus on 
  Survival checks when tracking by scent.  
   
  C A L I D  V I N F O O D L E 
  CR  10 
  Male Gnome Drd10 
  N Small humanoid (gnome) 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 40 
  Init +6; Senses Listen +2, Spot +15 
  Languages Common, Gnomish, Druidic 
  AC 19, touch 13, flat-footed 17 
   (+1 Size, +2 Dex, +4 armor, +2 Shield) 
  hp 90 (10 HD) 
  Immune poison 
  Fort +12, Ref +6, Will +10  
  Speed 15 ft. in medium armor (3 squares), base movement 20 ft. 
  Melee masterwork shortspear +9/+4 (1d4 20/x2) 
  Ranged masterwork shortspear +10 (1d4 20/x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +3Atk Options Rapid Spell*, Wild Shape 
  5/day, Wild Shape (Large) 
  Combat Gear +1 hide armor, masterwork shortspear, darkwood 
  shield, creepy cultist’s clothing 
  Druid Spells Prepared (CL 10th): 
   5th—quickened entangle, wall of fire 
   4th—dispel magic, rapid call lightning, rapid summon nature’s 
  ally III 
   3rd—cure moderate wounds, rapid summon nature’s ally II (x2) 
   2nd—bear’s endurance, bull’s strength, rapid summon nature’s ally 
  I (x2), barkskin 
   1st—cure light wounds (x2), entangle, faerie fire, longstrider 
   0—cure minor wounds (x3), detect magic, flare (x2)  
  Abilities Str 10, Dex 14, Con 18, Int 10, Wis 15, Cha 12  
  SQ wild empathy +13, woodland stride, trackless step, resist 
  nature’s lure, venom immunity 
  Feats Improved Initiative, 
   
  Natural 
  Spell, 
  Quicken 
  Spell, 
  Rapid 
  Spell*Skills 
  Concentration +17, Handle Animal +5, Knowledge [Nature] 
  +9, Spellcraft +12, Spot +15, Survival +11 
  Possessions combat gear plus potion of cure light wounds, potion of 
  barkskin +5, potion of resist energy (fire) 10 (consumed), potion of 
  resist energy (cold) 10 (consumed), cloak of resistance +1, elemental 
  gem (air), druid’s vestments, jewelry worth 56 gp 
  Power-Up Suite:  
  AC 23, touch 13, flat-footed 21 
   (+1 Size, +2 Dex, +4 armor, +2 shield, +4 natural) [barkskin, 10 
  minutes left] 
  Resist fire 10 [resist energy (fire), 10 minutes left], cold 10 [resist 
  energy (cold), 10 minutes left], 
  Speed 25 ft. in medium armor (5 squares), base movement 20 ft. 
  [longstrider, 1 hour left] 
   
  L O E F F L E R  ( D I R E  BA D G E R  C O M P A N I O N) 
  CR  3 
  N Medium Animal 
  Init +4; Senses Low-Light Vision, Scent, Listen +8, Spot +8 
  AC 23, touch 14 , flat-footed 19 
   (+3 Dex, +2 armor, +7 natural) 
  hp 68 (7 HD) 
  Fort +9, Ref +8, Will +5 (+9against enchantment spells or 
  effects) 
  Speed 30 ft. (6 squares), burrow 10 ft. (2 squares) 
  Melee 2 claws +9 (1d4+3) and bite +3 (1d6+1) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +5; Grp +8Atk Options Rage 
  Abilities Str 16, Dex 19, Con 20, Int 2, Wis 12, Cha 10  
  SQ evasion, devotion 
  Feats Track, Alertness, Toughness, Track, Weapon Focus (claw)  
  Skills Listen +8, Spot +8 
  Rage (Ex): A dire badger that takes damage in combat flies into 
  a berserk rage on its next turn, clawing and biting madly 
  until either it or its opponent is dead. It gains +4 Strength, +4 
  Constitution, and –2 AC. The creature cannot end its rage 
  voluntarily. 
   
  APPENDIX 7 – SUMMONED CREATURES 
  *These creatures include the +4 Strength and +4 Constitution from Mansour’s augment summoning feat, for the 
  convenience of the DM.  
  SUMMON NATURE’S ALLY I 
   
   
  W O L F 
  CR  1 
  N Medium Animal 
  Init +2; Senses Low-Light Vision, Scent, Listen +3, Spot +3 
  AC 16, touch 12 , flat-footed 14 
   (+2 Dex, +2 natural) 
  hp 18 (2 HD) 
  Fort +7, Ref +5, Will +1  
  Speed 50 ft. (10 squares)  
  Melee bite +5 (1d6+4) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +1; Grp +4 
  Abilities Str 17, Dex 15, Con 19, Int 2, Wis 12, Cha 6  
  Feats Track, Weapon Focus (bite) 
  Skills Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1* 
  Trip (Ex): A wolf that hits with a bite attack can attempt to trip the 
  opponent (+3 check modifier) as a free action without making a 
  touch attack or provoking an attack of opportunity. If the 
  attempt fails, the opponent cannot react to trip the wolf.  
  Skills *Wolves have a +4 racial bonus on Survival checks when 
  tracking by scent. 
   
  SUMMON NATURE’S ALLY II 
   
   
  S M A L L E A R T H  E L E M E N T A L 
  CR  1 
  N Small Elemental 
  Init -1; Senses Darkvision 60 feet, Listen +3, Spot +2 
  AC 17, touch 10 , flat-footed 17 
   (+1 Size, -1 Dex, +7 natural) 
  hp 17 (2 HD) 
  Immune poison, sleep effects, paralysis, and stunning 
  Fort +6, Ref -1, Will +0  
  Speed 20 ft. (4 squares), earth glide  
  Melee slam +7 (1d6+7) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +1; Grp +2Atk Options Push, Power Attack 
  Abilities Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11  
  SQ elemental traits 
  Feats Power Attack 
  Skills Listen +3, Spot +2 
  Earth Mastery (Ex): An earth elemental gains a +1 bonus on 
  attack and damage rolls if both it and its foe are touching the 
  ground. If an opponent is airborne or waterborne, the 
  elemental takes a –4 penalty on attack and damage rolls. (These 
  modifiers are not included in the statistics blocks).  
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 41 
  Push (Ex): An earth elemental can start a bull rush maneuver 
  without provoking an attack of opportunity. The combat 
  modifiers given in Earth Mastery, above, also apply to the 
  elemental’s opposed Strength checks.  
  Earth Glide (Ex): An earth elemental can glide through stone, 
  dirt, or almost any other sort of earth except metal as easily as a 
  fish swims through water. Its burrowing leaves behind no 
  tunnel or hole, nor does it create any ripple or other signs of its 
  presence. A move earth spell cast on an area containing a 
  burrowing earth elemental flings the elemental back 30 feet, 
  stunning the creature for 1 round unless it succeeds on a DC 15 
  Fortitude save. 
   
  SUMMON NATURE’S ALLY III 
   
   
  D I R E  W O L F 
  CR  3 
  N Large Animal 
  Init +2; Senses Low-Light Vision, Scent, Listen +7, Spot +7 
  AC 14, touch 12 , flat-footed 12 
   (-1 Size, +2 Dex, +3 natural) 
  hp 60 (6 HD) 
  Fort +10, Ref +7, Will +6  
  Speed 50 ft. (10 squares)  
  Melee bite +13 (1d8+13) 
  Space 10 ft.; Reach 5 ft.  
  Base Atk +4; Grp +17 
  Abilities Str 29, Dex 15, Con 21, Int 2, Wis 12, Cha 10  
  Feats Track, Weapon Focus (bite), Alertness, Run  
  Skills Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2* 
  Trip (Ex): A dire wolf that hits with a bite attack can attempt to 
  trip the opponent (+13 check modifier) as a free action without 
  making a touch attack or provoking an attack of opportunity. If 
  the attempt fails, the opponent cannot react to trip the dire 
  wolf.  
  Skills A dire wolf has a +2 racial bonus on Hide, Listen, Move 
  Silently and Spot checks. *It also has a +4 racial bonus on 
  Survival checks when tracking by scent. 
   
  SUMMON NATURE’S ALLY IV 
   
   
  M E D I U M  E A R T H  E L E M E N T A L 
  CR  3 
  N Medium Elemental 
  Init -1; Senses Darkvision 60 feet, Listen +4, Spot +3 
  AC 18, touch 9, flat-footed 18 
   (-1 Dex, +9 natural) 
  hp 39 (4 HD) 
  Immune poison, sleep effects, paralysis, and stunning 
  Fort +9, Ref +0, Will +1  
  Speed 20 ft. (4 squares), earth glide  
  Melee slam +10 (1d8+10) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +3; Grp +10Atk Options Push, Power Attack, Cleave 
  Abilities Str 25, Dex 8, Con 21, Int 4, Wis 11, Cha 11  
  SQ elemental traits 
  Feats Power Attack, Cleave 
  Skills Listen +4, Spot +3 
  Earth Mastery (Ex): An earth elemental gains a +1 bonus on 
  attack and damage rolls if both it and its foe are touching the 
  ground. If an opponent is airborne or waterborne, the 
  elemental takes a –4 penalty on attack and damage rolls. (These 
  modifiers are not included in the statistics blocks).  
  Push (Ex): An earth elemental can start a bull rush maneuver 
  without provoking an attack of opportunity. The combat 
  modifiers given in Earth Mastery, above, also apply to the 
  elemental’s opposed Strength checks.  
  Earth Glide (Ex): An earth elemental can glide through stone, 
  dirt, or almost any other sort of earth except metal as easily as a 
  fish swims through water. Its burrowing leaves behind no 
  tunnel or hole, nor does it create any ripple or other signs of its 
  presence. A move earth spell cast on an area containing a 
  burrowing earth elemental flings the elemental back 30 feet, 
  stunning the creature for 1 round unless it succeeds on a DC 15 
  Fortitude save. 
   
  SUMMON NATURE’S ALLY V 
   
   
  L A R G E  E A R T H  E L E M E N T A L 
  CR  5 
  N Large Elemental 
  Init -1; Senses Darkvision 60 feet, Listen +6, Spot +5 
  AC 18, touch 8, flat-footed 18 
   (-1 Size, -1 Dex, +10 natural) 
  hp 84 (8 HD); DR 5/- 
  Immune poison, sleep effects, paralysis, and stunning 
  Fort +12, Ref +1, Will +2  
  Speed 20 ft. (4 squares), earth glide  
  Melee 2 slams +14 (2d8+9) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +6; Grp +19Atk Options Push, Power Attack, Cleave, 
  Great Cleave 
  Abilities Str 29, Dex 8, Con 23, Int 6, Wis 11, Cha 11  
  SQ elemental traits 
  Feats Power Attack, Cleave, Great Cleave 
  Skills Listen +6, Spot +5 
  Earth Mastery (Ex): An earth elemental gains a +1 bonus on 
  attack and damage rolls if both it and its foe are touching the 
  ground. If an opponent is airborne or waterborne, the 
  elemental takes a –4 penalty on attack and damage rolls. (These 
  modifiers are not included in the statistics blocks).  
  Push (Ex): An earth elemental can start a bull rush maneuver 
  without provoking an attack of opportunity. The combat 
  modifiers given in Earth Mastery, above, also apply to the 
  elemental’s opposed Strength checks.  
  Earth Glide (Ex): An earth elemental can glide through 
  stone, dirt, or almost any other sort of earth except metal as 
  easily as a fish swims through water. Its burrowing leaves 
  behind no tunnel or hole, nor does it create any ripple or 
  other signs of its presence. A move earth spell cast on an area 
  containing a burrowing earth elemental flings the 
  elemental back 30 feet, stunning the creature for 1 round 
  unless it succeeds on a DC 15 Fortitude save. 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 42 
  DM AID: NEW RULES 
  NEW FEATS 
  Boar’s Ferocity [Wild] (Complete Divine, page 79) 
   
  Prerequisite: Ability to wild shape. 
   
  Benefit: If your hit points are reduced to 0 or less (but you aren’t killed), you can spend one wild shape as a free action 
  (even if it isn’t your turn) to continue acting as if not disabled or dying. The effect lasts for one minute.  
   
  Normal: When reduced to 0 hp, you are disable and can take only a single move or standard action each round. When 
  reduced to –1 to –9 hp, you are dying and drop unconscious.  
  Cloudy Conjuration (Complete Mage, page 40) 
   
  Prerequisite: Spell focus (conjuration) or conjurer level 1st. 
   
  Benefit: When you cast a conjuration spell, you can choose to have a 5-foot radius cloud of sickening smoke manifest. 
  The cloud can appear in your space, adjacent to you, or in the space of or adjacent to your target (if any).  
   
  The cloud lasts for 1 round. Any living creature is sickened while inside it (but not after exiting). The cloud in all other 
  ways acts like a small area of the fog cloud spell. Creatures immune to poison are immune to the sickening effect. The cloud 
  appears in conjunction with the spell taking effect (not before or after). Any creature you call or summon with the spell is 
  immune to the sickening effect of the cloud.  
   
  Special: A conjurer can select this feat as a wizard bonus feat.  
  Improved Toughness (Complete Warrior, page 101) 
   
  Prerequisite: Base Fortitude save bonus +2.  
   
  Benefit: You gain a number of hit points equal to your current Hit Dice. Each time you gain a HD (such as by gaining a 
  level), you gain 1 additional hit point. If you lose a HD (such as by losing a level), you lose 1 hit point permanently.  
   
  Special: A fighter may select Improved Toughness as one of his fighter bonus feats. 
  Lion’s Pounce [Wild] (Complete Divine, page 82) 
   
  Prerequisite: Ability to wild shape. 
   
  Benefit: When you charge, you may spend a wild shape as a free action to make a full attack at the end of the charge.  
   
  Normal: Without this feat, you may only make a single attack after a charge.  
  Power Critical (Complete Warrior, page 101) 
   
  Prerequisite: Weapon Focus with weapon, base attack bonus +4.  
   
  Benefit: When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat.  
   
  Special: A fighter may select Power Critical as one of his fighter bonus feats. 
   
  You can gain Power Critical multiple times. Each time you take the feat, it may be with a different weapon or the same 
  weapon. If you take it with the same weapon, the effects of the feats stack.  
  Rapid Spell [Metamagic] (Complete Divine, page 84) 
   
  Benefit: Only spells with a casting time greater than 1 standard action can be made rapid. A rapid spell with a casting 
  time of 1 full round can be cast as a standard action. A rapid spell with a casting time measured in rounds can be cast in a full 
  round. Rapid spells with casting times measured in minutes can be cast in 1 minute, and rapid spells with casting times 
  measured in hours can be cast in 1 hour. A rapid spell uses up a spell slot one level higher than the spell’s actual level.  
   
  Special: A spell can be made rapid and quickened only if its original casting time was 1 full round. This feat can be 
  applied to a spell cast spontaneously as long as its original casting time was longer than 1 full round. 
   
  NEW ITEMS 
  Ring of the Beast (Complete Champion, page 141) 
   
  Whenever you cast a summon nature’s ally spell (whether normally or spontaneously), you can treat it as though it were 
  one level higher than it is. For instance, if you cast summon nature’s all III (or sacrifice a 3rd-level druid spell to spontaneously 
  cast it), you can treat it as if you had cast summon nature’s ally IV instead. However, you cannot use a ring of the beast to cast a 
  summon nature’s ally spell of a level higher than you can normally cast (in the class that allows you to cast the summon nature’s 
  ally spell). This ring continues to function even while you are using wild shape.  
   
  The ring of the beast is part of a set collectively known as the trappings of the beast. When you wear it along with armor of the 
  beast (page 135) and mantle of the beast (see above), you gain additional abilities, as noted in the armor of the beast description. 
   
  Moderate conjuration; CL 11th; Forge Ring, Heighten Spell, summon nature’s ally I, wild shape; Price 8,000 gp; Weight 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 43 
  PLAYER’S HANDOUT #1 – THE CRUMPLED MISSIVE 
  This crumpled note was delivered to an Army officer at the Prancing Pixie. He did not seem thrilled by it. 
   
  Lieutenant Morghun; 
  I have reviewed your request to search for the patrol that 
  went missing last week. Regrettably, I must deny it, in 
  light of the current schedule. 
  I certainly understand why you are so intent on finding 
  the missing soldiers. I can’t say that I’d do any different, 
  were our roles reversed. 
  Unfortunately, the March greatly needs your squads 
  ready to march north, as soon as possible. I can not spare 
  you the time you need. 
  Once we have the spare resources to do so, I promise that 
  I will do everything in my power to locate them. 
     
   
   
   
   
   
   
   
  -Captain Terinal 
   
   
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 44 
  PLAYER HANDOUT #2 –GLIMPSES OF HORROR  
   
  VISION #1 
  You are perched on the largest branch of a large oak tree. Below you on the road, a band of figures pause 
  to talk briefly. Your eyes glance over the bright emblems on their uniforms, and you feel contempt 
  radiate through you. 
   
  Their hushed voices barely carry up to this height. After several minutes of discussion, they 
  continue on up the road and you watch them until they fade from sight. With a shudder of your body, 
  your feathered wings extend. Your head protrudes forward and a deep “Ca-caw” emanates from your 
  beaked mouth. With a powerful push from your taloned claws, you take flight above the tree line, 
  circling on the updrafts, the hate within you fueling your journey. 
   
  A moment later, you find yourself back on the ground. The glass orb clutched tightly in your hand 
  swirls rapidly with tendrils of red. 
   
   
   
  VISION #2 
  A final turn around the tree securely fashions the struggling body to the tree. Sunlight glints off the 
  blade of the dagger in your hand. Your hands move meticulously, making quick work of the soldier’s 
  skin. You feel slight annoyance at his incessant screaming, as it is distracting. Before long it lies as a 
  bloody mess at your feet. 
   
  Throwing the dagger at the ground, you plunge your hands into the warm innards of the soldier’s 
  body. Moving past the still-beating heart, you grab hold of each lung and wrench backwards, freeing 
  them from their mortal coil, blood running in rivulets down both of your arms. 
   
  You turn around, and hold the organs out for your companions to see. However, you find that your 
  left hand is empty, and your right holds only a small glass orb. Black clouds ripple beneath its surface. 
   
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 45 
  PLAYER HANDOUT #3 –SHREDDED JOURNAL 
  Only parts of this shredded journal can still be deciphered. You can make out the date of the latest entry – four days ago. 
   
  Moonday, 8 Reaping 597 CY 
   
  … it is obviously of new construction, and hasn’t… not sure of it’s 
  function. Tonessa thinks… need to report in soon… a bit longer. I’m sure… 
  if we can find answers… old man saw them in the… no one still comes here. 
  Too dangerous… found symbol of the Whispered One… blood, but not sure 
  what… Gavin couldn’t… noises in the night… tales of the animal attacks, 
  but even those beasts didn’t carry…  
   
   
  PLAYER HANDOUT #4 – THE MONOLITH 
  The monolith before you bears forty numbered holes, each of which goes all the way through the rock. The following is 
  carved into the eastern face. 
   
  A traveler crossed the river bend 
  As he walked the forest run 
  His wife had borne two daughters 
  Each daughter bore a son 
  Each son was named a noble knight 
  And a squire bore their gear 
  Each henchman brought a friendly 
  lass 
  When hearth and home weren’t 
  near 
  Each woman would never think to 
  travel 
  Without her beloved mate 
  Not every man would bring a wife 
  And tempt the wrath of fate 
  All that walked the forest path 
  Two lanterns did they bear 
  Seek ye the count of How many 
  lanterns 
  Went to the forest lair 
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 46 
  PLAYER HANDOUT #5 –RESEARCH NOTES 
  These notes were found in an encampment, deep within the Nightwatch forests. 
   
   Behold the glory of the Ur-Flan, and the dark impending! 
   
   This forest is a great resource of untapped power. Surely, there are those 
  that believe we must be behind its rapid appearance. As well, they must 
  believe us to be behind the attacks on their caravans and patrols and 
  precious Truelight. Nothing could be further from the truth, though I wish 
  we could claim responsibility. 
   
   But this will not stop us from taking control of the opportunity! Such 
  great beasts and unique flora… under our sway… such a menacing boon! 
  The ritual during the convergence must succeed. 
   
   As best we can tell, radiance coming from the baronial capital is causing 
  this all to happen – the accelerated growth and evolution of the flora and 
  fauna. Perhaps it explains the attack on the same. Most curious. 
   
   
  PLAYER HANDOUT #6 – STOLEN SCRAP 
  This is a scrap of parchment that Tonessa Byrd stole from her kidnappers. Parts of it are torn and missing. 
   
  …not completed until the victim is truly dead, and his blood spent entirely 
  upon the altar. Until then, we must be diligent to keep him still and in 
  place… once the convergence is completed, and blood spilled, we will have 
  all… 
   
   
  
  BIS7-04 Dark Heart of the Forest 
   
  Page 47 
  CRITICAL EVENT SUMMARY: BIS7-04 DARK HEART OF THE 
  FOREST 
  If you run this event in July or August of 2007, please e-mail the results from this sheet to a member of the Bissel Triad by 
  Sept 1st, 2007, or have the Senior DM of your event do so. 
   
  1. Did the PCs rescue Rastus from the attacking animals?
  Yes
  No
   
   
   
   
   
   
  2. Did the PCs help Tonessa Byrd escape alive?
  Yes
  No
   
   
   
   
   
   
  3. Did the PCs defeat the Ur-Flan druids?
  Yes
  No
   
   
   
   
   
   
  4. Did the druids manage to complete the ritual?
  Yes
  No
   
   
   
   
   
   
  5. Was Gavin returned alive to Thornward and his uncle?
  Yes
  No
   
   
   
   
   
   
  Notes: (Add anything that happened that might be considered out of the ordinary – Strange 
  occurrences, results that may not fit the above, etc): 
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Bissel/597/Normal Scenarios/BIS7-04 - Dark Heart of the Forest (APL 2-12)/BIS7-04 - Dark Heart of the Forest.pdf