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  A Rose by any Other Name 
   
  A 1-Round D&D Living Kingdoms of Kalamar® Adventure 
  Part Two of Beauty is Everlasting 
  by Christian J. Alipounarian 
  Edited by Andrew Garbade 
   
  A creature of darkness remains at large, and only the characters can stop her before she escapes to 
  wreak more havoc on an unsuspecting city. Can a group of adventurers finish the job they start, once the 
  true madness of their enemy is revealed? The sequel to A Thorn in the Side, it is suggested that 
  participants play that adventure and Of Roses and Thorns before undertaking this one, though it is not 
  necessary. A Living Kingdoms of Kalamar adventure for ATLs 1, 3, 5, 7 and 9. 
   
   
   
  The title, series name if there is one, ImageQuest, the ImageQuest logo, the Kenzer and Company logo, Living Kingdoms of 
  Kalamar, the Living Kingdoms of Kalamar logo and Pekal Gazetteer are trademarks of Kenzer and Company. Kingdoms of Kalamar 
  and the Kingdoms of Kalamar logo are registered trademarks of Kenzer and Company. © Copyright 2005, Kenzer and Company, 
  Inc. All rights reserved. Dungeons & Dragons, Dungeon Master, D&D, RPGA, Living, the d20 system logo and the Wizards of the 
  Coast logo are all trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. and are used by Kenzer & Company 
  under license. © 2005 Wizards of the Coast, Inc. 
  
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario. The following guidelines are here to 
  help you with both the preparation and voting 
  segment of the game. Read this page carefully so 
  that you know and can communicate to your 
  players the special aspects of playing an RPGA 
  scenario. 
   
  Calculating Average Table Level (ATL) 
  Living Kingdoms of Kalamar uses ATL rather 
  than Average Party Level (APL) in an effort to 
  offer challenging adventures without massacring 
  smaller or imbalanced tables. What this means 
  is that, to calculate the ATL for a table, the levels 
  of all the player-characters are added together. 
  That number is divided by six regardless of how 
  many player-characters there actually are. This 
  number constitutes the party’s ATL (rounded to 
  the closest integer). If that number is not offered 
  in the adventure, the players may choose if they 
  play up (a higher ATL) or down (a lower ATL). It 
  is against the spirit of the campaign to deny a 
  player an open spot at a table in an effort to 
  maximize the treasure for the other players at 
  the table. Twelve players should play in 2 tables 
  of 6 not 3 tables of 4. 
   
  Once you calculate the ATL write it down here 
  as you will need it later for setting the DC of 
  certain skill checks. 
   
  ATL__________ 
   
  ADVENTURE NOTES 
  This module is an official supplement to the 
  Living Kingdoms of Kalamar campaign. It is 
  designed for 4 to 6 characters ranging from 2nd 
  to 6th level. It is advised that PCs go through this 
  adventure with a full party, as the challenges 
  presented may overwhelm a small party of 
  adventurers. 
   
  You, the Judge (the authority figure of the table 
  and the administrator of the adventure), need a 
  copy of the Dungeons & Dragons® 3rd Edition 
  revised 
  Player's 
  Handbook 
  and 
  Dungeon 
  Master's Guide (v.3.5) for this event. The 
  adventure takes place in the Kingdoms of 
  Kalamar setting in the Principality of Pekal. 
  Therefore, the Judge should also have the 
  Kingdoms of Kalamar® Core Sourcebook and 
  the Kingdoms of Kalamar Player’s Guide. 
   
  Specific statistics for key Non-Player Characters 
  (NPCs) and other materials are included in the 
  appendix at the back of this adventure as well as 
  throughout the adventure text itself. Certificates 
  that may be photocopied are also included. The 
  Judge should read this adventure entirely no 
  less than once before playing in order to ensure 
  a precise flow of events, as there are many 
  aspects relating to the flavor and culture that are 
  important to the Living™ Kingdoms of Kalamar 
  campaign and to this adventure. 
   
   
  CALENDAR AND CLIMATE 
  The majority of this adventure takes place in 
  Ek’Gakel, during the late autumn.. The climate in 
  this area around this time is generally windy and 
  cold, often with snow and ice covering shady 
  patches of ground.  
   
  MODULE NOTES 
  This adventure is the sequel to A Thorn in the 
  Side, and the conclusion the Beauty is 
  Everlasting story. Players should have played Of 
  Roses and Thorns and A Thorn in the Side to 
  get maximum enjoyment out of this adventure, 
  though completing those is not required for this 
  event.  
   
  This module takes place outside the areas of the 
  world normally presented in Living Kingdoms of 
  Kalamar in the city of Betasa. Information on this 
  city in Ek’Gakel may be found in the Kingdoms 
  of Kalamar Campaign Sourcebook pp 76-79. A 
  review of the vampire and vampire spawn 
  entries in the Monster Manual is also suggested. 
   
  BACKGROUND 
  In the adventure entitled Of Roses and Thorns, 
  the PCs happened upon a messenger that had 
  been savaged by wild animals. The victim had 
  been sent by the mayor of a small hamlet that 
  has been threatened by animal attacks of 
  increasing ferocity. The PCs discovered that at 
  the root of the problem was a newly-created 
  vampire named Sylysta. Strangely, this vampire 
  exhibited the blue flash of psionic powers. At the 
  conclusion of that adventure, the vampire fled as 
  the heroes were busy saving the village.  
   
  In A Thorn in the Side , the characters tracked 
  Sylysta to Betasa, a city in Ek’Gakel, far to the 
  north of Pekal. While in the city, they 
  encountered a helpful wizard named Nalar who 
  wanted to help their investigation as having a 
  vampire loose in the streets was causing 
  problems within the local government. In that 
  A Rose by any Other Name 
  Living Kingdoms of Kalamar 
  1
  
  adventure, 
  the 
  characters 
  discovered 
  the 
  location of several kidnapped children, as well 
  as their vampire guardians. In the expected 
  resolution of the event, the characters rescue 
  the children from their horrible fate.  
   
  This adventure begins in the study of Nalar, 
  where the characters have gathered to try and 
  find Sylysta’s lair.  
   
   
  ADVENTURE SYNOPSIS 
   
  Introduction:  
  The characters find themselves meeting again 
  with Nalar, the mage who helped them find 
  kidnapped children in A Thorn in the Side. 
   
  Encounter 1:  
  The characters move through the streets of 
  Betasa, possibly visiting the people who tried to 
  enter the Asylum. As they pass by people, they 
  begin to think that some of the strangers are 
  watching them. This is supposed to be a role-
  play encounter, and not one in which combat 
  ensues. 
   
  Encounter 2:  
  The PCs investigate the asylum. If they attempt 
  to enter by force, the guards  attempt to repel 
  them. The PCs might be able to enter by the use 
  of stealth or guile. In any event, they find that the 
  inmates of the upper floors have used as 
  feeding stock for Sylysta, and this nightly horror 
  has rendered them hopelessly psychotic. The 
  door to the lower floors is locked and trapped; 
  unless the PCs have a skilled rogue in the 
  group, they may be forced to confront the 
  warden, defeat him and take the keys. 
   
  Encounter 3:  
  The lower floor of the asylum has been turned 
  into a combination of abattoir and crypt. Many of 
  the inmates here have been made into zombies. 
  Sylysta will be found by the PCs, acting out by 
  herself that terrible day when Nalar murdered 
  her. It should become clear that, for all her evil, 
  Sylysta is also a victim, and is every bit as mad 
  as her lunatic servants. 
   
  Encounter 4:  
  When the characters decide to leave the 
  Asylum, hopefully after defeating Sylysta,  a 
  familiar homunculus flies up, desperately urging 
  them to help his master. 
   
  Conclusion 
  The characters are left in Vandrin/Nalar’s tower, 
  and may take whatever they see fit as rewards.  
   
  Introduction 
   
  Summary: The characters find themselves 
  meeting again with Nalar, the mage who helped 
  them find kidnapped children in A Thorn in the 
  Side.  
   
  This introduction is geared toward those 
  characters who played A Thorn in the Side. 
  Other characters may simply be informed that 
  they received a summons to the tower, and 
  accepted.  
   
  You find yourselves standing in the entry 
  hall of Nalar, the powerful wizard who calls 
  Betasa home. It has only been a few 
  moments when Nalar comes down from his 
  laboratory above to meet with you.  
   
  “My little friend has been keeping watch on a 
  particular building that might interest you. 
  An 
  asylum 
  outside 
  town 
  has 
  been 
  mysteriously closed, though there are still 
  people inside, and guards patrolling the 
  grounds. It seems a good place so start 
  searching for the vampire’s lair. I suggest 
  you pay a visit to the asylum with all haste. 
  We have time for a few details if you have 
  questions.” 
   
  Characters may choose to ask questions at this 
  time. Some samples are below, along with 
  typical answers.  
   
  Who is your Little Friend? 
  Oh, my familiar. Some of you may remember 
  him?  
   
  Where is he / can we meet him / can he give us 
  more information? 
  I have told him to keep hidden, and unless I 
  think it is an emergency, I would like to keep 
  him out of harm’s way. I can reveal 
  everything he knows, so you won’t get 
  different information from him than you 
  would from me.  
   
  Do you think Sylysta is in the asylum? 
  Well, there are two reasons that support that 
  hypothesis. The first is an escaped inmate 
  that was caught a few days ago. He was 
  babbling about his “mistress” and talking 
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  Living Kingdoms of Kalamar 
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  about how she would “disappear” and 
  “become a cloud.” The town guards thought 
  him mad, but such details obviously grabbed 
  my attention. After some investigation, I 
  determined that he had escaped from the 
  Asylum.  
   
  The second piece of evidence I gleaned after 
  a few bribes. I found out that this Asylum has 
  a large basement where they keep the most 
  dangerous inmates – almost totally closed 
  off from the outside world, and the sunlight. 
  These just seem to be too coincidental for 
  me.  
   
  Since I sent my familiar to watch the 
  building, they have closed it, and nobody 
  has been allowed in. 
   
  Do you think they saw your familiar? 
  I don’t believe so. The Warden came out and 
  spoke to the guards at the gate. That was 
  yesterday before nightfall.  
   
  Couldn’t someone have left the Asylum? 
  The only way someone could have left is 
  through magical means, and I would have 
  detected it. I passed by the other day and 
  placed some minor alarms that would let me 
  know if any magical travel occurred near or 
  within the Asylum.  
   
  You mentioned guards? 
  Yes, there were  two guards at the gate to the 
  street. The guards were stopping everyone 
  who wanted to enter, refusing to open it. 
  They have gone inside now. 
   
  I believe there are about a dozen or so 
  guards, as well as the Warden of the Asylum. 
  That’s a guess, but it’s the best information I 
  could get for you. (He used bribery to Gather 
  Information) 
   
  What is the layout of the Asylum grounds? 
  The Asylum is a squat stone building set 
  near the back of the property about 300 feet 
  from the gate. 
   
  All around the Asylum is open ground, with 
  few trees or shrubs.  
   
  Do you have a map of the interior?  
  No, neither I nor my familiar has managed to 
  sneak into the building.  
   
  Is the Asylum run by the local government? 
  Aren’t we breaking the law by doing this? 
  Do not worry – I have told the town guard 
  you are investigating a magical disturbance. 
  If your actions are within reason – for 
  example, defending yourself if attacked – 
  then there will be no problems, but this is not 
  an open invitation to slaughter either! The 
  local government does not like dealing with 
  magical disturbances, so they were happy 
  when I volunteered to solve the problem.  
   
  Do you have anything to help us?  
  The only thing I have that may be of use is 
  one vial of silversheen I managed to 
  purchase this morning. (The PCs should have 
  received other items in A Thorn in the Side, and 
  Nalar has not had time to replenish his stock). 
   
  Do you know where we can get items to help us 
  combat the vampire? 
  Not really. Perhaps some of the churches 
  have holy water for sale, but I don’t know of 
  any shops in the city that would have such 
  items immediately available.  
   
  Why do we need to hurry? 
  I fear that Sylysta is looking for something, 
  and could be ready to move on at any point. 
  She has already been inside the city for over 
  a week now, and it won’t be long before the 
  Town Watch declares an emergency to look 
  for her. (The timing was revealed in A Thorn in 
  the Side) 
   
  When we last encountered her, she did 
  something weird to us. Do you know of any 
  powers that use thoughts or mental power? (I.e. 
  “do you know if she has psionics”) 
  I’m not really sure. My involvement with her 
  only began when I discovered her entering 
  the city a few days ago, and what my 
  divinations have uncovered since then. She 
  has not exhibited any special powers that 
  I’ve seen, though it is possible she has them.  
   
  What have your divinations revealed?  
  (They helped the PCs get through A Thorn in the 
  Side, and pointed Nalar to the Asylum just now.) 
   
  What can you tell us of the Asylum? 
  It used to be the home of a wealthy noble. He 
  was caught cheating the government on a 
  few of his contracts, and his possessions 
  were confiscated. With nothing better to do 
  with 
  a 
  manor 
  outside 
  of 
  town, 
  the 
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  Living Kingdoms of Kalamar 
  3
  
  government established it as an Asylum for 
  the deranged. There have been rumors, of 
  course, that political prisoners have also 
  been placed there, but I believe the current 
  government is much too direct for that kind 
  of undertaking.  
   
  Is there anything else you can tell us? 
  Not really, I think that about covers it. 
   
  Nalar answers other questions as well as he is 
  able, though he does not know much more than 
  what is given above. His entire goal right now is 
  to get the PCs moving as soon as possible to 
  ensure Sylysta does not escape. 
   
  After 
  the 
  characters 
  are 
  finished 
  asking 
  questions, continue to Encounter 1. 
   
   
  ENCOUNTER 1 
  Journey to the Asylum 
   
  Summary: The characters move through the 
  streets of Betasa, possibly visiting the people 
  who tried to enter the Asylum. As they pass by 
  people, they begin to think that some of the 
  strangers are watching them. This is supposed 
  to be a role-play encounter, and not one in 
  which combat ensues. 
   
  Churches: 
  Gather Information DC 12 or Diplomacy DC 15 
  points the characters to a small church of The 
  True. Holy water is available for purchase at 
  standard costs. The priests agree to sell two 
  skins of water to each character. Unfortunately, 
  they do not have any other items with which to 
  fight vampires.  
   
  Additionally, the priests are willing to share what 
  they know of vampires for a small donation to 
  their church; 10 gold is enough, though they 
  happily accept more. If the characters pay the 
  money, they get information about the vampire’s 
  Special Abilities, and Special Qualities (as per 
  Core Rulebook III).  
   
  With DC 20 Gather Information or DC 25 
  Diplomacy checks, the characters find a small 
  shrine 
  dedicated 
  to 
  the 
  Eternal 
  Lantern 
  containing a small fountain of water. Although 
  the water does not detect as magic, it functions 
  as holy water if used against an undead 
  creature. There are no priests here. 
   
  Clerics and paladins get a +1 circumstance 
  bonus to their check to find the shrine of the 
  Eternal Lantern. 
  The characters may take as much water as they 
  want, but after it is away from the fountain for 48 
  hours, it becomes normal liquid, and is no longer 
  considered holy water for damage purposes.  
   
  Moving through the streets of Betasa: 
  Have the characters make Spot checks as they 
  pass through the streets of the city. The DC is 
  not important, as at least one character is going 
  to notice a “strange man who seems to be 
  watching them.” The judge can use this scene to 
  engage new or reticent players, and involve 
  them in the game.  
   
  Other individuals can be used at the judge’s 
  discretion, as if many people on the street are 
  “watching” 
  the 
  characters. 
  There 
  is 
  only 
  information for interaction with Dalkar.  
   
  The judge is expected to give a basic description 
  – the typical “crazy person” on the street should 
  work 
  well; 
  ragged 
  beard 
  and 
  clothing, 
  Kalamaran human, eyes that stare off into space 
  when talking to people. After a few seconds, the 
  “strange man” returns to his work moving a large 
  crate.  
   
  After a few more minutes, the characters should 
  be asked to make another Spot check at 
  another location in the city (possibly they just 
  entered or left the main market of the city). 
  Same thing happens as above, except the man 
  “seems familiar, though his clothing is slightly 
  different.” Perhaps he wears a wool cap or a 
  cloak.  
   
  If the characters do not confront him here, they 
  should encounter him again when leaving from 
  getting holy water, carrying a large sack over his 
  shoulder instead of a crate. 
   
  The characters may simply ignore the man, as 
  he does not carry weapons and seems 
  harmless. If they do so, continue to the Asylum.  
   
  They may, however, try to confront him. If they 
  do so, he should be played as if he had been the 
  victim of a head injury. He knows what is 
  happening, and is aware of his surroundings, but 
  it takes him a moment to process information. 
   
  Sylysta has been coming to him during evenings 
  the past week or so. When he first saw her, he 
  A Rose by any Other Name 
  Living Kingdoms of Kalamar 
  4
  
  thought she was his mother. She easily made 
  the jump, and decided to pretend that she was. 
  She hopes that he can help identify new people 
  in the city who may be searching for her. He has 
  already identified characters who played A 
  Thorn in the Side. Below are some potential 
  questions and suggested answers: 
   
  Who are you? 
  Dalkar. 
   
  What do you do here in the city. 
  I work. I work for the Guards moving things. 
   
  Which guards? 
  The Guards of the city. They keep people 
  safe. I like helping them. 
   
  Why were you watching us?  
  You are shiny/pretty/etc (basically any non-
  sensical reason).  
   
  Have you seen any vampires? 
  No, no vampires. 
   
  Do you know Sylysta? 
  Who? 
   
  Do you know a woman who can turn into 
  mist/gas? 
  Oh, that’s my mommy. She talks to me at 
  night. 
   
  What does she say? 
  She says that bad men are coming to the 
  city, and I should watch out for them. 
   
  Have you seen bad men? 
  She says that anybody can be a bad person, 
  so I have to tell her about everyone that 
  comes in the big gate. 
   
  Did you see us? 
  Yes, I saw you come through the gate. 
   
  Did you tell her about us? 
  Yes, I told her about you. 
   
  Did she say anything about us?  
  No, she left me after I told her. 
   
  When did you tell her about us? 
  Last night. (This corresponds with the Asylum 
  closing its doors to visitors) 
  What other things has she said? 
  She says that she loves me, and won’t ever 
  leave me. 
   
  Do you know anything about the Asylum? 
  Yes, it is where crazy people go to play. 
   
  Do you know anything about Nalar? 
  I don’t like him. 
   
  Why not?  
  He plays pretend too much.  
   
  What do you mean? 
  He plays being nice to the guards, but I see 
  him being mean to people.  
   
  Dalkar answers other questions as well as he 
  can. He is very child-like, and if threatened, 
  immediately cowers in fear. Any female party 
  members gain a +1 circumstance bonus to 
  checks against him, as he is taken with the 
  concept of “mother” and tends to gravitate 
  toward females who spend time with him. 
   
  If researched, most Town Guards do know of 
  Dalkar, and reveal that his father was a guard, 
  and both of this parents were killed some time 
  ago, when he was injured. Since then, the Town 
  Guard have tried to take care of him, giving him 
  simple jobs, and basically ensuring that he is not 
  locked away in jail or the Asylum.  
   
  The best way to help Dalkar is to mention his 
  plight to the Guard or priests in the city. The 
  characters do not really have a chance to affect 
  what is happening. Once it is revealed, however, 
  both 
  the Guard 
  and 
  priests assure 
  the 
  characters that his well-being is important, and 
  since he had not been bitten by Sylysta, his 
  survival seems assured. 
   
  ENCOUNTER 2 
  The Asylum (First Floor) 
   
  Summary: The PCs investigate the asylum. If 
  they attempt to enter by force, the guards  
  attempt to repel them. The PCs might be able to 
  enter by the use of stealth or guile. In any event, 
  they find that the inmates of the upper floors 
  have used as feeding stock for Sylysta, and this 
  nightly horror has rendered them hopelessly 
  psychotic. The door to the lower floors is locked 
  and trapped; unless the PCs have a skilled 
  rogue in the group, they may be forced to 
  confront the warden, defeat him and take the 
  keys. 
  A Rose by any Other Name 
  Living Kingdoms of Kalamar 
  5
  
  Read the following text when the PCs approach 
  the asylum. 
   
  Perched atop a small hillock a short ride 
  outside of Betasa is an ugly, squat building 
  that perches like a predator above a twisting, 
  ill-kept road. The structure is surrounded by 
  black wrought iron fencing of intricate 
  design, broken by a single outward-swinging 
  door ten feet in width and the same height as 
  the gate itself. The few windows that can be 
  seen in the structure are all barred. The 
  building seems to be only a ground floor, 
  which is ninety feet to a side. The vegetation 
  around the building is sickly and blighted. 
  Aside from the closed gate and fence, there 
  are no guards around – it seems the place is 
  meant to keep people in, not out. As a 
  cacophony of hoots and shrieks meet your 
  ears, you are reminded that this is the 
  madhouse of Betasa. 
   
  Notes about the Asylum (Upper Floor): 
  All interior ceilings are eight feet in height unless 
  otherwise noted. 
   
  Interior doors are locked (Open Locks DC 18) 
  unless otherwise noted. 
   
  At any time during the day or night, there are 
  normally three guards and a sergeant on duty. 
  Two soldiers are stationed at the checkpoint, 
  and the sergeant and remaining soldier stay in 
  the foyer. All these guards are dominated by 
  Sylysta.  
   
  There are currently three more soldiers in the 
  Barracks off-duty. The remaining soldiers are 
  dead in a cell on the lower level. If an alarm is 
  sounded, the off-duty soldiers snatch up their 
  weapons and head into action, not wasting the 
  time to don their armor. If the PCs aren’t careful, 
  things can rapidly get out of hand. It takes two 
  rounds for the soldiers to gather themselves and 
  enter combat. They should come out of the 
  Barracks on the third round.  
   
  The Commandant is normally found on the lower 
  level in his quarters, but may come to meet with 
  the PCs if they take a diplomatic approach. 
   
  Entering the Asylum 
  There are a number of ways by which the PCs 
  can enter the asylum. It is beyond the scope of 
  the module to detail every last clever plan the 
  PCs might come up with; it is your job as DM to 
  adjudicate these situations as needed. 
   
  Brute Force: The PCs openly storm the place. In 
  this instance, the sergeant and soldier in the 
  Foyer sound the alarm. They engage the 
  characters as quickly as possible, and the off-
  duty soldiers come out of the Barracks to join 
  the battle. The soldiers and Commandant on the 
  bottom level gather in the checkpoint to ready 
  for a counter attack.  
   
  If at least two characters descend the staircase 
  after an alarm has been activated (whether or 
  not they have defeated the group upstairs), the 
  two soldiers and the Commandant emerge from 
  the Checkpoint and attack. 
   
  The intent of this encounter is NOT to have all 
  the guards in the building rush the characters – 
  that would be a very difficult battle, and outside 
  the scope of this adventure. It is absolutely the 
  intent of this encounter design to have a small 
  battle on the Upper level of the Asylum, then an 
  ambush on the Lower level. Unless the 
  characters act in such a way (i.e. all of them run 
  downstairs to escape the attack on the Upper 
  level) they should not encounter the guards in 
  the Checkpoint until after they have had a 
  chance to heal and recover from the battle. 
   
  Stealth: It is doubtful that an entire party could 
  penetrate the asylum, although one or more 
  stealthy types might. The outer gates from the 
  road are easily bypassed (Open Locks DC 15) 
  or climbed over (Climb DC 15). The double 
  doors leading inside are also locked (Open 
  Locks DC 20). Note the presence of guards at 
  various locations as detailed in the encounter 
  key. 
   
  Bluff and Guile: Any reasonable story will get the 
  PCs admitted to the Asylum (the soldier opens 
  the main door while the sergeant stays at the 
  back of the Foyer. It takes compelling reason 
  (Bluff or Diplomacy DC 15 + ATL) to convince 
  the sergeant to go downstairs and get the 
  Commandant. The pair return several minutes 
  later and – if the PCs haven’t snuck off – the 
  Commandant immediately attacks, calling for his 
  guards to sound the alarm. (Sylysta has warned 
  her minion that adventurers dog her trail, and he 
  acts immediately to defend his mistress.) 
   
  A Rose by any Other Name 
  Living Kingdoms of Kalamar 
  6
  
  All potential enemies are listed below, though it 
  is not expected that the characters fight them all 
  at the same time. 
   
  ATL 1 
  Commandant Valeris Shen, Sws4 
  1x Sergeant, Ftr1 
  6x Guard, War1 
   
  ATL 3 
  Commandant Valeris Shen, Sws6 
  1x Sergeant, Ftr3 
  6x Guard, War1 
   
  ATL 5 
  Commandant Valeris Shen, Due2/Sws6 
  1x Sergeant, Ftr5 
  6x Guard, War2 
   
  ATL 7 
  Commandant Valeris Shen, Due4/Sws6 
  1x Sergeant, Ftr7 
  6x Guard, War3 
   
  ATL 9 
  Commandant Valeris Shen, Due6/Sws6 
  1x Sergeant, Ftr9 
  6x Guard, War4 
   
  Area Descriptions in Alphabetical Order: 
   
  Barracks: 
  There are seven bunk beds in this room, with a 
  shared footlocker at the baseboard of each. All 
  are secured with simple locks (Open Locks DC 
  25; Break DC 18; Hardness 4, 10 hp) and each 
  contains (ATL x 5) gp worth of possessions. At 
  any given time, seven guards are off-duty; 
  1d4+2 will be found here, with the balance 
  located in the Mess Hall. 
   
  Cells: 
  All cells are ten square feet in size, and feature 
  narrow iron bars reinforced with three horizontal 
  bracing bars. The doors are secured with 
  tumbler locks. The rank-and-file guards do not 
  have a set of keys; only sergeants and the 
  Commandant possess them. Inside the cell is a 
  cloth and straw pallet of mediocre comfort and a 
  single chamber pot which is kept reasonably 
  clean.  
   
  Iron Cell Doors: 2 in. thick; hardness 10; hp 60; 
  AC 5; Break DC 28. 
  Complex Lock: Hardness 15; hp 30; Open 
  Locks DC 28. 
   
  Five of the thirteen cells are unoccupied. Each 
  of the odd-numbered cells contains a single, 
  hopelessly insane human male or female 
  lunatic. Sylysta has amused herself at the 
  expense of the sanity of these souls and as a 
  result, they are even crazier than when they 
  arrived here. 
   
  All ATLs (EL 0) 
  Lunatics, male and female Com1: hp 4 each, AL 
  CN, noncombatant. 
   
  Communicating with the lunatics: Only Andirov 
  (cell #8) is coherent enough to parley with the 
  PCs. Asterid is lucid, but his own mania makes 
  attempts to have meaningful dialogue with him 
  useless. The DM should embellish the insanity 
  of each other inmate, making vague references 
  to Sylysta – “crimson hunter,” “shadow that kills,” 
  and other semi-specific references. 
   
  Cell #2 contains Asterid, a half-elf of middle 
  years who believes that he is the Eternal 
  Lantern. During the daylight hours, he sits 
  calmly and carries himself in a superior, regal 
  manner, reminding the PCs that they are in the 
  presence of divinity. He makes demands of any 
  actual clerics of the Eternal Lantern, promising 
  to denude them of their spellcasting ability 
  should they fail to appease him. As daylight 
  wanes, he becomes more agitated. As dusk falls 
  and the edge of darkness begins to move across 
  the floor of his cell from the diminished light 
  entering his room, he curls into a ball and begins 
  to scream. He wails and shrieks throughout the 
  nighttime hours, but returns to his calm 
  demeanor at dawn. 
   
  Cell #4 contains Wilo Thorpe, an elderly man 
  who made the mistake of attempting to pick the 
  pockets of no less than an envoy of the 
  Emperor. The authorities were determined to 
  make an example out of him, but the planned 
  punishment (removal of the offending hand) was 
  stayed by a public outburst. To satisfy all parties, 
  Wilo was thrown in here to rot. That was a 
  decade ago. The old man generally sits in the 
  corner and whimpers and is capable of doing 
  little else. (Wilo didn’t belong here in the first 
  place, but his imprisonment has made certain 
  that he does belong here now.) 
   
  Cell #6 contains the most pitiable wretches in 
  the entire asylum – “Ned-Red” as the guards 
  have come to call the conjoined (“Siamese”) 
  A Rose by any Other Name 
  Living Kingdoms of Kalamar 
  7
  
  twins in this room. They are two Kalamaran men 
  in their late teens; Ned is bald while Red has a 
  crown of crimson-colored hair, hence his name. 
  They wear filthy rags and are joined at the base 
  of their skulls. They move about with a 
  disturbing lateral scuttle reminiscent of a crab. 
  When speaking, they have a very unsettling 
  habit. Ned will begin a sentence, and then they 
  will scuttle around and Red, now facing the 
  audience, finishes – not always making sense 
  with the first part of the statement. Sylysta’s 
  tortured mind has taken a liking to Red because 
  of the similar color of their hair, and while she 
  has horribly abused Ned, Red has been left 
  alone. Regardless, both are hopelessly insane 
  and it is doubtful they can live much longer due 
  to the nature of their condition. 
   
  Cell #8 contains Andirov, the newest lunatic 
  arrival. Characters may recognize him from A 
  Thorn in the Side, causing a disturbance in the 
  streets of Betasa. He beckons to the PCs when 
  he sees them:: 
   
  The man’s eyes are dilated and his breath is 
  foul. He reaches out towards you with 
  blackened fingernails and filth-encrusted 
  hands. “Mist… fog… they hide secrets… the 
  mist is alive, you know… it walks like a 
  woman… kills like a hunter…” 
   
  Andirov has somehow not slipped further into his 
  insanity despite his ordeal and has instead 
  carefully listened to everything Sylysta has said 
  – to him and to the other inmates. As a result, he 
  knows the following pieces of information: 
   
  Sylysta continuously speaks about her “children” 
  and how she is hunting for her husband here in 
  Betasa so that they can all be reunited as a 
  single “family.” 
   
  Sylysta seems to be as insane as some of the 
  inmates here. She walks about, muttering and 
  cursing to herself and speaking in harsh tones to 
  “her Beloved.” 
   
  Sylysta seems to have some sort of sway over 
  the guards, as they seem to follow her orders 
  without question. 
   
  He never sees Sylysta in the daytime. 
   
  Sylysta seems to take special pleasure in 
  tormenting Asterid (cell #2). 
   
  Sylysta once alluded to her “resting place” being 
  on the lower floor of the asylum. 
   
  Empty Cell: 
  Just that! 
   
  Food Preparation and Storage: 
  Two large casks hold water, while two smaller 
  ones hold passable wine. Sacks of flour, dried 
  goods, and smoked meats can all be found 
  here. This room is cool, dry and neat. 
   
  Guard Station: 
  This is a choke point for guards to fight in order 
  to keep prisoners from escaping the area of the 
  cells, or to keep would-be liberators out of that 
  area. 
   
  Latrines: 
  Clean and regularly attended. 
   
  Mess Hall: 
  This room contains four large tables and enough 
  chairs to host nearly all of the guards at the 
  same time, although in practice the men rarely 
  eat in here in groups larger than three or four. 
  The room is neat and orderly and has little of 
  interest for the PCs. 
   
  Officer Mess: 
  Except for the smaller size, this is identical in 
  appearance to the Mess Hall. The extra chairs in 
  this room allow the Commandant to use it for 
  meetings with officials or other visitors. 
   
  Sergeant’s Quarters: 
  Both of these rooms are functionally the same. 
  They contain a standing closet filled with several 
  days’ 
  worth 
  of 
  uniforms, 
  and 
  a 
  single 
  comfortable bed. A hinged board on the side of 
  the closet can be folded down to make a crude 
  writing surface. The closet contains mundane 
  possessions and (ATL x 5) gp worth of 
  valuables. 
   
  ENCOUNTER 3 
  The Asylum (Lower Floor) 
   
  Summary: The lower floor of the asylum has 
  been turned into a combination of abattoir and 
  crypt. Many of the inmates here have been 
  made into zombies. Sylysta will be found by the 
  PCs, acting out by herself that terrible day when 
  Nalar murdered her. It should become clear that, 
  for all her evil, Sylysta is also a victim, and is 
  every bit as mad as her lunatic servants.  
  A Rose by any Other Name 
  Living Kingdoms of Kalamar 
  8
  
   
  Notes about the Asylum (Lower Floor): 
   
  All interior ceilings are eight feet in height unless 
  otherwise noted. 
   
  Interior doors are locked (Open Locks DC 18) 
  unless otherwise noted. 
   
  Illumination is provided by inset bricks with 
  continual flame spells, except in the pens, which 
  are left deliberately dim, and the Isolation Pen, 
  which is unlit. 
   
  Statistics on the lower level interior doors: 
   
  Wooden Doors: 1 in. thick; hardness 5; hp 10; 
  AC 5; Break DC 18. 
   
  Iron Cell Doors: 2 in. thick; hardness 10; hp 60; 
  AC 5; Break DC 28. 
   
  Both kinds of doors on this level feature complex 
  locks. 
   
  Complex Lock: Hardness 15; hp 30; Open 
  Locks DC 28. 
   
  Area Descriptions in Alphabetical Order: 
   
  Antechamber: 
  This room is the entry point for the lower floors. 
  Iron doors to the west lead into the prisoner 
  areas, while a wooden door to the east leads to 
  the Commandant’s Quarters, the Infirmary, and 
  the laundry/workshop. 
   
  Checkpoint: 
  This area is manned by four guards at all times  
  who do not leave their post unless directly 
  ordered by the Commandant (or Sylysta). 
   
  The iron door on the southern wall opens into 
  the Quarantine Pen; the other door connects 
  into the general population pens. 
   
  Commandant’s Quarters: 
  This room seems to be the quarters of the 
  soldier in charge of the facility. Although it is 
  neat and simply organized, it remains dimly 
  lit. The scent of wood and earth betrays the 
  presence of a casket placed flush against the 
  wall in the northeast corner of the room. 
   
  If Sylysta has been reduced to 0 hp by the PCs, 
  she can be found here, resting within her coffin 
  (it is has been destroyed, she is curled up in a 
  corner of the room, and offers no resistance to 
  characters who move to destroy her). The 
  wooden bed found here can easily be harvested 
  for a good stake to destroy Sylysta once and for 
  all. If she is finally destroyed here, read the 
  following: 
   
  As Sylysta is at last destroyed, you see a 
  look of calm come over her face, and her 
  features briefly flush with what appears to be 
  life. Her eyes flutter open; her face seems 
  suddenly human and filled with regret. She 
  releases a low moan and turns briefly to you. 
  The hatred in her eyes fades, and you not 
  anger, but gratitude. Her body sinks under 
  its own weight, becoming a pile of sifting 
  white ash. The vampire is no more. 
   
  Hallway: 
  This hall connects the less-secure portions of 
  the asylum with the antechamber. 
   
  Infirmary: 
  This is a small hospital used for the treatment of 
  guards and inmates alike. For use on the latter 
  there are a number of manacles and binders 
  that hang from the bed. Two potions can be 
  found in a locked box (Open Locks DC 23) 
  inside the cabinet (which also contains linens, 
  bandages 
  and 
  other 
  associated 
  medical 
  supplies). 
   
  Isolation Pen: 
  This area is where the worst of the worst of the 
  lunatics was kept. Sylysta slaughtered them all 
  and now she resides here. Perhaps the 
  oppressive environs of the madhouse have 
  affected even this undead creature, because as 
  the PCs enter, she is at the southern end of the 
  pen, acting out the brutal final moments of her 
  life as she was attacked and slain by Nalar. 
   
  Note that this room is unlit; PCs must provide 
  their own light sources. 
   
  This pen is smaller and narrower than the 
  others. The chamber has no light of its own. 
  There are no chamber-pots here, only grates 
  in the floor. The place reeks of urine, turned 
  earth and death. 
  Standing at the far end of the chamber is a 
  lovely 
  red-haired 
  woman 
  who 
  seems 
  oblivious to your presence. Curiously, she is 
  A Rose by any Other Name 
  Living Kingdoms of Kalamar 
  9
  
  moving in some kind of pantomime, her 
  posture and motions leading you to believe 
  she is acting out moving through the woods. 
  Her hand brushes aside an unseen branch, 
  and she looks behind her, worried. 
   
  Without warning, her body snaps forwards 
  and she lands with a crack on her back with 
  a shriek. She kicks and fights and claws at 
  the air, and in your mind’s eye you could 
  swear you almost see some form, pressing 
  her into the ground. Her arms snap back 
  over her head, pinned; tears of blood streak 
  down her cheeks and she cries out for help. 
  Her head is snapped around, her face turned 
  from you, and you watch as her struggles 
  cease even as a pair of pin-pricks of old 
  wounds open and release a slow but steady 
  drip of blood from her neck. 
   
  Then, as suddenly as the violence began, it 
  is over.  
   
  From the silence, Sylysta rights herself and 
  crouches, cat-like, on the ground. This feral 
  hunter and killer is dripping with hate. 
  Through her clenched, gleaming canines, 
  she says, “I will find him and destroy him for 
  what he did to me… AND YOU WILL NOT 
  STAND IN MY WAY!” 
   
  Sylysta is untiered, but has been weakened for 
  the battle at low levels. Detailed stat blocks may 
  be found in Appendix I. 
   
  ATL 1 -9 
  Sylysta 
   
  This is going to be a rough fight for the heroes, 
  but they do have the option of withdraw to the 
  upper floors if they arrived during the day. 
  Sylysta does not journey out of the lower floors 
  between dawn and dusk. 
   
  There is a break in the seam of the bricks, 
  located near the southern end of the western 
  wall. If reduced to 0 hp and forced into gaseous 
  form, Sylysta attempts to move through this wall 
  and make her way to the Commandant’s 
  Quarters, where she awaits the PCs. If they 
  actually give her enough rest time to fully 
  rejuvenate herself, she waits for them there and 
  conduct her second assault when the PCs 
  arrive. 
   
  If the characters manage to kill her here, read 
  the following:  
   
  As Sylysta is at last destroyed, you see a 
  look of calm come over her face, and her 
  features briefly flush with what appears to be 
  life. Her eyes flutter open; her face seems 
  suddenly human and filled with regret. She 
  releases a low moan and turns briefly to you. 
  The hatred in her eyes fades, and you not 
  anger, but gratitude. Her body sinks under 
  its own weight, becoming a pile of sifting 
  white ash. The vampire is no more. 
   
  Laundry/Workshop 
  This is a utilitarian room where, in addition to 
  laundry, wood and metal repair tools are found 
  along with raw materials. A number of guard 
  uniforms could be taken by the PCs; it will not 
  fool the other guards (they know each other by 
  face, not by uniform, as there aren’t that many of 
  them) but the PCs might find some creative use 
  for them. 
   
  Lunatic Pen 1 
  This large chamber, painted in a muted tan, 
  seems to be used as some sort of 
  containment area for inmates not housed in 
  separate cells. Now, some twenty of them lie 
  dead, horribly savaged by bites. There is a 
  tell-tale lack of blood. The odor of the room 
  makes you want to retch. 
   
  An examination of the bodies (Heal or Survival, 
  DC 13) reveals that they were slaughtered by a 
  number of small (ATL 1 and 3) or wickedly large 
  (ATL 5+) bites; this corresponds to the 
  inhabitants of Lunatic Pen 2 (see below). 
   
  Lunatic Pen 2 
  This room’s basic appearance is identical to 
  Lunatic Pen 1. A number of rat swarms or 
  wolves were drawn here by Sylysta’s children of 
  the night ability and remain because of the good 
  eating from the guards and prisoners fed to 
  them by Sylysta. The unfortunates here are the 
  staff guard who proved resistant to the vampire’s 
  domination attempts. There are three such 
  corpses; half-consumed, grisly, and devoid of 
  valuables. 
   
   
   
  At ATLs 1 and 3, the occupants are rat swarms: 
   
  A Rose by any Other Name 
  Living Kingdoms of Kalamar 
  10
  
  This room reeks of rot and decayed flesh. A 
  veritable carpet of rats gorges on a trio of 
  corpses left to molder near the center of the 
  room. 
   
  At all other ATLs, the occupants are a pack of 
  wolves, allowed inside by the guards when 
  Sylysta called and who have remained as 
  guardians for their mistress (at the highest ATL, 
  these beasts are fiendish, owing to progenitors 
  that included several roaming hellhounds). 
   
  A number of feral-looking, abnormally large 
  wolves bare their teeth while a trio of 
  corpses, left to molder, make this room reek 
  of rot. 
   
  Tactics: These creatures will do their best to get 
  at the PCs. The swarm will not have much 
  difficulty in moving through the single doorway 
  en masse, but smart PCs will use the doorway 
  as a choke point against the wolves. 
   
  ATL 1 (EL 2) 
  Rat Swarm 
   
  ATL 3 (EL 4) 
  Rat Swarm (2) 
   
  ATL 5 (EL 6) 
  Advanced Wolves (3) 
   
  ATL 7 (EL 8) 
  Advanced Wolves (6) 
   
  ATL 9 (EL 10) 
  Advanced Fiendish Wolves (8) 
   
  Quarantine Pen 
  The door to this place bears a simple marker 
  indicating that it is a quarantine pen, 
  presumably for sick or dangerous inmates 
  that need to be kept separate from the 
  general population. 
   
  Inside the chamber, you can almost sense 
  the misery and feeling of abandonment those 
  consigned here might feel. Four corpses, 
  three inmates and a guard, lie here. They 
  look like they have had their necks broken; 
  despite being on his stomach, one is still 
  staring at you in horror.  
   
  Characters may Search the room, but find 
  nothing else of interest.  
   
   
  ENCOUNTER 4 
  Will the Real Nalar Please Stand? 
   
  Summary: When the characters decide to leave 
  the Asylum, hopefully after defeating Sylysta,  a 
  familiar homunculus flies up, desperately urging 
  them to help his master.  
   
  Leaving the Asylum, a high-pitched squeal 
  sounds from overhead. A small, wrinkly 
  humanoid with wings flies toward you. 
  “Please, you must help Master,” it says in a 
  pleading tone. “Master had visitor, and…” Its 
  wings 
  stop 
  flapping, 
  and 
  the 
  strange 
  creature falls to the ground. Within seconds, 
  its body begins bubbling and dissolving into 
  a thick ichor. 
   
  Characters who played A Thorn in the Side 
  recognize this creature as a servant of Nalar. A 
  Knowledge (arcana) DC 10 check reveals that 
  the creature is a homunculus, a construct 
  created by powerful wizards. Same skill DC 18 
  reveals that when its master dies, the construct 
  also “dies.” 
   
  Hopefully, the characters take the hint and 
  quickly make their way to Nalar’s Tower. If they 
  ask on the way, Nalar has not been seen all day, 
  and nobody has seen strange people or 
  creatures moving about his tower.  
  The door is closed, but unlocked. It is the only 
  way into or out of the tower. When they enter, 
  read the following: 
   
  The room inside is as you left it, bookshelves 
  full of tomes, comfortable divans and chairs, 
  the staircase leading into the laboratory. 
  Everything 
  is 
  in 
  immaculate 
  condition, 
  except Nalar’s body sprawled on the carpet 
  in the middle of the floor.  
   
  Allow 
  the 
  characters 
  to 
  make 
  whatever 
  preparations they wish. Search and Heal checks 
  reveal that he was killed by having his neck 
  broken. If the characters search his body, they 
  find faint scars on his neck that look like two 
  small puncture wounds – obviously a vampire 
  bite.  
   
  The rest of the entry hall/sitting room is 
  unremarkable. There are no magical effects 
  here. Characters eventually need to either get 
  NALAR’s attention, or go upstairs.  
   
  A Rose by any Other Name 
  Living Kingdoms of Kalamar 
  11
  
  If they go upstairs, read the following: 
   
  The staircase is built along the curved wall of 
  the tower, and rises steeply upward. You see 
  an open door, and hear faint sounds of 
  shuffling. (NALAR going through papers).  
   
  If they continue: 
   
  The laboratory comes into view through the 
  open door. Glass vials and large tables are 
  inside. Standing over one table is a tall man 
  wearing a long dark robe. He appears to be 
  going through a stack of papers.  
   
  Notes on NALAR: 
  First, this NPC is identified by his name in ALL 
  CAPS. This is a different NPC than Nalar, 
  though the name is the same – this is clarified 
  below.  
   
  This man is the true wizard NALAR. One of his 
  apprentices left him a few years ago, and took to 
  using his name. He has now found the 
  apprentice, and killed him.  
   
  NALAR is also a vampire, and Sylysta’s creator, 
  though he did not intend to give her the gift of 
  undeath.  
   
  NALAR’s full statistics are not included in this 
  adventure. He is far more powerful than the 
  characters. Suffice to say he is a powerful 
  wizard and vampire. Assume that he has +17 on 
  all his saving throws, and +19 to all wizard class 
  skill checks, and +12 to all others. 
   
  He has the following spells active (17th level): 
  True seeing 
  Non-detection 
  Mage Armor 
  Contingency (fly if suffer damage) 
  Alter self (to appear as a  Kalamaran human) 
  Greater Spell Immunity (dispel magic, greater 
  dispel magic, disintegrate, heal) 
   
  Characters may notice that he is also apparently 
  unaffected by sunlight, if they in fact encounter 
  him during the day. There is something that 
  causes this protection, but is outside the scope 
  of this adventure for description. Suffice to say 
  that while meeting with the characters, NALAR 
  is unaffected by sunlight as normal vampires. 
  Give NALAR a Listen and Spot check (+14) to 
  see and/or hear the characters when they see 
  him. He has true seeing up if there are any 
  invisible characters. If he does not see them, he 
  continues going through papers on the table 
  until interrupted. 
   
  If he does see a character, read the following: 
   
  As you watch, the man slowly turns to look 
  in your direction. “I noticed your approach. 
  Before 
  this 
  situation 
  deteriorates 
  into 
  something… violent… perhaps we could 
  speak?” 
   
  NALAR is serious, as he believes the characters 
  may 
  have 
  more 
  information 
  about 
  his 
  apprentice. He knows that he can escape at any 
  time, so he is really not too concerned about his 
  welfare. 
   
  If the character(s) agrees, then NALAR suggests 
  they return downstairs to the entry hall.  
   
  If the characters do not go upstairs, NALAR 
  eventually comes down to greet them, asking if 
  he could speak with them for a moment or two: 
   
  Regardless of the circumstances, the encounter 
  with NALAR should take place in the entry hall.  
   
  “So, I assume by your presence here you 
  knew my associate? Yes, I can see it in your 
  faces. Let me begin by saying that my name 
  is Nalar, not his. He was called Vandrin, and 
  he was no wizard.” 
   
  Now, what did you know of him?  
   
  Allow the characters to respond. NALAR is 
  refined and polite, but insists on hearing the 
  characters’ stories before revealing any more of 
  his tale.  
   
  Have him ask specific questions as necessary, 
  but do not have him show particular interest in 
  any subject – his concerns are larger than those 
  of the characters, and outside the scope of this 
  adventure. Essentially, NALAR wants to ensure 
  that Vandrin did not reveal anything about him to 
  the adventurers.  
   
  When he is satisfied with their story, he is willing 
  to reveal a portion of his own.  
   
  “Vandrin served me for years, faithfully I 
  might 
  add. 
  Unfortunately, 
  he 
  started 
  resenting me, my gifts, my generosity. For 
  some strange reason, he decided that a 
  A Rose by any Other Name 
  Living Kingdoms of Kalamar 
  12
  
  better course for his life would be to leave  
  my side, and seek his own destiny.” 
   
  NALAR looks around the room as he 
  continues. “I admit, I was not happy when I 
  found out he left – like a thief in the night, 
  without so much as a goodbye – but I was 
  incensed when I learned he had stolen much 
  of my arcane research. He did have some 
  rudimentary 
  grasp 
  of 
  magic, 
  and 
  he 
  managed to cover his trail well.  That was six 
  years ago.  
   
  Try as I might, I could not find him. About a 
  month ago, I happened to be passing south 
  of here on an unrelated errand. While asking 
  around, I was amazed to hear of the powerful 
  wizard Nalar practicing his arts in this fair 
  city. 
   
  Unfortunately, when I arrived, Vandrin tried 
  to flee. I could not let that happen, and in the 
  struggle, I ended up killing him.” 
   
  The characters may ask questions if they wish.  
  Some may even attempt to Sense Motive, and 
  NALAR may make a Bluff check, but he also 
  freely tells them that he is not telling them every 
  detail, but what he has told them is the truth.  
   
  Some astute characters may notice the one 
  month 
  time-frame 
  that 
  he 
  mentioned. 
  If 
  characters have played Of Roses and Thorns, 
  and A Thorn in the Side, they may realize the 
  timing of the adventures roughly matches 
  NALAR’s travel through the south.  
   
  Though he does not recall specifics, if any of the 
  characters mention Sylysta – specifically her red 
  hair, NALAR remembers her.  
   
  There should be enough circumstantial evidence 
  for some of the characters to at least suspect 
  NALAR of being a vampire. If confronted, he 
  pauses, then admits it.  
   
  This can go a few different ways, but NALAR 
  doesn’t really want to kill the characters. He is 
  not a ravenous monster. Before combat really 
  begins, he should offer them a trade: he knows 
  where the first attack on Pekal is going to be 
  aimed, and if the characters swear to keep 
  everything they have encountered on the 
  adventure to themselves, and allow him to 
  retrieve his stolen property, he can reveal the 
  location.  
   
  His reasons for this are two-fold, and he may 
  share portions of them with the characters.  
   
  1. He is a bit disturbed at the fact that he thought 
  Sylysta dead, but she managed to survive and 
  become a spawn without his knowledge. He 
  needs time to investigate this, and does not 
  want adventurers spreading tales of this episode 
  that may impair his research.  
  2. His financial interests would suffer if Kalamar 
  and Tokis succeed in the initial assault against 
  Pekal.  
   
  Make no mistake, NALAR is by no means a nice 
  or benevolent individual. By revealing the 
  location of the first attack, he stands to gain 
  financially if the initial assault fails. 
   
  Obviously, he does not tell the characters that, 
  but he could concoct a story about the Emperor 
  owing him for past services, and having failed to 
  collect the debt, now feels that revealing the 
  attack would be a good way to settle accounts. 
   
  Additionally, NALAR refuses to make any 
  meaningful deals with the characters. Some may 
  want him to “leave the citizens of the city 
  unharmed” or other noble gestures. He readily 
  agrees, as he had not planned to kill anyone in 
  the city anyway. Much further imposition, 
  however, is greeted with a stern “I think not.”  
   
  If the characters agree to the deal, NALAR tells 
  them the location of the attack: Baneta, goes to 
  gather his papers, and teleports away. As long 
  as he is allowed time to gather his papers, he 
  fulfills his obligations and reveals the location of 
  the attack. 
   
  If the characters attack NALAR, he laughs at 
  them, casts teleport, and escapes (if the 
  characters try, they cannot find him).  
   
   
  CONCLUSION 
   
  The characters find a variety of treasure in the 
  Tower, all of which NALAR allows them to keep.  
   
  Characters may also want to report the goings 
  on to the local authorities as well. NALAR may in 
  fact suggest it (the judge should try to mention 
  this option during game play).  
   
  A Rose by any Other Name 
  Living Kingdoms of Kalamar 
  13
  
  Additionally, the characters may choose to 
  inform certain individuals about the impending 
  attack. Ask specifically for that information, then 
  please send it to andrew@kenzerco.com if 
  played before April 30, 2005.  
   
   
   
   
   
   
  A Rose by any Other Name 
  Living Kingdoms of Kalamar 
  14
  
  Awards 
   
  TREASURE 
  This is where treasure is listed. Items that have been stripped off bodies will be listed at prices for which 
  they may be sold. Treasure is broken down by Encounter to aid the judge in determining if characters are 
  awarded specific items. The amount may be more or less than what is listed in the PHB as the economy 
  may fluctuate. 
   
  The Asylum and Ek’Gakel 
  All items inside the Asylum have been stamped as property of Ek’Gakel. If the characters loot them, they 
  find they cannot sell them inside the city, and honest merchants refuse to purchase them. As such, the 
  total money they receive for selling all the items is 25 gp.  
   
  If, however, they speak with the local government, they are rewarded for ridding the city of the vampire, 
  and also turning over all the equipment inside the Asylum.  
   
  If they killed all the Guards at the Asylum, the PCs are only awarded 65 gp each. If they tried to subdue 
  rather than kill (the judge should make the determination if the characters truly made an effort to spare 
  people’s lives), they are awarded 100 gp each. The Guards – though weak-willed – were innocent, and 
  while the government would not hold the characters responsible for killing, any effort made to spare their 
  lives is appreciated. 
   
  The characters may keep the potions and silversheen (and do not need to pay anything if they used the 
  potions). 
   
  In addition, any character that suffered ability drain in this adventure, or gained negative levels in a 
  previous adventure (any adventure approved for use in LKOK qualifies), the government pays to have 
  them cured by local priests. This is provided only if the characters mention they want to speak with priests 
  or government officials (including Guards) in Betasa.  
   
  The Tower 
  Characters may select one option from this list: 
  • Spellcasters may choose one spell from any Core approved list and copy it into their spellbook. This is 
  an award, and does not count as a Non-Adventuring Activity. 
  • A character can find and keep one book that provides a +1competence bonus to a Knowledge skill of 
  their choosing.  
  • If a character spends a Non-Adventuring Activity searching the Tower, he/she can find information on 
  different cultures and people. As such, the character gains access to one Core or Special feat from 
  any approved resource in Living Kingdoms of Kalamar. This allows the character access to the feat, 
  he/she may only take it when qualified.  
   
  Certed - Other 
  Mark of Beauty 
  You do not remember how, but a scar has appeared on your neck shaped like a blooming rose. Healing, 
  whether mundane or magical, cannot remove the scar. When battling against undead creatures, the 
  character gains a +1 insight bonus to attack rolls and Armor Class.  
   
   
   
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  Living Kingdoms of Kalamar 
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  Experience Points 
   
   
  EXPERIENCE 
  CHARACTER LEVEL 
   
   
  1-4 
  5-9 
  Encounter 1:  Finding items and/or information to help fight Sylysta 
  25 xp 
  50 xp 
   
  Trying to help Dalkar (i.e. asking Guards to take care of him) 
  25 xp  
  50 xp 
   
  Encounter 2:  Defeating all the Asylum guards 
  25 xp 
  50 xp 
   
  Using non-lethal means to subdue them 
  25 xp 
  50 xp 
   
  Encounter 3:  Defeating the Children of the Night creatures 
  25 xp 
  50 xp 
   
  Defeating Sylysta (reduce her hp to 0) 
  50 xp  
  100 xp 
   
  Destroying Sylysta (destroy her vampiric form into ash) 
  75 xp  
  150 xp 
   
  Conclusion:  Informing authorities in Pekal about the upcoming attack 
  50 xp  
  100 xp 
   
   
  Discretionary Experience for Role Playing 
  100 xp  
  200 xp 
   
  Total 
   
  400 xp 
  800 xp 
   
   
  A Rose by any Other Name 
  Living Kingdoms of Kalamar 
  16
  
  APPENDIX I: NPCs and Monsters 
   
  ATL 1 (EL Varies) 
  Commandant Valeris Shen, male human (Kalamaran) Sws4: Medium Humanoid (human); CR 4; HD 
  4d10; hp 28; Init +3; Spd 30 ft.; AC 14 (+4 dex), touch 14, flat-footed 10; BAB/Grap +4/+4; Full Atk two 
  masterwork short swords +8/+8 melee (1d6+3;19-20/x2) or masterwork short sword +10 melee 
  (1d6+3;19-20/x2) or masterwork light crossbow +8 ranged (1d8;19-20/x2); SA Insightful strike; SA Grace 
  +1; AL LN; SV Fort +4, Ref +6, Will +1; Str 10, Dex 18, Con 11, Int 16, Wis 10, Cha 10. 
   
  Grace (Ex): A swashbuckler gains the listed bonus as a competence bonus to her Reflex saves. A 
  swashbuckler loses this ability while wearing medium or heavy armor or while carrying a medium or 
  heavy load. 
   
  Insightful Strike (Ex): A swashbuckler becomes able to place her finesse attacks where they deal greater 
  damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any 
  Strength bonus she may have) with any light weapon, as well as any weapon that can be used with 
  Weapon Finesse, such as a rapier or spiked chain. Targets immune to sneak attack or critical hits are 
  immune to the swashbuckler’s insightful strike. A swashbuckler cannot use this ability while wearing 
  medium or heavy armor or while carrying a medium or heavy load. 
   
  Skills & Feats: Balance +10, Bluff +4, Climb +4, Diplomacy +6, Escape Artist +10, Jump +6, Listen +3, 
  Sense Motive +7, Spot +3, Tumble +12. Dodge, Two-Weapon Fighting, Weapon Finesse, Weapon Focus 
  (Short Sword). 
   
  Possessions: Two masterwork short swords, masterwork light crossbow and 20 bolts, cell keys. 
   
  Guard, male and female human (Kalamaran) War1: Medium Humanoid (human); CR 1; HD 1d8+2; hp 6; 
  Init +2; Spd 20 ft.; AC 18 (+5 armor, +1 shield, +2 Dex), touch 12, flat-footed 16; BAB/Grap +1/+4; Full 
  Atk longsword +5 melee (1d8+3;19-20/x2) or +3 missile (1d8;19-20/x2); AL LN; SV Fort +4, Ref +2, Will 
  +0; Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 10 
   
  Skills & Feats: Listen +2, Sense Motive +2, Spot +2. Power Attack, Weapon Focus (Longsword) 
   
  Possessions: Chainmail, longsword, light steel shield, light crossbow and 20 bolts. 
   
  Sergeant, male human (Kalamaran) Ftr1: Medium Humanoid (human); CR 1; HD 1d10+2; hp 10; Init +1; 
  Spd 20 ft.; AC 16 (+5 armor, +1 Dex), touch 11, flat-footed 14; BAB/Grap +1/+5; Full Atk glaive +6 melee 
  (1d10+6;20/x3) or light crossbow +2 missile (1d8;19-20/x2); AL LN; SV Fort +4, Ref +1, Will +1; Str 18, 
  Dex 12, Con 14, Int 10, Wis 8, Cha 12. 
   
  Skills & Feats: Listen +1, Sense Motive +1, Spot +1. Combat Reflexes, Iron Will, Weapon Focus (Glaive) 
   
  Possessions: Chainmail, glaive, light crossbow and 20 bolts, cell keys. 
   
  ATL 3 (EL Varies) 
  Commandant Valeris Shen, male human (Kalamaran) Sws6: Medium Humanoid (human); CR 6; HD 
  6d10; hp 40; Init +4; Spd 30 ft.; AC 14 (+4 dex), touch 14, flat-footed 10; BAB/Grap +6/+6; Full Atk two 
  masterwork short swords +10/+10/+5 melee (1d6+3;19-20/x2) or masterwork short sword +12/+7 melee 
  (1d6+3;19-20/x2) or masterwork light crossbow +11/+6 ranged (1d8;19-20/x2); SA Insightful strike; SQ 
  Dodge bonus +1, grace +1; AL LN; SV Fort +5, Ref +7, Will +2; Str 10, Dex 18, Con 11, Int 16, Wis 10, 
  Cha 10. 
   
  Dodge Bonus (Ex): A swashbuckler is trained in focusing her defenses on a single foe in melee. During 
  her action, she may designate an opponent and receive a +1 dodge bonus to her Armor Class against 
  melee attacks from that opponent. She can select a new opponent on any action. A swashbuckler loses 
  this ability while wearing medium or heavy armor or while carrying a medium or heavy load. If the 
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  swashbuckler also has the Dodge feat, she need not designate the same target for this ability as for the 
  Dodge feat. (If she designates the same target, the bonuses stack.) 
   
  Grace (Ex): A swashbuckler gains the listed bonus as a competence bonus to her Reflex saves. A 
  swashbuckler loses this ability while wearing medium or heavy armor or while carrying a medium or 
  heavy load. 
   
  Insightful Strike (Ex): A swashbuckler becomes able to place her finesse attacks where they deal greater 
  damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any 
  Strength bonus she may have) with any light weapon, as well as any weapon that can be used with 
  Weapon Finesse, such as a rapier or spiked chain. Targets immune to sneak attack or critical hits are 
  immune to the swashbuckler’s insightful strike. A swashbuckler cannot use this ability while wearing 
  medium or heavy armor or while carrying a medium or heavy load. 
   
  Skills & Feats: Balance +10, Bluff +6, Climb +4, Diplomacy +10, Escape Artist +12, Jump +6, Listen +3, 
  Perform (Weapon Drill) +3, Sense Motive +9, Spot +3, Tumble +14. Dodge, Mobility, Two-Weapon 
  Fighting, Weapon Finesse, Weapon Focus (Short Sword). 
   
  Possessions: Two masterwork short swords, masterwork light crossbow and 20 bolts, cell keys. 
   
  Guard, male and female human (Kalamaran) War1: See ATL 1 for details. 
   
  Sergeant, male human (Kalamaran) Ftr3: Medium Humanoid (human); CR 3; HD 3d10+6; hp 28; Init +1; 
  Spd 20 ft.; AC 16 (+5 armor, +1 dex), touch 11, flat-footed 15; BAB/Grap +3/+7; Full Atk glaive +8 melee 
  (1d10+6;20/x3) or light crossbow +4 missile (1d8;19-20/x2); AL LN; SV Fort +5, Ref +2, Will +2; Str 18, 
  Dex 12, Con 14, Int 10, Wis 8, Cha 12. 
   
  Skills & Feats: Listen +2, Sense Motive +2, Spot +2. Cleave, Combat Reflexes, Iron Will, Power Attack, 
  Weapon Focus (Glaive) 
   
  Possessions: Chainmail, glaive, light crossbow and 20 bolts, cell keys. 
   
  ATL 5 (EL Varies) 
  Commandant Valeris Shen, male human (Kalamaran) Due2/Sws6: Medium Humanoid (human); CR 8; 
  HD 8d10+8; hp 60; Init +7; Spd 30 ft.; AC 17 (+7 dex), touch 15, flat-footed 10; BAB/Grap +8/+8; Full Atk 
  two masterwork short swords +13/+13/+8 melee (1d6+3;19-20/x2) or masterwork short sword +15/+10 
  melee (1d6+3;19-20/x2) or masterwork light crossbow +14/+9 ranged (1d8;19-20/x2); SA Insightful strike; 
  SQ Canny defense, dodge bonus +1, grace +1, improved reaction +2; AL LN; SV Fort +6, Ref +11, Will 
  +2; Str 10, Dex (20), Con 12, Int 16, Wis 10, Cha 10. 
   
  Canny Defense (Ex): When not wearing armor or using a shield, a duelist adds 1 point of Intelligence 
  bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class while wielding a melee 
  weapon. If a duelist is caught flat-footed or is otherwise denied her Dexterity bonus, she also loses this 
  bonus. 
   
  Dodge Bonus (Ex): A swashbuckler is trained in focusing her defenses on a single foe in melee. During 
  her action, she may designate an opponent and receive a +1 dodge bonus to her Armor Class against 
  melee attacks from that opponent. She can select a new opponent on any action. A swashbuckler loses 
  this ability while wearing medium or heavy armor or while carrying a medium or heavy load. If the 
  swashbuckler also has the Dodge feat, she need not designate the same target for this ability as for the 
  Dodge feat. (If she designates the same target, the bonuses stack.) 
   
  Grace (Ex): A swashbuckler gains the listed bonus as a competence bonus to her Reflex saves. A 
  swashbuckler loses this ability while wearing medium or heavy armor or while carrying a medium or 
  heavy load. 
   
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  Improved Reaction (Ex): A duelist gains the listed bonus on initiative checks. This bonus stacks with the 
  benefit provided by the Improved Initiative feat. 
   
  Insightful Strike (Ex): A swashbuckler becomes able to place her finesse attacks where they deal greater 
  damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any 
  Strength bonus she may have) with any light weapon, as well as any weapon that can be used with 
  Weapon Finesse, such as a rapier or spiked chain. Targets immune to sneak attack or critical hits are 
  immune to the swashbuckler’s insightful strike. A swashbuckler cannot use this ability while wearing 
  medium or heavy armor or while carrying a medium or heavy load. 
   
  Skills & Feats: Balance +12, Bluff +6, Climb +5, Diplomacy +10, Escape Artist +16, Jump +7, Listen +8, 
  Perform (Weapon Drill) +3, Sense Motive +11, Spot +8, Tumble +18. Dodge, Mobility, Two-Weapon 
  Fighting, Weapon Finesse, Weapon Focus (Short Sword). 
   
  Possessions: Two masterwork short swords, masterwork light crossbow and 20 bolts, cell keys. 
   
  Guard, male and female human (Kalamaran) War2: Medium Humanoid (human); CR 1; HD 2d8+4; hp 
  17; Init +2; Spd 20 ft.; AC 18 (+5 armor, +1 shield, +2 Dex), touch 12, flat-footed 16; BAB/Grap +2/+5; Full 
  Atk longsword +6 melee (1d8+3;19-20/x2) or +4 missile (1d8;19-20/x2); AL LN; SV Fort +5, Ref +2, Will 
  +0; Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 10 
   
  Skills & Feats: Listen +2, Sense Motive +2, Spot +2. Power Attack, Weapon Focus (Longsword) 
   
  Possessions: Chainmail, longsword, light steel shield, light crossbow and 20 bolts. 
   
  Sergeant, male human (Kalamaran) Ftr5: Medium Humanoid (human); CR 5; HD 5d10+10; hp 44; Init +1; 
  Spd 20 ft.; AC 16 (+5 armor, +1 dex), touch 11, flat-footed 15; BAB/Grap +5/+9; Full Atk glaive +10 melee 
  (1d10+6;20/x3) or light crossbow +6 missile (1d8;19-20/x2); AL LN; SV Fort +6, Ref +2, Will +2; Str 18, 
  Dex 13, Con 14, Int 10, Wis 8, Cha 12. 
   
  Skills & Feats: Listen +3, Sense Motive +3, Spot +3. Cleave, Combat Reflexes, Iron Will, Power Attack, 
  Weapon Focus (Glaive), Weapon Specialization (Glaive) 
   
  Possessions: Chainmail, glaive, light crossbow and 20 bolts, cell keys. 
   
  ATL 7 (EL Varies) 
  Commandant Valeris Shen, male human (Kalamaran) Due4/Sws6: Medium Humanoid (human); CR 10; 
  HD 10d10+10; hp 74; Init +7; Spd 30 ft.; AC 18 (+8 dex), touch 19, flat-footed 13; BAB/Grap +10/+10; Full 
  Atk two masterwork short swords +15/+15/+10/+10 melee (1d6+3;19-20/x2) or masterwork short sword 
  +17/+12 melee (1d6+3;19-20/x2) or masterwork light crossbow +16/+11 ranged (1d8;19-20/x2); SA 
  Insightful strike; SQ Canny defense, dodge bonus +1, enhanced mobility, grace +2, improved reaction +2; 
  AL LN; SV Fort +7, Ref +14, Will +3; Str 10, Dex 20, Con 12, Int 16, Wis 10, Cha 10. 
   
  Canny Defense (Ex): When not wearing armor or using a shield, a duelist adds 1 point of Intelligence 
  bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class while wielding a melee 
  weapon. If a duelist is caught flat-footed or is otherwise denied her Dexterity bonus, she also loses this 
  bonus. 
   
  Dodge Bonus (Ex): A swashbuckler is trained in focusing her defenses on a single foe in melee. During 
  her action, she may designate an opponent and receive a +1 dodge bonus to her Armor Class against 
  melee attacks from that opponent. She can select a new opponent on any action. A swashbuckler loses 
  this ability while wearing medium or heavy armor or while carrying a medium or heavy load. If the 
  swashbuckler also has the Dodge feat, she need not designate the same target for this ability as for the 
  Dodge feat. (If she designates the same target, the bonuses stack.) 
   
  A Rose by any Other Name 
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  Enhanced Mobility (Ex): When wearing no armor and not using a shield, a duelist gains an additional +4 
  bonus to AC against attacks of opportunity caused when she moves out of a threatened square. 
   
  Grace (Ex): A swashbuckler gains the listed bonus as a competence bonus to her Reflex saves. A 
  swashbuckler loses this ability while wearing medium or heavy armor or while carrying a medium or 
  heavy load. 
   
  Improved Reaction (Ex): A duelist gains the listed bonus on initiative checks. This bonus stacks with the 
  benefit provided by the Improved Initiative feat. 
   
  Insightful Strike (Ex): A swashbuckler becomes able to place her finesse attacks where they deal greater 
  damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any 
  Strength bonus she may have) with any light weapon, as well as any weapon that can be used with 
  Weapon Finesse, such as a rapier or spiked chain. Targets immune to sneak attack or critical hits are 
  immune to the swashbuckler’s insightful strike. A swashbuckler cannot use this ability while wearing 
  medium or heavy armor or while carrying a medium or heavy load. 
   
  Skills & Feats: Balance +12, Bluff +6, Climb +5, Diplomacy +10, Escape Artist +18, Jump +7, Listen +13, 
  Perform (Weapon Drill) +3, Sense Motive +13, Spot +13, Tumble +20. Dodge, Improved Two-Weapon 
  Fighting, Mobility, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Short Sword). 
   
  Possessions: Two masterwork short swords, masterwork light crossbow and 20 bolts, cell keys. 
   
  Guard, male and female human (Kalamaran) War3: Medium Humanoid (human); CR 2; HD 3d8+6; hp 
  24; Init +2; Spd 20 ft.; AC 18 (+5 armor, +1 shield, +2 dex), touch 12, flat-footed 16; BAB/Grap +3/+6; Full 
  Atk longsword +7 melee  (1d8+3;19-20/x2) or light crossbow +5 missile (1d8;19-20/x2); AL LN; SV Fort 
  +5, Ref +3, Will +1; Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 10 
   
  Skills & Feats: Listen +3, Sense Motive +3, Spot +3. Power Attack, Cleave, Weapon Focus (Longsword) 
   
  Possessions: Chainmail, longsword, light steel shield, light crossbow and 20 bolts. 
   
  Sergeant, male human (Kalamaran) Ftr7: Medium Humanoid (human); CR 7; HD 7d10+14; hp 60; Init +1; 
  Spd 20 ft.; AC 16 (+5 armor, +1 dex), touch 11, flat-footed 15; BAB/Grap +7/+11; Atk glaive +12 melee 
  (1d10+8;20/x3) or light crossbow +8 missile (1d8;19-20/x2); Full Atk glaive +12/+7 melee (1d10+8;20/x3) 
  or light crossbow +8/+3 missile (1d8;19-20/x2); AL LN; SV Fort +7, Ref +3, Will +3; Str 18, Dex 13, Con 
  14, Int 10, Wis 8, Cha 12. 
   
  Skills & Feats: Listen +4, Sense Motive +4, Spot +4. Cleave, Combat Reflexes, Dodge, Iron Will, Mobility, 
  Power Attack, Weapon Focus (Glaive), Weapon Specialization (Glaive). 
   
  Possessions: Chainmail, glaive, light crossbow and 20 bolts, cell keys. 
   
  ATL 9 (EL Varies) 
  Commandant Valeris Shen, male human (Kalamaran) Due6/Sws6: Medium Humanoid (human); CR 12; 
  HD 12d10+12; hp 88; Init +7; Spd 30 ft.; AC 18 (+8 dex), touch 19, flat-footed 13; BAB/Grap +12/+12; Full 
  Atk two masterwork short swords +16/+16/+11/+11/+6/+6 melee (1d6+3;19-20/x2) or masterwork short 
  sword +19/+14/+9 melee (1d6+3 and +1d6;19-20/x2) or masterwork light crossbow +18/+13/+8 ranged 
  (1d8;19-20/x2); SA Acrobatic charge, insightful strike, precision strike +1d6; SQ Canny defense, dodge 
  bonus +1, enhanced mobility, grace +2, improved reaction +2; AL LN; SV Fort +8, Ref +15, Will +4; Str 
  10, Dex 21, Con 12, Int 16, Wis 10, Cha 10. 
   
  Acrobatic Charge (Ex): At 6th level, a duelist gains the ability to charge in situations where others cannot. 
  She may charge over difficult terrain that normally slows movement. This enables her to run down steep 
  stairs, leap down from a balcony, or to tumble over tables to get to her charge target. Depending on the 
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  circumstance, she may still need to make appropriate checks (Jump or Tumble checks in particular) to 
  successfully move over the terrain. 
   
  Canny Defense (Ex): When not wearing armor or using a shield, a duelist adds 1 point of Intelligence 
  bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class while wielding a melee 
  weapon. If a duelist is caught flat-footed or is otherwise denied her Dexterity bonus, she also loses this 
  bonus. 
   
  Dodge Bonus (Ex): A swashbuckler is trained in focusing her defenses on a single foe in melee. During 
  her action, she may designate an opponent and receive a +1 dodge bonus to her Armor Class against 
  melee attacks from that opponent. She can select a new opponent on any action. A swashbuckler loses 
  this ability while wearing medium or heavy armor or while carrying a medium or heavy load. If the 
  swashbuckler also has the Dodge feat, she need not designate the same target for this ability as for the 
  Dodge feat. (If she designates the same target, the bonuses stack.) 
   
  Enhanced Mobility (Ex): When wearing no armor and not using a shield, a duelist gains an additional +4 
  bonus to AC against attacks of opportunity caused when she moves out of a threatened square. 
   
  Grace (Ex): A swashbuckler gains the listed bonus as a competence bonus to her Reflex saves. A 
  swashbuckler loses this ability while wearing medium or heavy armor or while carrying a medium or 
  heavy load. 
   
  Improved Reaction (Ex): A duelist gains the listed bonus on initiative checks. This bonus stacks with the 
  benefit provided by the Improved Initiative feat. 
   
  Insightful Strike (Ex): A swashbuckler becomes able to place her finesse attacks where they deal greater 
  damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any 
  Strength bonus she may have) with any light weapon, as well as any weapon that can be used with 
  Weapon Finesse, such as a rapier or spiked chain. Targets immune to sneak attack or critical hits are 
  immune to the swashbuckler’s insightful strike. A swashbuckler cannot use this ability while wearing 
  medium or heavy armor or while carrying a medium or heavy load. 
   
  Precision Strike (Ex): At 5th level, a duelist gains the ability to strike precisely with a light or one-handed 
  piercing weapon, gaining +1d6 damage added to her normal damage roll. When making a precise strike, 
  a duelist cannot attack with a weapon in her other hand or use a shield. A duelist’s precise strike only 
  works against living creatures with discernable anatomies. Any creature that is immune to critical hits is 
  not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also 
  protects a creature from precise strike. 
   
  Skills & Feats: Balance +12, Bluff +8, Climb +5, Diplomacy +10, Escape Artist +20, Jump +11, Listen +15, 
  Perform (Weapon Drill) +3, Sense Motive +15, Spot +15, Tumble +22. Dodge, Greater Two-Weapon 
  Fighting, Improved Two-Weapon Fighting, Mobility, Two-Weapon Fighting, Weapon Finesse, Weapon 
  Focus (Short Sword). 
   
  Possessions: Two short swords, masterwork light crossbow and 20 bolts, cell keys. 
   
  Guard, male and female human (Kalamaran) War4: Medium Humanoid (human); CR 3; HD 4d8+8; hp 
  31; Init +2; Spd 20 ft.; AC 18 (+5 armor, +1 shield, +2 dex), touch 12, flat-footed 16; BAB/Grap +4/+7; Full 
  Atk masterwork longsword +9 melee  (1d8+3;19-20/x2) or masterwork light crossbow +7 missile (1d8;19-
  20/x2); AL LN; SV Fort +6, Ref +3, Will +1; Str 17, Dex 14, Con 14, Int 10, Wis 10, Cha 10 
   
  Skills & Feats: Listen +3, Sense Motive +3, Spot +3. Power Attack, Cleave, Weapon Focus (Longsword) 
   
  Possessions: Masterwork chainmail, masterwork longsword, masterwork light steel shield, masterwork 
  light crossbow and 20 bolts. 
   
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  Sergeant, male human (Kalamaran) Ftr9: Medium Humanoid (human); CR 9; HD 9d10+18; hp 76; Init +1; 
  Spd 20 ft.; AC 16 (+5 armor, +1 dex), touch 11, flat-footed 16; BAB/Grap +9/+13; Atk glaive +15 melee 
  (1d10+6;19-20/x3) or light crossbow +11 missile (1d8;19-20/x2); Full Atk glaive +15/+10 melee 
  (1d10+6;19-20/x3) or light crossbow +11/+6 missile (1d8;19-20/x2); AL LN; SV Fort +8, Ref +5, Will +4; 
  Str 18, Dex 14, Con 14, Int 10, Wis 8, Cha 12. 
   
  Skills & Feats: Listen +4, Sense Motive +4, Spot +4. Cleave, Combat Reflexes, Dodge, Greater Weapon 
  Focus (Glaive), Improved Critical (Glaive), Iron Will, Mobility, Power Attack, Weapon Focus (Glaive), 
  Weapon Specialization (Glaive). 
   
  Possessions: Chainmail, glaive, light crossbow and 20 bolts, cell keys. 
   
   
   
  ATL 1 (EL 2) 
  Rat Swarm: CR 2; Tiny Animal (Swarm); HD 4d8 (13 hp); Init +2; Speed: 15 ft. (3 squares), climb 15 ft.;  
  AC 14 (+2 size, +2 Dex), touch 14, flat-footed 12; BAB/Grap +3/-; Full Atk Swarm (1d3 plus disease);  
  Space/Reach: 10 ft./0 ft.; SA Disease, distraction; SQ Half damage from slashing and piercing, low-light 
  vision, scent, swarm traits; SV Fort +4, Ref +6, Will +2; Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2. 
   
  Skills and Feats: Balance +10, Climb +10, Hide +14, Listen +6, Spot +7, Swim +10; Alertness, Weapon 
  Finesse.  
   
  ATL 3 (EL 4) 
  Rat Swarm (2): Tiny Animal (Swarm); HD 4d8 (13 hp); Init +2; Speed: 15 ft. (3 squares), climb 15 ft.;  
  AC 14 (+2 size, +2 Dex), touch 14, flat-footed 12; BAB/Grap +3/-; Full Atk Swarm (1d6 plus disease);  
  Space/Reach: 10 ft./0 ft.; SA Disease, distraction; SQ Half damage from slashing and piercing, low-light 
  vision, scent, swarm traits; SV Fort +4, Ref +6, Will +2; Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2. 
   
  Skills and Feats:  As above. 
   
  ATL 5 (EL 6) 
  Wolves, Advanced (3): CR 3; Large animal; HD 6d8+27 (54 hp); Init +5; Speed 50 ft. (10 squares); AC 14 
  (+1 Dex, +4 natural, -1 size), touch 10, flat-footed 13; BAB/Grap +5/+10; Full Atk Bite +6 melee (1d6+5); 
  Space/Reach 10 ft. / 5 ft.; SA Trip; SQ Low-light vision, scent; AL N; SV Fort +7, Ref +4, Will +1; Str 21, 
  Dex 13, Con 19, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide -2, Listen +4, Move Silently +3, Spot +4, Survival +1 (+5 when tracking by scent). 
  Improved Initiative, Toughness, Track, Weapon Focus (Bite). 
   
  ATL 7 (EL 8) 
  Wolves, Advanced (6): CR 3; Medium animal; HD 6d8+27 (54 hp); Init +5; Speed 50 ft. (10 squares); AC 
  14 (+1 Dex, +4 natural, -1 size), touch 10, flat-footed 13; BAB/Grap +5/+10; Full Atk Bite +6 melee 
  (1d6+5); Space/Reach 5 ft. / 5 ft.; SA Trip; SQ Low-light vision, scent; AL N; SV Fort +7, Ref +4, Will +1; 
  Str 21, Dex 13, Con 19, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide -2, Listen +4, Move Silently +3, Spot +4, Survival +1 (+5 when tracking by scent). 
  Improved Initiative, Toughness, Track, Weapon Focus (Bite). 
   
  ATL 9 (EL 10) 
  Wolves, Fiendish Advanced (8): CR 4; Medium magical beast (extraplanar); HD 6d8+27 (54 hp); Init +5; 
  Speed 50 ft. (10 squares); AC 14 (+1 Dex, +4 natural, -1 size), touch 10, flat-footed 13; BAB/Grap 
  +5/+10; Full Atk Bite +6 melee (1d6+5); Space/Reach 5 ft. / 5 ft.; SA Smite good, trip; SQ Darkvision, DR 
  5/magic, low-light vision, resistance to cold and fire 5, spell resistance 11, scent; AL NE; SV Fort +7, Ref 
  +4, Will +1; Str 21, Dex 13, Con 19, Int 3, Wis 12, Cha 6. 
   
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  Skills and Feats: Hide -2, Listen +4, Move Silently +3, Spot +4, Survival +1 (+5 when tracking by scent). 
  Improved Initiative, Toughness, Track, Weapon Focus (Bite). 
   
   
   
  Sylysta, Psionic Vampire: CR 10; Medium undead; HD 8d12 (70 hp); Init +8 (+4 Dex, +4 Improved 
  Initiative); Spd 40 ft.; AC 20 (+4 Dex, +6 natural), touch 20, flat-footed 14; BAB/Grp +6/+9; Spa/Rch 
  5ft./5ft.; Atk Slam +9 melee (1d6+3 plus energy drain); Full Atk 2 slams +9 melee (1d6+3 plus energy 
  drain); SA Blood drain, children of the night, dominate, create spawn, energy drain; SQ Damage 
  reduction 10/silver and magic, fast healing, gaseous form, resistance cold and electricity 10, spider climb, 
  turn resistance +4; AL CE; SV Fort +2, Ref +8, Will +7; Str 16, Dex 18, Con -, Int 16, Wis 13, Cha 22. 
   
  Skills and Feats: Bluff +20, Concentration +11, Hide +12, Listen +11, Intimidate +17, Move Silently +12, 
  Search +11, Sense Motive +20, Spot +11, Tumble +20; Alertness, Combat Reflexes, Dodge, Improved 
  Initiative, Lightning Reflexes, Psionic Charge, Psionic Dodge, Mobility  
   
  Power Points: 82 
  Powers Known: (7 total; save DC 16 + power level) 1st – Psionic Daze, Demoralize; 2nd – Cloud Mind, 
  Swarm of Crystals; 3rd – Energy Retort (electricity), Psionic Blast; 4th – Psionic Freedom of Movement 
   
  Elude Touch (Ex): Sylysta gains a bonus to her Armor Class against all touch attacks equal to her 
  Charisma bonus; however, her AC can never exceed her Armor Class against normal attacks. 
   
  Blood Drain (Ex): Sylysta can suck blood from a living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round. On 
  each such successful drain attack, the vampire spawn gains 5 temporary hit pints. 
   
  Children of the Night (Su): Sylysta commands the lesser creatures of the world and once per day can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base 
  creature is not terrestrial, this power might summon other creatures of similar power.) These creatures 
  arrive in 2d6 rounds and serve the vampire for up to 1 hour. 
   
  Dominate (Su): Sylysta can crush an opponent’s will just by looking onto his or her eyes. This is similar 
  to a gaze attack, except that she must take a standard action, and those merely looking at it are not 
  affected. Anyone she targets must succeed on a DC 16 Will save or fall instantly under the vampire’s 
  influence as though by a dominate person spell from a 8th level caster. The ability has a range of 30 feet. 
  The save DC is Charisma-based.  
   
  Energy Drain (Su): Living creatures hit by Sylysta’s slam attack must succeed on a DC 16 Fortitude save 
  or take 1d3 points of Charisma drain. The save DC is Charisma-based.  
   
  Fast Healing (Ex): Sylysta heals 2 points of damage each round so long as she has at least 1 hit point. If 
  reduced to 0 hit points in combat, she automatically assumes gaseous form and attempts to escape. It 
  must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 
  hours.) Once at rest in its coffin, it is helpless. It regains 1 hit point after 1 hour, then is no longer helpless 
  and resumes healing at the rate of 2 hit points per round. 
   
  Gaseous Form (Su): As a standard action, Sylysta can assume gaseous form at will as the spell (caster 
  level 8th), but she can remain gaseous indefinitely and has a fly speed of 20 feet with perfect 
  maneuverability. 
   
  Spider Climb (Ex): Sylysta can climb sheer surfaces as though with a spider climb spell. 
   
  Skills: Vampire spawn have a +4 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense 
  Motive, and Spot checks. 
   
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  Repelling a Vampire: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced 
  with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm 
  the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a 
  creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature 
  holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action. 
  Vampires are also unable to cross running water, although they can be carried over it while resting in their 
  coffins or aboard a ship. 
   
  They are utterly unable to enter a home or other building unless invited in by someone with the authority 
  to do so. They may freely enter public places, since these are by definition open to all.  
   
  Slaying a Vampire: Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always 
  destroy it (see the note on fast healing). However, certain attacks can slay vampires. Exposing any 
  vampire to direct sunlight disorients it: It can take only a single move action or attack action and is 
  destroyed utterly in the next round if it cannot escape. Similarly, immersing a vampire in running water 
  robs it of one-third of its hit points each round until it is destroyed at the end of the third round of 
  immersion. Driving a wooden stake through a vampire’s heart instantly slays the monster. However, it 
  returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the 
  creature’s head and fill its mouth with holy wafers (or their equivalent). 
   
  Notes on Sylysta 
  In game mechanic terms, Sylysta is a combination of a psion and wilder with the vampire template. She 
  only has the special ability Elude Touch from the Wilder, but knows a few more powers than that class 
  allows at 8th level. Her DC are based on Charisma, per the wilder class.  
   
  Also, note that her Energy Drain ability does not cause the victim to gain negative levels, it drains 
  Charisma. For reference, this is similar to the wraith Constitution Drain ability. 
   
  Sylysta has already used her Children of the Night ability earlier in the day, so she cannot summon 
  creatures during the battle to help her. 
   
  General Tactics 
  Sylysta begins the combat psionically focused. On her first action, she activates Energy Retort 
  (electricity), then moves to avoid charges from the fighters in the party. Note that his power activates on 
  the first attack each round, melee or spell-based. 
   
  When ready to attack, Sylysta attempts to Psionic Blast as many characters as possible, spending up to 
  an additional 3 power points. If more than half the characters remain unaffected (either making their 
  saves or outside the area of effect), she attempts it again.  
   
  If Psionic Blast is not effective, or more than half the characters remain unaffected after the second time 
  using the power, she uses Swarm of Crystals, spending up 5 additional power points. The crystals that 
  emerge from her hand seem to resemble rose petals. 
   
  If surrounded by melee fighters, she can use Demoralize to try and reduce their attacking ability. 
   
  If her movement is restricted via web or grappling, she can use Psionic Freedom of Movement to get out 
  of the situation. 
   
  If the battle severely turns against her, she attempts to use Dominate on a fighter and have him/her “Kill 
  my attackers!” This likely is against the affected character’s nature, and per the spell, should receive 
  another saving throw at +2. If he/she fails, he/she must attempt to carry out her orders. If and when 
  Sylysta dies, the Dominate ability immediately ends.  
   
  If several of the characters are stunned or otherwise incapacitated, she attempts to grapple the largest 
  one (i.e. one with the most hp) and Blood Drain him/her. Note that if she tries to start a grapple, she does 
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  not Energy Drain the target as she must use her slam attack for that ability since she does not possess 
  other natural weapons. 
   
  Only in very dire circumstances does Sylysta actually use her slam attacks.  
  The information listed below are changes the Judge needs to make when running this at different ATLs. 
  Obviously, if the abilities below do not make sense in the context of the tactics as stated, the Judge 
  should rely on his opinion about the best way for Sylysta to be a challenge for the characters.  
   
  The explanation for these changes is that Sylysta was very involved in her re-enactment of Nalar “killing” 
  her moral body. She expended several power points and injured herself while thrashing around. At lower 
  levels, she was much more violent than at higher levels. 
   
  ATL 1 (EL 2) 
  Hit Points: 20 
  AC: 16 
  Power Points: 8 
  Powers Known: (2 total; save DC 14 + power level) 1st – Psionic Daze, Demoralize 
  Manifester Level: 2 
   
  ATL 3 (EL 4) 
  Hit Points: 30 
  AC: 16 
  Power Points: 20 
  Powers Known: (3 total; save DC 16 + power level) 1st – Psionic Daze, Demoralize; 2nd – Swarm of 
  Crystals 
  Manifester Level: 3 
   
  ATL 5 (EL 6) 
  Hit Points: 45 
  Power Points: 35 
  Powers Known: (5 total; save DC 16 + power level) 1st – Psionic Daze, Demoralize; 2nd – Cloud Mind, 
  Swarm of Crystals; 3rd – Energy Retort (electricity), Psionic Blast; 4th – Psionic Freedom of Movement 
  Manifester Level: 4 
   
  ATL 7 (EL 8) 
  Hit Points: 58 
  Power Points: 55 
  Powers Known: (6 total; save DC 16 + power level) 1st – Psionic Daze, Demoralize; 2nd – Cloud Mind, 
  Swarm of Crystals; 3rd – Energy Retort (electricity), Psionic Blast 
  Manifester Level: 6 
   
  ATL 9 (EL 10) 
  As per stat block 
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  Appendix II: Additional Adventure Material 
   
   
   
   
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Kalamar Organised Play/Adventures/LKOK33 A Rose by any Other Name.pdf