TEXT: LKoK-19 
   
   
   
   
   
   
  Of Roses and Thorns 
  Part 1 of Beauty is Everlasting 
  A One-Round D&D Living Kingdoms of Kalamar Adventure 
   
  By Christian J. Alipounarian 
  Edited by Andrew Garbade 
   
   
  The Sun and the Moon shine over Pekal, but on the edge of the light creeps a foreboding shadow. As 
  darkness seeps across the land, the lonely town of Vodun cries out for brave heroes. Under constant 
  threat from wild creatures, villagers are killed in savage attacks night after night. Can you save Vodun 
  from its animal problem before the shadow consumes them? An adventure for ATLs 1, 3, 5, and 7. 
   
   
  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 2004, 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. © 2004 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) 
   
  LKoK 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 1st to 
  7th 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 DM 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 DM 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. 
   
  ADVENTURE BACKGROUND 
   
  Vodun is a small, unremarkable hamlet used to 
  quiet times and peaceful contemplation. It is 
  located near the Pipitul Woodlands, about 200 
  miles due east of Bet Rogala. The townspeople 
  have little use for adventurers and those who 
  would bring action, trouble, or both. Comprised 
  mostly of farmers, the hamlet’s sole unusual 
  feature is the church of The Eternal Lantern 
  nestled within an ancient tower whose builder 
  and origins have been lost to antiquity. The new 
  priest of the Sun Tower, as the place is called, is 
  Pendras. Young and inexperienced, he is 
  nonetheless devout and eager to tend to the 
  spiritual needs of the townsfolk. 
   
  But there are dark clouds swirling around the 
  place, and they threaten to consume Vodun and 
  her peace-loving people. 
   
  Months ago, a cruel-natured peasant girl named 
  Sylysta (sil-LEES-tuh) was mauled and killed by 
  a vampire who was shapechanged into a dire 
  wolf. Her killer left the area, but allowed his 
  progeny to rise as a vampire spawn.  
   
  In life, Sylysta made advances towards the 
  newest arrival in the hamlet, who happened to 
  be Pendras. As the idealistic replacement for the 
  old priest of Vodun, Pendras spurned her 
  advances. Rebuked, Sylysta was nursing a 
  broken heart when she was killed. Now, her 
  anger is stoked by her undead hatred of life, of 
  priests of the sun god The Eternal Lantern 
  especially, and Pendras in particular. She has 
  determined that killing or driving the townsfolk 
  from Vodun will complete her revenge. 
   
  Sylysta has made a lair in the immediate area 
  and has used her vampire powers to control 
  Brynnstock, a local druid with a hatred for 
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  Living Kingdoms of Kalamar 
  1
  
  civilization. Remaining under the sway of the 
  vampire has since driven him totally mad. 
   
  But Sylysta is also wise enough to realize that 
  she cannot alert anyone of a vampire menace, 
  or she risks destruction. She decided on a plan 
  to cover her activities forcing Brynnstock into 
  enchanting the predatory animals of the area 
  and using them as weapons against the 
  townsfolk. 
  These 
  attacks 
  have 
  continued 
  sporadically over the past few weeks, taking 16 
  other villagers, and scaring another 20 or so 
  away from the hamlet. 
   
  Four days ago, Ducha, the harried mayor of 
  Vodun, ordered a collection be taken up from 
  the remaining townsfolk to hire a party of 
  adventurers to root out the source of the attacks. 
  Unfortunately, Sylysta got wind of the plan and 
  sent Brynnstock to murder the courier, taking his 
  gold meant for the adventurers. So imagine her 
  surprise when another group of adventures 
  shows up, oblivious to the darkness about to 
  engulf the town… 
   
  The players happen across the body of the 
  courier, apparently savaged by a wild animal. (In 
  truth, Brynnstock, using wild shape to become a 
  wolf, mauled him to death) They find the scroll 
  inviting adventurers to journey to Vodun, as well 
  as some odd tracks of a large wolf.  
   
  Upon arrival in Vodun, the players are welcomed 
  with warmth by Ducha who believes them to be 
  the adventurers they hired. They react to news 
  of the courier’s death with despair, but accept 
  offers of help from the group. Ducha relates the 
  violent animal attacks, and asks the characters 
  to go forth and save the hamlet. 
   
  The characters actually have two different 
  incidents to investigate, Brynnstock, and a group 
  of refugees that passed through the town a few 
  weeks 
  ago. 
  After 
  these 
  encounters, 
  the 
  characters return to the town, only to discover 
  that Sylysta attacked Pendras while they were 
  away.  
   
  The Judge must be careful not to reveal too 
  much about Sylysta until the proper time. Part of 
  this adventure is the characters solving different 
  pieces of the puzzle to determine the true threat 
  behind the attacks. The Judge is encouraged to 
  take actions – short of lying or intentionally 
  misdirecting players – to ensure the characters 
  follow the adventure as contained herein. Be 
  creative, just don’t give the ending away! 
   
  INTRODUCTION 
   
  DM Note: The road the characters are on is a 
  small one-lane cart road. It would not be 
  surprising that the body could remain here for a 
  few days without discovery.  
   
  Read the following introduction to the players: 
  When you first nurtured dreams of becoming 
  an adventurer, you never imagined that so 
  much of your life would be spent simply 
  going from place to place. About a week ago, 
  a messenger from Lord Wanifer asked you to 
  act as an escort for an expensive delivery to 
  an 
  elven 
  commander 
  in 
  the 
  Pipitul 
  Woodlands. 
  Though 
  the 
  pay 
  was 
  not 
  extravagant, it was enough to entice you; 
  after all, the favor of Lord Wanifer is itself 
  worth quite a bit.  
   
  The journey back to Bet Rogala passes 
  quickly on the small dirt paths that serve as 
  roads in this part of the Eastern District. 
  Cresting a small rise, a foul stench assails 
  you. The smell of decay and rot hangs heavy 
  in the air here. You have found death… or 
  has death found you? 
   
  Through the tall grass, you notice a thick 
  swarm of flies near the edge of the dusty 
  road, nearly concealing a vaguely man-
  shaped lump. A decomposed hand stretches 
  outwards towards the road, beckoning with 
  withered fingers. 
   
  Characters may recall Lord Wanifer from 
  Making A Name.  He is a powerful noble who 
  makes his money as a merchant of expensive 
  and rare merchandise. Working for him would 
  not seem odd for adventurers in Pekal. 
   
  The corpse is that of Jayme, a young man of 
  Vodun sent to recruit an adventuring company. 
  Sylysta ordered Brynnstock to assume the form 
  of a wolf and maul him to death. An examination 
  of the body reveals the following: 
   
  • 
  A 
  Heal 
  or 
  Survival 
  check 
  (DC 
  10) 
  determines the body to be a human male, 
  early 20s, mauled by an animal. It has been 
  here for several days judging by its 
  decomposition. DC 20 reveals the creature 
  was a canine. 
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  Living Kingdoms of Kalamar 
  2
  
  • 
  Anyone with Track or Survival check DC 12 
  can pick out the footprints of a wolf leading 
  off the road into the wild grass around the 
  road (disappearing after 200 yards). DC 30 
  finds the faint outline of a booted human-
  sized footprint in the area near the body. 
  Both sets of tracks were made roughly 
  around the same time as one another. 
   
  • 
  Jayme has been dead for 4 days. Anyone 
  employing a Speak with Dead spell gets 
  Jayme to describe his mission and his place 
  of origin. He details how he was sent to hire 
  a group of adventurers to deal with attacks 
  by carnivorous animals on the town of 
  Vodun. His last memory was of a large wolf 
  assaulting him and tearing his throat out by 
  the light of the full moon. (Players may jump 
  to the conclusion that it was a werewolf; 
  don’t discourage them). 
   
  If Jayme’s body is searched, a sealed scroll 
  written on fine parchment is discovered. It has 
  writing on one side and a map showing the area 
  of Vodun on the other. Distribute Appendix II: 
  Player Handout 1. 
   
  ENCOUNTER 1 
  The Journey to Vodun 
   
  Jayme’s trail is easily followed leading up the 
  narrow road of packed earth. The village is 
  about four hours by foot, or an hour’s travel if 
  mounted. The terrain is rough and rocky, with 
  grasses averaging three feet in height. It might 
  occur to good characters that returning the body, 
  or at least notifying the town of the death of one 
  of their own, would be in order. Neutral 
  characters might do the same in hopes of 
  reward. Refer to DM / Player Map #1 – Vodun. 
  Read the following as the characters arrive near 
  town: 
   
  You make your way up a short, rocky rise. 
  There, the small hamlet of Vodun lies before 
  you. It has seen better days. The squat 
  buildings are painted a slate gray and look 
  ill-cared for. Many of them are abandoned 
  and look battered, yet appear to have been 
  lived in until recently. 
   
  There are only two noteworthy structures 
  within the hamlet. One is a square tower that 
  seems to mark the center of the village. A 
  battered bronze disk over the tower’s main 
  entrance shows it to be a temple of The 
  Eternal Lantern, god of the sun. The symbol 
  looks as if it has been defaced with 
  scratches and gouges. A hundred feet north 
  of the tower, you spy a dilapidated two-story 
  building. Hanging above its door is a sign 
  that says “Grey Drake Inn and Hostel.” 
   
  More ominously, every outlying building 
  looks totally abandoned. Only the tower and 
  the Inn show any signs of occupation. 
   
  Anyone peering through the windows sees the 
  buildings (except the Tower and Inn) are indeed 
  empty. Searching the buildings reveals nothing 
  of value; the homes have been evacuated and 
  their valuables taken. 
   
  If the characters venture to the Grey Drake, go 
  to Encounter Two. If they choose to visit the 
  Tower, go to Encounter Three. 
   
  ENCOUNTER 2 
  The Grey Drake Inn & Hostel 
   
  Pushing the Inn’s door open, you step inside 
  and close it behind you. You find yourselves 
  in a large common room dominated by a 
  sizable hearth in the northern wall. Worn 
  tables and chairs are scattered throughout 
  the room, with perhaps a dozen peasants 
  seated around the room. They are all leaning  
  forward, speaking in hushed tones. As you 
  enter, it seems every noise in the room 
  stops, and all eyes suspiciously turn to your 
  group. A few hands unconsciously stray to 
  sheathed daggers at their sides, and you 
  realize that every person here is armed. 
   
  Any PC who is an obvious druid elicits a very 
  strong 
  reaction 
  from 
  the 
  townsfolk. 
  All 
  characters should make a Sense Motive DC 10. 
  If they succeed, they determine the druid is 
  clearly the focus of a great deal of animosity. If 
  the druid is unfortunate enough to bring an 
  animal companion inside the building, the 
  terrified peasants draw and load crossbows, flip 
  over tables for cover, and scream as general 
  mayhem briefly ensues. Things do not settle 
  down until the animal is moved outside, or the 
  character clearly demonstrates the animal is 
  totally under her control. 
   
  Any 
  non-druid 
  PC 
  who 
  brings 
  a 
  non-
  domesticated animal gets a similar but far more 
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  Living Kingdoms of Kalamar 
  3
  
  muted reaction. The peasants are fearful and 
  more than one snarls for the character to 
  “remove that filthy beast!” 
   
  Assuming no problems, or that there are no 
  issues with an animal being brought inside, read 
  the following: 
   
  Clearly, the peasants do not trust you. But 
  from behind the bar, one man’s face is not a 
  mask of suspicion, but of hope. He is in his 
  early fifties, balding, and a bit portly. “You!” 
  he 
  cries, 
  and 
  comes 
  forwards, 
  arms 
  outstretched and smiling broadly. “Welcome 
  to Vodun! Thank The Eternal Lantern that 
  you’ve come. I am glad the tiny pittance our 
  village was able to scrape together was 
  enough to guide you to us! Oh, we are in 
  terrible straits…” He continues speaking 
  with great alacrity, and the other patrons 
  begin smiling and even a few cheers are 
  heard.  
   
  The man is Ducha (DYOOK-uh), mayor of 
  Vodun and the proprietor of the Grey Drake. All 
  of Vodun’s townsfolk are here, having banded 
  together for mutual safety in one defensible 
  building. Of course, Ducha believes the group is 
  answering the summons he penned and gave to 
  Jayme. 
   
  Ducha, male human Exp3: hp 11; skill checks 
  made with +4 to the roll. 
   
  If the group does nothing to correct Ducha’s 
  misperceptions – perhaps simply to avoid 
  dashing the hopes of these clearly desperate 
  people – and they make no mention of Jayme’s 
  death, skip to “White Lies” below. 
   
  If the group immediately comes clean with 
  Ducha that he has the wrong group, or if they 
  inform him of Jayme’s death (perhaps even by 
  having returned the body), skip to “The 
  Revelation” below. 
   
  White Lies 
   
  Drinks are brought to all of you, and tables 
  pulled together. It looks almost as if a small 
  town meeting is taking place. Wenches 
  appear from the kitchen and bring out the 
  best food and drink the Inn has to offer.  
  When you have had a chance to unwind, 
  Ducha speaks. 
   
  “Now as you know from my letter, we have 
  been the subject to attacks from wild animals 
  for many days…” 
   
  The entrance of a tall man dressed in leather 
  armor and carrying a longbow interrupts 
  Ducha. Clearly a tracker of some sort, he 
  glares at your group suspiciously before 
  walking quickly to Ducha and whispering in 
  the mayor’s ear. As he does, Ducha’s eyes 
  widen. 
  Listen check DC 20 to overhear him tell Ducha 
  that Jayme’s body was discovered. 
   
  This man is Jerica, the town’s best surviving 
  ranger and tracker. He has come across the 
  body of Jayme and the tracks surrounding it. 
  Ducha realizes that the group can’t be the ones 
  he hired – Jayme never made it to the city to 
  hire them in the first place! 
   
  Jerica, human male Rgr3: hp 11; skill checks 
  made with +2 to the roll. 
   
  Suddenly, the tracker has an arrow pointed 
  at you, and the mayor’s own dagger is 
  drawn. Reacting to this, other peasants draw 
  their daggers and even the wenches reach 
  for pots and chairs. “Liars!” the mayor 
  booms. “Damn your eyes! Are you agents of 
  the evil that plagues us? You lie to us! 
  Jayme’s body – poor, poor Jayme – has been 
  discovered! He never had the chance to 
  deliver his message! Who are you, and why 
  are you lying to us?” 
   
  Allow the characters to speak and to calm the 
  suspicious villagers down. Once they provide a 
  reasonable explanation, skip to “The Revelation” 
  below. The DM should do whatever is necessary 
  to keep the characters from getting into a 
  combat with the villagers. Any combat here ends 
  the module. 
   
  The Revelation 
   
  After the group confesses to Ducha they are not 
  who he believes them to be, or after they have 
  been exposed by the discovery of Jayme’s body, 
  read the following: 
   
  Ducha sags into his chair. “The gold… to 
  hire adventurers… it was all our people 
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  Living Kingdoms of Kalamar 
  4
  
  had… We are undone!” He borders on 
  sobbing as he wrings his hands. 
  Ducha stands, after a time, his jaw square 
  and resolute. “The idea to hire you was mine 
  alone, and it was I who convinced the people 
  of Vodun to contribute their last coppers. I  
  offer each of you twenty-five pieces of gold, 
  as well as a single treasured family heirloom, 
  to take up the quest to defeat the dark forces 
  that plague us.” He motions to a gleaming 
  silver axe that hangs over the hearth. 
   
  “Ducha,” one of the serving girls whispers, 
  “So much gold… you will be ruined! And that 
  axe has been in your family for centuries, 
  you told me so…” 
   
  “All of that will mean nothing if we are in the 
  bellies of wild animals by nightfall,” he 
  replies quietly, all the while looking directly 
  at you. “What say you, then?” 
   
  Good characters should be willing to take up the 
  mantle and not want to bankrupt the innkeeper. 
  However, a more mercenary group might want 
  the gold and axe. Under no circumstances does 
  Ducha allow the adventurers an advance on 
  either of them. 
   
  If the PCs agree, read the following. If they do 
  not, the adventure ends here as the Mayor asks 
  the PCs to leave the village of Vodun. 
   
  Ducha shakes your hand. The other villagers 
  also nod approvingly. For the first time in a 
  long while, it is obvious these villagers see a 
  ray of hope. The mayor speaks, “Speak to 
  some of the men and women here about 
  what plagues us. Perhaps you can discover 
  what we have not – who or what is behind 
  these attacks.” 
   
  “What I can tell you about past events is this: 
  The attacks started a month ago. The first to 
  be killed was Sylysta, the poor girl. She was 
  the daughter of our late cobbler. She was 
  quite the seamstress, and a real beauty, that 
  one. Long red hair, and gray eyes that could 
  freeze a man in his tracks. We found her with 
  her throat torn out in the woods to the south 
  of here. She’d gone to collect mushrooms 
  and was attacked. Jerica, our best tracker, 
  found wolf prints around her, but also some 
  faint traces of human-sized boots. There was 
  a lull for a short time after Sylysta’s death, 
  but then the attacks began coming day and 
  night. That was a few weeks ago. Since then, 
  we’ve lost sixteen souls.” 
   
  The Investigation 
   
  There are a couple of ways PC’s might get leads 
  about the druid Brynnstock’s involvement with 
  the attacks on the town. 
   
  • 
  Any of the villagers can describe the events 
  leading up to the adventurer’s arrival (no roll 
  needed, the PC need only ask how this all 
  got started). They describe the attack on 
  Sylysta with the same details as Mayor 
  Ducha (see The Revelation, above). 
   
  • 
  Jerica admits to finding the tracks around 
  Sylysta’s body, as well as similar sign near 
  some of the other victims. Strangely, not all 
  the attacks are the same – sometimes there 
  are a few wolves, while other times only a 
  single beast. The wolves also appear to be 
  different sizes; some are large, and some 
  are small, but there doesn’t appear to be 
  any order to the killings (i.e. the large wolf is 
  not always by itself, sometimes it is, but 
  other times it has pack-mates).   
   
  Jerica also tells the characters that he was 
  unable to track any of the human-sized 
  prints for any distance. It was as if they just 
  faded away.  
   
  • 
  A PC druid or ranger who questions any of 
  the villagers about the attacks is able to 
  determine that the animals did not behave in 
  any sort of normal fashion and were 
  probably being controlled by an outside 
  force. Other characters may make a similar 
  conclusion with Knowledge (nature) DC 20. 
   
  • 
  A successful Gather Information roll (DC 10) 
  jogs the memory of one farmer. “You 
  know… nah, couldn’t be.” If pressed, the 
  farmer shrugs and says, “Well, there was a 
  story our parents used to tell us of an old 
  man who lived in the woods. We always 
  thought it was just a tale, you know ‘If 
  you’re bad, Brynnstock will get you!’ The 
  stories said he had skin like a tree, and 
  could move through the woods like the 
  wind. Heh, the stories were that if he 
  caught a child wandering in the woods, 
  he’d take the babe back to his evil altar, 
  and turn it into an animal! None of us 
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  Living Kingdoms of Kalamar 
  5
  
  ever really believe he exists, but you 
  never know.”  (Nobody in town can verify if 
  Brynnstock is real or not, though all have 
  heard the story. Most think it is just a story 
  parents use to scare their children from 
  wandering around outside the village) 
   
  • 
  The bartender, a skinny human male named 
  Gat, cleans tankards with a washcloth as he 
  chats with the group. “Things haven’t been 
  right 
  since 
  those 
  refugees 
  came 
  through.” If pressed for details, he’ll add, 
  “Well, a group of them folks came 
  through here, right around the time the 
  attacks began. They talked to Ducha 
  about settling down here for a time. We 
  don’t really have any extra here, ours is a 
  small village, you see, so we told ‘em to 
  keep going. I mean, that would have been 
  40 more people to feed, and no more 
  grain and corn to do it. Anyway, the old 
  woman in their group said she would 
  curse us for our stone hearts. Now, I 
  don’t put much stock in that stuff, but 
  when the wolves started attacking, it 
  turned me into a believer.” 
   
  • 
  Using spells like Speak with Animals reveals 
  little. Animals within the village or its 
  immediate area describes the attacking 
  animals as savage and not behaving 
  normally.  
   
  • 
  The PC’s may decide to investigate Sylysta. 
  Little is found. The small home where she 
  lived is abandoned, nobody has entered 
  since her death, and her body was buried in 
  the woods a short distance to the north. The 
  only thing of interest are four large rose 
  bushes behind her house. It appears that 
  someone is taking care of them, though the 
  house is falling into disrepair. Nobody knows 
  about who is maintaining her garden. 
   
  The DM should not spend a great deal of time 
  on this; it is necessary for the plot to continue to 
  unfold. If, after some time has elapsed, if the 
  PC’s haven’t gotten the information, Ducha 
  approaches them and asks them to come meet 
  with him where he provides them the missing 
  details.  
   
  After about an hour, Mayor Ducha tracks them 
  down (if they haven’t already sought him out) 
  and asks them what they have uncovered. If 
  they mention Brynnstock or the refugees, the 
  mayor’s face takes on a thoughtful expression 
  as he nods and scratches his chin. He urges the 
  party back to the Grey Drake if they are not 
  there already. Read Bon Voyage below. 
   
  Bon Voyage 
   
  The mayor brings you over to another table 
  where a map of the area has been laid out. 
  Vodun is clearly marked. A dashed line, 
  presumably a trail, snakes northward on the 
  map until it comes to a river. From there, the 
  trail hugs the southern shore of the river, 
  moving westward to a what appears to be a 
  clearing of trees on the map, marked by a 
  circle of standing stones. A second set of 
  markings on the map, due west of that point, 
  shows a series of crudely drawn tents. 
   
  “This marks the site of an ancient druid 
  circle,” the mayor says, “if Brynnstock really 
  exists, this may be the best place to start 
  searching. Be warned, though, the stories 
  about him have circulated since before I was 
  born, so if he is real, he is likely very 
  experienced in the ways of the wood.” 
   
  “Alternatively, Jerica followed the refugees a 
  bit as they left town a few weeks ago. Since 
  then, they have been living in a small 
  clearing a few miles north of our village. 
  They haven’t bothered us, so we’re content 
  to have them as neighbors. However, the fact 
  that the attacks commenced shortly after 
  they moved through Vodun cannot be 
  dismissed. I am not the superstitious type, to 
  be sure, but if the old woman laid a curse on 
  our village, we have to find some way to lift 
  it.” 
   
  “What I ask of you is this. Travel to the Druid 
  Circle and the refugee camp. See if you can 
  determine if who is responsible for the 
  attacks on the village. If they’re not, perhaps 
  they might know who is. Will you go and 
  speak to them?” 
   
  If questioned about the refugees, Ducha (or Gat) 
  can report that there were about five wagons, 
  and about thirty to forty people in the train. 
  There was an older, white-haired woman who 
  seemed to be the matriarch of the group; it was 
  she that laid the curse. 
   
  Assuming the party agrees to go, continue to the 
  next Encounter. If they don’t, Ducha looks 
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  disappointed and asks them to leave the village. 
  If the PCs are so callous as to do so, they 
  escape without further incident, but hear fearful 
  tales months later of the destruction of the small 
  hamlet and how a young vampire queen is now 
  rumored to haunt the land, plaguing travelers. 
  Worse, news about the party’s leaving Vodun to 
  her fate makes the rounds, and the adventurers 
  are branded as heartless cowards or worse by 
  their peers. 
   
  If characters wish, they may spend the night, but 
  Ducha is adamant they should leave by 
  tomorrow morning. If they spend the night, they 
  get little rest, and the howling and roaring of a 
  variety of wild animals can be heard. If the 
  characters drop by the tower to see Pendras, go 
  to Encounter 3. 
   
  If the characters leave for the druid’s grove, go 
  to Encounter 4A. If they decide to go to the 
  refugee camp, go to Encounter 4B. 
   
  If they haven’t done so already, Ducha suggests 
  they see Pendras before they go, wondering if 
  his prayers for guidance from The Eternal 
  Lantern have produced any results. (See 
  Encounter Three). 
   
  ENCOUNTER 3 
  The Tower of The Eternal Lantern 
   
  Refer to DM / Player Map #2 – Temple of the 
  Eternal Lantern. Read the following: 
   
  The square tower seems far older than any 
  other structures in the village. It certainly 
  predates 
  any 
  settlement 
  of 
  the 
  area. 
  Creeping vines with huge thorns the size of a 
  man’s forearm surround the outside of the 
  tower. A single door can be seen in the 
  center of the eastern facing wall. The door 
  looks battered and beaten, as if something 
  tried to break down the door. The Eternal 
  Lantern’s holy symbol, attached to the tower 
  above the doorway, also looks battered and 
  abused. 
   
  Stepping inside, you see an altar against the 
  far wall and several rows of long stone pews 
  before it. A single sturdy-looking wooden 
  staircase can be seen in the northwestern 
  corner, extending upwards through an open 
  trap door. 
   
  A human dressed in the garb of a The Eternal 
  Lantern priest turns his attention away from 
  the altar and towards you. He is remarkably 
  handsome young man. Wispy blond locks of 
  hair frame his fine, chiseled features. He is 
  neither armed nor armored. Beside the altar, 
  a plain-looking young priestess of The 
  Eternal Lantern arches an eyebrow and 
  regards you curiously as her counterpart 
  approaches you. 
   
  If the party came to the tower before visiting 
  Ducha in the Grey Drake Inn, read the following 
  additional text: 
   
  The priest looks surprised but recovers his 
  wits quickly. “Adventurers? Here? I am 
  Pendras, and you must see Mayor Ducha at 
  once!” 
   
  Pendras doesn’t want to interfere with what the 
  mayor is doing and insists that they see him at 
  the Grey Drake first. He agrees to answer any 
  questions that the characters have, but only 
  after they’ve spoken to Ducha first. 
   
  If the characters have already agreed to aid the 
  town, read the following additional text: 
   
  “I hear you’ve agreed to help us. We cannot 
  thank you enough. Things have been terribly 
  difficult here and it is all I can do to use my 
  meager skills to help ease the need of the 
  people of Vodun and keep their faith alight.” 
   
  “So please, tell me how can I help you. Can I 
  answer any questions?” 
   
  Pendras, Male Human Clr 3: hp 21; skill 
  checks made with +4 to the roll 
   
  Berayne, Female Human Clr 2: hp 15; skill 
  checks made with +3 to the roll 
   
  The first floor of the tower is the sanctuary, the 
  second 
  floor 
  contains 
  Berayne’s 
  sleeping 
  quarters, a small shrine, and some storage 
  space for materials like candles, robes, and 
  wood polish. The top floor contains Pendras’ 
  small room, and archives of the town’s history 
  (birth records, harvest yields, etc).  
   
  If the characters ask, Pendras and Berayne 
  allow them to search any part of the tower they 
  wish. Nothing of importance is found. 
   
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  Pendras and Berayne aren’t able to provide 
  much in the way of material help. Berayne 
  defers to her superior, and lets Pendras do most 
  of the talking while she lights incense and 
  attends to sundry duties of the temple. If 
  questioned, she has only recently arrived – 
  about two weeks ago, assigned by the High 
  Priest in Bet Rogala to help Pendras since he 
  needed an assistant. 
   
  Pendras offers to heal injured party members 
  and makes his spells at their disposal (assume 3 
  cure light wounds, and 2 cure moderate wounds 
  per day). He explains that he has only been here 
  a short time, first as an assistant, then as a 
  replacement for an older priest who died a few 
  months ago (of natural causes). He is content 
  with his assignment, as he has grown to love the 
  people of Vodun, and it breaks his heart to see 
  them so put upon by the machinations of evil. 
  He confirms or states the same details that 
  Ducha provided about the history of the animal 
  attacks against the people of Vodun. Pendras is 
  unwilling to accompany the adventurers, nor 
  does he permit Berayne to; the tower needs 
  both of them to protect it. 
   
  Pendras knows little about the history of the 
  tower itself. It was once the home of a powerful 
  hermit mage who was reputed to be an expert in 
  magical transmutation. Local lore says that he 
  cast a spell so mighty that he became locked in 
  some savage alternate form, and terrorized the 
  countryside before he was slain. (This is another 
  red herring and old wives’ tale. The mage died in 
  his sleep, and a bitter apprentice formulated the 
  rumor.) 
   
  Pendras has no objection to adventurers 
  speaking to Berayne. Unfortunately, she only 
  arrived in Vodun a few weeks ago, so while she 
  doesn’t have any additional information to add, 
  she does offer them two potions of cure light 
  wounds. 
   
  Pendras won’t mention Sylysta himself. If one of 
  the characters asks about Sylysta, read the 
  following: 
   
  Pendras looks down at the floor, suddenly 
  sullen, and heaves a sigh. “Sylysta. Yes, she 
  was the first to die in these savage attacks. 
  She… was very much smitten with me. On 
  the day she was murdered, she came to me 
  and professed her love. But I am this 
  community’s spiritual advisor, and must 
  remain above such things. I tried to break it 
  to her as gently as I could, but… she took it 
  badly and ran off into the woods to be alone. 
  That’s where she was killed. If I’d just said 
  things a little differently, perhaps…” His 
  voice trails off. 
   
  The priest speaks no more about the issue, 
  ignoring questions about her; he’s clearly upset 
  that it was brought up.  
   
  Read the following if the players ask about the 
  attacks against the temple: 
   
  “I can only assume that some evil power is 
  behind these attacks. Many nights, the 
  creatures – I’ve only seen wolves – come 
  straight for the tower and begin to try an 
  break through the front door. It pains me to 
  see the symbol outside defiled, but I am not 
  skilled enough to fix the damage. Many 
  attacks have been directed against this 
  tower, but so far its defenses have held, 
  thank The Eternal Lantern. Berayne and I 
  remain here each night in case something 
  does happen that we must defeat the vile 
  creatures inside this holy place.” 
   
  Defenses being a stout oak door, shutters on the 
  windows, and construction that seems to ignore 
  the ravages of time. If a character casts detect 
  magic, the walls of the Tower radiate strong 
  transmutation magic.  
   
  If the PCs ask about the refugees: 
   
  “A tragic misunderstanding in hindsight,” 
  Pendras sighs. “We should have been more 
  hospitable. The few refugees we have had in 
  the town prior to this most recent incident 
  made themselves unwelcome guests. There 
  was an old woman, a matriarch, among this 
  most recent group that cursed the town. Ill 
  tidings have befallen us since. I pray the 
  Eternal Lantern will keep us safe, but… well, 
  perhaps this is a test of faith, and a reminder 
  of our duties as hosts to weary travelers.” 
   
  If the characters leave for the druid’s grove, go 
  to Encounter 4A. If they decide to go to the 
  refugee camp, go to Encounter 4B. 
   
   
   
   
   
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  ENCOUNTER 4 
  The Druid’s Grove / Refugee Camp 
   
  Read the following if this is the FIRST time the 
  PCs are leaving Vodun: 
   
  As you leave, all of the remaining people of 
  Vodun, including Pendras and Ducha, are 
  there to see you off. Pendras leads you all in 
  a short prayer and blesses each one of you. 
  Seeing all of their fearful faces, you realize 
  that these people are surely doomed should 
  you fail in your mission. 
   
  4A: The Druid’s Grove 
   
  The following boxed text describes the PCs’ trip 
  to the grove. 
   
  You begin your journey to the river, following 
  the trail marked on your map. You estimate 
  the journey at a full day of travel by foot, or 
  but a few hours by horse. The journey to the 
  river is thankfully uneventful, and soon you 
  find yourself on the southern banks of a 
  relatively narrow, clear river. 
   
  Pausing to refresh yourselves with the 
  river’s clean waters, you then swing west, 
  following the shoreline and threading along 
  the edges of the woods. After pausing again 
  for a meal and to rest, you at last spy a 
  clearing in the otherwise dense woods. 
  There, you see a circle of standing stones. 
  Moving cautiously down the gentle slope 
  that leads to the circle, you prepare 
  yourselves for the meeting with Brynnstock. 
   
  Refer to DM Map #3 – Ancient Druid Circle. 
  Characters traveling off the road find it to be 
  difficult terrain (as explained in the Player’s 
  Handbook section on movement). 
   
  The PCs cannot surprise Brynnstock, as several 
  animals (a cadre of various mundane birds; his 
  animal companions) have reported the imminent 
  arrival of the adventurers. Since that time, he 
  has been using the grove’s magic pool to scry 
  on the movements of the adventurers. 
   
  As you enter the clearing, you see a thin, 
  cadaverous looking man in green and brown 
  hide armor, standing in the center of the 
  grove. He is a feral-looking human of 
  medium height, with bark-like skin, a wild 
  growth of snow-white hair and a full, long 
  beard. He stands beside a circular pool of 
  water within a marble font, studying it. Large 
  stone monoliths ring the area, creating a 
  fifty-foot diameter area. 
   
  The man looks up, and he giggles like a 
  madman. “Came they did, mistress, like you 
  said they would! Seeking to carve me like a 
  tree cuts biscuits! Oh, would that I could get 
  the bugs out of my hair!” His voice suddenly 
  becomes shrill. “YOU! You are the bug-
  bringers the mistress warned me about!” 
   
  ATLs 3 – 7 
  Brynnstock the Dark Druid 
   
  See Appendix I: NPCs and Monsters for stats 
   
  Sense Motive DC 15 reveals Brynnstock 
  appears mad.  
   
  Tactics: Keeping the font between himself and 
  the 
  adventurers 
  affords 
  the 
  druid 
  cover. 
  Brynnstock’s first spell is entangle, attempting to 
  mire the party down as much as possible while 
  he casts other spells. Entangled fighters in metal 
  armor are targets for chill metal, while archers 
  attempting to stand off and attack with missile 
  weapons see their bows subjected to a warp 
  wood spell. He uses dominate animal spell 
  against any worthwhile animal companions the 
  party may have, or against animals summoned 
  to help with the combat. He attempts to heal 
  himself if reduced to ten hit points or less, either 
  by wild shape or spells. As he is desperate to 
  impress his “mistress,” the druid does not flee. 
   
  If captured, the madman bites off his own 
  tongue and swallows it rather than betray the 
  secret 
  of 
  his 
  beloved 
  mistress 
  Sylysta. 
  Brynnstock in no way aids the adventurers, and 
  seeks to run off into the woods at the earliest 
  opportunity. If someone attempts to charm him, 
  the caster realizes that a power is controlling the 
  mad druid already, and that power is stronger 
  than the caster’s. 
   
  When Brynnstock is defeated, the characters 
  may examine the area. He is wearing a few 
  items of note as presented in the stat block and 
  Awards section. 
   
  The druidic circle is ancient. Any druid PC in the 
  party instinctively knows the circle was meant to 
  focus the power of moonlight from the heavens, 
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  using its light to grant insight and wisdom. Other 
  than that fact, there is little of interest in the 
  grove, even to another druid. The scrying pool 
  was magically linked to the druid of the grove; 
  with Brynnstock’s death, it becomes nothing 
  more than a font of non-magical pure water.  
   
  4B: Refugee Camp 
   
  Refer to DM Map #4 – Refugee Camp. The 
  refugee encampment is in a clearing about fifty 
  feet in width. Four clusters of four tents, each 
  aligned in the cardinal directions around a 
  roaring campfire, can be seen. There are a total 
  of twenty people in the camp. A pair of guards is 
  always on watch, armed with crossbows and 
  signal whistles. 
   
  The encampment has clearly seen better times, 
  and the nerves of everyone in the place are 
  frayed to the breaking point. The reason for this 
  is that nearly half of the refugees have been 
  killed or eaten – by one of their own number, 
  Andreas who has been cursed with a wolf-like 
  form. 
   
  ATLs 1 – 7  
  Refugees, male and female humans  
  Andreas Morbeau, The Beast 
  Nadya Morbeau, Matriarch of the Refugees 
   
  See Appendix I: NPCs and Monsters for stats 
   
  Viewing the refugee encampment from a safe 
  distance, it seems clear something is 
  dreadfully amiss. Four clusters of four tents, 
  each aligned in the cardinal directions 
  around a roaring campfire, can be seen. 
  There are a total of twenty people in the 
  camp. A pair of guards is on watch, armed 
  with crossbows. If you were so inclined, 
  sneaking down into the camp might be 
  difficult. 
   
  If the PCs attack, run the combat. All the 
  defenders absolutely fight to the death. Such 
  brutal methods earn NO EXPERIENCE POINTS 
  whatsoever – these are innocent people! In 
  addition, 
  Andreas 
  emerges 
  from 
  his 
  grandmother’s wagon and seeing this as the 
  perfect chance to finish off the rest of his deadly 
  work, waits until one side or the other has won 
  before changing into his wolf form and tearing 
  the remaining victors apart. 
   
  If the PCs approach peacefully, they are 
  received hospitably, but cautiously, with guards 
  covering them with several crossbows at all 
  times. They are brought before Nadya. The PCs 
  have little recourse but to meet her – the 
  alternative is for the PCs to be ordered out of the 
  camp. If PCs behave in a belligerent manner, 
  the guards call out to others and attack the 
  characters. 
   
  Having agreed to speak to the matriarch, you 
  are led to a wagon. It was once a gaily-
  colored affair, but the colors on the carriage 
  have been muted by weather and time. The 
  guards remain to your sides, and do not take 
  their eyes off of you. Inside the large covered 
  wagon, you see simple furnishings that 
  consist of a bed, a washbasin, and a small 
  round table upon which rests a crystal ball. 
  Seated behind the table is a human woman 
  of perhaps eighty years. She watches you 
  with an appraising glance as you enter. 
  Beside her stands a young man, probably 
  her grandson based on the resemblance 
  between them. 
   
  “So,” the woman says, in a scratchy voice, 
  “you have come to avenge yourselves upon 
  us? Any curse I laid upon your village pales 
  in comparison to what has happened in this 
  camp.” 
   
  Nadya genuinely believes that the PCs have 
  come to destroy the camp, and she is desperate 
  to make a bargain. Should the PCs reassure her 
  that they’re not there to harm the refugees and 
  seek only the lifting of the curse, she becomes 
  MUCH more friendly – and desperate for aid. 
   
  Threats against Nadya bring an immediate 
  attack from the guards present inside and 
  outside the carriage (see above). 
   
  If she is spoken to reasonably, Nadya shares 
  the following pieces of information. 
   
  • 
  The group consists of refugees from Tokis. 
  Kalamaran soldiers raided their village and 
  killed most of their kin. They escaped 
  through the Pipitul Woodlands to Pekal in 
  hopes of starting new lives for themselves 
  and their families. 
   
  • 
  The people in the caravan are mainly 
  farmers and simple tradesmen. They do not 
  have any warriors among their group. 
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  Luckily, they have been able to subsist so 
  far, and the land here is good for growing 
  crops. Soon, though, they must move on as 
  they have no right to settle anywhere in 
  Pekal without permission from Bet Rogala. 
   
  • 
  Nadya was angry the group wasn’t treated 
  better, but she admits that she has no power 
  to lay a curse upon anyone, especially an 
  entire village. What is happening in her 
  camp, on the other hand, is all too real. 
   
  • 
  Not long after leaving Vodun, a huge wolf 
  began making nocturnal attacks against the 
  camp. The few survivors are all that is left of 
  the 
  original 
  caravan, 
  which 
  originally 
  numbered over 40 people. (Strangely, it was 
  only one large wolf, no smaller ones have 
  been sighted) 
   
  • 
  The wolf seems to shrug off crossbow bolts 
  and sword blows, and its eyes glow red. The 
  thing is clearly beyond the means of the 
  refugees to defeat.  
   
  • 
  Nadya contemplated taking the caravan 
  back to Vodun for safety, but she feared the 
  wolf would follow and endanger the people 
  of the village as well. 
   
  Nadya pleads with the PCs for aid in stopping 
  the beast that is plaguing them. If the PCs agree 
  to stay the night and help protect the camp (she 
  is sure the creature will attack that evening – it 
  has every evening since passing Vodun), she 
  promises to reward them handsomely (though 
  she does not reveal exactly what she has in 
  mind – 50 gp each). 
   
  The beast is actually Andreas, though he is only 
  partially aware of what is happening. After being 
  turned away from Vodun, he called to the gods 
  for power to have vengeance on those who had 
  harmed his family. Unfortunately, a malicious 
  Power heard him, and granted his wish. Andreas 
  now turns into a powerful wolf every night, and is 
  driven to kill whatever creatures it encounters.  
   
  Andreas is NOT a were-creature, this curse is 
  more akin to a polymorph spell, though 
  enhanced a bit through the God’s power. 
   
  Andreas does not say much, and the DM should 
  make him as unassuming as possible. He does 
  not radiate evil if it is detected.  
   
  Nadya does not volunteer what she knows about 
  Sylysta until the PCs have aided her against 
  Andreas (see below). 
   
  Alternatively, the PCs may recommend the 
  refugees return to Vodun. Nadya is hesitant but 
  agrees. However, they must take their goods 
  with them, and the soonest they can leave is the 
  next morning.  
   
  If the PCs accept, she leaves it to the PCs to 
  devise a method of defending the camp. She 
  notes the creature stalks into the camp unseen 
  and without leaving tracks as it comes and goes 
  – a clue to thoughtful PCs that the attacker 
  might already be within the camp. 
   
  If the PCs refuse, they continue on the 
  adventure, and receive no xp for this section. 
   
  Defending the Camp 
   
  After nightfall, Andreas falls into something near 
  a trance and exits his wagon (determine 
  randomly). 
  Depending 
  on 
  the 
  characters’ 
  preparations, he may simply walk around behind 
  the wagon and change form. If possible, he 
  attempts to move into the forest before 
  attacking.  
   
  Andreas does his best to attack with the element 
  of surprise. He does NOT harm Nadya, but all 
  the others in the camp are fodder for his 
  murderous rage and appetite for blood. 
   
  Ideally, he waits until the PCs have separated to 
  set up a perimeter (if they assume the attack is 
  coming from outside the camp) and then attacks 
  lone PCs. He looks to attack the most physically 
  formidable and toughest looking opponent first. 
  Once he attacks, there is enough racket that 
  anyone in the camp hears the noise of battle. 
   
  The DM should do his or her best to make this 
  scene dramatic. The moon is full, and wolf howls 
  can be heard in the distance. The howling 
  seems to come closer, and a PC catches a 
  glimpse of a normal wolf, eyes glittering in the 
  campfire, before moving off. Then the screams 
  as the wolf attacks, mere yards away from 
  where the PCs stand… 
   
  Andreas is full of bloodlust in his wolf form, and 
  fights to the death. If slain, Nadya harbors no ill 
  will towards the party, though she grieves 
  mightily for her grandson. If the PCs somehow 
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  Living Kingdoms of Kalamar 
  11
  
  take Andreas alive, he reverts to his humanoid 
  form when unconscious. Should the PCs have 
  the means to cure him of his ailment, and do so, 
  they have earned the lifelong friendship of the 
  surviving refugees, Nadya and Andreas himself. 
  Curing him requires a remove curse.  
   
  Andreas wears the Signet of the Worg, which 
  was, unfortunately, the impetus for the form 
  chosen for him by the twisted God that cursed 
  him. 
   
  If the PCs are unable to cure Andreas 
  themselves, Nadya assures them her band can 
  restrain him for a short time to transport him to 
  Bet Rogala to be cured. If the characters care to, 
  they may help escort Andreas after the threat to 
  Vodun is defeated. 
   
  If the PCs stood in the defense of the camp, 
  Nadya thanks them: 
   
  “What can my meager words say to thank 
  you, heroes? You have stood against a great 
  evil, one borne of my own house, and 
  triumphed. Know this, my friends. My 
  beloved grandson plagued this camp, but 
  not Vodun. Of that much, I am certain. As for 
  the plight of Vodun, let us see what the ball 
  tells us.” 
   
  She peers into her crystal ball. Her eyes scan 
  the surface of the sphere, but no motion is 
  seen within the globe, at least not to your 
  own eyes. Then she looks puzzled, and 
  finally pushes away from her table. “So 
  strange. When seeking evil, I see only a 
  vision of a wilted rose. How odd.” 
   
  PCs might believe that the rose refers to the 
  druid Brynnstock; it actually refers to Sylysta 
  (and her red locks matching the color of the 
  rose). 
   
  ENCOUNTER 5 
  A Heroes’ Welcome 
   
  IMPORTANT DM NOTE: After the PCs return 
  having investigated both Brynnstock and the 
  refugee camp, continue with this Encounter. 
  Until both threats have been faced, Ducha 
  encourages them to investigate all possibilities. 
   
  Having 
  heard 
  of 
  the 
  heroes’ 
  defeat 
  of 
  Brynnstock from her bat spies in the woods, 
  Sylysta has decided that it is time to take direct 
  action. While the characters were gone, she has 
  laid plans to kill Pendras and Berayne.  
   
  (The village temple is considered a public place; 
  Sylysta is therefore not bound by the restriction 
  on vampires that requires them to be invited into 
  a home or edifice before they enter) 
  Read the following as the characters make their 
  way back to Vodun: 
   
  With the defeat of the dark druid and your 
  investigations of the refugee camp, you 
  return from whence you came. Your spirits 
  should be light – you have saved Vodun from 
  the animals of the forest, as well as the wolf 
  in the midst of the refugees. But as you enter 
  the small town, you sense something is not 
  right. Perhaps your nerves are still raw from 
  the confrontations with a cursed man and a 
  dark druid – or is it the latter’s ramblings 
  about his mysterious mistress? 
   
  Ducha hurries outside when the characters 
  arrive in town. Depending on the way the 
  module has played, the characters may have 
  questions or ideas – perhaps even to start 
  looking for more clues. At this point, Ducha 
  doesn’t have anything more to offer, but he does 
  ask questions about what they have discovered.  
   
  After the scene has played itself out a bit, 
  continue below. Ducha is convinced that having 
  a feast will lift the spirits of the townsfolk, so 
  even though he (and the characters) may have 
  some reservations, the feast happens that night. 
   
  “Wonderful! For all this, we shall have a 
  grand 
  feast 
  tonight!” 
  Ducha 
  exclaims. 
  “Please, you’ll be our guests, won’t you?” he 
  asks expectantly. 
   
  If the characters do not stay, they receive only 
  the Masterwork Silver Battle Axe, and the 
  adventure is over for them. Assuming the 
  characters agree to stay: 
   
  It is a tranquil night as you sit down to the 
  feast. Large tables have been brought 
  outside, and are filled with a variety of 
  vegetables, breads, meats, as well as the 
  occasional tankard of ale. All the townsfolk 
  appear to be there, except for Pendras and 
  Berayne who have not yet appeared. Happy 
  voices and jubilant laughs bring a cheery 
  atmosphere to the impromptu festival. The 
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  Living Kingdoms of Kalamar 
  12
  
  festivities are brought to an abrupt halt as, 
  shortly before you can get settled, a 
  woman’s scream echoes throughout the 
  village! 
   
  The sounds remind the characters (with an Int 
  check DC 10) of Berayne, the priestess, and the 
  screams are clearly coming from the direction of 
  the Tower. 
   
  A Spot check (DC 20) reveals there are a 
  number of bats circling the tower – many more 
  than would be normal, and their behavior seems 
  odd.  
   
  The front door is locked. 
   
  Reinforced Wooden Door: 3 in. thick; hardness 
  8; hp 20; AC 2; Break DC 26. 
   
  Alternatively, characters may try to climb the 
  walls of the tower to gain access to the second 
  or third floor windows. It takes a Climb check DC 
  25 to scale the wall (equal to a “brick wall”). PCs 
  must climb 30 feet to reach a shuttered window.  
   
  Once at the windows, characters find the 
  shutters are locked. 
   
  Reinforced Wooden Shutters: 2 in. thick; 
  hardness 5; hp 15; AC 7; Break DC 22. 
   
  Read the following when the characters make it 
  inside the tower: 
   
  Within the flickering torchlight you can just 
  make out a strange scene in the temple. You 
  see Berayne standing over a crumpled body 
  as she raises a longsword above her head, 
  and brings it crashing down with a horrible 
  sound into the still form on the floor. 
   
  Moving into the Tower, Berayne again brings 
  the sword up into position. Right as she 
  starts to swing down, you notice the 
  crumpled form on the floor is that of 
  Pendras! 
   
  Berayne is dominated. Using the priestess as 
  bait, Sylysta lured Pendras into a trap where she 
  killed him. Berayne is now following commands  
  to mutilate the body.  
   
  The PCs may have a variety of actions at this 
  point. Berayne does not resist if grappled, and if 
  attacked, immediately falls down and begins 
  sobbing – the domination now broken (she 
  makes her saving throw). Two fang marks are 
  still bleeding on Berayne’s neck (she has lost 2 
  Con). As the PCs gain control of the situation, or 
  begin looking around, read the following: 
   
  Feminine laughter rings out from behind you. 
  The laughter eases as a slow and sultry 
  voice echoes from thin air, “Poor Pendras, 
  he shouldn’t have been so callous when I 
  offered him my love. To crush such a 
  precious flower, but roses have thorns, even 
  though he was too foolish to see them.  Your  
  interference was annoying, but pointless as 
  you can see – I got what I wanted in the end 
  – I always do, you know.” 
   
  If the characters want to converse, Sylysta 
  answers their questions, but always twisting 
  things to make it seem as if she was a victim 
  (i.e. “Pendras made a fool of me when he 
  spurned my love” and “the townsfolk all treated 
  me like dirt because my father was the cobbler”). 
  None of it is true, but her selfishness and 
  undeath have warped her perceptions and 
  memories. She is vain and arrogant – for good 
  reason. Sylysta radiates moderate evil if 
  detected. 
   
  Sylysta is neither stupid nor inexperienced. She 
  is concerned primarily with her own survival now 
  that Pendras is dead. Every effort should be 
  taken for her to escape – she should not fight to 
  the death in any circumstance.  
   
  At some point, either the characters insult her, or 
  want to start some kind of combat. She is quite 
  happy to oblige, and won’t hesitate to attack 
  them if they do ANYTHING that seems hostile.  
   
  When that happens, give the characters a Spot 
  check DC 53 to see her near the doors. Sylysta 
  he is currently invisible. If the characters fail, 
  Sylysta gains surprise and uses Mind Blast on 
  them.  
   
  Appearing out of nowhere is a beautiful 
  young woman with pale skin, full red lips, 
  and long dark red tresses. Her once-gray 
  eyes are now filled with a malevolent light 
  that seems to flicker in the shadows. A pert 
  smile appears on her perfect face, obviously 
  a calculated gesture designed so you can 
  just glimpse her fangs. 
   
  Of Roses and Thorns 
  Living Kingdoms of Kalamar 
  13
  
  As you stare in horror, the very air around 
  her agitates and is violently pushed aside, as 
  if she is conjuring a cone of pure force. As 
  the wave of air hits you, sudden pain erupts 
  behind your eyes as your head feels as if it is 
  going to explode! 
   
  Spellcraft DC 25 or Knowledge (arcana) DC 30 
  to determine this is NOT a magical effect. 
  Psicraft DC 10 to know it is Mind Blast. 
   
  Will Save DC 15 for psionic characters, 19 for 
  non-psionic characters.  
   
  Sylysta does not have statistics. For some 
  reason, /turns/ do not have any effect on her… 
   
  If all (or most of) the characters are stunned, 
  have her gloat a bit, threaten to kill a stunned 
  character 
  if 
  non-stunned 
  characters 
  don’t 
  retreat, kiss paladins, admire an attractive bard, 
  etc. She doesn’t attack them at this point, just 
  gloats over their defeat. After a few rounds, she 
  drinks her potion of invisibility, moves outside 
  the tower, and assumes her gaseous form to 
  escape down into a crack next to the Tower’s 
  foundation. She continues underground for a 
  few hundred feet, following small cracks and 
  holes in the ground, and finally moves into the 
  woods. 
   
  Judges are encouraged to have fun here – EVIL 
  HAS WON! (for now, at least) Be insufferable, 
  insult the characters; they should hate the fact 
  that Sylysta got away. Just be careful to 
  maintain the balance between in-game and out-
  of-game behavior. It’s all fun to make fun of the 
  silly Lawful Good fighters, but not so much to 
  make fun of that character’s player. If necessary, 
  console them by making sure they understand 
  this is only Part 1 of the series… 
   
  If most of the characters are not stunned, she 
  immediately drinks her potion of invisibility which 
  she already has in her hand. On her next action, 
  she turns to gaseous form, and flies straight 
  down into a crack next to the Tower’s 
  foundation. She continues underground for a 
  few hundred feet, following small cracks and 
  holes in the ground, and finally into the woods.   
   
  Some characters may insist on tracking her, and 
  may be able to do so. If they are able to track 
  her through the ground, and into the woods, give 
  them hints that they shouldn’t, like Jerica 
  following them and telling them to return, etc. 
  After a few hours of tracking Sylysta, she turns 
  grows tired of the characters and decides to lead 
  them into a trap.  
  There is a small cave a few miles west of town, 
  near the river. It is 5 feet wide, and about 100 
  feet long. She leads them inside about 50 feet, 
  then goes straight up and outside through a 
  crack in the ceiling. Once there, she activates a 
  trap that causes the entrance to the cave to 
  collapse. 
   
  It takes approximately 5 hours to dig through the 
  rubble without spells or items aiding the 
  characters. Sylysta’s trail is gone when they 
  escape. 
   
  Cave Entrance Trap: CR –; from entrance of 
  the cave to 15 feet down the tunnel; the cave 
  ceiling collapses, anyone caught in the cave-in 
  takes 2d6 points of damage, and is stuck (as per 
  the web spell); Ref save avoids the damage (DC 
  14) Search (DC 22); Disable Device (DC 20). 
  NOTE: Search and Disable Device only work 
  outside the cave, 40 feet past the entrance.  
   
  The Coffin in the Rose bed 
   
  Some characters may choose to dig up Sylysta’s 
  rose bed. If this happens, read the following at 
  the appropriate time:  
   
  Moving around the side of the house, it is 
  obvious the ground under the rose bushes 
  has been disturbed, as if something 
  underneath the dirt was causing it to shift 
  about.  
   
  The characters need to dig down to the coffin, 
  thankfully buried just two feet below the surface. 
  Unless they are very foolhardy, expect the PCs 
  to take a few minutes preparing to open the 
  coffin. They may set off a trap when the top is 
  opened. Inside the coffin is a single red rose, 
  and nothing else. 
   
  Dust Cloud Trap: CR 1/2; 10 ft radius 
  emanation from coffin; blinded for 1 round; Ref 
  save resists (DC 14) Search (DC 22); Disable 
  Device (DC 20). 
   
   
  CONCLUSION 
  Though the threat of Sylysta still exists, the 
  townsfolk are still pleased with your efforts. 
  This excitement is a bit muted as the reality 
  Of Roses and Thorns 
  Living Kingdoms of Kalamar 
  14
  
  Unwrapping another gauntlet, he places the 
  metal glove on his hand. Grasping your 
  gauntleted fist, he looks on all of you with 
  misty eyes. “This suit of armor belonged to 
  my grandfather who fought beside Prince 
  Kafen’s father in the war with Kalamar. It was 
  passed to my father, then to me. I only had 
  daughters – no sons – and all of them are 
  men who care for their families, but do not 
  possess the abilities to do more. I think you 
  do. I would like to give you this armor, if you 
  agree to take an oath with me. You must take 
  the oath to receive the armor, and you are 
  then bound to it until you can find someone 
  else to take the same oath. Do you agree? 
  of the situation and all they have lost 
  continues to weigh on the minds of the 
  people. Nevertheless, Ducha thanks you all 
  and rewards you as he had promised he 
  would. 
   
  “Meager compensation, to be sure, for your 
  tasks, heroes,” he says quietly. “Know that 
  you are welcome in this village at any time. I 
  have a plan for rebuilding this place, if the 
  gods allow it. This was once a beautiful 
  place; it grieves me that you have only seen 
  it as it is now.” 
   
  “Unfortunately, Berayne is no longer fit to 
  care for herself. We are sending her back to 
  the main temple in Bet Rogala in hopes that 
  someone there can help her. We are also 
  sending a request for some more priests to 
  come here as soon as possible. With Sylysta 
  moving 
  about, 
  I 
  fear 
  we 
  need 
  more 
  protection 
  than 
  we 
  can 
  provide 
  for 
  ourselves.” 
   
  The characters may have questions, answer 
  them as needed, using the cert for information. 
  Once they agree, continue: 
   
  Please repeat this oath: “I swear to protect 
  the people of Pekal from evil, in whatever 
  form it appears.”   
   
   
  DM Note: If the characters refuse payment, 
  Ducha insists they take the axe, as well as the 
  following: 
  Upon speaking the words, you feel a 
  tightness in your chest, then it releases 
  leaving 
  you 
  relaxed 
  and 
  calm. 
  Ducha 
  removes the gauntlet and hands it to you. 
  “You have not only saved my town, but 
  upheld my family’s honor. Please, take care 
  of yourselves – heroes such as you are 
  needed in these times. The Eternal Lantern 
  guide your steps, and shine on your path.” 
   
  Ducha looks at you for a long second before 
  nodding slightly. “Yes, you may be the ones 
  I’ve waited for… Follow me!”  
   
  He leads you toward the barn at the back of 
  the inn. Throwing the door open, he enters 
  and marches toward the back wall. Once 
  there, he drops heavily to his knees as he 
  begins pushing hay away from the floor. 
  “There we go!” he exclaims as he pulls a 
  couple of loose boards away from the floor.  
   
  DM Note: Some characters may offer to stay 
  and help protect the village until help arrives.  
   
  Under no circumstances does Ducha ask them 
  to stay as he already believes they have done 
  enough for his village. Should they offer, 
  however, he gladly accepts. If the characters 
  ask for anything, he informs them there is 
  nothing left to give. 
   
  Leaning forward, he reaches into the hole to 
  pull up a small keg. Setting it down, he 
  removes the top, reaches in, and pulls out a 
  burlap covered item. Unwrapping it reveals a 
  shining gauntlet, gleaming as if it was made 
  of pure light.  
   
  Alternatively, 
  characters 
  may 
  choose 
  to 
  accompany Andreas, Berayne, or both to Bet 
  Rogala, or just leave the town to its fate.  
   
   
  “Put this on – there is something we have to 
  do,” he says holding the gauntlet out to you. 
   
   
   
  Any of the characters works for this situation 
   
   
  Of Roses and Thorns 
  Living Kingdoms of Kalamar 
  15
  
  Awards 
   
  TREASURE 
  Introduction: 
  25 gp per character (for completing the job for Lord Wanifer) 
   
  Encounter 3: 
  Scroll of Cure Light Wounds x2; 50 gp value (30 if sold) 
   
  Encounter 4B: 
  50 gold (from Nadya) 
  Signet of the Worg; 2,750 gp value (1,900 if sold) 
   
  Encounter 5: 
  The Radiant Order, Canon of The Eternal Lantern; 100 gp value (80 if sold) 
   
  Conclusion:  
  ONLY for heroes who did not ask for compensation: 
  Mithril Banded Mail; 9,000 gp value (cannot be sold) 
   
  All heroes: 
  Masterwork Silver Battle Axe; 400 gp value (250 if sold) 
  Favorable notice of The Eternal Lantern; N/A 
  Favorable notice of the church of The Eternal Lantern; N/A 
  25 gp per character 
   
  NOTE: If characters turn down payment, they only receive the 25 gp from the Introduction and 50 gp from 
  Nadya, they do not receive the 25 gp listed in the Conclusion.  
   
   
   
   
   
  Of Roses and Thorns 
  Living Kingdoms of Kalamar 
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  Experience Points and Day Units 
   
  EXPERIENCE POINTS 
   
  ATL 3 
  ATL 5 – 7  
  Encounter 1: Finding any tracks (wolf, man, or both) 
  25 
  50 
  Encounter 2: Conducting a logical investigation 
  100 
  200 
  Encounter 3: Asking Pendras about all three topics (25/50 each) 
  75 
  150 
  Encounter 4A: Defeating Brynnstock 
  50 
  100 
  Encounter 4B: Defeating Andreas without harming other refugees 
  50 
  100 
  Encounter 5: Getting inside the tower in 4 rounds or less 
   50 
  100 
   
  Discretionary Experience for Role Playing 
  50 
  100 
   
  Total possible xp award: 
  400 
  800 
   
   
   
   
   
  DAY UNITS 
  These rewards come at the expense of 5 Day Units. 
  • 
  If characters stay in the village until help arrives, they spend an additional 10 Day Units. 
   
  Of Roses and Thorns 
  Living Kingdoms of Kalamar 
  17
  
  Appendix I: NPCS and monsters 
   
  Ducha, Mayor of Vodun 
  Ducha is a human male in his mid-fifties. He is balding and somewhat portly, but he is charismatic and 
  has a tendency to speak quickly. He serves the interest of the tiny hamlet of Vodun with zeal. Although he 
  does not know it, Ducha is the descendant of the templar that smashed the death cultist in the strangled 
  tree caves; the heirloom axe that Ducha possesses was used in that very endeavor. Ducha is lawful 
  good. 
   
  Pendras of the Tower of The Eternal Lantern 
  The ill-fated Pendras is a pleasant and handsome young human male with a kind expression. He cares 
  deeply about the people of Vodun. Like Ducha, he takes his responsibilities very seriously.  Pendras is 
  remarkably handsome, with thin blond hair and chiseled features. 
   
  Berayne of the Tower of The Eternal Lantern 
  Young and impressionable, the newly ordained priestess of the tower is quiet, deferential to Pendras, and 
  efficient in her clerical duties. She is somewhat frumpy in appearance, being slightly overweight and a bit 
  nervous around strangers. She has romantic feelings for Pendras that she would never admit – to him or 
  to others. 
   
  Brynnstock, the Dark Druid 
  Ragged and disheveled, the already sociopathic druid has been driven hopelessly mad by the continuous 
  domination of Sylysta. He sees animals and the forces of nature as nothing but tools to bludgeon and 
  smash every vestige of civilization. Even other druids are fair game, as he thinks – when able – like a 
  predatory animal. Brynnstock is exceedingly thin and feral-looking, wearing brown and green hide armor 
  smeared in dirt. He is of medium height, with snow-white hair and a full long beard. He giggles and curses 
  at random, scratches himself until he bleeds, and does other things befitting the behavior of a lunatic. 
   
  ATL 1 
  Brynnstock the Dark Druid, Male human Dru3: Medium humanoid (human); HD 3d8+3; hp 19; Init +6; 
  Spd 20 ft. (4 squares); AC 15 [17 barkskin] (flat-footed 13 [barkskin 15], touch 12); Atks club +3 melee [+4 
  shillelagh] (1d6 damage [1d10 shillelagh]; SQ Nature sense, wild empathy, woodland stride, trackless 
  step; AL CN; SV Fort +4, Ref +3, Will +6; Str 10, Dex 14, Con 13, Int 12, Wis 16, Cha 8.  
  Skills & Feats: Concentration +7 [+11 feat], Diplomacy +5, Handle Animal +5, Heal +8, Knowledge 
  (nature) +7, Spellcraft +2, Survival +8. Improved Initiative, Weapon Focus (Club).  
  Possessions: Club, hide armor, large wooden shield, spell component pouch with components. 
  Spells (5/4/2 per day; DC 13 + spell level): L0 - Cure Minor Wounds x3, Detect Magic, Light. 1st - 
  Entangle, Faerie Fire, Shillelagh, Obscuring Mist. 2nd - Barkskin, Chill Metal 
   
  ATL 3, 5, 7 
  Brynnstock the Dark Druid, Male human Dru5: Medium humanoid (human); HD 5d8+10; hp 31; Init +6; 
  Spd 20 ft. (4 squares); AC 15 [17 barkskin] (flat-footed 13 [barkskin 15], touch 12); Atks club +4 melee [+5 
  shillelagh] (1d6 damage [1d10 shillelagh]); SQ Nature sense, wild empathy, woodland stride, trackless 
  step, resist nature’s lure, wild shape 1/day (cannot use wild shape due to domination); AL CN; SV Fort 
  +6, Ref +3, Will +7. Str 10, Dex 14, Con 14, Int 12, Wis 16, Cha 8.  
  Skills & Feats: Concentration +9 [+13 feat], Diplomacy +7, Handle Animal +7, Heal +8, Knowledge 
  (nature) +7, Spellcraft +6, Survival +8. Improved Initiative, Weapon Focus (Club).  
  Possessions: Club, hide armor, large wooden shield, spell component pouch with components. 
  Spells (5/4/3/2 per day; DC 13 + spell level): L0 - Cure Minor Wounds x3, Detect Magic, Light. 1st - 
  Entangle, Faerie Fire, Shillelagh, Obscuring Mist. 2nd - Barkskin, Chill Metal, Warp Wood. 3rd - Cure 
  Moderate Wounds, Dominate Animal 
   
  See below for additional animals found with Brynnstock at various ATLs. 
   
  ATL 5 ONLY 
  Dire Wolf, page 65, Monster Manual v.3.5 
  Of Roses and Thorns 
  Living Kingdoms of Kalamar 
  18
  
  ATL 7 ONLY 
  Dire Bear, page 63, Monster Manual v.3.5 
   
  Nadya Morbeau Patriarch of the Refugees 
  Female human Com1: hp 2 (noncombatant) 
   
  Refugees, male and female human War1 (10): CR ½; medium-size humanoid (human); AC 13 (touch 11, 
  flat-footed 12); HD 1d8+1; hp 11; Move 30 ft. (6 squares); Init +1; Atk +2 melee (longsword, 1d8+1) or +2 
  missile (light crossbow, 1d8); AL CN; SV Fort +3, Ref +1, Will +1. Str 13, Dex 13, Con 13, Int 10, Wis 13, 
  Cha 10. 
  Skills & Feats: Craft (various) +2, Listen +4, Spot +4. Alertness. 
  Possessions: Leather armor, light crossbow, case with 20 bolts, longsword. 
   
  Andreas Morbeau “The Beast” 
  Human Form War1 
  CR ½; medium-size humanoid (human); HD 1d8+1 (11 hp); Move 30 ft. (6 squares); AC 13 (+1 Dex, +2 
  leather armor), touch 11, flat-footed 12); Init +1; BAB/Grp +1/+2; Atk longsword +2 melee (1d8+1) or light 
  crossbow +2 ranged (1d8); AL CN; SV Fort +3, Ref +1, Will +1. Str 13, Dex 13, Con 13, Int 10, Wis 13, 
  Cha 10. 
  Skills & Feats: Craft (various) +2, Listen +4, Spot +4. Alertness. 
  Possessions: Leather armor, light crossbow, case with 20 bolts, longsword. 
   
  Beast Form – Cursed Wolf 
  ATL 1-3 
  Magical Beast; CR 3; HD 3d10+6 (22); AC 14 (+4 Dex), touch 14, flat-footed 10); Move 40 ft. (8 squares); 
  Init +4; BAB/Grp +3/+5; Atk bite +5 melee (1d6+2); SA – ; SQ Damage reduction 5/bludgeoning, immune 
  to enchantment and charm effects; AL CE; SV Fort +7, Ref +9, Will +3. Str 14, Dex 18, Con 15, Int 5, Wis 
  14, Cha 5. 
  Skills: Jump +7, Move Silently +9, Hide +9 
  Feats: Dodge 
   
  Note: ATL 1 may use “14” hit points, and “DR 2/bludgeoning” if the judge determines it is necessary due 
  to a low number of players at the table, or a low-combat oriented group of characters. 
   
  ATL 5-7 
  Magical Beast; CR 7; HD 8d10+6 (57); AC 18 (+5 Dex, +3 natural), touch 15, flat-footed 13); Move 40 ft. 
  (8 squares); Init +5; BAB/Grp +8/+10; Atk bite +11 melee (1d6+2); SA – ; SQ Damage reduction 
  10/bludgeoning, immune to enchantment and charm effects; AL CE; SV Fort +8, Ref +11, Will +4. Str 14, 
  Dex 20, Con 15, Int 5, Wis 14, Cha 5. 
  Skills: Jump +8, Move Silently +12, Hide +12 
  Feats: Dodge, Weapon focus (bite), Mobility 
   
   
  Sylysta the Vampire 
  Already a mean-spirited girl who used everyone and got whatever she wanted through her good looks, 
  her change to a vampire has made her a locus of hatred against everything in Vodun – especially 
  Pendras, who spurned her advances. Every action she takes is calculated to serve her own interests, 
  preferably at the expense of others. Her cruelty knows no depths, and she relishes being feared. Once 
  she is finished torturing and crushing Vodun, she dreams of sucking the life of every place of peace and 
  light in which she can get herself. She is truly evil. Sylysta has pale skin, full red lips, and fiery red 
  tresses. She is as beautiful as she is depraved. 
  Of Roses and Thorns 
  Living Kingdoms of Kalamar 
  19
  
  Appendix II: Player Handout 1 
   
  A crisp vellum scroll recovered from an intact scroll tube. A map showing the location of a village is found 
  on the back of the scroll. The face reads: 
   
  Noble adventuring company, 
   
  The Hamlet of Vodun pleads for aid! We are under attack by wild 
  animals attacking night and day. Many lives have been lost. The people 
  of this hamlet have gathered together our last coppers in the hopes that 
  we can hire you to rid us of these depredations. Jayme, our courier, will 
  pay you half in advance with the balance upon the removal of the threat. 
  Jayme will escort you here. 
   
  In the event that Jayme and your company somehow become separated, I 
  have scribed on the back of this parchment a rough map showing the 
  location of our small hamlet. Please hurry! Every day, we lose more and 
  more of our numbers to the jaws of hungry animals! 
   
  With Humility, 
   
  Ducha, Mayor of Vodun 
  Of Roses and Thorns 
  Living Kingdoms of Kalamar 
  20
  
  DM / Player Map #1 – Vodun 
   
   
   
   
  Of Roses and Thorns 
  Living Kingdoms of Kalamar 
  21
  
  DM / Player Map #2 – Temple of the Eternal Lantern 
   
  Of Roses and Thorns 
  Living Kingdoms of Kalamar 
  22
  
  DM Map #3 – Ancient Druid Circle 
   
   
  Of Roses and Thorns 
  Living Kingdoms of Kalamar 
  23
  
  DM Map #4 – Refugee Camp 
   
   
   
   
  Of Roses and Thorns 
  Living Kingdoms of Kalamar 
  24
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Kalamar Organised Play/Adventures/LKoK19 Of Roses and Thorns.pdf