TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  PER3−02 
   
   
   
   
   
  Wild Goose Chase 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Perrenland Regional Adventure 
   
   
  Version 1 
   
  by Mark Somers 
  Reviewed by Jason Bulmahn 
   
   
   
   
   
   
   
  An apothecary has reported a suspicious customer that has caught her attention. But what do her suspicions have to do 
  with the missing daughter of the Voormann? A Single Session Perrenland Regional Scenario for APL 2 to 8. 
  
   
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
   
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill in the 
  top of the grid. That is all. No one is rated. This method is 
  used for people who are just playing for fun. 
  Partial scoring: The players rate the game master and the 
  scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is used 
  when there is no competition, but the event coordinator 
  wants information on how the game masters are 
  performing, or the game master wants feedback on his or 
  her own performance. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method is 
  used, be sure to allow about 15-20 minutes for the players 
  to briefly describe their characters to the other players, 
  and about 5-10 minutes for voting. This method is used 
  when the players want to know who played the “best” 
  amongst the group, or when the adventure is run in 
  tournament format with winners and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
   
  After voting, give the Scoring Packet to your event 
  coordinator. 
  Wild Goose Chase 
   
  Page 2 
  
   
   This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring their 
  own characters with them.  If players do not have a 
  LIVING GREYHAWK character generated, get a copy of 
  the current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  If PCs bring animals that have been trained for combat 
  (most likely being war horses, dogs trained for war), 
  other than those brought by virtue of a class ability (i.e. 
  animal companions, familiars paladin’s mounts, etc) use 
  the sidebar chart to determine the number of levels you 
  add to the sum above. Add each character’s animals 
  separately. A single PC may only bring four or fewer 
  animals of this type, and animals with different CRs are 
  added separately. 
  Sum the results of 1 and 2, and divide by the number of 
  characters playing in the adventure.  Round to the 
  nearest whole number. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes 
  even five 1
  st-
  level characters 
  may 
  find 
  difficulty with 
  the challenges 
  in a LIVING 
  GREYHAWK 
  adventure. 
  If 
  your group is 
  APL 1 there are 
  thwo 
  things 
  that you can do 
  to help even 
  the score. 
   
  Attempt 
  to 
  create a table of 
  six 
  1
  st-level 
  characters, or try to enlist higher-level characters to play 
  at that table. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are considered 
  trained to attack. PCs who want their dogs to attack must 
  succeed at a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack that 
  round. This is a free action (spoken command) that may 
  be attempted each round. If an animal loses half or more 
  hp in a single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Perrenland.  Characters native to Perrenland pay one 
  Time Unit per round, all others pay two Time Units per 
  round.  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. 
   
  Wild Goose Chase 
   
  Page 3 
  
   
  Adventure Background 
  This scenario is set in the Concatenated Cantons of 
  Perrenland, in the important cities of Krestible and 
  Schwartzenbruin. It follows events started in The 
  Voormann’s Daughter, continued in Promises To Keep 
  and that will be concluded in Tinderbox. This scenario 
  fits neatly between the two latter scenarios and acts as a 
  lead in to Tinderbox. It is preferable, though not 
  necessary, that characters have been involved in the 
  events of the first two scenarios. 
   
  Note: This scenario’s TU cost can be used towards 
  the annual cost for members of the Old Kerk or the 
  Auszug. 
   
  There are certain pieces of common knowledge that 
  are known throughout Perrenland that the DM should 
  ensure are known by the players. It is assumed that the 
  PCs do know this knowledge. 
   
  � Perrenland’s council of leaders will soon be electing 
  the next Voormann. 
  � There are a number of candidates, one of whom is 
  the incumbent, Voormann Karenin Weisspeer. 
  � A disgraced former candidate, Kârl Hüssen – proven 
  guilty of slavery and possibly worse – has been 
  declared an outlaw. 
  � The Voormann’s daughter, Hánnè, has disappeared 
  and is presumed to have been kidnapped by Kârl 
  Hüssen. 
   
  Adventure Summary  
  The scenario has a two-stage plot, the first part set in 
  Krestible and then continued in Schwartzenbruin. 
   
  Firstly, the characters are called in to investigate a 
  shady character who may be involved in the kidnapping 
  of Hánnè Weisspeer. This is a simple, straightforward 
  plotline. 
   
  � The PCs meet with Hasten Weisspeer, who requests 
  that they meet with an apothecary who may have a 
  lead on the location of his niece. 
  � The PCs meet with the apothecary, Mêrjam Kleistad, 
  who says that a customer has requested medications 
  that are used by Hánnè Weisspeer. 
  � The PCs stakeout the apothecary’s shop. 
  � A local troublemaker turns up to pick up the 
  purchase. 
  � The PCs chase the troublemaker through the streets 
  of Krestible. 
  � The runner is caught and points the finger at the 
  man who paid him to pick up the purchase. 
  � The PCs crash a back room cards game and nab their 
  quarry. 
  � They learn that the man is meant to send the 
  purchased 
  medications 
  to 
  a 
  contact 
  in 
  Schwartzenbruin. 
   
  Next, the characters follow the possible lead to 
  Schwartzenbruin. 
   
  � The PCs meet with the Voormann, Karenin 
  Weisspeer, to discuss what is known. 
  � The PCs go to a tavern called Den Toren to deliver 
  some goods and to see what they can learn. 
  � Having learned the location of Mattias Toor’s 
  residence the characters find that he has been killed 
  and must deal with his ghost. 
   
  Introduction 
  An unseasonably chilly wind stalks the streets of 
  Krestible, its icy fingers clawing into your very bones 
  as you struggle against it on your way to the 
  Weisspeer clan house. Your presence has been 
  requested by none other than Hasten Weisspeer, 
  brother of the Voormann and acting Pfalzgraf. 
   
  Making your way past a v gilant pair of burly 
  guards who nod at you in recognition, you stepfrom 
  the Wandlopen into the sheltered surrounds of 
  Weisspeer Plein. Though less windy here it is still 
  quite chilly. Hopefully the meeting with Hasten will 
  be brief or adjourned indoors. 
  i
   
   
  The clopping of hooves on the flagstones of the 
  plaza echo off the buildings as you enter. A pretty lass 
  in her late teens – by the looks of her a relative of the 
  senior Weisspeers – sits comfortably astride a small 
  bay horse. Whilst she guides the horse around a 
  stocky lad near her own age a group of middle-aged 
  men stand on the wings and talk amongst themselves, 
  obviously appraising the horse, rider or trainer – or 
  perhaps all three. One of the group is Hasten 
  Weisspeer, acting Pfalzgraf of his clan, and he breaks 
  away from the huddle to meet you as you approach. 
   
  “Allitur’s blessings to you on this windy day,” he 
  says. “Once again, it seems, I am in need of 
  assistance.” 
   
  Dealing with Hasten 
  How the meeting proceeds depends quite a lot upon the 
  characters’ relationship with Hasten Weisspeer. It is 
  assumed (but not required) that the PCs have played in 
  one or both of The Voormann’s Daughter or Promises 
  To Keep. In addition, character’s will have possibly met 
  and worked for Hasten in Night of Steel or Pfalzgraf’s 
  Fury. If this is the case then Hasten will at least have a 
  Wild Goose Chase 
   
  Page 4 
  
   
  healthy respect for the characters, if not a fair degree of 
  amity. 
   
  If none of the characters have played the previous 
  scenarios then word has reached Hasten of their skills 
  and abilities, enough to impress him. He may not be so 
  forthcoming with his own private feelings, but will 
  certainly impart all information he feels is pertinent. 
   
  � Hasten Weisspeer: Male Human Ftr4/Clr6. 
   
  Hasten Weisspeer is the younger brother of Voormann 
  Karenin, and acting Pfalzgraf (clan chief) of clan 
  Weisspeer. Hasten is a cleric of Allitur and has a 
  reputation as a fair but firm minded man. His only failing 
  as such is an overt dislike of Clan Hüssen. 
   
  If they don’t already know it, it should be made 
  obvious to the party that Hasten is a powerful and 
  influential man with a reputation for fair play. His favour 
  would be worth earning. Hopefully the group will agree 
  to help Hasten without resorting to quibbling over 
  trivialities like rewards and payments. Should this 
  happen, Hasten will look somewhat disappointed and 
  offer them 25gp each. 
   
  Hasten’s Request 
  If the characters have already played previous scenarios 
  and are familiar with Hasten, he will start by wryly 
  apologising for the fact that he always seems to be asking 
  favours of them. If he hasn’t already met them then he 
  will thank them for coming and then get straight to the 
  point. Hasten will provide the following information to 
  the characters. 
   
  � Late the previous evening he was visited by a local 
  apothecary, a woman he trusts. 
  � Her name is Mêrjam Kleistad. 
  � She owns and runs a shop on Piepenstrat. 
  � Mêrjam is an honest woman – a devoted follower of 
  Allitur. 
  � She has recently had a customer whom she 
  considers highly suspicious. 
  � She was asking if Hasten might know someone 
  trustworthy who could investigate the fellow. 
  � She has no guarantees that the man has done 
  anything wrong – just a suspicion – which is why 
  she hasn’t called the city guard. 
  � She suspects this fellow may somehow be involved 
  in Hánnè Weisspeer’s disappearance. 
  � The man is due to return some time today to pick up 
  a purchase. 
   
  Upon imparting the information he will request that the 
  characters assist him by talking further with Mêrjam 
  Kleistad. He would like them to learn if the man in 
  question does have an involvement with the kidnapping 
  of Hánnè. Assuming that Hánnè will not be unduly 
  endangered, then if the man is involved he should be 
  apprehended if at all possible. 
   
  Encounter One 
  Your mothers always warned you to stay away from 
  ‘bad girls’ and the bad habits they could teach you or 
  the trouble they could lead you into. It occurs to you 
  that they may just have been talking about some of 
  the ladies who can be found on Piepenstrat. Either 
  they can’t afford very much material for their 
  clothing or they have some other purpose in mind 
  with their state of dress. The direct stares they give 
  men as they walk by and their lascivious whistles 
  indicate that these ‘ladies’ aren’t hanging about on 
  Piepenstrat because they like the scenery. 
   
  f
  t
  i
  However your intent is not to take in the scenery 
  either. You have a meeting with Frau Kleistad to 
  attend to. You enter into the apothecary’s shop front 
  and wait whilst some customers are attended to. The 
  pair o  elderly halfling women – they could be twins 
  – gather their purchases and bustle past you with 
  nervous glances. Why is it that your presence makes 
  ordinary folk nervous? Could i  be all those weapons? 
   
  The proprietress regards you with a sour-faced 
  sneer. Oh, wait, she’s not sneering – it’s a smile. She 
  looks like the sort of lady some might describe as 
  having ‘a lovely personality’. Other less k nd folk 
  might say she has legs best suited for booting down 
  dungeon doors. 
   
  Mêrjam Kleistad is something of a local philanthropist. A 
  devoted follower of Allitur, she believes that moral living 
  and charity are her duty. She disapproves of the work 
  performed by the whistling lasses who wander 
  Piepenstrat but helps them nevertheless. Mêrjam 
  prepares various preventative medicines to help ward off 
  certain health risks and gives them freely to the 
  Piepenstrat regulars. Of course her gifts are accompanied 
  by firm lectures on the necessity to find another way of 
  life. 
   
  � Mêrjam Kleistad (female human Exp4, Heal +10, 
  Knowledge (Herbalism) +11, Profession (Apothecary) 
  +10) 
   
  Sadly Mêrjam has not been gifted with attractive looks. 
  To be blunt, the Ugly Fairy waved her wand a few too 
  many times in Mêrjam’s direction. Thankfully she does 
  indeed have a ‘lovely personality’. She is also a very 
  Wild Goose Chase 
   
  Page 5 
  
   
  perceptive woman, which is the reason she has crossed 
  paths with the characters. 
   
  � Yesterday a rough looking gentleman came to her 
  store and placed an order for some rare herbal elixirs. 
  � The fellow said his name was Herr Gans (or Mister 
  Goose, if you like). 
  � He was a tanned human man in his mid-twenties 
  with shaggy brown hair and a scar on his right cheek 
  that disappeared into his thick beard. He wore 
  leather armour and had a hand axe and a big knife on 
  his belt. He looked a bit rough. 
  � He placed an order for twenty doses of eigenroot tea 
  and a quart of sedderweed oil. 
  � The total cost was 120 marks (ie. gp), which Herr 
  Gans paid up front. 
  � He didn’t look like the sort of man to readily part 
  with such an amount of money. 
  � Eigenroot tea is used to provide relief for women 
  who suffer particularly badly each month. [Heal, 
  Profession (Herbalist) or appropriate Knowledge 
  check (DC 15) for a PC to know this] 
  � Sedderweed oil added to boiling water produces a 
  steam that can be inhaled to relieve migraine 
  headaches. 
  [Heal, 
  Profession 
  (Herbalist) 
  or 
  appropriate Knowledge check (DC 18) for a PC to 
  know this] 
  � The only client that she knows of who requires both 
  of these is Hánnè Weisspeer. 
  � Herr Gans was told that his order would be ready to 
  be picked up today. 
  � He has yet to turn up. 
   
  Note: Mérjam would prefer that the PCs don’t spend all 
  their time in the front room of her business, as it could 
  frighten her regular customers.  Thus she asks that PCs 
  either wait in the street or in her back room. 
   
  What else is on Piepenstrat? 
  Some nosy people may decide to ask about the surrounds, 
  as there is a fair chance they will be spending time on the 
  street. Therefore here are a few local businesses that 
  characters might patronise during their stakeout. 
   
  � Huffelpuffel’s Dressmakers, owned by a chatty little 
  gnomish woman. 
  � Grecken’s Delicacies, selling sweets and pastries. 
  � Chilling’s Candles, owned by a refined half-orc and 
  his family. 
  � Solianos Luthiers, a purveyor of fine instruments 
  run by a pair of elven brothers. 
  � Unster’s 
  Tailors, 
  where 
  gentlemen-about-town 
  might purchase fine clothes for important occasions. 
  � Jansenverg Wine Rooms do sell wine but really 
  provide private rooms for the street girls to 
  ‘entertain’ new ‘friends’. 
   
  Encounter Two 
  The day is beginning to drag on, even if people-
  watching helps pass the time. Perhaps Frau Kleistad 
  has been mistaken, perhaps this Gans fellow is not 
  coming. Certainly no one matching his description 
  has been amongst the customers visiting her shop 
  today. Well it’s no skin of your noses to watch and 
  wait, though it would be n cer being indoors. No 
  sense grumbling about it though. 
  i
   
  Then Frau Kleistad appears in her doorway and 
  points excitedly at a lad who walked from the shop 
  moments before. As luck would have it he seems to be 
  a jumpy fellow. He had the good luck to glance back 
  just as the apothecary pointed in his direction. Yes, 
  definitely a jumpy fellow; he’s making a run for it. 
   
  The chap pointed out by Mêrjam is Jenkel the Lame, 
  though he is anything but lame (though his personality 
  isn’t). Having seen the apothecary point him out, Jenkel’s 
  naturally nervous disposition causes him to attempt to 
  flee. 
   
  All APLs (EL 1) 
  � Jenkel the Lame: Male human Com1/Rog1, hp 5; see 
  Appendix One. 
   
  Jenkel will attempt to put some distance between himself 
  and any pursuers. Assume he starts with a lead of 30ft. 
  Unless there are speed differences between Jenkel and 
  pursuers (such as Small characters, monks or barbarians, 
  or PCs with the Run feat, etc) then resolve the chase as 
  follows. 
   
  � Due to the crowds and the uneven road running 
  multipliers are reduced to triple base speed for 
  normal characters, double base speed for heavily 
  armoured characters, and four times base speed for 
  characters with the Run feat. 
  � Each round pursuing characters should make a 
  Dexterity check against Jenkel. The difference 
  between the rolls is the number of feet lost or 
  gained, depending upon whether Jenkel wins or not. 
  (Note: this assumes a base rate of 30ft with no Run 
  feat. Multiply the difference in rates by 3 and modify 
  the distance by this amount. Likewise if the chasing 
  PC has the Run feat then they gain a number of feet 
  equal to their base rate per round). 
  Wild Goose Chase 
   
  Page 6 
  
   
  � If Jenkel gets more than 60ft ahead of the nearest 
  pursuer he will hide (he can hide amongst the crowd 
  in busy areas) if the location warrants it. A Search 
  (DC 18) roll is needed to spot him. 
  � Characters may run a number of rounds equal to 
  their Constitution score. Each round thereafter they 
  must make a Constitution check (DC 10) to keep 
  running. This DC increases by 1 each round 
  thereafter. A character that fails must stop and rest 
  for 1 minute (10 rounds) before running again. 
  These rules can be found on page 127 of the PHB. 
  (Note: characters with the Endurance feat gain +4 to 
  any Con checks.) 
  � Jenkel will run out of puff on his 13
  th round of 
  running. 
  � Once the distance is closed, a pursuer may attempt 
  to trip Jenkel, as per the rules on page 139 of the 
  PHB. 
   
  Jenkel’s route (with distances) is as follows: 
  � Along Piepenstrat (0–230ft) 
  � Through Den Rosplein (231–340ft) 
  � Along Den Kopenlopen (341–530ft) 
  � Out through Den Steilport (531–620ft) 
  � Down Den Steil (621–830ft) 
  � Along Bokban (831-1,240ft) 
  � Along Sliklaan (1,241–1,400ft) 
  � Between houses into Roksteeg (1,401–1,510ft) 
  � Along Roksteeg (1,511–1,720ft) 
  � Along Grijsteeg (1,721–2,000ft) 
  � Into Den Rotgat. 
   
  The total distance covered is some 2,000 feet. Assuming a 
  movement rate of 30 feet that distance could ordinarily 
  be covered in 17 rounds by an average character. Even 
  under ideal circumstances, though, a superb Constitution 
  would be required. The circumstances are, of course, far 
  from ideal. 
   
  Making it interesting 
  There are a number of obstacles in the way that will cause 
  problems during the chase. 
   
  � Apply a -2 circumstance modifier to Dexterity 
  checks in Den Rosplein due to the crush of the 
  crowd there. 
  � There is a 10% for each character (including Jenkel) 
  that along Den Kopenlopen an impaled head has 
  been knocked from its spike by a crow. Make a 
  Reflex save (DC 10 + APL) or fall prone. 
  � Running headlong down Den Steil is fraught with 
  risk. Make a Balance (DC 13+APL) test or tumble 
  and fall for 1d6 subdual damage. A fall also results in 
  half a round of movement lost. 
  � Sliklaan is particularly muddy. Anyone running 
  through it will be covered in mud unless the make a 
  Reflex save (DC 20). This will result in a -2 
  circumstance penalty to any social encounters with 
  ‘proper’ members of society until the PC has been 
  cleaned up. 
  � There is a 5% chance for each character of having 
  waste thrown out a window when passing through 
  houses into Roksteeg. Make a Reflex save (DC 
  10+APL) or be covered in muck and blinded for one 
  round, and once again suffering a -2 social penalty 
  (not cumulative). Blinded characters without the 
  Blind Fighting feat may move safely at only a 
  walking rate. Those who run must make a Reflex 
  save (DC 14+APL) or fall down for 1d4 subdual 
  damage. 
   
  What if Jenkel gets away? 
  Never fear, Jenkel is known about these parts. Any asking 
  around in less savoury areas of town and passing on his 
  description may make a Gather Information (DC 15) test 
  to learnt that Jenkel is often seen down at Den Rotgat 
  (the Rat’s Arse), hanging about and trying to impress the 
  real toughs. 
   
  What does Jenkel know? 
  Assuming they catch Jenkel it’s an easy matter to get him 
  to squeal. He’s no hero. He will admit that he was paid 
  1gp by Gans to go to the apothecary and pick up the 
  order. In addition he will provide the information listed 
  below (confirming the first point). 
   
  What if they go looking for Herr Gans? 
  It is possible that some characters may decide to just go 
  looking for Gans. They have a description from Mêrjam, 
  so it’s not so silly an idea. In this case a successful Gather 
  Information (DC 20) test is required. Gans has a 
  reputation as a tough customer and has similar friends. 
  People are either too scared to talk freely or don’t wish to 
  be seen as snitches. Either way they characters have to 
  ask around the rough parts of town to get the 
  information they need, which is: 
   
  � Gans can usually be found playing cards at Den 
  Rotgat down in Grijsteeg. 
  � He is a real tough guy – cruel, but fair. 
  � He used to be a member of Kârl Hüssen’s war-band 
  but got thrown out two years ago for being too nasty. 
  � Gans got his name from his laugh, which sounds like 
  a goose’s honk. 
  Wild Goose Chase 
   
  Page 7 
  
   
  Note: If the characters try this approach and fail in their 
  information gathering they may still return to 
  Piepenstrat and carry on with the stakeout. 
   
  Encounter Three 
  Den Rotgat does not look like the sort of place you’d 
  take Mutter for a quiet drink, not unless Mutter is a 
  brawny thug with a bad attitude and tattoos to match. 
   
  The bar seems to be the sort of place where folk 
  go to practice their snarls and scowls but otherwise 
  mind their own business. You receive a few glances as 
  you enter but the patrons’ attention soon returns to 
  whatever visions can be seen in their tankards. 
   
  Near the back of the room you can spot someone 
  who matches the description of Herr Gans rather 
  well. It looks like you were pointed in the right 
  direction after all. 
   
  Den Rotgat is a none-too-savoury bar with a simple 
  rectangular layout. The single room is about 30ft by 20ft, 
  with a 10ft by 5ft bar taking up the back left corner. Apart 
  from the single scruffy barman there are slightly over a 
  dozen patrons, most of whom sit scattered around the 
  room. There isn’t much talking going on, and what 
  conversation exists is held in low tones. The tavern is not 
  particularly clean, though it isn’t exactly filthy either. 
  One might say there is a certain ambience. 
   
  Gans is sitting at the back right corner table, playing 
  cards with four cronies. Though they don’t appear as 
  tough as him, they still look like rough and disreputable 
  sorts. 
   
  To put it simply, Gans isn’t the sort to come without 
  a fight – and he’s nasty enough to start one with the 
  merest provocation. He plainly looks the sort as well. 
  He’ll duke it out with fists so long as he has the 
  advantage. As soon as he seems to be falling behind he’ll 
  pull out his handaxe and go for it. 
   
  If a fight starts then Gans’ buddies will join in and 
  help. Nobody else in the bar is interested in sticking their 
  noses in. 
   
  Characters may attempt to sidle up to the corner 
  table with a nonchalant air. In order to do so they must 
  make a Bluff (DC 15) test. A single failure will be enough 
  to tip off Gans that something is amiss. Success will give 
  them one round of surprise if they initiate combat. 
   
  What if the PCs avoid a fight? 
  PCs loath to fight may decide to use Bluff, Diplomacy or 
  Intimidate rather than fighting. The DC for this is 18 
  plus the APL, modified as the situation warrants based 
  upon roleplaying considerations. Note that Gans won’t 
  give up his knowledge easily and will need to be tricked 
  or cowed into talking. A good excuse, for example, would 
  be to mention that Hasten Weisspeer is angry enough 
  about his niece’s kidnapping to use uncomfortable 
  methods to get to the bottom of Gans’ involvement in the 
  affair. 
   
  Note: Only one PC can make the appropriate test. 
  Other characters may attempt to assist (DC 10 for a +2 
  synergy bonus). 
   
  APL 2 (EL 5) 
  � Gans: Male human Ftr3, hp 27; see Appendix One. 
  � Buddies: Male human War1, hp 7, 6, 6, 5; see 
  Appendix One. 
   
  APL 4 (EL 7) 
  � Gans: Male human Ftr5, hp 43; see Appendix One. 
  � Buddies: Male human War3, hp 19, 18, 18, 17; see 
  Appendix One. 
   
  APL 6 (EL 9) 
  � Gans: Male human Ftr7, hp 59; see Appendix One. 
  � Buddies: Male human War5, hp 31, 30, 30, 29; see 
  Appendix One. 
   
  APL 8 (EL 11) 
  � Gans: Male human Ftr9, hp 75; see Appendix One. 
  � Buddies: Male human War7, hp 43, 42, 42, 41; see 
  Appendix One. 
   
  What does Gans know? 
  Assuming the PCs defeat Gans and any cronies he may 
  have in a fight, or succeed in negotiating information out 
  of him, then he knows the following information. 
   
  � He knows nothing about Hánnè’s kidnapping and 
  had no involvement in it. 
  � He has no idea where Hánnè is. 
  � He thinks Hánnè is a ‘tasty piece’ whom he’d love to 
  have locked up and at his bidding. 
  � He was asked to get the herbal remedies specifically 
  from Mêrjam Kleistad by an associate called Mattias 
  Toor.  
  � Mattias Toor gave him the money to buy the stuff, 
  plus an extra 10 marks to pay for transport and a 
  further 10 marks for his trouble. 
  � Mattias Toor used to be in Kârl Hüssen’s war-band 
  until he lost a hand in a fight. 
  � He believes Toor is in Schwartzenbruin. 
  � He was to arrange delivery of his purchase as soon as 
  possible. 
  Wild Goose Chase 
   
  Page 8 
  
   
  � The medications are to be delivered to a barmaid 
  called Kárla at Den Toren (The Tower) in 
  Schwartzenbruin. 
  � The deliverer is to say that it’s the remedies for 
  Mattias’ mother. 
   
  What if Gans wins the fight? 
  If any PCs are left standing they will be allowed to tend 
  to fallen comrades and then shown the door. If all PCs 
  are downed then as luck would have it a squad of city 
  guards pops in for a look to make sure everything is in 
  order. Gans and his associates will scarper or bluff their 
  way out of trouble and the guards will stabilise the fallen 
  PCs. They will then be taken away to be healed, the cost 
  of which will be paid for by Hasten Weisspeer once he 
  learns what has happened. 
   
  Assume that Hasten finds another way to get the 
  information, 
  and 
  asks 
  the 
  PCs 
  to 
  travel 
  to 
  Schwartzenbruin as a means of proving their worth 
  despite their failure. 
   
  What if the PCs start a fight? 
  It is important to note that no matter how nasty Gans 
  may seem, he hasn’t actually done anything illegal so far. 
  So if the PCs just breeze in and make the first strike in a 
  fight then they are officially in the wrong in the eyes of 
  the law. The DM should feel free to have Gans and his 
  pals make a claim for compensation if such happens, 
  though Hasten will cover any costs the PCs may incur. 
  The point is that the DM should make the players leave 
  well aware that thuggish behaviour is not tolerated. 
   
  Treasure 
  None. If the PCs take any of Gans’ belongings, or those of 
  his friends, they have committed a theft. By law, they will 
  be expected to return the stolen goods (or their full 
  market value) and a further payment of 3% of the market 
  value for each day the goods are in their possession (up to 
  a maximum of a further 100% of the cost of the goods). 
   
  Encounter Four 
  Briefing Hasten 
  Assuming the characters succeed in their task then a 
  possible lead has been unearthed about Hánnè 
  Weisspeer’s whereabouts. Needless to say they should 
  subsequently report in to their patron. 
   
  Hasten will be most pleased, but realises that the 
  matter must be pursued, and quickly. Firstly, any 
  payment agreed upon will be paid in full. 
   
  Then Hasten will ask them to journey to 
  Schwartzenbruin and continue their investigation. The 
  assumption is, of course, that the heroes will agree to 
  undertake this task. Should they choose not to do so, 
  endeavour to convince them, but if they are adamant 
  then their adventure ends here. 
   
  For characters that do choose to carry on, Hasten 
  will write up a letter detailing what they have found. The 
  DM may wish to have the players go over the points as a 
  roleplaying exercise, as Hasten has them confirm the 
  information. He will then seal the letter and give it to the 
  PCs, informing them that it is to be delivered to his 
  brother, the Voormann. No doubt Karenin will task them 
  to pursue the investigation, if they are willing. 
   
  If needed Hasten is prepared to loan fast mounts to 
  the group in order to speed their journey. Should the 
  matter of payment arise again, Hasten will suggest that 
  his brother will no doubt reward them for their efforts. 
  Of course, Hasten’s manner will cool appreciably should 
  this occur. 
   
  The PCs can now be off upon their way… 
   
  The usual chill wind blows across the Feronwo d, one 
  that no amount of sunshine can overcome. You 
  quickly become used to numb faces and aching 
  hands. Your travels are unimpeded by other folk as 
  the road is safe and well patrolled. If only the same 
  could be said for the weather, which displays its 
  mercurial nature in frightening fashion. 
  l
   
  The characters are unlucky to have their path crossed by 
  a small tornado, a common enough occurrence on the 
  Feronwold. It springs up almost without warning. Have 
  characters make Wilderness Lore (DC 12+APL) tests to 
  see if they are perceptive enough to notice it and prepare. 
  Each character that succeeds knows enough about the 
  nature of tornadoes to earn a +2 synergy bonus to further 
  tests to avoid the tornado. 
   
  Firstly, any mounted characters who wish to remain 
  with their mounts must make a Ride (DC 10+APL) roll to 
  maintain some semblance of control. Failure means the 
  mount flees in terror, throwing its rider to the ground for 
  1d6 points of subduing damage. 
   
  Any character in control of a mount may make a 
  Ride (DC 16+APL) test to completely avoid the oncoming 
  tornado. Characters on foot may make a test against the 
  same DC with Jump or Escape Artist. 
   
  For those unable to ride out of harm’s way, each such 
  character and creature must make a Reflex (DC 12+APL) 
  test to avoid being fully caught up in the tornado’s 
  funnel. Failure means that the character or creature is 
  flung APL x 10 feet into the air, resulting in standard 
  falling damage (1d6 hp per 10 feet). Success results in 
  half damage from flying debris. Characters or creatures 
  capable of flight may add +4 to their saving throw. 
   
  Wild Goose Chase 
   
  Page 9 
  
   
  APL 2 (EL 1) 
  Tornado (2d6 hp, Reflex (DC 14) for ½ damage) 
   
  APL 4 (EL 2) 
  Tornado (4d6 hp, Reflex (DC 16) for ½ damage) 
   
  APL 6 (EL 3) 
  Tornado (6d6 hp, Reflex (DC 18) for ½ damage) 
   
  APL 8 (EL 4) 
  Tornado (8d6 hp, Reflex (DC 20) for ½ damage) 
   
  Arriving at Schwartzenbruin 
  In a few short days you come within sight of the walls 
  of Schwartzenbruin. Hasten sent you off with 
  instructions to pass on a letter to his brother the 
  Voormann and to expect further orders from that 
  worthy. Thus it appears that the first thing to do is 
  locate Karenin and endeavour to have the letter given 
  to him. 
   
  It is an easy enough matter for characters to find 
  someone of authority – such as a member of the 
  Voormannsgardt or the Auszug – to deliver the letter 
  from Hasten, as it has his seal upon it. The characters will 
  be instructed to await a reply at a tavern called The Lamp, 
  which is near the council chambers. (Directions will be 
  given if needed.) 
   
  Encounter Five 
  It will soon be Election Week in Schwartzenbruin 
  and an almost electric atmosphere of anticipation has 
  gripped the city. Soon the Council will lock itself 
  away for debate and deliberations. Meanwhile the rest 
  of the city waits to see what will happen. Never ones 
  to keep their opinions to themselves, the city folk 
  have been having debates of their own. Since views 
  are bound to differ, such debate has been most active. 
  The city guards have been kept busy maintaining 
  peace and order. This election has certainly inflamed 
  passions to a high degree. 
   
   
  i
  f
  l
  Unl ke others you do not have time to sit idly by 
  and discuss politics. For you, there is work to be done. 
  An investigation o  some importance and sensitivity 
  is needed, and you have been chosen to undertake 
  this task. Now you wait in a private room of The 
  Lamp, a well-to-do tavern near the Council chambers. 
  Perhaps the surrounds may be too opulent for some 
  of you, but you cannot deny the quality of the food 
  and drink given to you whilst you wait. 
   
  The door to the room opens and two burly hard-
  faced men enter the room, giving you careful 
  scrutiny. Following close on their heels is a rangy 
  man with a drooping moustache and thick sideburns. 
  He ooks an ordinary fellow but you know better. 
  Time to show some manners, it seems, for you are in 
  the presence of the Voormann. 
   
  Dealing with Karenin 
  How the meeting proceeds depends quite a lot upon the 
  characters’ backgrounds, and previous scenarios played. 
  It is assumed (but not required) that the PCs have played 
  in one or both of The Voormann’s Daughter or 
  Promises To Keep, and possibly Night of Steel and 
  Pfalzgraf’s Fury. If this is the case then Karenin will at 
  least have heard of their exploits, if he hasn’t actually met 
  them. His brother Hasten has been keeping him up to 
  date and so Karenin likely has some respect for the 
  characters. 
   
  If none of the characters have played the previous 
  scenarios then word has reached Hasten Weisspeer of 
  their skills and abilities, enough to impress him, and he 
  has suggested them to Karenin. 
   
  The Voormann, needless to say, has a lot on his plate. 
  The forthcoming election is of great importance to him, 
  as is the disappearance of his daughter. If Hánnè was to 
  be found, it would be one very heavy weight off his mind. 
   
  � Karenin Weisspeer: Male Human Ftr14. 
   
  Karenin is a rangy looking fellow with a drooping 
  moustache and thick sideburns. His greying brown hair 
  is thinning on top and is long and well kept. He is a neat 
  dresser without being too fastidious and he has a general 
  air of competence about him. 
   
  The Voormann is a fiercely intelligent fellow who 
  has an otherwise bland personality. He is a man who 
  inspires by actions and ideas, not by force of personality. 
  He is a superb horseman and a fine archer, preferring to 
  strike from a distance. That isn’t to say that he is not 
  deadly with an axe in hand-to-hand combat. 
   
  Note: The two hard men are members of the 
  Voormannsgardt. Another pair of their companions wait 
  outside, accompanied by a cleric and a fighter/sorcerer. 
   
  Karenin’s Request 
  Karenin’s manner is brusque and slightly distracted. As 
  noted, he has a lot on his plate. He won’t worry about 
  chit-chat, and will cut off any chatter he considers 
  inconsequential. He will be blunt but not insulting. After 
  all, he is asking the characters for their assistance. He will 
  confirm the details learned in Krestible and add the 
  following: 
  Wild Goose Chase 
   
  Page 10 
  
   
   
  � Den Toren is rough tavern patronised by soldiers, 
  mercenaries and clan-less folk. 
  � There have otherwise been no clues as to Hánnè’s 
  whereabouts. 
  � The heads of Weisspeer ancestors have been 
  consulted and it is understood that Hánnè is alive 
  and is in no immediate danger. 
  � Nevertheless, her release is highly desired. 
   
  Karenin wishes the characters to follow up this lead and 
  see if they can determine Hánnè’s location. If they 
  manage to do so they are to report this information back 
  and not attempt any heroics unless there is absolutely no 
  other choice. They are not to rush headlong into things. 
   
  Note: Should anyone raise the matter of some form 
  of reward, the two Voormannsgardt chaps will shuffle 
  and bristle, and the atmosphere in the room will become 
  distinctly frigid. The Voormann will coolly inform them 
  that they will be suitably rewarded. Karenin will pay each 
  character up to (50 x APL)gp for success, though a firm 
  figure will not be agreed upon immediately. 
   
  A Spot of Legwork 
  There is no need for the PCs to rush off to Den Toren 
  straight away, of course. Indeed, they might not need to 
  go there at all. They may decide to snoop about first and 
  test the water, so to speak. The likely avenues of 
  investigation involve Den Toren, Mattias Toor, and the 
  barmaid Kárla. It is possible that Kârl Hüssen’s name may 
  pop up as well. Listed below is information, arranged by 
  topic, that may be learned by asking about, along with 
  appropriate DCs for Gather Information tests. The DM 
  should consider who is likely to know such news, or 
  otherwise, and apply circumstance modifiers as seems 
  suitable. 
   
  Asking about Den Toren: 
  � Den Toren is a tavern found in a rough part of the 
  Shore neighbourhood. You can’t miss it, just look for 
  the building with the tower shield over the door 
  upwind from the tannery. (DC 10+APL) 
  � It is popular with soldiers, mercenaries and 
  Vuurzward clan members, and they’re a tough lot at 
  Den Toren, not ones to start fights but certainly the 
  type to end them.  (DC 12+APL) 
  � It is said that bed and food will be given for free at 
  Den Toren to needy soldiers and clan-less folk. (DC 
  14+APL) 
   
  Asking about Kárla: 
  � Kárla Toor is a tough lass, handy in a fight. She may 
  be a Hüssen, but she has no time for Kârl Hüssen – 
  whom she says is a disgrace. (DC 12+APL) 
  � Mattias Toor and Kárla at Den Toren are cousins. 
  (DC 14+APL) 
   
  Asking about Mattias Toor: 
  � Mattias Toor was once a member of Kârl Hüssen’s 
  war band but had to leave when he lost a hand. It’s 
  rumoured that he still works for Kârl Hüssen. (DC 
  14+APL) 
  � Mattias Toor lives in a tenement on Krijtstrat (Chalk 
  Street), next to Twéhandtrappen. (Two Hands 
  Stairs). He currently has a pretty young brunette 
  staying with him.  (DC 18+APL) 
  � Kârl Hüssen is rumoured to be using Mattias Toor’s 
  place as a hideout. (DC 16+APL – This is not true) 
   
  Encounter Six 
  Den Toren – the Tower – is a misleading name. In 
  this part of town there’s not a tower in sight, not 
  unless you stand on a rooftop and take a distant look. 
  No, the name must come from the tower shield that 
  hangs above the door. Taverns that hang a shield 
  above their doors generally mean to attract a 
  particular type of clientele – not the genteel sort 
  either. 
   
  Inside the tavern is large and surprisingly clean. 
  In fact, it has been arranged with a certain degree of 
  military precision. A collection of differing shields 
  hangs upon all four walls of the main room, which is 
  neatly filled with sturdy serviceable furniture. Above 
  the bar is a row of a dozen or so spikes, each with a 
  grinn ng skull upon it. It seems the owner is a head 
  taker of no small ability. 
  i
   
  The tavern is populated by a motley assortment 
  of tough-looking folk, many of them a bit battered 
  around the edges. Perhaps a score of patrons sit at 
  tables throughout the taproom. Near the door sits a 
  pair of burly half-orcs who watch you closely as you 
  enter. They seem to be the local enforcers. Behind the 
  bar stands a rather large and hairy man, his huge 
  forearms muscled and tattooed. A big lass, dark-haired 
  and broad-shouldered, seems to be serving the drinks. 
  She looks as able in a scrap as anyone else in this 
  establishment. Odds are her name is Kárla. 
   
  The name of this back-street Schwartzenbruin tavern is 
  somewhat misleading. Lacking a written name without, it 
  displays a tower shield above the door, lacking any crest – 
  the shield of a mercenary without a unit. Located 
  between the poor and the malodorous quarters of town, 
  and lacking distinction on the outside, this is an 
  Wild Goose Chase 
   
  Page 11 
  
   
  establishment where an out-of-work soldier can get an 
  ale, a simple meal and a dry place to sleep for a handful of 
  coppers. The establishment is favoured by Vuurzward 
  clan folk and mercenary fighters of all sorts. In fact, it is a 
  useful place to hire men-at-arms or to leave a message for 
  one such. 
   
  The owner, Pieter (no last name – a clan-less man), is 
  a very large man with an equally large sagging gut. He 
  moves slowly, but his fists strike with great force at need. 
  This is rare, for he is the soul of discretion and can head 
  off most impending violence with a certain look. He 
  keeps the place warm, especially in the winter, for his 
  knee was shattered a decade ago, and is pained by the 
  cold. 
   
  The Tower is a well-built 3-storey building with 
  fitted stone walls, largely identical to other buildings in 
  the street – a tannery, a dry goods warehouse, and several 
  rooming houses. The tavern is large, furnished with 
  heavy, solid furniture, and displays shields in a row 
  around the entirety of the taproom. Above the bar is a 
  row of eleven grinning skulls, Pieter's version of the 
  more usual heads on spikes. The prices are only slightly 
  lower than usual, but even the cheap ale and poorest food 
  is not unworthy, and Pieter will allow those who are hard 
  up to sleep in the taproom for a pair of coppers. This 
  generosity extends only to soldiers, mercenaries and the 
  clan-less. There are private rooms for only a dozen 
  visitors, but common quarters can sleep a hundred if the 
  taproom is utilised this way. 
   
  The clientele has made the place unpopular with the 
  watch; when riled, the crowd is truly dangerous, and 
  some of the patrons are desperate men given to ill-
  considered deeds. For this reason, and because the 
  patrons are sometimes useful to hire, Schwartzenbruin 
  guild thieves occasionally frequent the premises. They 
  make use of the tradesmen's entrance in the side alley or 
  an easily jemmied trapdoor at one end of the roof. 
   
  All APLs (EL 9) 
  � Kárla Toor: Female human Com2/War1, hp 17; see 
  Appendix One. 
   
  � Pieter: Male human Com2/Ftr6, hp 65; see Appendix 
  One. 
   
  � Garret and Muis, bouncers: Male half-orc War7, hp 
  52, 52; see Appendix One. 
   
  Questioning Kárla 
  Kárla Toor – the barmaid – is a large buxom brown-haired 
  lass, broad-shouldered and handy with her fists. She is 
  also a cousin of Mattias Toor and is fiercely loyal to him, 
  as she is to all her family. A proud member of the Hüssen 
  clan, she feels betrayed by what Kârl Hüssen has done 
  and is concerned that Mattias still remains in his employ. 
  She knows nothing about Hánnè’s kidnapping or 
  location and doesn’t even know what is in the package 
  she is to receive. She will not willingly help the 
  characters if she thinks they mean to harm Mattias. She 
  is, however, susceptible to intimidation, bluffing, or 
  seduction. 
   
  Kárla knows the following information (along with 
  the DCs needed for Bluff, Diplomacy or Intimidation 
  skill tests to get it): 
   
  � Mattias was once a member of Kârl Hüssen’s war 
  band but had to leave when he lost a hand. (DC 
  10+APL) 
  � He may not be in the war band, but he still performs 
  errands for Kârl. (DC 16+APL) 
  � Mattias lives – usually with his woman of the 
  moment – in a second-floor room in a tenement on 
  Krijtstrat (Chalk Street), next to Twéhandtrappen. 
  (Two Hands Stairs). (DC 12+APL) 
  � Mattias is not all bad, but he can’t see that Kârl 
  Hüssen is a proper villain. (DC 10+APL) 
   
  Note: If the characters don’t handle Kárla with some 
  degree of intelligence she may just clam up and tell them 
  nothing. On the other hand, if they can convince her that 
  they aren’t all that interested in doing Mattias harm she 
  will be more forthcoming. The DM should feel free to 
  apply a -4 to +4 DC adjustment based upon the players’ 
  role-playing of the situation. 
   
  What if the PCs aren’t careful? 
  Some characters may decide to go in boots first, flinging 
  accusations and threats with little thought for the 
  consequences. Well, there will be consequences. Outside 
  the law rules, but within the confines of Den Toren 
  things are run by the owner, Pieter and his boys. If the 
  characters start harassing Kárla or otherwise appear to 
  have upset her then Pieter and the two bouncers, Garret 
  and Muis, will step in. These hefty lads prefer to talk a 
  situation through first, but are quite prepared to let their 
  fists (and the like) do the talking as well if necessary. 
  They will not start a fight unless under extreme 
  provocation. 
   
  Initially their intent will be to remove any PCs 
  causing trouble, using grappling and subduing damage. If 
  any PC starts fighting with real weapons then they will 
  respond in kind. Kárla will also lend a hand. If things get 
  too nasty other patrons may well join in to help the 
  tavern folk. The DM should feel free to make up NPCs as 
  needed. 
   
  Wild Goose Chase 
   
  Page 12 
  
   
  What if the PCs are overcome? 
  If the PCs lose the fight with the bar staff they will be 
  unceremoniously dumped outside, losing nothing but 
  their dignity. 
   
  What if the PCs kill someone? 
  If the PCs kill anyone here then they will be in trouble. 
  Either a hue and cry will be raised or if they are overcome 
  they will be handed over to the city guard. If they are 
  arrested the scenario ends at that point. 
   
  The head prices for each key NPC are as follows: 
   
  � Kárla: 600gp 
  � Pieter: 850gp 
  � Garret & Muis: 800gp each 
   
  Encounter Seven 
  If ever you wanted to live in relative obscurity then 
  here would be the place to do it. As ordinary a place as 
  you could find, the corner of Krijtstrat and 
  Twéhandtrappen is a typically normal city street. 
  Young children gather in groups and p ay whilst their 
  mothers keep watchful eyes upon them. Adults go 
  about their daily work, intent on their own business 
  more than that of others. The appearance of 
  adventurers such as yourselves raises some interest, 
  but no more than is usually expected. 
  l
   
  l
  The Twéhandtrappen are a steep set of stairs that 
  lead up to another street running paral el upon the 
  ridgeline some twenty feet above Krijtstrat. A 
  tenement building, three storeys in height, sits on the 
  right of the steps. It looks as though it would be a 
  simple matter to jump from the second floor window 
  onto the steps. 
   
  Local Gossip 
  The characters may decide to ask about before paying a 
  visit on Mattias. A successful Gather Information (DC 
  10+APL) can reveal some of the following: 
   
  � Mattias’ apartment is the one next to the steps on the 
  second floor. 
  � Mattias hasn’t been seen for a few days, but he 
  manages to come and go without being noticed on 
  occasion. 
  � There was somebody at his window last night 
  though. Perhaps it was one of his women. 
  � His current ‘house guest’ is Bretti Zeewing, the half-
  elven daughter of a local cooper. 
  � Bretti was last seen leaving in a bit of a huff last 
  week. 
  � Bretti, if sought, says that Mattias has been distracted 
  and abrupt recently. She knows nothing of anything 
  to do with Kârl Hüssen or Hánnè Weisspeer. 
   
  Getting Into Mattias’ Residence 
  There are two ways into the place – through the front 
  door or via the side window. 
   
  The front door is latched on the inside (Open Locks 
  (DC 10+APL) to open). This is the easiest approach but it 
  is difficult to do without being noticed, should the 
  characters care about being circumspect. A Move Silently 
  (DC 13+APL) test is needed to not be noticed in some 
  fashion by the locals. 
   
  The side window is unlocked but shuttered and 
  needs either a Climb or Jump (DC 12+APL) test to reach. 
  The characters need only wait their moment an succeed 
  at a Move Silently (DC 10) test to gain unnoticed entry 
  from the steps. There is no way to look through this 
  window without climbing up and peering through – thus 
  putting a PC in the path of Mattias’ ghost. 
   
  The people in these parts are generally law-abiding 
  and will call the local city guards if they think that 
  Mattias’ home is being unlawfully broken into. A Bluff 
  (DC 10+APL) test performed beforehand will allay 
  suspicions and have the locals believing the characters 
  are the law. 
   
  Inside the residence 
  Unbeknownst to his neighbours Mattias Toor is dead. 
  His body lies in a dockside warehouse in Narbells, where 
  he was killed by a blow to the head from behind. Mattias’ 
  spirit has returned to haunt his home, and an unhappy 
  and restless shade it is too. The reason the ghost remains 
  is that Mattias’ body has not been shown the appropriate 
  respect, and his head has not been taken or given to his 
  family – an affront to a traditionalist like Mattias. Sadly 
  the ghost has difficulty communicating this, and is 
  confused and angry. Its initial reaction is to attack 
  intruders, but a smart and effective team might find a 
  way to hold it at bay and attempt to communicate with it. 
   
  The residence is a simple single-room apartment 
  with the bare necessities such as a bed, a cupboard, a large 
  chest, a wash bucket and a waste bucket. Mattias 
  obviously lived a frugal life. 
   
  Treasure 
  A cursory check of the room will reveal some coin and 
  other loot worth (APL x 10gp) per player. Most of this is 
  in the locked chest (Open Lock (DC 12+APL) to unlock). 
  A successful Search (DC 18+APL) will reveal a false 
  bottom in the cupboard where a further (APL x 20gp) per 
  player and APL÷2 potions of cure light wounds can be 
  Wild Goose Chase 
   
  Page 13 
  
   
  found, along with a set of seemingly ordinary playing 
  cards. 
   
  APL 2–coin (60gp), 2 potions of cure light wounds-(7gp 
  each), cards of the sharp (150gp). 
   
  APL 4–coin (120gp), 4 potions of cure light wounds-(7gp 
  each), cards of the sharp (150gp). 
   
  APL 6–coin (180gp), 6 potions of cure light wounds-(7gp 
  each), cards of the sharp (150gp). 
   
  APL 8–coin (240gp), 8 potions of cure light wounds-(7gp 
  each), cards of the sharp (150gp). 
   
  APL 2 (EL 5) 
  � Ghost of Mattias Toor: Male Undead War 4; hp 24; 
  see Appendix One. 
   
  APL 4 (EL 7) 
  � Ghost of Mattias Toor: Male Undead War 6; hp 36; 
  see Appendix One. 
   
  APL 6 (EL 9) 
  � Ghost of Mattias Toor: Male Undead War 8; hp 48; 
  see Appendix One. 
   
  APL 8 (EL 11) 
  � Ghost of Mattias Toor: Male Undead War 10; hp 60; 
  see Appendix One. 
   
  Tactics 
  The ghost will initially use its telekinesis ability to fling 
  things about the room, including the PCs. It will bang 
  shut the door and windows, making escape difficult. All 
  the time it will hiss at the characters in a low 
  unintelligible whisper. They can almost make out the 
  words, but not quite. The ghost is asking them what is 
  happening. Its primary aim is to find out what has 
  happened and try to be properly laid to rest. 
   
  After several rounds of battering the PCs with flying 
  debris and the like, the ghost will attempt to use its 
  malevolence power to possess a PC and communicate 
  with the others. As stated, it is angry and confused and 
  wants to be released from its misery. Its initial attacks are 
  a reflection of its confusion – once it settles down it will 
  try to communicate. 
   
  Interrogating Mattias 
  Unless a Speak With Dead spell or the like is cast, the 
  only way to communicate with Mattias’ ghost is through 
  allowing it to possess one of the PCs with its malevolence 
  ability. 
   
  The ghost will not voluntarily give any information 
  to the group until they promise to find its body and take 
  its head to be passed on to his family (via Kárla). 
   
  It will be reluctant to pass on some of the 
  information presented below, but Bluff, Diplomacy and 
  even Intimidate checks against a DC of 12+APL can help 
  make Mattias’ shade cough up what it knows. If the 
  promise to recover Mattias’ head has not been made then 
  increase the DC by 4. The pertinent information is as 
  follows: 
   
  � Mattias was asked by Kârl Hüssen to arrange the 
  acquisition of Hánnè Weisspeer’s medications. 
  � Kârl is still holding Hánnè captive. Apart from the 
  necessity of the medications she is in good health 
  and is well treated. 
  � Kârl is much taken by Hánnè even if he is holding 
  her captive. He seems to want to possess her, and 
  this worries his cronies. 
  � Kârl has been using an abandoned Rosrijder stadt, 
  the Meerwake stadt, as his base of operations. 
  � No one goes near Meerwake as it is a plagenhuis 
  (plague house) with a bad reputation. 
  � The stadt is located about a day and a half’s journey 
  north of Schwartzenbruin, on the western side of a 
  ridge of coastal hills. 
  � Kârl has about three dozen loyal men with him. 
  � Kârl is plotting something, something big. Mattias 
  thinks it may involve poisoned ale or wine supplies. 
  � Mattias has no idea who killed him, he was hit from 
  behind. 
  � He was in a safe house at the back of the burned out 
  warehouse near the ferry port inn at Narbells when 
  he was killed. 
   
  What if the guards are called? 
  The DM should use his or her discretion as to what 
  response happens and whether PCs can talk their way out 
  of trouble. Generally a Bluff (DC 12+APL) will succeed 
  with a good enough story. In fact, the whole truth will 
  suffice, as the guards have Mattias marked as a potential 
  trouble-maker. 
   
  Anyone starting trouble with the guards is asking for 
  it. Assuming that an average guardsman is a 2
  nd level 
  fighter (use details from the DMG). If things get out of 
  hand specialists will be called in, starting at elite guards 
  of varying classes at the same level as the APL, and then 
  increasing as needed. 
   
  Wild Goose Chase 
   
  Page 14 
  
   
  What if they fight the guards? 
  Getting into a fight with the city guard is downright silly 
  and carries penalties if any PC is subsequently captured. 
  The penalties imposed on each arrested PC for various 
  offences are as follows: 
   
  � Should the characters fight with the guards and use 
  subduing damage, anyone captured will be arrested 
  and fined a 15gp kopprijs (head price) per guard 
  attacked for the crime. 
  � If real damage is used and no guards are downed 
  then increase the head price to 25gp. Any Auszug PC 
  who is thus arrested loses one rank. 
  � If any guard is reduced to 0 or less hit points then 
  the head price is 50gp. Any Auszug PC who is 
  arrested loses two ranks. 
  � If any guard is killed then the head price is 850gp 
  per guard killed. Any Auszug PC who is arrested is 
  dishonourably discharged from the army. 
   
  The DM should use discretion as to whether extenuating 
  circumstances may reduce the penalties. 
   
  Encounter Eight 
  The village of Narbells lies on the north-western 
  fringes of Schwartzenbruin – a gaggle of buildings 
  and warehouses built around the ferry point used by 
  travellers crossing the Undrill. Across the river is 
  Narbell’s sister village, Weisshaven. 
   
  Compared to the bustling streets of the city, 
  Narbells is rather quiet and calm. The village’s only 
  purpose is to provide a ferry point across the river, so 
  most 
  of 
  the 
  settlement 
  consists 
  of 
  holding 
  warehouses. There is only the single inn and a cluster 
  of houses for the few local residents. 
   
  Following the directions of the shade of Mattias 
  Toor you quickly note the burned out shel  of a 
  moderately sized warehouse. Behind it, as described, 
  is a small non-descript house where Mattias was 
  killed. Time to look for the body. 
  l
   
  Mattias may have been killed inside the safe house but 
  his body was deposited in the ruins of the burned down 
  warehouse. Smart players may immediately decide to 
  search there straight away. A successful Search (DC 
  16+APL) test is needed to find where Mattias’ body has 
  been stuffed under some collapsed beams. 
   
  The safe house itself is little more than an oversized 
  shack, with doors front and back and a dusty window on 
  each side wall. The front door is currently open whilst 
  the back is barred from the inside. The windows are 
  closed and jarred shut – they have not been opened in 
  many a year. 
   
  Inside the safe house is Dêrrek Vestmeer, Mattias’ 
  accomplice. Dêrrek is a very big lad in his late teens, huge 
  in body but with a damaged mind. He is extremely 
  simple and slow and can do little but the simplest of tasks 
  without supervision. He sits on the front doorstep 
  throwing breadcrumbs at a variety of pigeons, sparrows 
  and gulls. 
   
  Dêrreck shifts heavy things for Mattias, whose lack 
  of one hand meant such was difficult for him. He cannot 
  tell the characters anything useful because he is so 
  unfortunately slow-witted. He will initially try to stop the 
  characters from entering the safe house because people 
  aren’t allowed in when Mattias is not here. Dêrreck is 
  very, very determined to do what Mattias has told him 
  and can be quite stubborn, but a smart tale (Bluff DC 10) 
  is enough to work around him. 
   
  Dêrreck has not seen Mattias in a few days but 
  thinks nothing of it. He rarely thinks much beyond the 
  here and now and is mostly focused on his ‘birdies’. 
   
  Note: It is so patently obvious that Dêrreck is such a 
  simple and inoffensive soul that anyone attacking him 
  after talking to him should be considered to have 
  committed an evil act. 
   
  � Dêrreck Vestmeer (male human Com1, Profession 
  (Stevedore) +2) 
   
  Inside the safe house there is a rough table and a quartet 
  of wooden chairs. It is otherwise empty apart from a few 
  sacks of relatively fresh grain for horses. A Search (DC 
  10+APL) test will, if successful, reveal scuffmarks leading 
  to the back door. Should that Search test exceed (DC 
  14+APL) then a trap door will be revealed under the grain 
  bags, covered with the dust of many years’ neglect. 
   
  Checking out the trap door 
  Moving aside the grain bags and sweeping away the dust, 
  a trapdoor some three feet square is revealed. It is 
  jammed closed (Strength (DC 15) to open) and has 
  obviously not been opened for some time. Dêrreck has 
  known nothing of this trap door and will be surprised it 
  is there. When opened there is a steep set of rickety 
  wooden stairs leading down. 
   
  Below is a small storage cellar, some 10ft by 15ft in 
  size and around 8ft deep. Dust of ages lies about the 
  cellar, waiting to be stirred by those who enter, but 
  otherwise presenting no danger. 
   
  Most of what was stored in this room has long 
  crumbled to dust, but there remains some items of 
  interest. Kept in this room are several old earthenware 
  pots, numbering one more than there are PCs. When one 
  Wild Goose Chase 
   
  Page 15 
  
   
  is removed – so Dêrreck can take it to his mum – that 
  leaves one pot each. How convenient… 
   
  The pots are special, for they may well be 
  kóndkânnen, or fabled pots of knowledge. The pots are 
  cream coloured and covered with scenes of ancient life 
  from the time of the Ur-Flannae. It is rumoured that 
  Kóndkannen are long lost magical items, but these pots 
  do not detect as being magical. Nevertheless they are of 
  some value, and historians will pay well for them. 
   
  Treasure 
  APL 2–Kóndkan (barely legible) (150gp). 
   
  APL 4–Kóndkan (faded) (300gp). 
   
  APL 6–Kóndkan (barely faded) (400gp). 
   
  APL 8–Kóndkan (pristine) (750gp). 
   
  Following the drag marks 
  There are drag marks leading from the back door to the 
  burned warehouse. For those with the Track feat, a 
  Wilderness Lore test (DC 15) is needed to follow these 
  marks. Success at the Search test within the house gives a 
  +2 bonus to this test. If the tracking is successful a 
  subsequent +2 bonus is applied for the Search test 
  detailed above to find Mattias’ body. 
   
  In the short time that Mattias’ corpse has been lying 
  in the ruins, a growth of poisonous mushrooms has 
  grown under the body. If the body is not handled 
  carefully then moving it will release a cloud of mustard 
  yellow spores that impede breathing and causing racking 
  coughs. 
   
  APL 2 (EL 0) 
  � Mushroom Spores: CR 0; no damage – character 
  covered in nice yellow spores; Reflex save avoids (DC 16); 
  Fort save for half damage (DC 14); Search (DC 20); 
  Disable Device (DC 12). 
   
  APL 4 (EL 1) 
  � Mushroom Spores: CR 1; 2d6 damage from severe 
  coughing; Reflex save avoids (DC 18); Fort save for half 
  damage (DC 16); Search (DC 22); Disable Device (DC 14). 
   
  APL 6 (EL 2) 
  � Mushroom Spores: CR 2; 4d6 damage from severe 
  coughing; Reflex save avoids (DC 20); Fort save for half 
  damage (DC 18); Search (DC 24); Disable Device (DC 16). 
  APL 8 (EL 3) 
  � Mushroom Spores: CR 3; 6d6 damage from severe 
  coughing; Reflex save avoids (DC 22); Fort save for half 
  damage (DC 20); Search (DC 26); Disable Device (DC 18). 
   
  Note: If Dêrreck learns that Mattias is dead he will be 
  quite distraught and upset. Though he will not interfere 
  in the group’s activities how they handle him should 
  have a bearing on roleplaying experience awards. 
   
  What killed Mattias? 
  A Heal check (DC 10+APL) will reveal that Mattias’ body 
  has a cracked skull and a broken neck. As the skull 
  damage does not appear to be fatal it looks as if he was 
  felled from behind by a blow with something solid like a 
  club or a rock, and then had his neck broken. 
   
  Any character who uses sneaky divination magic to 
  determine who killed Mattias may be able to see a non-
  descript man of Flan origin clad in a leather vest and 
  trousers. Further investigations cannot identify this 
  person.  
   
  Laying Mattias to rest 
  Upon finding Mattias’ body the characters need to 
  remove his head with due respect. In other words, 
  hacking away whilst making jokes about it is not due 
  respect, for example. Once they do so the person holding 
  the head in whatever fashion will feel a strange spiritual 
  shiver down the spine. The shade is now resident in the 
  head. Upon presentation of his head to a family member, 
  such as Kárla, the ghost will be set free. The PCs will hear 
  spookily whispered words of gratitude from Mattias, and 
  then nothing more. 
   
  Conclusion 
  Assuming the characters succeed in their information 
  gathering then a solid lead has been unearthed about 
  Hánnè Weisspeer’s whereabouts. Karenin and Hasten 
  will be most pleased. The PCs will be asked if they are 
  prepared to act on this information and attempt a rescue 
  of Hánnè. Should they accept then the stage has been set 
  for the events of Tinderbox. 
   
  If the characters did not perform the task for 
  monetary reward then they will have earned to approval 
  and gratitude of both Hasten and Karenin. This results in 
  them gaining the status of Liked by the Weisspeers. 
   
  Note: In addition, any uitlander or non-clan 
  member (even those formerly outcast) who has 
  previously received the favour and further favour of Clan 
  Weisspeer from preceding scenarios may choose to be 
  adopted into the clan. Note that this does not apply for 
  failure or for PCs who ask for payment. 
  Wild Goose Chase 
   
  Page 16 
  
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Two 
  Catching Jenkel:  
  APL 2 30xp; APL 4 30xp; APL 6 30xp; APL 8 30xp; 
   
  Encounter Three 
  Defeating or bypassing Gans and associates: 
  APL 2 150xp; APL 4 210xp; APL 6 270xp, APL 8 330xp 
   
  Encounter Four 
  Surviving the tornado:  
  APL 2 30xp; APL 4 60xp; APL 6 90xp; APL 8 120xp. 
   
  Encounter Seven 
  Appeasing/destroying Mattias and laying him to rest:  
  APL2 150xp; APL 4 210xp; APL 6 270xp; APL 8 330xp. 
   
  Encounter Eight 
  Surviving the spore trap: 
   
  APL2 0xp; APL 4 30xp; APL 6 60xp; APL 8 90xp. 
   
  Story Award 
  Finding out about Meerwake stadt 
  APL 2 40xp; APL 4 60xp; APL 6 80xp; APL 8 100xp. 
   
  Discretionary roleplaying award 
  APL 2 50xp;  APL 4 75xp; APL 6 100xp; APL 8 125xp. 
   
  Total possible experience:   
  APL 2 450xp; APL 4 675xp; APL 6 900xp; APL 8 1,125xp. 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  L:  Looted gear from enemy 
   
  C:  Coin, Gems, Jewellery, and other valuables 
   
  M:  Magic Items (sell value)  
   
  Introduction: 
   
  All APLs: L: 0gp; C: 25gp; M: 0gp 
  Encounter Five: 
   
  APL 2: L: 0gp; C: 100gp; M: 0gp 
   
  APL 4: L: 0gp; C: 200gp; M: 0gp 
   
  APL 6: L: 0gp; C: 300gp; M: 0gp 
   
  APL 8: L: 0gp; C: 400gp; M: 0gp 
  Encounter Seven: 
   
  APL 2: L: 0gp; C: 60gp; M: 164gp 
   
  APL 4: L: 0gp; C: 120gp; M: 178gp 
   
  APL 6: L: 0gp; C: 180gp; M: 192gp 
   
  APL 8: L: 0gp; C: 240gp; M: 206gp 
  Encounter Eight: 
   
  APL 2: L: 0gp; C: 150gp; M: 0gp 
   
  APL 4: L: 0gp; C: 300gp; M: 0gp 
   
  APL 6: L: 0gp; C: 400gp; M: 0gp 
  Wild Goose Chase 
   
  Page 17 
  
   
   
  APL 8: L: 0gp; C: 750gp; M: 0gp 
  Total Possible Treasure 
   
  APL 2: L: 0gp; C: 236gp; M: 164gp 
   
  APL 4: L: 0gp; C: 422gp; M: 178gp 
   
  APL 6: L: 0gp; C: 608gp; M: 192gp 
   
  APL 8: L: 0gp; C: 1,044gp; M: 206gp 
   
  Special 
  Liked by the Weisspeers: The character has performed 
  such good service to this clan that if their identity is 
  known to a Weisspeer clan member they receive a +2 
  circumstance bonus to Charisma-based skills when 
  dealing with such individuals. 
   
  Items for the Adventure 
  Record 
  � Cards of the Sharp: The owner of these cards is able 
  to instinctively to identify and locate each card within a 
  100ft radius. This results in the owner receiving a +4 
  magic bonus to Profession (Gambler) skill tests for card 
  games. In addition, the owner receives a +4 bonus to 
  sleight-of-hand tricks involving the cards. The cards are 
  enchanted so as to not emit a magical aura, rendering 
  them undetectable by detect magic spells. 
   
  Caster Level: 3
  rd; Prerequisites: Craft Wondrous 
  Item, 
  prestidigitation, 
  nystul’s 
  undetectable 
  aura, 
  clairaudience/clairvoyance; 
  Market 
  Price: 
  1,000gp; 
  Weight: ½lb) 
   
  Market price: 1,000gp, Frequency: Uncommon 
   
  � Kóndkan: Also known as a Pot of Knowledge, this 
  finely crafted ceramic pot dates back to the time of the 
  Ur-Flannae. It is cream and glazed, and has a scene 
  depicting life in the ancient times of the Ur-Flannae. 
  These pots are rumoured to be magical or lead to hidden 
  troves of ancient magical knowledge, but this specimen 
  seems quite mundane. 
   
  Market price: Tick one: � barely legible (Market 
  price: 300gp), � faded (Market price: 600gp), � barely 
  faded (Market price: 800gp), � pristine (Market price: 
  1,500gp); Frequency: Uncommon 
   
  Item Access 
  APL 2: 
  cards of the sharp (Market price: 1,000gp, Frequency: 
  Adventure) 
   
  APL 4: 
  APL 2 items. 
   
  APL 6: 
  APL 2 items. 
   
  APL 8: 
  APL 2 items. 
  Wild Goose Chase 
   
  Page 18 
  
   
  Appendix One 
  Encounter Two 
  All APLs (EL 1) 
  � Jenkel the Lame: Male human Com1/Rog1; CR 1½; 
  Medium humanoid; HD 1d4+1d6; hp 5; Init +2; Spd 30; 
  AC 12 (touch 12, flat-footed 10) [Dex +2]; Atk +0 melee 
  (1d4 [crit 19-20/x2], dagger), +2 ranged (1d4 [crit 19-
  20/x2], thrown dagger); AL CN; SV Fort +0, Reflex +4, 
  Will +1; Str 10, Dex 15, Con 10, Int 11, Wis 12, Cha 8. 
  Height 5ft 5in. 
   
  Skills and feats: Climb +2, Hide +4, Jump +2, Listen 
  +5, Move Silently +4, Pick Pocket +4, Spot +5, Use Rope 
  +4; Dodge, Mobility. 
   
  Possessions: dagger, pouch containing 1gp and 9sp. 
   
  Encounter Three 
  APL 2 (EL 5) 
  � Gans: Male Human Ftr3; CR 3; Medium humanoid; 
  HD 3d10+12; hp 27; Init +2; Spd 30; AC 14 (touch 12, flat-
  footed 12) [Dex +2, Leather +2]; Atk +7 melee (1d6+4 [crit 
  x3], masterwork handaxe), +5 ranged (1d4 [crit 19–
  20/x2], thrown dagger); AL NE; SV Fort +6, Reflex +3, 
  Will +2; Str 17, Dex 15, Con 17, Int 10, Wis 12, Cha 11. 
  Height 6ft 1in. 
   
  Skills and feats: Climb +4, Handle Animal +3, 
  Intimidate +3, Jump +4, Ride +5, Swim +4; Combat 
  Reflexes, Dirty Fighting, Power Attack, Toughness, 
  Weapon Focus (Handaxe). 
   
  Possessions: Handaxe, Masterwork, Daggers (4), 
  Leather armour, Bone Dice, Pouch containing 25gp. 
   
  Dirty Fighting Feat: As a full-attack action, inflict an 
  additional +1d4 damage on a successful attack.  
   
  � Buddies (4): Male Human War1; CR ½; Medium 
  humanoid; HD 1d8+2; hp 7, 6, 6, 5; Init +1; Spd 30; AC 13 
  (touch 11, flat-footed 12) [Dex +1, Leather +2]; Atk +3 
  melee (1d6+2 [crit 19–20/x2], short sword) +2 ranged 
  (1d4 [crit 19-20/x2], thrown dagger); AL N; SV Fort +4, 
  Reflex +1, Will +0; Str 14, Dex 12, Con 14, Int 10, Wis 10, 
  Cha 10. 
   
  Skills and feats: Climb +4, Handle Animal +2, 
  Intimidate +2, Jump +4, Ride +3, Swim +4; Power Attack. 
   
  Possessions: Short Sword, Daggers (2), Leather 
  armour. 
   
  APL 4 (EL 7) 
  � Gans: Male Human Ftr5; CR 5; Medium humanoid; 
  HD 5d10+18; hp 43; Init +2; Spd 30; AC 14 (touch 12, flat-
  footed 12) [Dex +2, Leather +2]; Atk +11 melee (1d6+5 
  [crit x3], handaxe +1), +7 ranged (1d4 [crit 19–20/x2], 
  thrown dagger); AL NE; SV Fort +7, Reflex +3, Will +1; 
  Str 18, Dex 15, Con 17, Int 10, Wis 12, Cha 11. Height 6ft 
  1in. 
   
  Skills and feats: Climb +4, Handle Animal +4, 
  Intimidate +4, Jump +5, Ride +5, Swim +4; Combat 
  Reflexes, Dirty Fighting, Improved Critical (Handaxe), 
  Power Attack, Toughness, Weapon Focus (Handaxe). 
   
  Possessions: Handaxe +1, Masterwork, Daggers (4), 
  Leather armour, Bone Dice, Pouch containing 50gp. 
  Dirty Fighting Feat: As a full-attack action, the character 
  may 
  inflict 
  an 
  additional 
  +1d4 
  damage 
  on 
  a 
  successful attack.  
   
  � Buddies (4): Male Human War3; CR 2; Medium 
  humanoid; HD 3d8+6; hp 19, 18, 18, 17; Init +1; Spd 30; 
  AC 13 (touch 11, flat-footed 12) [Dex +1, Leather +2]; Atk 
  +5 melee (1d6+2 [crit 19–20/x2], short sword) +4 ranged 
  (1d4 [crit 19-20/x2], thrown dagger); AL N; SV Fort +5, 
  Reflex +2, Will +1; Str 14, Dex 12, Con 14, Int 10, Wis 10, 
  Cha 10. 
   
  Skills and feats: Climb +4, Handle Animal +4, 
  Intimidate +4, Jump +4, Ride +4, Swim +5; Cleave, Power 
  Attack. 
   
  Possessions: Short Sword, Daggers (2), Leather 
  armour. 
   
  APL 6 (EL 9) 
  � Gans: Male Human Ftr7; CR 7; Medium humanoid; 
  HD 7d10+24; hp 59; Init +6; Spd 30; AC 14 (touch 12, flat-
  footed 12) [Dex +2, Leather +2]; Atk +13/+8 melee (1d6+5 
  [crit 19–20/x3], handaxe +1), +9/+4 ranged (1d4 [crit 19-
  20/x2], thrown dagger); AL NE; SV Fort +8, Reflex +4, 
  Will +3; Str 18, Dex 15, Con 17, Int 10, Wis 12, Cha 11. 
  Height 6ft 1in. 
   
  Skills and feats: Climb +5, Handle Animal +5, 
  Intimidate +5, Jump +5, Ride +6, Swim +5; Combat 
  Reflexes, Dirty Fighting, Hold the Line, Improved 
  Critical (Handaxe), Improved Initiative, Power Attack, 
  Toughness, Weapon Focus (Handaxe). 
   
  Possessions: Handaxe +1, Masterwork, Daggers (4), 
  Leather armour, Bone Dice, Pouch containing 75gp. 
  Dirty Fighting Feat: As a full-attack action, the character 
  may 
  inflict 
  an 
  additional 
  +1d4 
  damage 
  on 
  a 
  successful attack.  
   
  Hold the Line Feat: The character can make an 
  attack of opportunity on anyone who charges the 
  character when they enter the character’s threatened 
  space. This is resolved before the charge is resolved. .  
   
  � Buddies (4): Male Human War5; CR 4; Medium 
  humanoid; HD 5d8+10; hp 31, 30, 30, 29; Init +1; Spd 30; 
  AC 13 (touch 11, flat-footed 12) [Dex +1, Leather +2]; Atk 
  +7 melee (1d6+2 [crit 19–20/x2], short sword) +6 ranged 
  (1d4 [crit 19-20/x2], thrown dagger); AL N; SV Fort +6, 
  Wild Goose Chase 
   
  Page 19 
  
   
  Reflex +2, Will +1; Str 15, Dex 12, Con 14, Int 10, Wis 10, 
  Cha 10. 
   
   
  Skills and feats: Climb +5, Handle Animal +5, 
  Intimidate +6, Jump +5, Ride +5, Swim +5; Cleave, Power 
  Attack. 
   
  Possessions: Short Sword, Daggers (2), Leather 
  armour. 
   
  APL 8 (EL 11) 
  � Gans: Male Human Ftr9; CR 9; Medium humanoid; 
  HD 9d10+30; hp 75; Init +6; Spd 30; AC 14 (touch 12, flat-
  footed 12) [Dex +2, Leather +2]; Atk +15/+10 melee 
  (1d6+5 [crit 19–20/x3], handaxe +1), +11/+6 ranged (1d4 
  [crit 19-20/x2], thrown dagger); AL NE; SV Fort +9, 
  Reflex +5, Will +4; Str 19, Dex 15, Con 17, Int 10, Wis 12, 
  Cha 11. Height 6ft 1in. 
   
  Skills and feats: Climb +5, Handle Animal +7, 
  Intimidate +6, Jump +6, Ride +7, Swim +5; Combat 
  Reflexes, Dirty Fighting, Dodge, Hold the Line, 
  Improved Critical (Handaxe), Improved Initiative, 
  Mobility, Power Attack, Toughness, Weapon Focus 
  (Handaxe). 
   
  Possessions: Handaxe +1, Masterwork, Daggers (4), 
  Leather armour, Bone Dice, Pouch containing 100gp. 
  Dirty Fighting Feat: As a full-attack action, the character 
  may 
  inflict 
  an 
  additional 
  +1d4 
  damage 
  on 
  a 
  successful attack.  
   
  Hold the Line Feat: The character can make an 
  attack of opportunity on anyone who charges the 
  character when they enter the character’s threatened 
  space. This is resolved before the charge is resolved. .  
   
  � Buddies (4): Male Human War7; CR 7; Medium 
  humanoid; HD 7d8+14; hp 43, 42, 42, 41; Init +1; Spd 30; 
  AC 13 (touch 11, flat-footed 12) [Dex +1, Leather +2]; Atk 
  +9/+4 melee (1d6+2 [crit 19–20/x2], short sword) +8/+3 
  melee (1d4 [crit 19-20/x2], thrown dagger); AL N; SV 
  Fort +7, Reflex +4, Will +2; Str 15, Dex 12, Con 14, Int 10, 
  Wis 10, Cha 10. 
   
  Skills and feats: Climb +6, Handle Animal +6, 
  Intimidate +7, Jump +6, Ride +6, Swim +6; Cleave, Great 
  Cleave, Power Attack. 
   
  Possessions: Short Sword, Daggers (2), Leather 
  armour. 
   
  Encounter Five 
  All APLs (EL 9) 
  � Kárla Toor: Female Human Com2/War1; CR 2; 
  Medium humanoid; HD 2d4+1d8+9; hp 17; Init +1; Spd 
  30; AC 11 (touch 11, flat-footed 10) [Dex +1]; Atk +5 
  melee (1d4+3 [crit 19–20/x2], knife); AL LN; SV Fort +8, 
  Reflex +2, Will +3; Str 16, Dex 12, Con 16, Int 10, Wis 10, 
  Cha 12. Height 6ft. 
  Skills and feats: Craft (Brewing) +2, Craft (Cooking) 
  +3, Handle Animal +4, Intimidate +3, Profession 
  (Innkeeper) +5, Ride +4, Speak Language (Dwarven), 
  Swim +4; Great Fortitude, Iron Will, Power Attack. 
   
  Possessions: Knife. 
   
  � Pieter: Male Human War2/Ftr6; CR 7; Medium 
  humanoid; HD 2d8+6d10+27; hp 65; Init +0; Spd 30; AC 
  10 (touch 10, flat-footed 10); Atk +13/+6 (1d6+5 [crit x2], 
  club), +6/+1 (1d4 [crit 19–20/x2], thrown dagger); AL N; 
  SV Fort +13, Reflex +2, Will +2; Str 20, Dex 10, Con 17, 
  Int 10, Wis 10, Cha 14. Height 6ft 5in. 
   
  Skills and feats: Climb +7, Craft (Brewer) +4, 
  Intimidate +7, Jump +7, Profession (Innkeeper) +5, Swim 
  +7; Cleave, Dirty Fighting, Endurance, Great Fortitude, 
  Improved Bull Rush, Improved Unarmed Strike, Power 
  Attack, Toughness. 
   
  Possessions: Club, Dagger. 
   
  Dirty Fighting Feat: As a full-attack action, the 
  character may inflict an additional +1d4 damage on a 
  successful attack.  
   
  � Garret and Muis, Bouncers (2): Male Half-orc War7; 
  CR 6; Medium humanoid; HD 7d8+24; hp 52; Init +1; 
  Spd 30; AC 13 (touch 12, flat-footed 12) [Dex +1, Leather 
  +2]; Atk +10/+5 melee (1d6+3 [crit x2], club), +8/+3 
  ranged (1d4 [crit 19-20/x2], thrown dagger); AL N; SV 
  Fort +8, Reflex +3, Will +2; Str 17, Dex 12, Con 16, Int 8, 
  Wis 10, Cha 8. Height 6ft 8in. 
   
  Skills and feats: Climb +4, Intimidate +5, Swim +4; 
  Dirty Fighting, Improved Unarmed Strike, Toughness. 
   
  Possessions: Club, Dagger, Leather armour. 
   
  Dirty Fighting Feat: As a full-attack action, the 
  character may inflict an additional +1d4 damage on a 
  successful attack.  
   
  Encounter Seven 
  APL 2 (EL 5) 
  � Ghost of Mattias Toor: Male Human War 4; CR 5; 
  Medium Undead (incorporeal); HD 4d12; hp 24; Init +1; 
  Spd Fly 30 (perfect); AC 12 (incorporeal 13); Atk +6 melee 
  (1d6+2 [crit 19-20/x2], incorporeal short sword); SA 
  Manifestation, Malevolence, Telekinesis; SQ Turn 
  Resistance +4, Rejuvenation; AL N; SV Fort +4, Ref +2, 
  Will +1; Str 14, Dex 12, Con –, Int 13, Wis 11, Cha 10. 
   
  Skills and feats: Climb +5, Handle Animal +4, Hide 
  +9, Intimidate +4, Jump +5, Knowledge (Military) +3, 
  Listen +8, Profession (Gambler) +2, +Ride +5, Search +9, 
  Spot +8, Swim +6; Power Attack, Cleave, Improved Bull 
  Rush. 
  Special Attack: Manifestation: ethereal until manifesting 
  and can’t effect or be effected anything physical – when 
  manifest is visible but non-corporeal (only magic 
  Wild Goose Chase 
   
  Page 20 
  
   
  weapons and spells can affect creature, 50% chance to 
  ignore damage from corporeal source except magic 
  missile). 
   
  Special Attack: Malevolence: Once per round the 
  ghost may merge with a creature on the Material Plane, 
  as if casting magic jar as a 10
  th-level sorcerer. Target may 
  make Will save (DC 15) to resist. Success means target is 
  immune for one day. 
   
  Special Attack: Telekinesis: once per round as if a 
  spell cast by a 12
  th level Sorcerer. 
   
  Special 
  Quality: 
  Rejuvenation: 
  an 
  otherwise 
  destroyed ghost may make a level check (DC 16) or be 
  restored in 2d4 days. 
   
  APL 4 (EL 7) 
  � Ghost of Mattias Toor: Male Human War 6; CR 7; 
  Medium Undead (incorporeal); HD 6d12; hp 36; Init +5; 
  Spd Fly 30 (perfect); AC 12 (incorporeal 13); Atk +8/+3 
  melee (1d6+2 [crit 19-20/x2], incorporeal short sword); 
  SA Manifestation, Malevolence, Telekinesis; SQ Turn 
  Resistance +4, Rejuvenation; AL N; SV Fort +5, Ref +3, 
  Will +1; Str 14, Dex 12, Con –, Int 13, Wis 11, Cha 12. 
   
  Skills and feats: Climb +7, Handle Animal +5, Hide 
  +9, Intimidate +9, Jump +5, Knowledge (Military) +3, 
  Listen +8, Profession (Gambler) +2, Ride +7, Search +9, 
  Spot +8, Swim +6; Cleave, Improved Bull Rush, Improved 
  Initiative, Power Attack. 
   
  Special 
  Attack: 
  Manifestation: 
  ethereal 
  until 
  manifesting and can’t effect or be effected anything 
  physical – when manifest is visible but non-corporeal 
  (only magic weapons and spells can affect creature, 50% 
  chance to ignore damage from corporeal source except 
  magic missile). 
   
  Special Attack: Malevolence: Once per round the 
  ghost may merge with a creature on the Material Plane, 
  as if casting magic jar as a 10
  th-level sorcerer. Target may 
  make Will save (DC 16) to resist. Success means target is 
  immune for one day. 
   
  Special Attack: Telekinesis: once per round as if a 
  spell cast by a 12
  th level Sorcerer. 
   
  Special 
  Quality: 
  Rejuvenation: 
  an 
  otherwise 
  destroyed ghost may make a level check (DC 16) or be 
  restored in 2d4 days. 
   
  APL 6 (EL 9) 
  � Ghost of Mattias Toor: Male Human War 8; CR 9; 
  Medium Undead (incorporeal); HD 8d12; hp 48; Init +5; 
  Spd Fly 30 (perfect); AC 13 (incorporeal 13); Atk +10/+5 
  melee (1d6+2 [crit 19-20/x2], incorporeal short sword); 
  SA Manifestation, Malevolence, Telekinesis; SQ Turn 
  Resistance +4, Rejuvenation; AL N; SV Fort +6, Ref +3, 
  Will +2; Str 14, Dex 12, Con –, Int 13, Wis 11, Cha 12. 
   
  Skills and feats: Climb +7, Handle Animal +7, Hide 
  +9, Intimidate +9, Jump +5, Knowledge (Military) +3, 
  Listen +8, Profession (Gambler) +2, Ride +7, Search +9, 
  Spot +8, Swim +8; Cleave, Improved Bull Rush, Improved 
  Initiative, Power Attack. 
   
  Special 
  Attack: 
  Manifestation: 
  ethereal 
  until 
  manifesting and can’t effect or be effected anything 
  physical – when manifest is visible but non-corporeal 
  (only magic weapons and spells can affect creature, 50% 
  chance to ignore damage from corporeal source except 
  magic missile). 
   
  Special Attack: Malevolence: Once per round the 
  ghost may merge with a creature on the Material Plane, 
  as if casting magic jar as a 10
  th-level sorcerer. Target may 
  make Will save (DC 16) to resist. Success means target is 
  immune for one day. 
   
  Special Attack: Telekinesis: once per round as if a 
  spell cast by a 12
  th level Sorcerer. 
   
  Special 
  Quality: 
  Rejuvenation: 
  an 
  otherwise 
  destroyed ghost may make a level check (DC 16) or be 
  restored in 2d4 days. 
   
  APL 8 (EL 11) 
  � Ghost of Mattias Toor: Male Human War 10; CR 11; 
  Medium Undead (incorporeal); HD 10d12; hp 60; Init +5; 
  Spd Fly 30 (perfect); AC 14 (incorporeal 13); Atk +12/+7 
  melee (1d6+2 [crit 19-20/x2], incorporeal short sword); 
  SA Manifestation, Malevolence, Telekinesis; SQ Turn 
  Resistance +4, Rejuvenation; AL N; SV Fort +7, Ref +4, 
  Will +3; Str 14, Dex 12, Con –, Int 13, Wis 11, Cha 14. 
  Skills and feats: Climb +7, Handle Animal +7, Hide 
  +9, Intimidate +9, Jump +5, Knowledge (Military) +3, 
  Listen +8, Profession (Gambler) +2, Ride +7, Search +9, 
  Spot +8, Swim +8; Cleave, Improved Bull Rush, Improved 
  Initiative, Power Attack, Toughness. 
   
  Special 
  Attack: 
  Manifestation: 
  ethereal 
  until 
  manifesting and can’t effect or be effected anything 
  physical – when manifest is visible but non-corporeal 
  (only magic weapons and spells can affect creature, 50% 
  chance to ignore damage from corporeal source except 
  magic missile). 
   
  Special Attack: Malevolence: Once per round the 
  ghost may merge with a creature on the Material Plane, 
  as if casting magic jar as a 10
  th-level sorcerer. Target may 
  make Will save (DC 17) to resist. Success means target is 
  immune for one day. 
   
  Special Attack: Telekinesis: once per round as if a 
  spell cast by a 12
  th level Sorcerer. 
  Special Quality: Rejuvenation: an otherwise destroyed 
  ghost may make a level check (DC 16) or be restored in 
  2d4 days. 
  Wild Goose Chase 
   
  Page 21 
  
   
  Appendix Two 
  Krestible 
  The city of Krestible was once a gathering place for local 
  tribes to meet, coming to trade and deal upon a small 
  plateau lying at the base of a line of craggy cliffs. 
  Eventually a prominent clan leader came to make the 
  place the home of his people and the area was named 
  Krej’s Table after him. In time the name evolved into 
  Krestible, where a small town sprang up. Eventually the 
  town became a city, and strong walls were put up to 
  protect the residents. Then the population outgrew the 
  walls and further expansion was made onto the lowlands 
  below the plateau. 
   
  The city lies in three levels – the lowlands, the 
  plateau and the Crags. The upper city, built upon the 
  plateau, is of predominantly quarried stone and slate 
  construction and houses the older and richer citizens. 
  The lower city, on the other hand, is mostly of baked 
  brick construction. The lower city tends to be more 
  boisterous and lively than the upper, though the folk 
  upstairs know how to make a bit of noise when they 
  want. 
   
  The typical Krestible house is a large building of two 
  or more storeys, housing on average fifteen or so people. 
  Often a single extended family lives in a residence, 
  though some may house two unrelated groups on 
  different levels. Residences almost always have a shop-
  front attached, as families tend to stick with their 
  inherited trades. 
   
  The city’s water come from a number of 
  subterranean springs, the biggest of which is Beory’s 
  Well. A number of well shafts have been dug down into 
  these springs, and the city is yet to experience a shortage 
  of water. 
   
  Locations 
  Aldboomgroen (Old Tree Green): A single ancient 
  tree, said to be planted centuries beforehand by a 
  displaced elven emigré, stands proudly in this lawned 
  square. 
  Beory’s Well: A deep wide spring, said to be a gift of 
  the goddess, lies in a depression at the base of the Crags. 
  A source of cold clear water, the well is known to be at 
  least a hundred feet deep, though nobody has yet dared to 
  plumb its depths. It would be considered an insult to 
  Beory to do so. 
  Bokban (Goat Road): The north-eastern end of 
  town is where goatherds may find yards to hold their 
  flocks before taking them to sale in the markets. Many 
  pens lie along this road, which soon loops to the south-
  east and heads into the nearby hills. 
  Den Báken (The Beacon): The city beacon, used as 
  both a city monument and a navigation point. Its light 
  can be seen for miles, even from the distant heights of 
  the Yatils to the west. 
  Den Groen (The Green): Lying behind the stately 
  Old Kerk building is the city green, an open garden 
  popular with mothers with young children, as well as 
  residents seeking a relatively peaceful open space within 
  the city walls. 
  Den Kopenlopen (The Walk of Heads): The wide 
  parade that leads from the gate to the main square is 
  flanked by posts that display the heads of executed 
  criminals and the like. 
  Den Ras (The Race): This wide flat road is so named 
  because of the popular foot race that occurs here at the 
  start of summer, when sprinters compete for a sizeable 
  purse in a quick dash from the wall to Den Rosplein. 
  Den Steil (The Steep): The main path to the city 
  gates slopes sharply upwards to the top of Krej’s Table. 
  Such is the incline that two large winches, each with a 
  heavy rope, lie at the top of Den Steil to aid the hauling of 
  particularly heavy wagons or carts. On rainy days the 
  walk up Den Steil can be quite an arduous and risky task. 
  Dodhelling (Slope of the Dead): Lying north of the 
  city walls, this eastern slope of Krej’s Table houses the 
  subterranean burial tunnels where the city’s dead are 
  interred. 
  Dwerghelling (Dwarf Slope): To the west of the 
  Dodhelling, in the middle of the northern slope, is where 
  a community of dwarfs have carved out an underground 
  settlement – at once part of the city yet somehow also 
  removed from it. 
  Eistrat (Egg Street): At the start of each spring the 
  clergy of the Old Kerk give the children of the town 
  brightly painted hard-boiled eggs, which are rolled along 
  this street with great cheer – for one of the eggs is 
  actually made of pure gold. This is a welcome gift to the 
  lucky child and his or her family. 
  Fjoersteeg (Fire Alley): This portion of the city was 
  burned to the ground in 523CY and subsequently rebuilt. 
  It was renamed to Fire Alley soon after. 
  Fluisterensteeg (Whisper Alley): This part of the 
  city is home to several wealthy and somewhat private 
  families. The street takes its name from the residents’ 
  desire for their neighbourhood to remain quiet and as 
  infrequently visited as possible. 
  Gastenstrat (Street of Guests): Not far from the 
  Hüssen clan house, this street has a number of lodging 
  houses where visitors to the city can stay in comfort. 
  Geelhuis (Yellow House): A sprawling building of 
  interconnecting chambers housing some well-to-do 
  urbanised halflings. 
  Graslaan (Gras Lane): Backed by open fields, this 
  street is often covered by grass when the westerly winds 
  Wild Goose Chase 
   
  Page 22 
   
  
   
  blow. Folk with allergies are advised to be absent during 
  these times. 
  Grijsteeg (Grey Alley): The westerly winds have 
  taken the smoke from Roksteeg and blown it into this 
  alley over the years, turning the walls of the houses a 
  grim grey colour. This rough smelly area is the closest 
  Krestible has to a slum quarter, with many poor families 
  crammed into the buildings and suffering from the 
  smoke of Roksteeg. 
  Guldensteeg (Golden Alley): Home to some of the 
  wealthiest folk in the city as well as the offices of 
  merchant companies. There is indeed much gold to be 
  found in this alley. 
  Harbeg’s Plein (Harbeg’s Plaza): An impressive 
  stone statue of the famous Weisspeer hero Harbeg is the 
  most notable feature of this plaza of mostly private 
  residences. 
  Helftlingweid (Halfling Meadow): Lying north of 
  the Auszug garrison is a meadow where the caravans of 
  travelling folk usually camp when visiting Krestible. 
  Hobnitzburg (Halfling Town): A village of more 
  settled halflings who nevertheless enjoy visits from their 
  travelling cousins who camp on the nearby meadow. 
  Hondlaan (Dog Lane): This street is so called 
  because cattle dogs are often tethered here – sometimes 
  in large numbers – when not helping their masters 
  manages the herds of cattle kept in the nearby 
  stockyards. 
  Hoogban (High Road): This road leads up to the 
  heights of the Crags and provides access to the 
  watchtower that looks over the city and on to the 
  lowlands. At the end of the road is the ever-lit great 
  beacon that can be seen for miles. 
  Houtsteeg (Wood Alley): This alley is home to 
  families who have for many generations made their 
  living from wood crafts – carpenters, coopers, carvers and 
  the like. In the middle of the alley stands a popular local 
  tavern, the Hammer and Thumb. 
  Hüssen Plein (Hüssen Plaza): This enclosed plaza 
  is where the dignitaries of the Hüssen clan like to go 
  about their dealings and business, as it lies in the shadow 
  of the main city clan house. 
  Kaarsteeg (Candle Alley): Running south of 
  Guldensteeg is an alley where many folk of arcane talent 
  have made their homes. The ‘candles’ that give the alley 
  its name are actually numerous continual flame spells 
  that make the alley at night a beautiful sight. 
  Kerkstrat (Church Street): This long street that 
  runs by the Old Kerk and Den Groen is home to 
  numerous clergy and the lay folk who attend them. 
  Kikkerlaan (Frog Lane): This narrow lane near the 
  goat yards is fringed by grassy ditches that are often filled 
  with water, and are home to many noisy little frogs. 
  Koeban (Cow Road): This long stretch of road is 
  part of the Krestingstrek and eventually leads on to 
  Yatilsskaad and the mountains. 
  Koordsteeg (Rope Alley): Once upon a time a 
  number of rope makers made this area their home. Now 
  they have all left or found alternate trades. Nary a rope is 
  now sold in Rope Alley. 
  Koperstrat (Copper Street): Many folk who work 
  in copper goods live and work on this road. 
  Kreunenlaan (Lane of Groans): This lane that leads 
  from Staalstrat to Den Steil is so called because of the 
  groans from folk about to make the walk up the steep 
  incline, as well as those from the drunks who stagger 
  from the pair of taverns on the north side of the road. 
  Langstrat (Long Street): The main street of lower 
  Krestible is called such because it is, well, long. 
  Lederlaan (Leather Lane): This lane is home to a 
  tannery, and thus its name. 
  Maan Plein (Moon Plaza): This pretty little plaza 
  off the main square is covered with decorative marble 
  tiles engraved with moon motifs. 
  Pelsteeg (Fur Alley): A popular destination with 
  local hunters and trappers, who do good business with 
  the folk of this alley, whose businesses predominantly 
  deal with animal products in one way or another. 
  Piepenstrat (Whistle Street): This road has been 
  intermittently popular with streetwalkers who advertise 
  their trade by whistling to gain the attention of 
  prospective clients. 
  Roksteeg (Smoke Alley): Much smelting of copper 
  and other ores takes place in this alley, producing rather 
  odorous 
  smoke 
  which 
  is 
  usually 
  blown 
  into 
  neighbouring Grijsteeg. 
  Rosban (Horse Road): The northern portion of the 
  Krestingstrek 
  eventually 
  takes 
  a 
  traveller 
  to 
  Schwartzenbruin. Its local name comes from the many 
  horse yards to be found clustered along this road north of 
  the city. 
  Rosplein (Horse Plaza): The great city square, home 
  to public gatherings and the site of civic addresses and 
  executions is a popular spot to meet or just watch the day 
  go by. In the centre of Den Rosplein is a grand statue of 
  the supposed founder and namesake of the city, Krej. 
  There are four other prominent monuments in each 
  corner of the square.  
  Sliklaan (Mud Lane): This newer road is not yet 
  properly paved and gets very muddy and churned up 
  when it rains. Local gangs of children love to engage in 
  messy fights here, to the despair of their mothers. 
  Smidlaan (Smith Lane): The large foundry on this 
  road gives it its name. 
  Staalstrat (Steel Street): The nearby Auszug 
  garrison regularly parades up and down this street. The 
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  steel of their weapons is the reason this street is so 
  named. 
  Steilport (Steep Gate): The impressive gate, 
  festooned with pennants and heads (of course) is a 
  formidable barrier against enemy attacks. As there have 
  been few such occurrences since the time of the Witch 
  Queen, the great doors are almost always left open – 
  though they are always guarded. 
  Torenstrat (Tower Street): Looking down this 
  street from the square, a person may find an impressive 
  view of the watchtower on the Crags above. 
  Wandlopen (Wall Walk): This looping road follows 
  the inside of the walls and rings the upper city. 
  Weisspeer Plein (Weisspeer Plaza): The Weisspeer 
  clan dignitaries tend to keep their business within walls 
  and use their plaza for clan folk to sit and ruminate, or 
  perhaps watch a spot of equine dressage. 
  Wellstrat (Well Street): This street leads to Beory’s 
  Well and affords a good vista of the beacon atop the 
  Crags. 
  Zangerlaan (Singers Lane): A family of bards have 
  long been resident in this lane and make their living 
  entertaining and teaching the scions of wealthier families 
  how to sing. 
  Zilverzál (Silver Saddle): A well-kept inn run by 
  members of the Weisspeer clan 
  Zonnig Plein (Sun Plaza): This plaza is covered in 
  yellow stone tiles that sparkle brilliantly in sunlight, 
  particularly if it has recently rained. 
  Zward Plein (Sword Plaza): This enclosed plaza lies 
  outside the walls of a fencing academy of some renown, 
  and is often used by students to practise their art. 
   
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  GM’s Map of Krestible 
   
   
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  Player Handout #1: Map of Krestible 
   
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Perrenland/PER3-02 - Wild Goose Chase.pdf