A Brief History of Blackwood Forest
Once part of the Crownwood, the heartland of elven civilization, Blackwood Forest was a place of radiant beauty. Its trees shimmered silver under moonlight, and the River Tyr ran clear and pure from the Mist‑Lake of Tir’Vanyel. When the Sundering Spell drowned the elven city and birthed Deadman’s Marsh, the surrounding forest absorbed the corruption. The verdant Crownwood became the Blackwood, its roots drinking shadow and sorrow.
As the marsh expanded, the forest twisted. The once‑living trees hardened into black bark and grew gnarled and hollow. The elves fled west, leaving behind a haunted wilderness. Over centuries, the forest stabilized—its corruption dormant but never gone.
Today, Blackwood surrounds Deadman’s Marsh like a ring of thorns, its canopy thick and its air heavy with mist.
Despite its ominous reputation, Blackwood’s timber is prized for its strength and dark beauty. Two logging camps operate under strict watch:
North Camp on the Northwestern edge near Laketown. Harvests blackwood trunks for shipbuilding and water‑mill construction. Workers report strange lights drifting from the marsh at night.
South Camp Near Stonegate, along the lower forest edge. Supplies lumber for bridges and taverns. Rumors persist of buried ruins and spectral voices in the fog.
The River Tyr flows southeast through the forest, carrying silt and whispers from the marsh to Prenville. Its banks are lined with moss‑covered ruins—remnants of elven watchtowers and shrines long forgotten.
The Hollow Watchers — Tree‑bound spirits that guard the forest’s heart.
The Tyr’s Echo — A haunting sound heard along the river at dusk, said to be the drowned voices of Tir’Vanyel.
The Blackwood Rot — A creeping fungal corruption that devours both wood and flesh.
Hunters and loggers speak of Marsh Wraiths drifting into the forest’s edge, drawn by the scent of living souls.
Blackwood is both resource and curse. Its timber sustains Tallanon’s trade, yet its shadows conceal remnants of the Shadow War. The forest remains a living scar—a reminder that even beauty can rot when touched by sorrow.
Blackwood Forest Encounters (2d6)
Roll 2 – Bog‑Crawler Pack — A clutch of three to five Bog‑Crawlers bursts from tangled roots, drawn by scent or sound. Their croaking echoes through the mist.
Roll 3 – Marsh Wraith Drift — Pale spirits glide between black‑barked trees, whispering elven names. Listening too long drains 1d3 Will.
Roll 4 – Shadow Elk Herd — Antlered beasts move silently through the fog. Their branch‑like antlers glow faintly blue; disturbing them invites a deadly charge.
Roll 5 – Logging Camp Patrol — Workers from the Laketown camp, armed with axes and superstition. They may trade, warn, or panic at the sight of the party.
Roll 6 – Blackwood Rot Patch — A fungal bloom spreads across the path. Stepping too close releases spores that cause hallucinations of drowned elves.
Roll 7 – Quiet Clearing — The mist thins and pale daylight filters through. A moment of calm—until the silence reveals something watching.
Roll 8 – River Tyr Crossing — The river cuts through the forest. A broken bridge and drifting lights mark the crossing. Wraiths linger beneath the surface.
Roll 9 – Hollow Watchers — Tree‑bound spirits awaken, bark faces turning toward intruders. They test the party’s intentions before allowing passage.
Roll 10 – Blackwood Predator — A lone Bog‑Crawler Alpha or corrupted beast stalks the group, its hide slick with leech‑slime and shadow.
Roll 11 – Lost Caravan — A merchant wagon lies overturned, half‑buried in roots. Survivors whisper of glowing eyes in the fog.
Roll 12 – Drowned Lord’s Echo — The mist thickens; spectral water rises from the ground. The voice of the Drowned Lord demands tribute… or memory.
Blackwood Hazards (2d6)
Roll 2 – The Blackwood Rot — A creeping fungal corruption that devours wood, flesh, and memory. Stepping on a rot‑patch releases spores that cause disorientation and hallucinations of drowned elves.
Roll 3 – Tangleroot Snare — Living roots coil beneath the soil. When disturbed, they lash upward, restraining victims and dragging them toward hollow tree‑maws.
Roll 4 – Mist‑Blind Fogbank — A dense, silvery fog rolls through the trees. Visibility drops to nothing; sound becomes warped. Parties may become separated or wander into far worse dangers.
Roll 5 – Ghost‑Light Drift — Pale orbs float between trunks. Following them leads travelers in circles—or straight into the territory of Marsh Wraiths.
Roll 6 – Crownwood Echo — A psychic afterimage of the ancient elven forest. For a moment, the Blackwood appears whole and radiant… then snaps back, dealing 1d3 Will damage to all who witness the shift.
Roll 7 – Sudden Stillness — The forest goes silent. No wind, no birds, no insects. A warning that something nearby is watching—or hunting.
Roll 8 – Silt‑Choked Hollow — A depression filled with loose, shifting soil. Stepping into it causes sinking up to the waist. Creatures often lurk beneath the surface.
Roll 9 – Tyrbank Collapse — Near the river’s edge, the ground gives way without warning. A fall into the cold, fast water risks hypothermia, injury, or being swept downstream.
Roll 10 – Hollow Watcher’s Gaze — Tree‑bound spirits observe intruders. Their gaze chills the soul; those who fail a Will test suffer trembling hands and –1 to all rolls for an hour.
Roll 11 – Crownwood Relic Surge — A buried elven artifact pulses with unstable magic. Touching it unleashes a burst of spectral energy that can stun, burn, or attract undead.
Roll 12 – Marsh‑Born Miasma — A poisonous vapor drifts from Deadman’s Marsh into the forest. Breathing it causes coughing fits, blurred vision, and 1d6 Endurance damage unless resisted.
2d6 Blackwood Herbs & Plantlife
Roll 2 – Blackwood Nightshade
A dark‑veined, purple‑berried plant that grows only in deep shade. Its juice is toxic but can be distilled into a potent sleep‑draught.
Roll 3 – Marshmint
A hardy mint with a sharp, cooling scent. Crushed leaves soothe fevers and repel insects when burned.
Roll 4 – Crownleaf
A pale‑green, star‑shaped leaf said to descend from the old Crownwood. When brewed, it restores clarity and removes minor curses.
Roll 5 – Moss‑Antler Fungus
A branching fungus resembling tiny antlers. When dried, it strengthens bone‑mending poultices.
Roll 6 – Ironbark Resin
Thick amber resin harvested from the oldest black‑barked trees. Used to harden leather or seal wounds against infection.
Roll 7 – Dew‑Fern
A delicate fern whose fronds collect shimmering droplets at dawn. These droplets act as a mild restorative tonic.
Roll 8 – Ghostcap Mushroom
A faintly luminescent mushroom found near mist‑pools. Safe to eat when cooked; raw, it induces brief visions.
Roll 9 – Tyr‑Willow Bark
Bark from willows along the River Tyr. Chewed to dull pain or brewed into a calming tea.
Roll 10 – Bitterroot Coil
A spiraling root with a harsh, earthy taste. Used in antidotes and to purge toxins from the body.
Roll 11 – Lantern‑Moss
A soft moss that glows faintly when disturbed. Often used by hunters as a natural, low‑light marker.
Roll 12 – Moon‑Reed
A rare reed that grows only where moonlight touches the forest floor. Its fibers enhance spell‑foci and divination rituals.
Blackwood d6 Environmental Encounters
1 — The Lantern‑Moss Trail
A trail of freshly disturbed, glowing Lantern‑Moss winds deep into the forest. Something—or someone—is marking a path, but the trail ends abruptly at a hollow tree that whispers when approached.
2 — The Missing Logging Crew
Workers from the Laketown camp vanished after reporting “moving shadows” near the Tyrbank. Their tools are found neatly stacked, but no footprints lead away.
3 — The Crownwood Heartbeat
At dawn, a rhythmic thrum echoes through the forest like a distant heartbeat. Animals flee the area. Old elven wards are flickering back to life.
4 — The Bog‑Crawler Migration
Dozens of Bog‑Crawlers are moving north in a coordinated pattern—something they never do. Their path leads straight toward Stonegate’s logging camp.
5 — The Tyr‑Willow Oracle
A massive Tyr‑Willow has begun speaking in fragmented elven phrases. Locals believe it holds a prophecy tied to Deadman’s Marsh, but approaching it causes visions of drowning.
6 — The Drowned Lord’s Envoy
A spectral figure has been seen drifting along the forest edge at twilight. Animals bow their heads as it passes. It seems to be searching for someone.
Blackwood d6 Mini‑Dungeons
1 — The Hollow of Whispering Roots
A sinkhole where ancient black‑barked roots form a natural labyrinth. Voices echo through the tunnels, mimicking lost companions. Something deep below is feeding on memories.
2 — The Lantern‑Moss Grotto
A cavern lit by glowing moss that pulses like a heartbeat. The light attracts strange insects and a territorial Mist‑Owl brood. A hidden spring beneath the moss holds an elven relic.
3 — The Tyrbank Burrow‑Halls
A network of burrows carved into the riverbank by Bog‑Crawlers and larger predators. Flooded tunnels, bone piles, and a central chamber where something new is nesting.
4 — The Crownwood Shard‑Vault
A collapsed elven outpost buried under roots and soil. Cracked moon‑glass wards still flicker. Inside lies a sealed chamber containing a fragment of the Sundering Spell.
5 — The Blackwood Rot Nursery
A fungal cavern where the Blackwood Rot grows in towering stalks. Spores drift like snow. A Rot‑Tendril Beast tends the garden, and disturbing it risks a forest‑wide bloom.
6 — The Drowned Lord’s Forgotten Steps
A series of stone platforms half‑sunken into the forest floor — remnants of an elven ritual path. Each step triggers visions of Tir’Vanyel’s fall, and the final platform opens a spectral doorway.
Blackwood Forest Bestiary
1- Blackwood Pixie
Fey Trickster of the Grim Enchanted Woods
Tiny, sharp‑smiled fey that haunt moonlit glades, Blackwood Pixies delight in misdirection, stolen memories, and leading travelers into bramble‑choked dead ends. Their laughter sounds like cracked glass, and their wings shimmer with sickly, pale light.
STATS
HP: 1d6+2 (5)
OFF: Fey Needle (4), Glimmerbolt (5, 30 ft)
DEF: 0 (Fey Skin)
Speed: 12 (Flight)
SKILLS
Competent (4): Roguery, Agility
Basic (2): Awareness, Magic, Dark Sight, Wilderness Lore
Useless (0): All other skills
GEAR
Glimmerneedle dagger of moonlight, pouch of glimmerdust, tiny satchel of stolen trinkets.
SPECIAL
Fey Invisibility: May vanish from sight until it attacks or is struck.
Forest Step: Once per combat, teleport between two natural shadows within 20 ft.
d6 LOOT (Blackwood Pixie)
A vial of glimmerdust (blind one target for a round on a hit)
Tiny silver bell worth a few gold; rings only under moonlight
Stolen locket with a faded portrait (minor sentimental value)
Fey‑woven thread that never breaks (useful for traps or bindings)
Pixie map scrap—misleading but hints at a real location
Nothing but laughter—the Pixie dies giggling, leaving no loot
2. Thorn‑Sprite Trickster
Bramble‑Bound Ambusher of the Blackwood
Thorn‑Sprites are splinters of the forest’s malice given form—tiny bark‑skinned sprites with thorny limbs and briar crowns. They lurk in hedges and thickets, stabbing ankles and hamstringing the unwary before vanishing into the undergrowth.
STATS
HP: 1d6+4 (7)
OFF: Thorn Stab (5)
DEF: 1 (Bark‑Thorn Hide)
Speed: 10 (Skitter/Climb)
SKILLS
Competent (4): Roguery, Wilderness Lore
Basic (2): Agility, Awareness, Brawl, Dark Sight
Useless (0): All other skills
GEAR
Thorn spear, woven briar cloak, pouch of dried berries and insect husks.
SPECIAL
Bramble Ambush: Gains +2 OFF when attacking from concealment in undergrowth.
Hamstring Jab: On a hit, target must pass Agility or have Move halved for the encounter.
Blend with Thorns: Advantage on hiding in bushes, hedges, and brambles.
d6 LOOT (Thorn‑Sprite Trickster)
Briar‑woven ring that never snags on clothing
Pouch of blood‑berries (heals 1d3 HP if eaten)
Thorn spear (counts as a dagger for Heroes)
Bundle of rare herbs (worth a few gold to healers)
Tiny carved wooden idol of a forest spirit
Nothing but broken thorns
3. Gloomlight Wisp
Haunting Lantern of the Blackwood Paths
Gloomlight Wisps drift above forgotten trails and old gallows trees, their pale glow promising safety while luring travelers into bogs, pits, or the arms of hungering things. They are not undead, but fey echoes of lost hopes and broken oaths.
STATS
HP: 2d6+2 (9)
OFF: Gloomflare (5, 30 ft, cold light)
DEF: 1 (Ethereal Flicker)
Speed: 12 (Hover)
SKILLS
Competent (4): Magic, Dark Sight
Basic (2): Awareness, Magic Resistance, Wilderness Lore
Useless (0): All other skills
GEAR
None in the usual sense—wisps carry only their light and malice.
SPECIAL
Luring Glow: Targets must pass Awareness or follow the Wisp for 1d3 rounds, even into danger.
Cold Burn: Gloomflare deals cold, ghostly damage
Flickerform: May pass through small gaps and cannot be grappled.
d6 LOOT (Gloomlight Wisp)
Fading wisp‑orb—a glassy bead that glows faintly for 3 nights
Residual essence—usable as a rare spell component
Charred twig that always points toward the nearest road
Bottle of captured gloomlight (temporary lantern, 1 adventure)
A whisper of a forgotten name (GM’s choice of lore)
Nothing—only a brief dimming of the forest
4. Briar‑Stalker Wolf
Thorn‑Scarred Predator of the Deep Blackwood
These wolves are lean, scarred, and half‑grown into the forest itself. Briars twist through their fur, and their eyes gleam with a feral, almost fey cunning. They hunt in silence, driving prey into thorn‑choked ravines.
STATS
HP: 3d6+3 (14)
OFF: Bite (6)
DEF: 1 (Thorn‑Matted Fur)
Speed: 12 (Sprint)
SKILLS
Competent (4): Agility, Brawl, Wilderness Lore
Basic (2): Awareness, Endurance
Useless (0): All other skills
GEAR
None—only teeth, claws, and thorns.
SPECIAL
Pack Hunter: Gains +1 OFF for each other Briar‑Stalker engaged with the same target (max +3).
Thorn Pelt: Melee attackers take 1 damage on a miss, as thorns rake their hands and arms.
Silent Pursuit: Advantage on tracking and stalking in forest terrain.
d6 LOOT (Briar‑Stalker Wolf)
Wolf pelt tangled with thorns (worth modest coin)
Fang necklace (minor intimidation bonus in wild tribes)
Embedded iron arrowhead (reusable)
Pouch of half‑digested bones (clue to a previous victim)
Strange fey thorn that never wilts
Nothing but blood and briars
5. Hollow‑Eyed Dryad
Possessive Spirit of a Blackwood Tree
Once gentle guardians, these Dryads have grown hollow‑eyed and grim, their trees scarred by axes, fire, and dark bargains. They lure mortals close with beauty and sorrow, then bind them in roots and bark to feed the forest.
STATS
HP: 3d6+6 (17)
OFF: Root‑Grasp (6), Thorn Lash (5, 10 ft)
DEF: 2 (Barkskin)
Speed: 8 (Glide between trees)
SKILLS
Good (6): Magic, Wilderness Lore
Competent (4): Awareness, Charm, Magic Resistance
Basic (2): Endurance, Agility
Useless (0): All other skills
GEAR
Vine‑woven garb, wooden charms, and tokens from those who trespassed.
SPECIAL
Treebound: Linked to a specific great tree; if the tree is destroyed, the Dryad dies.
Entangling Roots: Once per combat, may root all foes within 10 ft; they must pass Agility or be immobilised for 1 round.
Sorrowful Glamour: May appear as a weeping maiden; Charm vs. target’s Magic Resistance to pacify or lure.
d6 LOOT (Hollow‑Eyed Dryad)
Heartwood shard—counts as a minor magical focus
Vine‑woven charm granting +1 to Wilderness Lore tests in forests
Bottle of sap (heals 1d6 HP if drunk, once)
Carved wooden mask of an unknown face
Old ring or locket from a long‑dead lover
Nothing—she fades into bark and leaves
6. Dark Elf Shadow‑Ranger
Silent Hunter of the Blackwood Glooms
These Dark Elves move like living shadows between the trees, their bows whispering death from unseen perches. They serve hidden courts beneath the roots, culling intruders and capturing those with useful skills or secrets.
STATS
HP: 4d6+4 (18)
OFF: Shadow Bow (7, 60 ft), Curved Blade (6)
DEF: 2 (Dark Leather Armour)
Speed: 11
SKILLS
Good (6): Marksmanship, Roguery, Agility, Dark Sight
Competent (4): Awareness, Sword‑Play, Wilderness Lore
Basic (2): Endurance, Magic Resistance, Brawl
Useless (0): All other skills
GEAR
Dark leather armour, shadow‑carved bow, quiver of black‑fletched arrows, curved sword, climbing hooks, black hooded cloak.
SPECIAL
Shadow Step: Advantage on hiding and repositioning in dim light or darkness.
Marked Prey: After observing a target for 1 round, gains +1 OFF and +1 damage against that target for the encounter.
Poisoned Arrow: Once per combat, an arrow forces Endurance test or inflicts ongoing 1 damage per round for 1d3 rounds.
d6 LOOT (Dark Elf Shadow‑Ranger)
Shadow‑carved arrow (once per adventure, ignores mundane armour)
Dark Elf cloak granting +1 to Roguery in dim light
Pouch of black coins minted in an under‑forest city
Map scrap showing a hidden Blackwood path or camp
Vial of weak poison (one weapon coating, 1d3 extra damage on hit)
Nothing—body reclaimed by unseen allies
7. Dark Elf Thorn‑Witch
Fey‑Tainted Sorceress of Root and Blood
Thorn‑Witches weave magic from blood, roots, and whispered pacts with ancient forest spirits. Their flesh is traced with living briars, and their eyes gleam with cruel curiosity. They command both Dark Elves and twisted flora.
STATS
HP: 4d6+8 (22)
OFF: Thorn Staff (6), Bloodthorn Hex (7, 40 paces)
DEF: 2 (Thorn‑Runed Robes)
Speed: 9
SKILLS
Exceptional (9): Magic
Good (6): Magic Resistance, Folk Lore, Wilderness Lore
Competent (4): Awareness, Charm, Dark Sight
Basic (2): Endurance, Agility
Useless (0): All other skills
GEAR
Thorn‑runed staff, ritual knife, pouch of blood‑inked scrolls, bone charms, vials of dark sap.
SPECIAL
Bloodthorn Hex: Ranged attack; on a hit, target suffers damage and must pass Magic Resistance or suffer -1 OFF for the encounter.
Root Snare: Once per combat, may cause roots to erupt in a 10 ft radius; targets must pass Agility or be restrained.
Briar Ward: May spend a round to gain +1 DEF for the rest of the encounter.
d6 LOOT (Dark Elf Thorn‑Witch)
Blood‑inked spell scroll (GM chooses a suitable spell)
Thorn‑runed staff (counts as a magical focus)
Vial of dark sap (used as a potent spell component)
Bone charm granting +1 to Magic Resistance vs. plant/fey magic
Fragment of a forbidden ritual (dangerous lore)
Nothing—her body crumbles into briars
8. Elder Grove Sentinel
Ancient Tree‑Guardian of the Blackwood
These towering, half‑awakened trees stride only when the forest is truly threatened—or when commanded by powerful fey or witches. Moss‑draped and stone‑scarred, they crush intruders beneath root and limb.
STATS
HP: 6d6+12 (33)
OFF: Crushing Branch (8), Root Slam (7, 10 ft)
DEF: 3 (Ancient Bark)
Speed: 7 (Slow Stride)
SKILLS
Good (6): Endurance, Wilderness Lore
Competent (4): Brawl, Awareness, Magic Resistance
Basic (2): Might
Useless (0): All other skills
GEAR
None—its body is its weapon and armour.
SPECIAL
Rooted Resilience: Immune to knockdown and cannot be moved against its will.
Crushing Blow: On a critical hit, target is knocked prone and must pass Endurance or be stunned for 1 round.
Forest’s Call: Once per encounter, may summon 1d3 Briar‑Stalker Wolves or Thorn‑Sprites if nearby.
d6 LOOT (Elder Grove Sentinel)
Heartwood core—valuable to druids and enchanters
Chunk of ancient bark (used as a powerful spell component)
Embedded relic (old weapon, shield, or helm grown into its trunk)
Rare moss with healing or alchemical properties
Carved sigil stone from its roots
Nothing—collapses into lifeless timber
9. Ancient Forest Dragon
Primeval Wyrm of Root, Leaf, and Storm
The Ancient Forest Dragon is the Blackwood’s oldest guardian—a vast, moss‑draped wyrm whose scales resemble overlapping leaves and bark. Antlers of living wood crown its head, and its breath is a storm of razor leaves and choking pollen. It remembers when the forest was young and does not forgive trespass.
STATS
HP: 8d6+24 (52)
OFF: Verdant Bite (10), Claw (9), Tail Sweep (8, 10 ft), Breath of the Verdant Tempest (10, cone 30 paces)
DEF: 4 (Ancient Bark‑Scale)
Speed: 10 (Ground), 12 (Flight)
SKILLS
Legendary (12): Magic
Renowned (11): Magic Resistance
Incredible (10): Endurance, Wilderness Lore
Exceptional (9): Awareness
Good (6): Might, Brawl
Competent (4): Dark Sight
Basic (2): Sword‑Play (claws), Marksmanship (breath shaping)
Useless (0): Craftsmanship, Healing, Roguery, Charm, Folk Lore (it is the lore)
GEAR
None—its hoard lies hidden in a root‑choked cavern.
SPECIAL
Breath of the Verdant Tempest: Cone of shredding leaves and choking pollen; targets must pass Magic Resistance or take full damage and suffer -1 OFF for the encounter.
Forest Sovereign: Commands lesser forest creatures; may call 1d6 Briar‑Stalker Wolves or 1d3 Elder Grove Sentinels over the course of a battle (GM’s discretion).
Rooted Regeneration: Heals 3 HP per round while in contact with natural earth and living plants.
Ancient Will: Immune to charm and fear effects.
d6 LOOT (Ancient Forest Dragon)
Dragon‑heart seed—if planted, may grow a minor magical tree or grove
Crown of living antlers (powerful druidic or fey focus)
Chest of ancient coins and relics from forgotten kingdoms
Scale of the Verdant Wyrm (for forging a powerful shield or armour)
Stone tablet inscribed with primordial forest magic
The dragon’s favour—it spares the party and grants a boon instead of treasure
10. Corrupted Forest Dragon
Blight‑Twisted Wyrm of Rot and Shadow
Once kin to the Ancient Forest Dragon, this wyrm has been warped by dark pacts, poisoned roots, and shadowed rituals. Its scales are cracked and blackened, oozing sap‑like ichor; its breath is a wave of rot and despair that kills leaves and hope alike.
STATS
HP: 7d6+28 (52)
OFF: Rotting Bite (10), Claw (9), Tail Lash (8, 10 paces), Breath of Blighted Decay (10, cone 30 paces)
DEF: 3 (Cracked Blight‑Scale)
Speed: 11 (Ground), 11 (Flight)
SKILLS
Legendary (12): Magic
Renowned (11): Magic Resistance
Incredible (10): Endurance
Exceptional (9): Dark Sight, Wilderness Lore (corrupted)
Good (6): Awareness, Brawl
Competent (4): Might
Basic (2): Roguery (cunning ambush)
Useless (0): Craftsmanship, Healing, Charm, Folk Lore, Sword‑Play, Marksmanship
GEAR
None on its body; its lair is a graveyard of twisted roots and half‑melted relics.
SPECIAL
Breath of Blighted Decay: Cone of necrotic rot; targets must pass Magic Resistance or take full damage and suffer ongoing 1d3 damage for 1d3 rounds as corruption spreads.
Aura of Withering: Plants within 20 ft wilt; Heroes suffer -1 to Healing and Endurance tests while in this aura.
Corruptive Blood: Melee attackers that draw its blood must pass Endurance or suffer a minor corruption (GM’s choice—scars, nightmares, or subtle mutations).
Twisted Kinship: May command corrupted beasts, undead plants, or blighted Dryads.
d6 LOOT (Corrupted Forest Dragon)
Blight‑blackened fang—a potent component for dark magic or cursed weapons
Ichor‑stained scale (used to craft armour that resists necrotic effects)
Corrupted heart‑root—dangerous artifact that can empower or doom a wielder
Chest of warped treasures (some items cursed, some valuable)
Fragment of a dark pact (forbidden lore tying the dragon to Dark Elves or other powers)
Nothing but spreading rot—its death triggers a local blight unless purified