TEXT: The Krestible Project 
  04-Sep-2005 
  Page 1 of 37 
  THE KRESTIBLE PROJECT 
  By various contributors 
   
   
  INTRODUCTION ..................................................... 2 
  LOCATIONS ............................................................. 2 
  THE ALDBOOMGROEN.............................................. 2 
  BEORY’S WELL ........................................................ 2 
  DEN GRÓT ARGYV (THE GREAT ARCHIVE).............. 3 
  THE DROWNING POOL.............................................. 4 
  FRAGRANCE OF THE OERTH...................................... 4 
  THE KLOPFER FOUNDRY .......................................... 5 
  KOORDSTEEG ........................................................... 7 
  THE KRESTBERG....................................................... 8 
  THE KRESTIBLE PET SHOP........................................ 9 
  MAMORTI’S EMBALMING AND KOPF EMPORIUM ... 10 
  THE OLD KERK OF KRESTIBLE ............................... 12 
  RÄUBER’S RELIABLE RELICS.................................. 13 
  STOCKALPER TIMBER INDUSTRIES COMPANY........ 14 
  SÜSSER SONG TAVERN........................................... 15 
  ORGANISATIONS ................................................. 16 
  DEN PERRENLAND JAGEND UND FISCHENDE 
  GESELLSCHAFT ...................................................... 16 
  DEN STEILPORT GUARDS........................................ 17 
  THE PERRENDER SOCIETY OF THE SWORD ............. 18 
  PEOPLE ................................................................... 18 
  ANNEKA (SCHOLARLY BARD)................................ 18 
  THE BROCKENFORD FAMILY (ENTERTAINERS) ...... 19 
  CARINA (AFFLUENT BUSINESSWOMAN) ................. 21 
  ELFRIDA (FENCING INSTRUCTOR)........................... 21 
  FILLARIAN MELIAMNE (AUSZUG NCO) ................. 22 
  GRETH’EL (BARBARIAN CLERIC) ........................... 23 
  GURNAK TROK (ORCISH CLERIC OF PELOR)........... 23 
  HETTA (POOR ERRAND RUNNER)........................... 26 
  LIESEL (TAVERN GIRL – ASPIRANT WIZARD) ........ 26 
  LORIS WEISSPEER (STATUE IN DEN ROSPLEIN)...... 27 
  LUNA CRESTALIZ (NYMPH).................................... 27 
  MAIDEL SHAILICIA (ROGUE).................................. 29 
  MARIKA (FURRIER & RETIRED TRAPPER) .............. 29 
  MERLA BRUSHGATHER (HALFLING PRIEST)........... 30 
  NAT MELDOR (STREET URCHIN)............................ 31 
  NINA GROENÂREND (SKÂMTÈGULER).................... 31 
  PELAE OODRUTE .................................................... 33 
  SAPPHIRA WHISPERDALE ....................................... 34 
  TELONA IRONGUARD (BLACKSMITH) ..................... 35 
  TORGGA HOLDERHEK (DWARVEN WEAPONSMITH) 35 
  VERDONA ELESTRA (DRUID).................................. 36 
  
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  04-Sep-2005 
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  INTRODUCTION 
  This document is compiled from contributions made by 
  entrants to the Krestible Competition in 2003. The 
  author of each entry is listed with the entry. Mark 
  Somers 
  compiled 
  the 
  document 
  and 
  Brendan 
  Robertson edited it. 
   
  Further information on Krestible is available in the 
  Krestible City document, which is available from the 
  Perrenland Website http://perrenland.lythia.com 
   
  LOCATIONS 
  The Aldboomgroen 
  By Christopher Lee 
   
  The ancient oak stands alone next to some houses in 
  Krestible. A stark contrast to the pines and lower trees 
  of the region, this tree stands high above the houses 
  around it, a true landmark of the city. Outside the city 
  walls proper, its roots dig deep and strong into the 
  hillside. The tree stands sixty feet tall, and its trunk is a 
  full twenty feet in diameter. Its shade provides a nice 
  resting spot for wizards reading their spell books and 
  others seeking peace, thanks to the calming effect that 
  it has. In the morning, many wizards in Krestible 
  gather here to gossip and memorize spells. Most have 
  gone back to their research by mid afternoon, leaving it 
  to children who play here during the day, climbing the 
  tree. 
   
  Unknown to most, the tree comes from a seed blessed 
  by the Seldarine, stabilizing and collecting magic in the 
  local area. Wizards local to Krestible know this and 
  take advantage of it. Unknown even to the wizards, 
  though, is that the tree is in fact sentient, and should the 
  city ever come under attack from evil foes, the tree 
  itself will realize its true purpose, to protect the city 
  from harm. The tree was planted by a long-departed 
  elven protector to help augment the defences of 
  Perrenland in the event of an invasion by evil forces, 
  such as those of Iuz. It is said that several other trees 
  like this have been planted at other points in 
  Perrenland, though many have been cut down by those 
  who have not understood their true nature. 
   
  Game mechanics: 
  Wizards who prepare spells in the shade of the 
  Aldboomgroen will find that they need only take half 
  an hour to memorize them. Any visiting wizards to 
  Krestible will know this benefit on a Knowledge 
  (Arcana) or Knowledge (Perrenland Local) check, DC 
  20 (DC 10 if they are from Krestible). 
   
  Should Krestible come under attack by the forces of 
  evil, the tree will animate and show it’s true self, a 
  Celestial Treant. 
   
  The Aldboomgroen Tree CR 11; Gargantuan Plant ; 
  HD 21d8+147 (Plant); hp 315; Init -1; Spd 30; AC 22; 
  Atk +24 base melee, +10 base ranged; +24 (2d8+13, 2 
  Slam); SA: Animate trees (Sp), Trample (Ex), Double 
  damage against objects (Ex), Smite Evil; SQ: Plant, 
  Vulnerability: fire (Ex), Half damage from piercing 
  (Ex); DR10/+3; Acid, Cold & Electricity Resistance 
  20; SR25; AL NG; SV Fort +19, Ref +6, Will +9; STR 
  37, DEX 8, CON 25, INT 12, WIS 15, CHA 12. 
  Skills:  
  Hide -13*, Intimidate+10, Knowledge (arcana)+10, 
  Listen+11, Sense Motive+10, Spot+11, Wilderness 
  Lore+10.   
  *+16 racial bonus to hide checks in forested areas. 
   
  Beory’s Well 
  By Christopher Lee 
   
  This pool of water, more a lake then a well, is an oval 
  shape, 50ft long at its widest end, and 25ft at the 
  shallow end. It is called a well because it is at the 
  bottom of a bowl within the walls of upper Krestible. 
  The area within the bowl is extremely lush and fertile. 
  Three trees grow there, an elm tree, a spruce, and an 
  ash. They provide shade to those who come by to rest 
  near the well. There is a lot of shrubbery, but the grass 
  does not grow long. The water in the well is 
  unnaturally cold, and it is said that a woman who 
  drinks of the water receives Beory’s blessing, which 
  could explain the tendency towards having large 
  families in Krestible. 
   
  There is only one structure within the bowl, which is a 
  small shrine to the goddess for those who wish to pray 
  to her closer to her gift rather than in the temple proper. 
  Donations to her faith, however, are still made in the 
  temple of the Old Kerk. Holy water made by the 
  temple of the Old Kerk here is drawn exclusively from 
  Beory’s Well, and it is said to be more potent than holy 
  water found in most other places. 
   
  Beory’s Well is a popular trysting spot for the young 
  lovers of Krestible, as the surroundings and ambience 
  of the area immediately cut it off from the rest of the 
  city, leaving only the night sounds of the creatures in 
  the bowl itself. Water from the well is used by most of 
  the houses in upper Krestible for drinking; however no 
  one dares to defile the pool by swimming in it, or using 
  it for washing, for fear of invoking the wrath of Beory. 
   
  The well itself appeared shortly before the rise of Krej, 
  during a drought that was plaguing Perrenland at the 
  time, the people of the region prayed to their gods for 
  intervention. At the height of the drought, the earth 
  suddenly shook, and a star fell from the sky, landing 
  almost on the town itself. When people came to see 
  what had befallen, they beheld a wondrous sight. 
  Almost right next to the town was a dip in the land that 
  was not there earlier. Within the dip, already grass had 
  grown, and there were three fully grown trees, 
  surrounding a pool of clear, clean water. It was 
  immediately declared a blessing of the Earth Mother, 
  and has remained as such ever since. 
   
  
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  04-Sep-2005 
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  This was in fact a blessing of Beory, and it is said that 
  she opened up the earth, and made a portal to the 
  elemental plane of Water at the bottom of the well, 
  which is close to the roots of the mountain the 
  Krestible is on, at least half a mile down. The trees that 
  are there today are the same trees that were there the 
  day that the Well appeared. When Beory chooses to 
  speak directly to someone in Krestible, they get a 
  feeling to come to the Well, and she manifests through 
  one of the trees. 
   
  Game Mechanics and possible plot ideas: 
   
  Holy Water made with water from Beory’s Well does 1 
  point of extra damage against undead for the first week 
  that it has been blessed. After that, it is just normal 
  holy water.  
   
  Any female who drinks water from Beory’s well is 
  extremely fertile that day.  
   
  Should someone ever attempt to defile the pool, the 
  water goes black, and the other wells in the area dry up 
  until the culprit is found, and the sin is atoned for. 
   
   
  Den Grót Argyv (The Great Archive) 
  By Ross Gilbertson 
   
  Like a missing tooth, the darkened bulk of Den Grót 
  Argyv scars Krestible’s brightly-lit Kaarsteeg (Candle 
  Alley). This once great magical library and museum 
  was the site of one of Perrenland’s more unusual 
  tragedies. Thoroughly looted during Iggwilv’s reign it 
  has been reduced in modern times to little more than a 
  sideshow, presenting spectacular exhibits of dubious 
  authenticity. 
   
  Little is now known of Den Grót Argyv’s early history. 
  There are references to a “fortress for knowledge” as a 
  local landmark in records dating back almost to 
  Krestible’s founding. By the early 400’s Den Grót 
  Argyv van Krestible was commonly acknowledged to 
  be Perrenland’s greatest public (if you could afford the 
  yearly subscription) library and proud locals soon 
  shortened its name to Den Grót Argyv or The Great 
  Archive. During this time it amassed some of its 
  greatest treasures including many artefacts of Perren 
  himself. 
   
  At the time of Iggwilv’s invasion the chief archivist 
  was Arnud Losell Hüssen, a powerful diviner who had 
  spent his youth collecting historical artefacts for the 
  archive. Early in the lengthy siege of Krestible he leant 
  himself wholeheartedly to the town’s defence but it 
  soon became clear to him that it would not suffice. He 
  retired to the archive alone to try and divine a solution 
  to Perrenland’s woes. Late in 480 CY, on the eve of 
  Schuldag, he received his answer. Six heroes of the 
  siege, mostly adventurers trapped in town, were 
  summoned to the archive. What followed remains 
  unclear to this day. 
   
  It is a historical fact that at 1st bell on Schuldag day 480 
  CY a thunderous roar rolled over the town of Krestible. 
  This powerful sonic blast seems to have been centred 
  on 
  Kaarsteeg 
  with 
  much 
  of 
  the 
  surrounding 
  neighbourhood permanently deafened. Glass and 
  pottery, including the famous stained glass windows of 
  the Old Kerk temple, were shattered throughout the 
  town. As if at a prearranged signal, Iggwilv’s forces 
  attacked the stunned and deafened defenders. The town 
  fell by dawn and the Shattering of Krestible entered 
  Perrenland legend. 
   
  Those who fled to Den Grót Argyv that night found a 
  strange and terrible scene. Around a table in an almost 
  destroyed lecture room sat Chief Archivist Losell and 
  his six heroes, unmoving and unresponsive. Cold to 
  touch, their completely immovable and seemingly 
  invulnerable bodies have remained frozen in the 
  attitude they held that night for over a century ago. Not 
  at all decayed they almost look as if they are about to 
  draw breath and resume their conversation. All 
  attempts to heal them or dispel the magic, even by wish 
  or miracle, have failed. And the Gods remain 
  stubbornly silent on their fate. 
   
  The few facts divination has revealed allows us a rough 
  guess at what occurred. Arnud Losell had a plan to kill 
  Iggwilv for which he needed help. What the plan was 
  no subsequent divination has told except to say that it 
  would have worked. One of those at the meeting was a 
  traitor and was in turn betrayed by Iggwilv. None of 
  the frozen heroes' souls has ascended to any known 
  afterlife. No thoughts or signs of life can be detected in 
  their bodies and they strongly detect of necromantic 
  magic. The nature of the spell and its duration remains 
  otherwise unknown. 
   
  With its valuable collections looted or burnt, and with 
  more pressing matters than its restoration to take care 
  of, Den Grót Argyv faded into obscurity. For a while 
  there was just enough money from donations from 
  those wanting to see the frozen heroes to support a 
  single archivist/caretaker. But as the decades went by, 
  researchers lost interest, family members moved on, 
  and the merely curious had new stories to inspire them. 
  Desperate to keep the visitors coming, the Archive 
  started to “recover” some of the historical artefacts 
  previous thought lost. Soon they were exhibiting 
  Perren’s spear, the first draft of the Pax Mercuri, and 
  even Krej’s table. 
   
  Finally in the 550’s an enterprising archivist tried to 
  duplicate their most popular attraction by creating new 
  “frozen” figures of the popular heroes of the day. 
  While the first attempts were little more than dressed 
  effigies within a decade quite striking wax figures were 
  being created. By the 570’s when the local Hüssens 
  forced Den Grót Argyv to stop disrespectfully 
  exhibiting Arnud Losell Hüssen (and the others) there 
  was barely any drop in the number of visitors. While 
  no longer seen in public the frozen heroes live on as a 
  popular morality play on the dangers of hubris and in 
  
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  04-Sep-2005 
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  numerous works of art having served as artist’s models 
  for generations. 
   
  The current chief archivist of Den Grót Argyv is Ilya 
  Loselle Hüssen the great-great-grand-niece of Arnud. 
  Having studied wizardry in Greyhawk City amongst 
  the candle-casters, Ilya returned to Krestible five years 
  ago. Her goal was to restore the Archive to its former 
  Glory. Unfortunately her arrogance and unorthodox 
  theories on wax as a medium of enchantment have seen 
  her labelled a crackpot by the local wizardly 
  community. Since then she has laboured constantly in a 
  restored arcane laboratory in the archive’s basement to 
  prove her theories and has incidentally produced a 
  succession of superior quality wax figures of 
  Perrenland notables (made accurate by scrying). Locals 
  gossip about the number of apprentices she has taken 
  on who have disappeared mysteriously but the cynical 
  say that they leave quickly because it doesn’t take them 
  long to figure out she knows nothing and quietly 
  because they’re ashamed to have been taken in. 
   
  Den Grót Argyv is a large two-storey stone building 
  with extensive basements. The wood panelling inside 
  and the stonework outside is still scarred where 
  continual flame light sources have been pried loose and 
  sold by previous generations of archivists. Entrance 
  costs 5 sp and an apprentice illusionist is often on hand 
  to animate any wax figure for a small gratuity. The 
  majority of displays are positioned around what was 
  once the cavernous reading room. The most popular 
  exhibits today are the hall of electoral candidates (the 
  Karl Hüssen figure has recently reappeared after being 
  stolen by drunken Weisspeers) and the controversial 
  Pantheon display featuring the Gods of the Old Kerk. 
  Both sets were created using Ilya’s new techniques and 
  are so lifelike that many could swear that they actually 
  move when you’re not looking at them directly. They 
  are a much used bogeyman for the children of 
  Krestible. The frozen heroes presumably remain in 
  their upstairs lecture hall. 
   
   
  The Drowning Pool 
  By Mark Somers 
   
  In Krestible the penalty for committing a crime is most 
  often a payment by way of recompense, the kopprijs or 
  head price. But there are some crimes so heinous they 
  cannot be countenanced. On those rare occasions when 
  so horrid an act is committed that payment of the 
  kopprijs is not nearly enough then the grim decision to 
  execute the criminal may be chosen. In some places 
  this would result in a hanging or perhaps a trip to the 
  headman’s block, but not in Krestible. No, when a 
  person has been deemed deserving of death in this city 
  the fate they face is drowning. 
   
  Under the Dodhelling is where this stern deed takes 
  place, in a dark chamber consecrated to Allitur. The 
  convicted soul is lead down five flights of stone stairs 
  into a circular room lit only by a single endlessly 
  burning candle. A gallery runs around the top of this 
  chamber for witnesses to view the convict’s end. A 
  dozen feet lower lays the place of execution, a sunken 
  pit reached by a steep set of steps. In the middle of the 
  pit is a great stone tub, filled with holy water. Waiting 
  for the condemned criminal in the tub is the 
  executioner, hooded and silent. Always a person of 
  great strength, the executioner – a cleric sworn to 
  Allitur – is further strengthened by the consecrated 
  tools of death, a belt of giant strength +6 and gauntlets 
  of ogre power. 
   
  The victim is lead to a stoop before the tub, where they 
  are made to kneel with their hands bound behind their 
  back. They are then gripped in a deadly embrace by the 
  executioner and dragged into the tub, where they are 
  throttled and drowned with implacable ceremony. 
  When all life has been taken from the condemned, their 
  body is left to float within the confines of the tub 
  overnight – for the execution always takes place in the 
  dead of night. Come the dawn the body is removed and 
  given over to whosoever by rights may claim it. 
   
  Such is the divine power of the pool that the victim’s 
  soul is held within the water as if a soul bind spell had 
  been cast. Since the only way to recover the soul is to 
  desecrate the water of the pool itself, the chances of 
  recovery are very poor, for the chamber is well guarded 
  and is a holy place of Allitur. Only the most powerful 
  or cunning of foes could overcome the sanctity of the 
  chamber, and that has yet to happen. Regardless, after a 
  century has past following their death, souls are totally 
  unrecoverable no matter what happens to the waters. 
   
  The Drowning Pool is a place spoken of in whispers 
  and never by those who have actually been there as 
  witnesses. The stern divinity of Allitur leaves its mark 
  upon those who witness the dread leaves its mark upon 
  those who behold the awful ceremony that takes place 
  within. 
   
   
  Fragrance of the Oerth 
  By Bruno Marques 
   
  Located as a stall in the shadow of the Aldboomgroen 
  when the sun is high at noon and a store near Den 
  Groen at other times, the Fragrance of the Oerth is a 
  humble business catering to that entire visit. It is 
  owned and run by Verdona Elestra the druidess (see 
  People section). 
   
  At first it was a small store specializing in care of 
  flowers and crops, however since then it has grown and 
  now caters to all things from minor scabs and bruises 
  to headaches and hangovers, leaving free the clerics of 
  Old Kerk for other matters. 
   
  Helpers: Verdona at any one time of day has three 
  helpers assisting her run the stall or stand beside her 
  with talk and gossip – unknown to her the people she 
  keeps 
  company 
  with 
  are 
  Black 
  Talons 
  (see 
  
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  04-Sep-2005 
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  Organisations), trained guards given the mission to 
  protect her at all and any cost. So far Verdona is 
  unaware of this fact, and is content to have her help 
  escort her and assist her run the store which, with the 
  increasing popularity of her remedies, is fast becoming 
  too much for her to handle. 
   
  Goods and Services: Verdona sells mostly potions and 
  home made remedies for common illnesses and 
  wounds, making a decent enough living without having 
  to expand her resources or goods. She makes it very 
  clear that she does not make love potions nor does she 
  hand out the knowledge of roots that render males and 
  females infertile for days – worrying that infidelity will 
  grow if that knowledge gets out. 
   
  Verdona chose the section around the Aldboomgroen 
  for reasons that were unknown to her at the time. She 
  has since learned why after she melded with the tree… 
  since that day she can be found in her after hours 
  around the tree singing and talking with the great entity 
  as if an old friend. 
   
  Store Description and Location: The store is situated 
  within the third house along the road towards the inner 
  city. The Fragrance of the Oerth is an almost non-
  descript store and would hardly catch the eye of the 
  wandering stranger if it were not for the tales of 
  powerful potions and exotic herbs healing hangovers 
  and the like. The store takes up the bottom floor of a 
  two-storey building, the upper floor being the housing 
  in which the three helpers live. They wake up each 
  morning to assist in opening shop at around sun rise 
  each day.  
   
  The first floor is lightly furnished and with good 
  reason, the amount of herbs, unknown powders and 
  roots, containers with rare flowers and exotic fruits 
  littering the floors and shelves is without a doubt one 
  of the largest within Perrenland. They give the shop a 
  good hearty earth smell, which is how the store got its 
  name. The only real furnishing within the store is a 
  small counter towards the rear, a round table with a few 
  seats for on the spot jobs, and said shelves holding 
  things which baffle the average customer. 
   
  Pricing: 
  Common Medicine (Medication for animals, common 
  colds, fevers etc)  
  3cp for common folk  
  3sp for visitors/nobles 
   
  Herbs and Uncommon Medicine (Whopping Cough, 
  Antidote for Poisons) 
  3cp for common folk 
  2 Marks for visitors/nobles 
   
  Exotic Herbs and Legendary Remedies (Black Lotus, 
  Belladonna, Umaroot) 
  If herb is ordered in its raw form instead of medicinal: 
  10 x Market Price (eg. Black Lotus) 
  If herb is medicinal or for healing purpose: Market 
  Price (eg. Wort and Swamp root) 
   
  Verdona takes IOU’s for a period of two weeks for 
  adventurers, three weeks for nobles and one year for 
  common folk, after which she cuts off service to the 
  party until they pay. Verdona has a log book of non 
  paying customers and an excellent memory to boot. 
  She also has another method of taking care of rowdy 
  customers and IOU’s in the form of her helpers, who 
  are more than trained enough for the usual challenges. 
   
  Secrets: 
  Unknown to Verdona her three helpers are actually 
  trained members of the Black Talons and have been 
  ordered to assist her in any way possible under cover. 
  This they are performing even better then even their 
  superior Maidel Shailicia could have hoped for, as 
  Verdona’s store has turned into a fine place of gossip 
  and information.  
   
  Along with helping her out with the store as helpers 
  should, they keep an eye out for potential villains, 
  people asking for dangerous herbs and potions, people 
  snooping about town, and look after Verdona by acting 
  as her protectors. All suspicious activity and vital 
  information is quickly reported and the three are 
  always ready to fight to the death to protect their 
  charge. 
   
  The Helpers: 
  Ardale: Male Human Rog6 
  Elessa: Female Elf Rog5/Ftr1 
  Memor: Male Half-elf Clr4/Rog2 
   
  The Klopfer Foundry 
  By Rene Kragelund 
   
  Occupying most of the length of Smidlaan is the 
  Klopfer Foundry, run by Martina Klopfer and her 
  husband Kristiaan von Hohenheim-Klopfer. The 
  Foundry proper is shaped like a T and is 3 stories high. 
  Next to it is a warehouse where finished goods are 
  stored as well as iron bars ready for manufacture into 
  different iron ware. Three types of iron are made here: 
  cast iron, wrought Iron and small quantities of steel.  
   
  The Klopfers have owned the Foundry for many 
  generations and there is a strong tradition in the 
  Klopfer family of going down the path of alchemy and 
  wizardry. Martina is a direct descendant from 
  Paracelcus Klopfer, renowned alchemist, who founded 
  the place in CY 492 originally as a place to produce 
  high quality weapons and armour. At that time 
  Iggwilv’s reign had just come to an end and need was 
  great for items of high quality to defend the fragile 
  nation. 
   
  The building is a sight to behold. To the visitor it has 
  the appearance of a gigantic strongbox. Made of 
  granite and mortar, the most striking feature of this 
  massive building is the wrought iron bands that hold it 
  
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  04-Sep-2005 
  Page 6 of 37 
  together as if the fires in the furnaces within constantly 
  struggle to tear it apart.  
   
  Most of the cast iron pots and pans, grates and grilles, 
  wrought nails and horseshoes seen in Krestible, come 
  from this foundry. Steel is also produced here, but as 
  the process is fairly convoluted, prices are high. The 
  Auszug is the major vendor who uses the steel in 
  weapon and armour making. 
   
  Around 80% of the Klopfer Foundry resources goes 
  into making cast iron. 15% is wrought iron and the last 
  5% is steel. 
   
  Little actual weapon and armour manufacturing takes 
  place here. The Klopfer Foundry prefers to leave that to 
  the Auszug. However Martina Klopfer is a master 
  weaponsmith 
  and 
  does 
  occasionally 
  take 
  on 
  commissions for weapons. There has been a tradition to 
  have a master smith in the family. Martina’s mother 
  was an armour smith and her father before also an 
  armour smith. The Klopfer Foundry signature looks 
  like this: 
   
   
  Weapons to come out of the Klopfer Foundry are 
  considered masterwork. If the signature is found on 
  armour, it is most likely Martina’s mother or 
  grandfather who made the suits. 
   
  The iron, used in the foundry, usually comes from 
  smelters in the Yatils, brought down by wagon every 
  month. As the Auszug has a vested interest in a good 
  constant supply of high grade iron products, the wagon 
  trains are heavily guarded. 
   
  The fist floor has workshops and a castings 
  manufacturing area, where new designs are made. It is 
  also here the cast iron products are produced. Some 30 
  people work on this floor. Small offices are also 
  located here as well as toilets and rest areas for the 
  workers. 
   
  The second floor holds the major furnace. Nicknamed 
  “The Mouth of Joramy” this furnace is constantly 
  operating as shutting it down has never been attempted. 
  The furnace is heated by a bound triad of magma 
  mephits. Runes of protection adorn the base of the 
  furnace, keeping the mephits at bay. The mephits are 
  named Bayx, Laqi and Stax. How they came to be 
  bound is a well kept secret dating back to the time 
  when old Paracelcus built the Foundry. Some say Old 
  Paracelcus struck a deal with a Mephit Prince, yet 
  others say he was in league with Grazz't against 
  Iggwilv and that the foundry was a gift from the 
  Demon Prince.  
   
  Regardless, the interior has an intricate system of half 
  pipes, tubes, pulleys and levers which operate the flow 
  of molten iron. Iron bars are brought here from the 
  warehouse via a lift pulley system from the first floor. 
  2 smokestacks rise from this floor, through level 3 and 
  30 feet into the air above. 15 people work in this area. 
   
  The third floor hosts the minor furnace. It is fuelled by 
  conventional means via coal and 4 bellows. The reason 
  is due to better regulation of the furnace temperature. 
  The major furnace’s main objective is to turn iron bars 
  into either cast iron or wrought iron. Simply speaking, 
  high heat turns iron bars into cast iron and low heat 
  turns it into wrought iron. However to make steel, the 
  temperature needs to be just right, hence a conventional 
  furnace on the third level.  
   
  The other quality of the minor furnace is that it can be 
  shut down. The 5 smelters who work on level 3 are all 
  aware of the secret surrounding the occasional 
  shutdown. The official story regarding the monthly 
  shutdown of the minor furnace is that it is due to 
  maintenance. However, as the Auszug is a major player 
  in the running of the Klopfer Foundry, they also have a 
  major say in what is smelted there. Granted, the 
  shutdown does occur and minor repairs are undertaken, 
  but the “real” reason is due to small quantities of 
  adamantine and mithral being worked. 
   
  Apart from Martina and Kristiaan and the 5 metal 
  smiths on level 3 knowing; only another dozen or so 
  have any inkling as to what takes place. The Auszug 
  and Klopfer family has even gone to the effort of using 
  invisibility when transporting adamantine and mithral 
  bars up to the 3rd floor. 
   
  The Klopfer Foundry is understandably a very warm 
  place. Protective leather clothing is used throughout the 
  foundry and there is an infernal noise from all the 
  hammering that takes place. From the outside, the 
  noise is rather subdued, as the granite walls absorb 
  much of the vibration emanating from the building. 
   
  Martina Klopfor: Female Human Wiz13; Medium 
  Humanoid ; HD 13d4+13 (Wizard); hp 54; Init +1; Spd 
  30; AC 11; Atk +7 base melee, +7 base ranged; AL 
  LN; SV Fort +5, Ref +5, Will +9; STR 12, DEX 13, 
  CON 13, INT 19, WIS 12, CHA 11. 
  Possessions: 
  Goods: Weaponsmith's tools, Masterwork. 
  Skills:  
  Alchemy+16, 
  Appraise+5, 
  Balance+4, 
  Concentration+10, 
  Craft 
  (Weaponsmithing)+16, 
  Knowledge (arcana)+11, Knowledge (Weaponry)+16, 
  Profession 
  (Weaponsmith)+16, 
  Scry+20, 
  Spellcraft+11.  
  Feats:  
  Craft Magic Arms and Armor , Extend Spell, Forge 
  Ring , Heighten Spell, Improved Unarmed Strike, 
  Scribe Scroll , Silent Spell, Spell Focus: Divination, 
  Still Spell. 
  Spells Known (Wiz 4/5/5/5/5/3/2/1): 0 - Arcane Mark, 
  Dancing Lights, Daze, Detect Magic, Detect Poison, 
  Disrupt Undead, Flare, Ghost Sound, Light, Mage 
  Hand, Mending, Open/Close, Prestidigitation, Ray of 
  Frost, Read Magic, Resistance; 1st - Burning Hands, 
  
  The Krestible Project 
  04-Sep-2005 
  Page 7 of 37 
  Comprehend Languages, Enlarge, Identify, Magic 
  Missile, Message, Shield, Tenser's Floating Disk, 
  Unseen Servant; 2nd - Bull's Strength, Misdirection, 
  Obscure Object, Protection from Arrows, Resist 
  Elements, 
  See 
  Invisibility, 
  Web; 
  3rd 
  - 
  Clairaudience/Clairvoyance, Dispel Magic, Fireball, 
  Illusory Script, Invisibility Sphere, Keen Edge; 4th - 
  Dimensional Anchor, Improved Invisibility, Minor 
  Creation, Scrying, Stoneskin; 5th - Cone of Cold, 
  Contact Other Plane, Dismissal, Leomund's Secret 
  Chest, Mirage Arcana, Permanency, Summon Monster 
  V, Teleport, Wall of Force; 6th - Analyze Dweomer, 
  Geas/Quest, Globe of Invulnerability, Planar Binding; 
  7th - Limited Wish, Mass Invisibility, Summon 
  Monster VII, Vision. 
  Spells Prepared (Wiz 4/5/5/5/5/3/2/1): 0 - Detect Magic 
  x2, Read Magic x2; 1st - Comprehend Languages, 
  Identify (s), Magic Missile x2, Tenser's Floating Disk, 
  Unseen Servant; 2nd - Misdirection, Obscure Object, 
  Resist Elements, See Invisibility (s), Web x2; 3rd - 
  Clairaudience/Clairvoyance (s), Dispel Magic, Fireball 
  x2, Invisibility Sphere, Keen Edge; 4th - Dimensional 
  Anchor, 
  Improved 
  Invisibility, 
  Minor 
  Creation, 
  Scrying (s), Scrying, Stoneskin; 6th - Analyze 
  Dweomer (s), Globe of Invulnerability, Planar Binding; 
  7th - Limited Wish, Vision (s). 
  Animal, Hawk: None Animal, Hawk ; CR 1/3;Tiny 
  Animal ; HD 1d8 (Animal); hp 27; Init +3; Spd 30, 10, 
  Fly, Average 60; AC 22; Atk +6 base melee, +11 base 
  ranged; +11(1d4-2, Claws);AL N; SV Fort +2, Ref +5, 
  Will +2; STR 6, DEX 17, CON 10, INT 3, WIS 14, 
  CHA 6. 
  Skills: Hide+11, Listen+6, Spot+6.  
  Feats: Weapon Finesse. 
   
    
  Kristiaan von Hohenheim-Klopfer: 52 year old male 
  human Exp6; hp 41. 
   
   
  Koordsteeg 
  By Euan Lindsay 
   
  They call the street Koordsteeg – Rope Alley – and 
  there was a time when the name was accurate. You find 
  it nestled outside the walls of Krestible in the common 
  quarter. All around are those whose trades are too 
  common for the gentle tastes of the well-to-do – the 
  smelters, the tanners, the tavern singers, and, in the 
  past, the rope makers. 
   
  Rope making is crucial for a sailing culture, and the 
  first to settle in the Koordsteeg were resettled lake folk, 
  Meerijders. Simple folk, looking for new opportunities, 
  new businesses, they scratched out their living. Others 
  came, settled in the neighbourhood – another family of 
  Meerijders, some locals who took up the trade. 
   
  But in a land ruled by horse lords, there is little call for 
  many rope makers. Certainly, the merchants need to 
  furnish their bullock drays, adventurers have chasms to 
  cross, and there’s the occasional rustler needs to be tied 
  up, but the demand for rope is low, and it’s a poor 
  living – certainly unable to support a thriving rope 
  making community. 
   
  But there are many other ways to earn a living besides 
  making ropes. 
   
  They called him Jurgen the Noose – well, at least to his 
  face. His family had a strong tradition of rope making, 
  even before those Meerijders came, and they had lived 
  in the neighbourhood for generations – possibly even 
  before the Aldboomgroen was planted, although Jurgen 
  never really believed that. A young man, frustrated at 
  the way these newcomers had taken to his family’s 
  business, how competition from foreigners had taken 
  away what should have been a secure future. 
   
  A young man who decided to earn his living another 
  way. 
   
  Not far from Koordsteeg are the smelters of the 
  Roksteeg. They blow smoke constantly, churning out 
  soot to coat the Grijsteeg. Jurgen had many childhood 
  friends who lived in the area, a depressed area shunned 
  by the ruling aristocrats, whose sensibilities would not 
  allow their trade inside the walls. And in the midst of 
  this depression, Jurgen offered them a chance to get 
  rich. 
   
  It was fairly simple to begin with, for whilst cunning, 
  Jurgen the Noose was never an intelligent man. The 
  Rosban travels north out of Krestible towards the 
  capital of Schwartzenbruin – it is the major trade artery 
  of the city, which begins its journey in the poorer 
  quarters to the north. And so some simple banditry was 
  organised, with the comings and goings of caravans 
  monitored, and then raided as was profitable. 
   
  It was a good living early, but the Auszug soon put a 
  stop to it, and Jurgen was lucky to escape with his life. 
  And it was as he recuperated in the attic of his parent’s 
  rope making business that he struck upon the idea that 
  was to change his life. A wanted man, such as himself, 
  was able to hole up in the Koordsteeg, and the 
  authorities wouldn’t come to get him. The poorer 
  quarter was a place where a man could live outside the 
  grip of the law. 
   
  And so he set about taking over the underside of the 
  north of Krestible. Petty thievery, prostitution, 
  gambling – these things came under his sway. Begging 
  throughout the city proper was coordinated from the 
  Koordsteeg, as was a reasonably lucrative protection 
  racket. 
   
  The Meerijders refused to pay – their rope making 
  works burned to the ground. Gradually the other rope 
  makers found it no longer profitable to remain in 
  competition with the family of Jurgen the Noose, and a 
  number found it distasteful to remain in proximity. 
  Gradually, the rope makers left for other addresses or 
  trades, and the Koordsteeg grew to become the central 
  nexus for the Krestible guild. 
  
  The Krestible Project 
  04-Sep-2005 
  Page 8 of 37 
   
  To this day, the Krestible guild keeps its guild house on 
  the Koordsteeg, near the poorer parts of town, with 
  handy access to the Rosban – should it become 
  necessary. Rope making is no longer an adequate 
  money laundering enterprise, so the guild has adopted 
  other trades with which to hide their earnings. But the 
  head of the Krestible Guild retains the title of “The 
  Noose”, perhaps as an honouring of Jurgen, or perhaps 
  as a way of mocking authority – such is the way with 
  traditions. 
   
  So now the people of Krestible, when asked about the 
  Koordsteeg, will tell you – “nary a rope is now sold in 
  Rope Alley – but there’s surely them that live there that 
  have earned one.” 
   
   
  The Krestberg 
  By Dean Bailey 
   
  The Theatre 
  Situated on the outskirts of town, The Krestberg is a 
  magnificent semi circular building that house the 
  famous Coatsmen Players. Constructed with stone and 
  wood, the theatre can house 80 people seated in the 
  circle, 40 people in the balconies, 60 in the gods (the 
  seats at the very top of the theatre) and 100 in the pits 
  (standing room on the ground level in front of the 
  stage).  
   
  Behind the stage are a number of rooms that serve as 
  the preparation area for the players and the study of 
  their playwright Karla Weisspeer. 
   
  Most of the shows tend to be short satirical pieces that 
  run for just over an hour. Each has a season that runs 
  for 3 weeks, usually consisting of one matinee and two 
  evening performances per day. Between each run there 
  is a four-week break to write, learn and rehearse the 
  next piece. Once a year the theatre produces a more 
  contemporary play, which brings people from all over 
  the canton and Perrenland to see. The “Voormann’s 
  Pleasure”, as this season is called, lasts for six weeks 
  and is often taken on the road. 
   
  Sets for the plays tend to be very simple and are simply 
  used to give the players a background to work with. 
  The costumes are the opposite and quite elaborate as 
  they are used to define and represent the parts being 
  played. Quite often the players are required to take on a 
  number of roles and the costumes are used to show the 
  difference between the parts. 
   
  The Playwright 
  By accident, it was discovered that Karla had a talent 
  for writing and when her first play, “Old Wicked and 
  the Bear”, received great acclaim, they knew that Karla 
  should retire from the stage and write. 
   
  Specialising in short political satire (“Two Hüssens and 
  a Roodberg”, and “The Kettite Way” to name two 
  previous productions), once a year Karla produces a 
  mainstream play to showcase the talents of the 
  Coatsmen and herself. Lately her works have been 
  targeting the Hüssen and the Roodberg clans almost 
  exclusively, especially the candidates that are running 
  for Voormann. This has earned her many accolades 
  from the Vossers and Weisspeers, and many threats 
  from the Hüssens and Roodbergs. 
   
  Karla Weisspeer has had some minor training as a bard 
  but now concentrates fully on her career as a 
  playwright  
   
  Karla Weisspeer is in her late 30’s and she is generally 
  an unremarkable woman to look at. Standing 5’ 3”, she 
  has short brown hair, brown eyes and is lightly built. 
  But when she speaks, there are few that do not turn to 
  look at this woman. Her command of language is 
  remarkable, and with her sharp mind, the result is a 
  quick wit that at times can be quiet caustic if the topic 
  or subject is to her dislike. 
   
  Karla started the theatre troupe, the Coatsmen Players, 
  with her lover William Kantberg. The first year was 
  unsuccessful. While Karla’s acting was passable, the 
  performances given by the troupe were in all 
  unremarkable. When, after a bad night, someone 
  suggested that they stop “murdering” other peoples 
  work, she sat down and penned “Old Wicked and the 
  Bear”, a particularly cutting satire on the political 
  relationship of Iuz and Perrenland. It was a huge 
  success. The troupe decided the she should retire from 
  the stage and write full time. 
   
  When Karla is not penning a new masterpiece, she is 
  studying Perrenland politics or history. She enjoys 
  untangling the twists and turns of social interaction, 
  and often uses it as inspiration for her work. Karla is 
  also able to speak a number of languages and of delves 
  into the intricacies of other cultures for her research. 
   
  Currently Karla feels very strongly about the issues 
  being presented in the election for the new Voormann. 
  She is also concerned with the behaviour that the 
  Hüssens and the Roodbergs have shown in current 
  times. Many of her concerns have coloured her recent 
  work and earned her the ire of the two clans most often 
  on the receiving end. 
   
  Hanna Weisspeer: Female Human Brd1/Exp7; 
  Medium Humanoid ; HD 1d6+1 (Bard), 7d6+7 
  (Expert); hp 42; Init +2; Spd 30; AC 12 [Touch 12, Flat 
  Footed 10]; Atk +5 base melee, +7 base ranged; +6 
  (1d6, Rapier, Masterwork); +7 (1d8, Crossbow, light); 
  AL NG; SV Fort +3, Ref +8, Will +8; STR 10, DEX 
  14, CON 12, INT 14, WIS 12, CHA 16. 
  Possessions: 
  Weapons: Rapier, Masterwork; Crossbow, light. 
  Goods: Courtier's outfit; Bolts, crossbow (10). 
  Magic: Potion: Cure Light Wounds (1). 
  Skills:  
  Bluff+10, 
  Decipher 
  Script+12, 
  Diplomacy+15, 
  Innuendo+12, 
  Knowledge 
  (Local)+6, 
  Perform+8, 
  
  The Krestible Project 
  04-Sep-2005 
  Page 9 of 37 
  Profession 
  (Playwright)+13, 
  Sense 
  Motive+12, 
  Spellcraft+6, Spot+10, Tumble+12.  
  Feats:  
  Expertise, Lightning Reflexes, Skill Focus: Diplomacy, 
  Skill Focus: Profession (Playwright). 
  Spells Known (Brd 2): 0 - Dancing Lights, Mage Hand, 
  Mending, Read Magic. 
   
  The Coatsmen Players 
  The Coatsmen Players are one of the most renowned 
  theatre troupes in all of Perrenland. Originally formed 
  by Karla Weisspeer and William Kantberg, the troupe 
  did not initially meet with a good reception. When 
  Karla stopped acting and started to write, William’s 
  talent became obvious. Given rich, comedic material to 
  work with, William soon became known as the best 
  satirical actor in Perrenland. 
   
  But one actor does not a company make. Supported by 
  the other members of the troupe, William is always on 
  the lookout for talent. He has taken on many 
  apprentices and often sends them on the road to bring 
  the plays to a wider audience. 
   
  Currently the Coatsman Players consist of the core 
  troupe (8 players) that remains at The Krestberg. It also 
  has 2 travelling troupes, each of 8 players, which take 
  the plays to the towns and villages around Perrenland. 
   
  The current members of main troupe are: 
  William Kantberg (Male Human Bard 8) 
  Sosi Drossen (Female Halfling Bard 7) 
  Massen Drossen (Female Halfling Bard 5/Rogue2) 
  Tel Iggeteffer (Male Human Bard 7) 
  Ostriania Starsilver (Female Elf Bard 6) 
  Del Yorkin (Male Gnome Bard 6 / Illusionist 3) 
  Drussa Stonehaven (Female Dwarf Bard 5) 
  Sigmund Ockenwielder (Male Human Bard 5) 
   
  William Kantberg is a blond haired man who does not 
  look his full 40 years. At 5’ 11” with a light build, he is 
  the sort of man that will turn heads and hearts at first 
  sight. A member of the Vuurzward clan, William 
  started acting at an early age as he travelled around 
  Perrenland with his father. It was during a performance 
  in Krestible that he happened on a young aspiring 
  actress called Karla Weisspeer. From that day onwards, 
  his piercing blue eyes looked at no one else. 
   
  Two years later, Karla and William formed a theatre 
  troupe called the Coatsmen Players. At first they were 
  not successful, but after Karla discovered her talent for 
  writing that all changed. William quickly developed as 
  an outstanding satirical actor, his good looks and sharp 
  wit delivering lines that cut like a sword. When it was 
  decided that the company would present a more 
  conservative play once a year, William’s ability was 
  such that he could smoothly move from satire to 
  tragedy to romance, without losing his magic. 
   
  William and Karla’s career achieved a new level when 
  four years ago they gained a patron that funded the 
  building of The Krestberg theatre. With this the 
  company had a permanent home and was able to 
  expand their productions. 
   
  When not acting, William spends his time either with 
  Karla or doing the social circuit. His charm and wit 
  allows him to easily flirt with other guests, but he never 
  takes it any further. While acting is his great love (after 
  Karla), he is starting to think it is time to have a break 
  and start a family. He is beginning to feel the need for a 
  son or daughter to teach his trade to. He would be 
  surprised to learn that Karla will soon be providing him 
  his very wish. 
   
  William Kantberg: Male Human Brd8; Medium 
  Humanoid ; HD 8d6+8 (Bard); hp 42; Init +6; Spd 30; 
  AC 14 [Touch 12, Flat Footed 12]; Atk +6 base melee, 
  +8 base ranged; +7 (1d6, Rapier, Masterwork); +8 
  (1d8, Crossbow, light); AL NG; SV Fort +3, Ref +8, 
  Will +7; STR 10, DEX 14, CON 12, INT 14, WIS 12, 
  CHA 16. 
  Possessions: 
  Weapons: Rapier, Masterwork; Crossbow, light. 
  Goods: Courtier's outfit; Bolts, crossbow (10). 
  Magic: Potion: Cure Light Wounds (1); Wondrous: 
  Bracers of armor (+2); Wondrous: Cloak of Charisma 
  (+2). 
  Skills:  
  Bluff+14, Concentration+12, Diplomacy+14, Gather 
  Information+4, 
  Listen+5, 
  Perform+16, 
  Sense 
  Motive+5, Spellcraft+10, Spot+5, Tumble+10.  
  Feats:  
  Expertise, Improved Initiative, Skill Focus: Perform, 
  Spell Focus: Illusion. 
  Spells Known (Brd 3/4/4/2): 0 - Dancing Lights, Ghost 
  Sound, Light, Mage Hand, Prestidigitation, Read 
  Magic; 1st - Hypnotism, Silent Image, Unseen Servant, 
  Ventriloquism; 2nd - Cat's Grace, Invisibility, Levitate, 
  Pyrotechnics; 3rd - Emotion, Major Image, Sculpt 
  Sound. 
   
  The Patron 
  Little is known about the patron for the company. It is 
  obvious that he or she comes from a wealthy family, as 
  it was their money that funded the construction of The 
  Krestberg. There are speculations that the patron is 
  either a highly ranked Vosser or Weisspeer, especially 
  given the tone and direction of the majority of plays. 
   
  The Clientele 
  The Clientele of The Krestberg is drawn form all walks 
  of life. The Pits is often filled with labourers, workmen 
  and apprentices that enjoy seeing the upper class is a 
  less than savoury light. Merchants and the middle class 
  flock to the seats in the Gods and the Circle, while the 
  gentry of Krestible can be seen in the Balconies. As 
  expected, the Hüssen and Roodbergs do not frequent 
  the theatre as often as the Vossers or the Weisspeers. 
   
   
  The Krestible Pet Shop 
  By Bruce Legge 
   
  
  The Krestible Project 
  04-Sep-2005 
  Page 10 of 37 
  Overview: The Krestible Pet Shop caters for those 
  people who are well enough off to afford some of the 
  finer things in life. It sells the more common animals, 
  such as cats and dogs. It also sells more exotic fare, 
  such as monkeys and badgers. Some animals are not 
  regularly stocked, but can be obtained – for a price. 
  The pet shop also sells the necessary feed, bedding and 
  housing for the animals, as well as an assortment of pet 
  toys. 
   
  Location: Wandlopen Stassa, across from Beory’s 
  Well. Map reference I-03. 
   
  NPCs: The shop is owned by Aldus Gildenhand and 
  run by Aldus and his widowed daughter Êrika. Aldus is 
  old enough and wise enough to know that some people 
  find his trade in animal’s offensive. He always keeps 
  his shop clean and his animals well cared for, and he 
  has been known to refuse a sale if he does not think 
  that the buyer will take good care of the animal. 
   
  Aldus Gildenhand is a gnome from the eastern edge of 
  the Sepia Uplands. He left there many years ago, after 
  the husband of his daughter Êrika was killed by raiders. 
  He is a staunch supporter of the Voormann Karenin, 
  and fearful that the armies of Iuz will move west across 
  the Sepia. 
   
  Aldus Gildenhand: Male Gnome, Rock Wiz2/Exp3; 
  Small Humanoid ; HD 2d4+2 (Wizard), 3d6+3 
  (Expert); hp 21; Init +2; Spd 20; AC 13; Atk +3 base 
  melee, +6 base ranged; SA: Spell-like abilities; SQ: 
  Low-light vision (Ex); RF: Some 0 lvl arcane spells 
  acquired if INT>=10, +4 dodge bonus against giants, 
  +2 bonus for saves against illusions, +1 attack bonus 
  against kobolds & goblinoids; AL NG; SV Fort +2, Ref 
  +3, Will +7; STR 9, DEX 14, CON 13, INT 16, WIS 
  12, CHA 12. 
  Skills:  
  Alchemy+10, Animal Empathy+5, Concentration+3, 
  Diplomacy+5, Handle Animal+6, Heal+4, Hide+6, 
  Knowledge (arcana)+7, Knowledge (nature)+9, 
  Knowledge (religion)+5, Listen+3, Profession 
  (Shopkeeper)+7, Sense Motive+3, Spellcraft+8.  
  Feats:  
  Improved Unarmed Strike, Scribe Scroll , Skill Focus: 
  Sense Motive. 
  Spells Known (Wiz 4/3): 0 - Arcane Mark, Dancing 
  Lights, Daze, Detect Magic, Detect Poison, Disrupt 
  Undead, Flare, Ghost Sound, Light, Mage Hand, 
  Mending, Open/Close, Prestidigitation, Ray of Frost, 
  Read Magic, Resistance; 1st - Charm Person, 
  Comprehend Languages, Feather Fall, Hypnotism, 
  Jump, Message, Summon Monster I, Unseen Servant. 
  Spells Prepared (Wiz 4/3): 0: Dancing Lights, Detect 
  Poison, Mage Hand, Prestidigitation; 1: Comprehend 
  Languages, Message, Unseen Servant. 
   
  Êrika Gildenhand: Female gnome Exp 2; hp 10 
   
  Shop Features: The pet shop contains a jumble of 
  crates, cages, boxes, bins and bags. It always smells of 
  dried grasses, seeds and an assortment of furs and other 
  animal smells. One could say that the aroma is quite 
  ‘distinct”. 
   
  The following animals can be purchased at the pet 
  shop: 
   
  Type 
  Cost ( Marks) 
  Notes 
  Badger 
  30 
  50% chance per 
  scenario that there is one in stock 
  Cat 
  20 
   
  Dog 
  25 
   
  Ferret 
  20 
   
  Gold fish 
  1 
   
  Hedgehog 
  20 
   
  Lizard – tiny 
  5 
   
  Lizard – shocker 
  100 
  Not regularly in 
  stock. Requires 50% payment 1 month in advance. 
  Mouse 
  5 
  Usually white or 
  brown and white. 
  Monkey 
  50 
  25% chance per 
  scenario that there is one in stock 
  Nightingale 
  40 
   
  Owl 
  25 
   
  Parrot 
  30 
   
  Rat 
  5 
  Usually white – these 
  are not the common street rat. 
  Raven 
  20 
   
  Shrew 
  10 
   
  Snake – tiny 
  25 
   
  Thrush 
  30 
   
  Toad 
  5 
   
  Viper 
  30 
   
  Weasel 
  25 
   
   
  All of the animals have stats as per the Monster 
  Manual or Tome and Blood – except for the Goldfish, 
  that just looks pretty. They can all be taught up to 3 
  tricks per each point of Intelligence. 
   
   
  Mamorti’s Embalming and Kopf 
  Emporium 
  By Bruce Legge 
   
  Overview: Just had a revered relative die and want to 
  preserve the body, or a part thereof? Been out 
  adventuring and collected a few heads? Need a new 
  kopf for a game of Wovenstok1? The Krestible 
  Embalming and Kopf Emporium is the place for you. 
   
  The Emporium caters for all tastes and budgets, from 
  the crystal display case with magically preserved head 
  (specially hardened exterior – guaranteed to last for 
  generations) to the simple yet elegantly preserved skull 
  to be placed above the family fireplace. Perhaps that 
                                                             
  1 Wovenstok is Rosrijder polocrosse, sometimes played 
  with the head for a slain enemy as a puck. The head is 
  otherwise known as a ‘kopf’.  Further information on 
  the real-world sport is at: 
  http://www.ausport.gov.au/polox/polohist.html  
  
  The Krestible Project 
  04-Sep-2005 
  Page 11 of 37 
  recently acquired kopf that just needs a bit of 
  reinforcing before the next Wovenstok tournament? 
   
  The staff members at the emporium are specially 
  trained to handle delicate situations as much as delicate 
  material. No awkward questions will be asked if 
  discretion is requested. You can be assured that the 
  proprietor is truly neutral in her dealings with all her 
  customers. 
   
  Shop Features: The Emporium has been on the same 
  site for decades and has taken over several 
  neighbouring basements. The main shop front is on 
  street level, but over the years a veritable warren of 
  work areas and storerooms have been carved out 
  below. There are living quarters below the shop front, 
  with sky-lights looking up to street level. 
   
  The shop itself is always kept scrupulously clean and 
  tidy, with usually a background smell of camphor or 
  incense. It exudes a sense of luxury and has a well-
  appointed lounge room set aside from the main area, 
  for consultations with potential clients. The shop has 
  many highly polished wooden surfaces, shining glass 
  display cases, and a multitude of bottles, jars and cases 
  containing oils, unguents, elixirs, extracts, perfumes 
  and 
  all 
  sorts 
  of 
  alchemical 
  components 
  and 
  paraphernalia. Everything is neatly labelled, sorted and 
  stored. 
   
  Location: 9 Den Kopenlopen. Map reference F-03. 
   
  NPCs: 
   
  The shop is owned and run by Mamorti Lichendekeller, 
  a wrinkled old female Gnome with a grandmotherly 
  disposition and a nose for business. Mamorti is a Druid 
  who has always had the conviction that the dead 
  deserve to be treated with respect. She has been in the 
  embalming business for as long as any in the area 
  would care to remember. For some of the local 
  Rosrijder and Weisspeer families she has preserved 
  their ancestral heads for several generations. She 
  always makes sure she does a good job, as she knows it 
  is good for business in the long run.  
   
  Mamorti Lichendekeller: Female Gnome, Rock 
  Drd3/Exp3; Small Humanoid ; HD 3d8+3 (Druid), 
  3d6+3 (Expert); hp 33; Init +1; Spd 20; AC 12; Atk +4 
  base melee, +6 base ranged; SA: Spell-like abilities; 
  SQ: Low-light vision (Ex); RF: Some 0 lvl arcane 
  spells acquired if INT>=10, +4 dodge bonus against 
  giants, +2 bonus for saves against illusions, +1 attack 
  bonus against kobolds & goblinoids; AL N; SV Fort 
  +7, Ref +3, Will +11; STR 9, DEX 12, CON 13, INT 
  13, WIS 17, CHA 11. 
  Skills:  
  Alchemy+6, 
  Animal 
  Empathy+3, 
  Appraise+3, 
  Concentration+5, 
  Craft 
  (Embalming)+10, 
  Diplomacy+4, Handle Animal+2, Heal+9, Hide+5, 
  Knowledge 
  (arcana)+3, 
  Knowledge 
  (nature)+7, 
  Knowledge 
  (religion)+3, 
  Listen+5, 
  Profession 
  (Shopkeeper)+6, Spellcraft+3, Wilderness Lore+8.  
  Feats:  
  Great Fortitude, Iron Will, Skill Focus: Craft 
  (Embalming). 
   
  Mamorti has had a number of assistants over the years.  
   
  Glim “Badger” Lichendekeller is Mamorti’s grandson 
  and heir. With speckled black hair and a pointed face, it 
  is easy to see how he acquired his nickname. “Badger” 
  is a likeable gnome, always ready to listen to long 
  stories, and ready to tell a few tall tales of his own. He 
  helps Mamorti with alchemical matters and often 
  serves at the front of the shop. He is not nearly as 
  skilled an embalmer as his grandmother, but plans to 
  take over the business when Mamorti’s dies (hopefully, 
  not for many years to come). He already has a nice spot 
  in mind where Mamorti’s remains can be preserved in 
  honour. 
   
  Glim Lichendekeller: Male Gnome, Rock Drd1/Exp2; 
  Small Humanoid ; HD 1d8+2 (Druid), 2d6+4 (Expert); 
  hp 22; Init +1; Spd 20; AC 12; Atk +2 base melee, +3 
  base ranged; SA: Spell-like abilities; SQ: Low-light 
  vision (Ex); RF: Some 0 lvl arcane spells acquired if 
  INT>=10, +4 dodge bonus against giants, +2 bonus for 
  saves against illusions, +1 attack bonus against kobolds 
  & goblinoids; AL N; SV Fort +6, Ref +1, Will +7; 
  STR 10, DEX 12, CON 14, INT 13, WIS 14, CHA 13. 
  Skills:  
  Alchemy+9, 
  Animal 
  Empathy+3, 
  Appraise+2, 
  Concentration+3, Craft (Embalming)+3, Diplomacy+6, 
  Handle Animal+5, Heal+7, Hide+5, Knowledge 
  (nature)+5, Listen+4, Profession (Alchemist)+5, Sense 
  Motive+3, Wilderness Lore+4.  
  Feats:  
  Great Fortitude, Skill Focus: Alchemy. 
   
  Jasmina Nachtkrijsen is Mamorti’s current assistant in 
  matters magical. Jasmina is a short slightly built half-
  elf with long black hair, a pale complexion and a 
  disposition to wear black. She looks much younger 
  than her 57 years, and is proud of her youthful 
  appearance. She is a wizard who specialises in 
  necromancy and is a follower of Wee Jas, although she 
  does not wear an obvious holy symbol.  
   
  Jasmina Nachtkrijsen: Female Half-Elf Wiz5; 
  Medium Humanoid ; HD 5d4+10 (Wizard); hp 22; Init 
  +2; Spd 30; AC 12; Atk +1 base melee, +4 base 
  ranged; SQ: Immunity: Sleep (Ex), Low-light vision 
  (Ex); RF: +2 Will bonus to Enchantment spells, Elven 
  Blood; AL CG; SV Fort +3, Ref +3, Will +4; STR 9, 
  DEX 15, CON 14, INT 16, WIS 10, CHA 11. 
  Skills:  
  Alchemy+8, Concentration+6, Craft (Embalming)+6, 
  Knowledge 
  (arcana)+11, 
  Knowledge 
  (nature)+6, 
  Knowledge 
  (religion)+6, 
  Listen+1, 
  Search+4, 
  Spellcraft+13, Spot+1.  
  Feats:  
  Brew Potion, Empower Spell, Scribe Scroll , Skill 
  Focus: Spellcraft. 
  Spells Known (Wiz 4/4/3/2): 0 - Arcane Mark, 
  Dancing Lights, Daze, Detect Magic, Detect Poison, 
  
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  04-Sep-2005 
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  Disrupt Undead, Flare, Ghost Sound, Light, Mage 
  Hand, Mending, Open/Close, Prestidigitation, Ray of 
  Frost, Read Magic, Resistance; 1st - Cause Fear, 
  Charm Person, Chill Touch, Comprehend Languages, 
  Detect Undead, Identify, Mage Armor, Sleep, Unseen 
  Servant; 2nd - Cat's Grace, Ghoul Touch, Minor Image, 
  Spectral Hand; 3rd - Gentle Repose, Hold Person, 
  Vampiric Touch. 
  Spells Prepared (Wiz 4/4/3/2): 0 - Arcane Mark, Detect 
  Magic, Detect Poison, Read Magic; 1st - Charm 
  Person, Comprehend Languages, Identify, Sleep; 2nd - 
  Cat's Grace, Minor Image, Spectral Hand; 3rd - Gentle 
  Repose, Hold Person. 
   
  Adz is a female half-orc who comes in every now and 
  then when heavy work needs to be done. She is big and 
  strong and somewhat simple. She is a veteran of the 4th 
  Auszug, stationed in Krestible, and is not frightened by 
  a few dead bodies. 
   
  Adz: Female Half-Orc Ftr2; Medium Humanoid ; HD 
  2d10+4 (Fighter); hp 19; Init +2; Spd 30; AC 16; Atk 
  +5 base melee, +4 base ranged; +6 (1d8+4, Shortspear, 
  Masterwork); SQ: Darkvision (Ex); RF: Orc Blood; AL 
  CE; SV Fort +5, Ref +2, Will +0; STR 17, DEX 14, 
  CON 14, INT 8, WIS 10, CHA 10. 
  Possessions: 
  Weapons: Shortspear, Masterwork. 
  Armor: Chain shirt, Masterwork. 
  Skills:  
  Climb+3, Handle Animal+1, Jump+3, Ride+4.  
  Feats:  
  Cleave, Combat Reflexes, Power Attack. 
   
  The Old Kerk of Krestible 
  By Christopher Lee 
   
  This old temple has stood here since Krestible was 
  merely known as “The Table”. Its architecture is 
  slightly different from most other buildings in the area, 
  being made almost entirely of blue marble, instead of 
  mere quarried stone. The artisanship speaks of dwarven 
  origins, and yet the design and layout of the building is 
  uniquely Perrender in origin. On the front steps leading 
  into the building are two statues, one of Beory, and the 
  other of Mayaheine, the two primary patrons of 
  Krestible in the Old Kerk. Beory for her blessings that 
  have been bestowed upon the city. Mayaheine for her 
  continued protection against possible predations from 
  Ket. 
   
   
  Entering the building, the décor is proud and old, but 
  simple and subtle. A long, wide hallway offers room 
  for almost 300 citizens of Krestible to be seated in a 
  service. It is well lit during the day, with large, open 
  windows allowing the suns rays to enter, even when 
  sunset approaches. In services, candles are lit and 
  placed in candelabras at regular intervals along the 
  pillars and walls, a light spell illuminating the preacher, 
  who is, more often than not, Sarvina Weisspeer.  
   
  The pews are of simple, carved oaken wood, yet finely 
  polished, and antique. There are no banners hanging up 
  in the temple, but at intervals, there are small idols to 
  each of the deities of the Kerk spaced at regular 
  intervals along the walls, with those of Beory and 
  Mayaheine prominent close towards the altar. 
   
  The altar itself is always simply clad, never 
  ostentatiously decorated. A vase with fresh flowers is 
  ever visible, as is a finely polished shield hanging from 
  the front of the altar, decorated with the holy symbols 
  of all the deities of the Old Kerk. The altar itself is 
  stone, unblemished and whole, almost as if it came out 
  of the ground itself. It is said that in the days that the 
  church was raised, Clerics of Beory used Stone Shape 
  spells to craft the altar, deigning an altar crafted by the 
  hands of mere mortals to be incomparable to that made 
  with divine power. 
   
   
  The clerics here take up residence in the left wing of 
  the temple, which is also holds counsel rooms for those 
  needing the guidance of the church. 
   
  In the right wing of the temple are lots of rooms with 
  bedding and healing supplies. This is where the sick, 
  the homeless, and the less fortunate reside. It is here 
  that the clerics of the Old Kerk tend to those in need, 
  and those who have been hurt. Here, they also feed the 
  poor of Krestible, and counsel them while helping them 
  try to find work with one Clan or another.  
   
  The Clerics of the Old Kerk of Krestible: 
   
  Sarvina Weisspeer is the head of the Old Kerk church 
  in Krestible. An old woman, her age is unknown, and 
  when asked, she declines to answer. She will however, 
  admit to being the attendant cleric at the births of both 
  Hasten and Karenin Weisspeer. She has grey, almost 
  white hair, and a look that betrays centuries of 
  knowledge in her eyes. Unlike most of her relatives, 
  she doesn’t tend to see people in terms of Clan. Rather, 
  she has a deep and caring nature for all who come to 
  the Old Kerk for help, and a severe dislike for those 
  who would disturb the peace in Krestible. She is quite 
  willing to take action when social disruption occurs. 
  It’s said that once, several years ago, there was a fight 
  brewing between the Weisspeers and Hűssens. Sarvina 
  went in and pulled the leaders out into the street by the 
  ears and made them resolve the conflict right there and 
  then. Hardly anyone really believes this however, as 
  Sarvina is one of the most patient people in Krestible. 
  She is the only cleric resident in Krestible capable of 
  casting Raise Dead. 
   
  Sarvina Weisspeer: Female Human Clr11; Medium 
  Humanoid ; HD 11d8-11 (Cleric); hp 70; Init -3; Spd 
  30; AC 11; Atk +6 base melee, +5 base ranged; +6 
  (1d6-2, Quarterstaff); AL LG; SV Fort +8, Ref +2, 
  Will +14; STR 6, DEX 4, CON 9, INT 11, WIS 20, 
  CHA 17. 
  Possessions: 
  Weapons: Quarterstaff. 
  
  The Krestible Project 
  04-Sep-2005 
  Page 13 of 37 
  Magic: Wondrous: Amulet of natural armor (+1); 
  Wondrous: Bracers of armor (+2); Ring: Protection +1; 
  Wondrous: Periapt of Wisdom (+2); Wondrous: Cloak 
  of resistance (+2); Wand: Cure Light Wounds (1) 
  (Charges: 50), 4 x 500 Marks diamonds (for Raise 
  Dead spells) 
  Skills:  
  Concentration+7, Heal+16, Knowledge (religion)+16, 
  Listen+8, Spellcraft+7, Spot+8.  
  Feats:  
  Alertness, Combat Casting, Extra Turning, Skill Focus: 
  Heal, Skill Focus: Knowledge (religion). 
  Clerical Spells (6/8/7/6/5/4/3): DC 16+spell level: 0 
  lvl– Detect Magic, Detect Poison, Mending, Light, 
  Create Water, Purify Food and Drink; 1st lvl– 
  Obscuring Mist*, Bless, Endure Elements, Sanctuary, 
  Command, Divine Favor, Magic Weapon, Protection 
  from 
  Evil; 
  2nd 
  lvl– 
  Soften 
  Earth*, 
  Lesser 
  Restoration(2), Zone of Truth, Remove Paralysis, Calm 
  Emotions, Hold Person; 3rd lvl– Stone Shape*, Dispel 
  Magic, Speak with Dead, Remove Disease, Remove 
  Curse, Remove Blindness/Deafness; 4th lvl– Control 
  Water*, Divination, Neutralize Poison, Sending, 
  Restoration, Divine Power; 5th lvl– Wall of Stone*, 
  Break Enchantment, Raise Dead, Scrying; 6th lvl– 
  Cone of Cold*, Heal, Greater Dispelling. * indicates 
  domain spells. 
   
  In stark contrast to Sarvina, Yasica Hüssen is a young, 
  vivacious and (sometimes overly) passionate woman. 
  A brunette in her mid 20’s, she went adventuring for a 
  while before coming back to her hometown of 
  Krestible. She is very loyal to her clan, and her family. 
  She is the second most senior cleric of the temple here. 
  If it were not for the fact that she works daily with the 
  Auszugen of Krestible, ensuring that they have healing 
  magic on hand, Weisspeers would be hard pressed to 
  get healing at the Old Kerk temple when needed. She is 
  ambitious to take over the clergy of the Old Kerk in 
  Krestible, but is patient, and willing to wait for Sarvina 
  to pass on before taking control, seeing that Sarvina 
  can’t have more than 4-5 years more of life ahead of 
  her. 
   
  Yasica Hüssen: Female Human Clr7 of Mayaheine; 
  Medium Humanoid ; HD 7d8+7 (Cleric); hp 39; Init 
  +3; Spd 20; AC 19; Atk +7 base melee, +4 base 
  ranged; +8 (1d10+3, +1 Sword, bastard); AL LN; SV 
  Fort +6, Ref +1, Will +9; STR 14, DEX 8, CON 13, 
  INT 10, WIS 18, CHA 12. 
  Possessions: 
  Weapons: +1 Sword, bastard. 
  Armor: Full plate, Masterwork. 
  Shields: Shield, large, steel, Masterwork. 
  Magic: Wondrous: Periapt of Wisdom (+2). 
  Skills:  
  Concentration+5, Diplomacy+5, Heal+10, Knowledge 
  (religion)+10, Scry+1, Spellcraft+5.  
  Feats:  
  Cleave, Exotic Weapon Proficiency: Sword, bastard, 
  Improved Initiative, Power Attack. 
  Clerical Spells (6/6/5/4/3): DC 14+spell level. Law 
  spells are cast at +1 Caster Level. 0 lvl– Purify Food 
  and Drink, Light, Detect Magic, Detect Poison, Create 
  Water, Mending; 1st lvl– Protection from Chaos*, 
  Bless, Divine Favor, Sanctuary, Shield of Faith, 
  Endure Elements; 2nd lvl– Spiritual Weapon*, Bull’s 
  Strength, Hold Person(2), Silence; 3rd lvl– Magic 
  Vestment*, Daylight, Dispel Magic, Protection from 
  Elements; 4th lvl– Order’s Wrath*, Divine Power, 
  Dimensional Anchor; *indicates domain spells. 
   
  Hela Mirasdottir is the third most senior cleric at the 
  temple here. A middle aged woman, she does not live 
  in the temple proper, instead staying with her husband 
  Petar outside the walls of Krestible, returning with the 
  morning light to tend to the needy of the church. It is 
  she who tends to those who come to the church for 
  non-magical help. She organizes the food and the 
  cleaning of the east wing, and is the most well loved 
  (by the poor at least) of the clerics of the Old Kerk 
  here.  
   
  Hela Mirasdottir: Female Human Clr7; Medium 
  Humanoid ; HD 7d8+7 (Cleric); hp 39; Init +0; Spd 30; 
  AC 12; Atk +5 base melee, +5 base ranged; +5 (1d6, 
  Quarterstaff); AL LN; SV Fort +6, Ref +2, Will +7; 
  STR 10, DEX 10, CON 13, INT 10, WIS 14, CHA 15. 
  Possessions: 
  Weapons: Quarterstaff. 
  Magic: Wondrous: Bracers of armor (+1); Ring: 
  Protection +1; Wand: Cure Light Wounds (1) 
  (Charges: 50); Wand: Lesser Restoration (3) (Charges: 
  50). 
  Skills:  
  Concentration+5, Heal+12, Knowledge (religion)+5, 
  Profession (Herbalist)+9, Scry+1, Spellcraft+5.  
  Feats:  
  Brew Potion, Craft Wondrous Item , Scribe Scroll , 
  Skill Focus: Heal. 
  Clerical Spells (6/6/5/3/2): DC=12+spell level, Good 
  spells at +1 Caster level. 0 lvl– Purify Food and Drink, 
  Light, Detect Magic, Detect Poison, Create Water, 
  Mending.; 1st lvl– Bless, Endure Elements, Sanctuary, 
  Command, Magic Weapon, Protection from Evil*;2nd 
  lvl–Aid*, Lesser Restoration(2), Zone of Truth, Remove 
  Paralysis. 3rd lvl– Plant Growth*, Remove Disease, 
  Remove Curse. 4th lvl– Holy Smite*, Restoration. * 
  Indicates domain spells  
   
  There are a further four 5th level clerics, ten 2nd level 
  clerics and twenty 1st level acolytes who work here, of 
  the various faiths of the Old Kerk. For statistics, use 
  the standard NPC Cleric from the Dungeon Master’s 
  Guide. 
   
   
  Räuber’s Reliable Relics 
  By Bruce Greenwood 
  From Elkott’s Guide to Perrenland  
   
  Räuber’s Reliable Relics is a disreputable little magic 
  shop found at the end of Koordsteeg. The storefront is 
  fairly typical of those found throughout Krestible, if a 
  fair bit grubbier. The city watch doesn’t particularly 
  
  The Krestible Project 
  04-Sep-2005 
  Page 14 of 37 
  like the place, but they’ve long since given up trying to 
  find any stolen goods being fenced in the store (at least 
  in part because the pale-skinned human owner, Zaun 
  Räuber, is rich enough to pay certain guards enough to 
  look the other way). 
   
  When first entering Räuber’s Reliable Relics, the first 
  thing that a prospective customer will note is the smell. 
  Very strong, cloying incense is burned at all times, 
  perhaps to hide more incriminating scents, or perhaps 
  just to try to overpower the even stronger smell of 
  years of neglect. Behind the counter, Vlies Räuber, son 
  of the proprietor, can usually be found glaring 
  resentfully at any prospective customers who happen to 
  wander in. 
   
  What Meets the Eye: Most of the stuff on Räuber’s 
  shelves is junk – used wands, potions labelled “Holy 
  Water”, repainted Ioun Stones, Symbols of Pelor (a 
  notorious local barfly best unremembered for his 
  penchant for asking ladies if they’d like to see Pelor’s 
  Magic Rod – now deceased), Decks of Many Cards 
  and so forth – nothing exactly illegal, but carefully 
  designed pieces of rubbish used to con gullible buyers 
  into parting with ready coin. There are a few more 
  valuable items safely locked away in glass cabinets 
  around the walls and behind the counter – wands for all 
  the most common first and second level spells 
  (including, yes, cure light wounds), a few +1 magic 
  daggers with exceptionally tasteless hilts, empty spell 
  books with furry covers, and in pride of place directly 
  above Vlies’s head, a +1 Flaming Club (with a nail in 
  it) known as The Complaints Department. 
   
  The junk on the shelves hasn’t got any price tags – 
  Vlies judges the gullibility of the customer, names a 
  price between 10 and 50 Marks and will be haggled 
  down to half that amount. The genuine magical items 
  are priced as listed in the PHB and DMG. He’s 
  extremely rude to the customers, and very few ever 
  return... and those that do generally have to deal with 
  The Complaints Department. 
   
  So how does this business survive? 
   
  The Räuber Room: Every now and then the right kind 
  of customer will walk in and say a certain phrase. Any 
  customers in the store will be ‘politely’ asked to leave, 
  as it’s lunchtime. Vlies escorts the customer through 
  the curtain behind the counter and open the cellar door. 
  Once the customer has made their way down a 
  disturbingly long flight of stairs, they will be met by 
  the owner of the Räuber Room, Zaun Räuber himself. 
   
  Zaun Räuber runs a black market of powerful magic 
  items procured from a very shady source – one which 
  his customers never learn of. The origin of these 
  weapons, potions and other mysterious items may be 
  easily deduced by the fact that they lose all potency if 
  exposed to sunlight for too long... 
   
  Almost any magical item (from the DMG or Tome & 
  Blood, up to a value of 20,000 Marks) can be bought in 
  the Räuber room, and if he doesn’t have it, he’s almost 
  certain of being able to procure it for you within a day 
  or two. No items of a good or lawful nature are for sale 
  here, but the customers that Zaun Räuber caters to 
  would not be the kind of people who’d normally be 
  after that kind of thing anyway. 
   
  The room is protected by a magical circle against good 
  and law, and a hulking Stone Golem (90 hp, MM 108) 
  that has “Trouble” carved on its chest. 
   
  Behind the golem is a door leading to the source of 
  Zaun Räuber’s goods. A magic circle is carved on the 
  floor with the words “My Heart Bleeds For You” in 
  Undercommon in burnished silvery letters running 
  around them. Anyone standing in the circle saying 
  these words will instantly be transported to one of the 
  layers of Hell – DM’s choice. Anyone standing in the 
  circle saying “Ereh Eno Evil A Tog Evi” will be 
  transported to the magical laboratory of the drow 
  wizard Anscarramangal Beitz, in the middle of the 
  Underdark. Anyone who isn’t Zaun Räuber will most 
  likely be shot on sight. 
   
   
  Stockalper Timber Industries 
  Company 
  By Rene Kragelund 
   
  Wood and timber is a valuable commodity in a country 
  which has very few wooded areas. Many of 
  Perrenland’s forests are acknowledged as contributing 
  to retaining soil, preventing erosion and to provide 
  shelter for game. It is therefore not a surprise that not 
  much logging is going on. The demand for timber is 
  high, so most is imported from neighbouring states, 
  such as Veluna and Highfolk. However, there is also a 
  special demand for exotic timber, and Stockalper 
  Timber is able to provide choice cuts of ebony, 
  boxwood, teak etc. even from as faraway places as the 
  Amedio Jungle and Hepmonaland. 
   
  For more than 160 years, the Stockalper Timber 
  Industries Company, Krestible, has been a Perrender’s 
  timber merchant of choice for wood of any type. 
  Founded by Joselyn von Stockalper in 431 CY, this 
  Oeridian lady laid the foundations upon which the 
  renowned company rests today. 
   
  This business, locally and nationally known as 
  Stockalper Timber is located in Houtsteeg (Wood 
  Alley) in Krestible. (Map ref C-02) The current owner 
  is Sophia Wilhelmina von Stockalper, a 52 year old 
  ranger, who has long since retired from adventuring. 
  She runs S.T., mostly, as an import business, as wood 
  is scarce to come by in Perrenland, and secondly as a 
  carpentry business as her staff are second to none in the 
  art of wood carving, turning , general carpentry and 
  furniture making. 
   
  Sophia Wilhelmina is, herself, an accomplished 
  carpenter/bowyer who owns a set of magical chisels 
  
  The Krestible Project 
  04-Sep-2005 
  Page 15 of 37 
  and a pair of elven wooden block planes. The chisels 
  provide a +4 bonus to her carpentry craft skill when 
  used on a piece of timber and the planes leave any 
  piece of timber with an unheard of smoothness.  
   
  In her employ, Sophia Wilhelmina has 2 carpenters and 
  3 apprentices. They are Hansie Livring, master 
  carpenter and Albertha Oddsons, junior master 
  carpenter. The apprentices are Jakob Loonker, 
  Johannes Outgaard and Metti Loond. Additional staff 
  is hired on an ad hoc basis. 
   
  Sophia Wilhelmina leaves most of the daily running of 
  the business to her husband Alfreed. This frees up her 
  time so she can go in search of sources of exotic 
  timber. This search leads her abroad, oftentimes to 
  Greyhawk City, the Burneal Forest and also to the 
  Vesve, where she has excellent contacts with the elves. 
  They provide her with choice cuts of timber, albeit at a 
  price. Much needed coin thus goes to the coffers of 
  those fighting the good fight in that forest. She also 
  takes the opportunity to visit old ranger friends, to 
  catch up on news and to make new connections. She is 
  well versed in the goings on in the Vesve and is a good 
  source of information. Due to the inherent dangers of 
  the Vesve, Sophia Wilhelmina only takes the trip twice 
  a year. A retinue of mercenaries accompany her on 
  these 
  journeys. 
  Loyalty 
  is 
  strong, 
  as 
  Sophia 
  Wilhelmina is a kind, albeit bossy employer. 
   
  Her work, and that of those in her employ, is widely 
  renowned throughout Perrenland as of the highest 
  workmanship and quality. No job is too big or small as 
  Sophia Wilhelmina takes pride in her craft. She loves 
  her company and those working for her and when not 
  on buying trips she is to be found in the S.T. workshop. 
  To put it short, she is a tree nut. She loves the smell of 
  wood and working with timber. It is her passion and 
  her husband Alfreed shares her love, albeit on a smaller 
  scale. 
   
  Potential customers will, at any time, be able to find 
  exotic and mundane timbers in her curing warehouse. 
  Any exotic wood ranging from Sablewood, Loytwood, 
  Ferron pine and Bolkawood to the mundane Cherry, 
  Walnut, Deklo, Mountain Ash, Pine and Oak are to be 
  found together with scores of other sorts of wood. 
   
  She is herself renowned for superior bow making. 
  Exotic woods are “commonly” used in her designs and 
  the winner of the annual 5th Auszugen’s archery 
  competition have often employed a SWS designed 
  mighty composite longbow. Consider bows made by 
  Sophia Wilhelmina as being Masterwork. Prices range 
  from expensive to very expensive. No standard price is 
  given as all of her bow making is on quote basis only.  
   
  Once a year Stockalper Timber co-sponsors a 
  children’s festival with the other timber merchants and 
  wood shops in Krestible. Bits of scrap timber is handed 
  out to kids who have 3 hours to turn the pieces into 
  whatever they can. Tools are provided, but as the shops 
  in Houtsteeg do not have the facilities to house the 
  scores of children who flock to Wood Alley on the 
  festival day, Houtsteeg is lined with tables and chairs 
  for the children to do their best.. However, the Wood 
  Merchants and Carpenters Guild, of which Sophia 
  Wilhelmina is the current chair, supervise the 
  proceedings and many of the shop owners prowl the 
  tables in search of potential new apprentices. Prizes 
  vary from year to year, but have included Dwarven 
  made hammers, Elven saws, a Furyondian workbench 
  with 2 vices and a set of 6 mithral chisels. 
   
  A walk around Houtsteeg will amaze the visitor. 
  Shopfronts are elaborately carved and a multitude of 
  different timbers with various colours and smells. Kara 
  and Galda trees line Wood Alley and one shop even 
  has an Ipp tree growing through the roof. Wooden 
  mobiles and other small constructs powered by wind 
  adorn Houtsteeg and help make this alley a truly 
  amazing place to visit. 
   
  Sophia Wilhemina von Stockalper, Chair of the 
  Guild of Wood Merchants & Carpenters: Female 
  Human Rgr7; Medium Humanoid ; HD 7d10+7 
  (Ranger); hp 47; Init +7; Spd 30; AC 13; Atk +8 base 
  melee, +10 base ranged; +9 (1d8+2, +1 Longsword); 
  +11 
  (1d8+1, 
  Mighty 
  composite 
  longbow 
  +1, 
  Masterwork); AL CG; SV Fort +6, Ref +5, Will +4; 
  STR 12, DEX 16, CON 12, INT 10, WIS 14, CHA 12. 
  Possessions: 
  Weapons: Mighty composite longbow +1, Masterwork; 
  +1 Longsword. 
  Magic: Wondrous: Cloak of elvenkind; Wondrous: 
  Boots of the winterlands. 
  Skills:  
  Concentration+6, Craft (Bowmaker)+10, Heal+10, 
  Hide+13, Knowledge (nature)+10, Move Silently+4, 
  Profession 
  (Carpenter)+7, 
  Spot+5, 
  Wilderness 
  Lore+10.  
  Feats:  
  Blind-Fight, Combat Reflexes, Endurance, Improved 
  Initiative, Track. 
   
  Hansie Livring, Master Carpenter: male human 
  Exp6; medium humanoid (5 ft., 11 in. tall); hp 40; . 
  Albertha Oddsons, Assistant Master Carpenter: 
  female human Exp6; medium humanoid (5 ft., 11 in. 
  tall); hp 29. 
   
   
  Süsser Song Tavern 
  By Brad Stuttle 
   
  The Year 593CY marks the 30th anniversary of the 
  Süsser Song Tavern. 
   
  At one point in time the Süsser Song Tavern was 
  famous for its sweet tasting ale that could not be found 
  anywhere else in the City, until it was discovered that 
  the ale was quite ordinary, but it was the atmosphere 
  that was sweet. 
   
  
  The Krestible Project 
  04-Sep-2005 
  Page 16 of 37 
  The tavern (formerly the Süsser Ale Tavern situate in 
  the lowlands) had become famous to the point of 
  attracting people from all over Krestible Canton 
  through its doors, with the rumour that the ale was 
  unmatched in all of Perrenland. This was discovered to 
  be untrue when ale was taken away from the tavern and 
  found to be very ordinary. Upon further investigation it 
  was discovered that the atmosphere created by the two 
  minstrels that played constantly throughout the day and 
  night made the ale seem that much better. Apparently 
  the songs they played had subliminal references to the 
  taste of the ale which made patrons enjoy their drink 
  more. The discovery at first shocked patrons, but 
  because nothing illegal was found to be taking place 
  and drinking elsewhere just didn’t give them the same 
  satisfaction, all was forgiven. The tavern was renamed 
  to the Süsser Song Tavern and the patrons returned, but 
  in greater numbers. Thirty years now it is the minstrels 
  who are sought after for their influencing talent, but the 
  owner and their father refuses to divulge the secret. 
   
  The tavern opens 20 hours of the day only closing from 
  1am to 5am daily and the atmosphere in the tavern is 
  jovial and quite intoxicating. Patrons are encouraged to 
  drink their ale within the confines of the tavern and no 
  other form of food or drink are allowed to be brought 
  into the tavern. (Gelfrat the tavern’s doorman will 
  make sure of that.) 
   
  The minstrels’ songs may be countered by a Bard’s 
  counter songs, but you run the risk of reprisal from the 
  tavern’s patrons which may even lead to a lynching. 
  Alternatively one may resist the songs’ subliminal 
  suggestions and jovial sound with a successful Will 
  Save (DC 20). 
   
  Owners: 
  Gawin and Lusche Krieg, Age 62 and 56 respectively. 
  Gawin has successfully owned and run the Süsser Song 
  Tavern since its conception in 563CY. 
   
  Minstrels: 
  Osanna and Engel Krieg, Age 38 and 35 respectively.  
  Osanna began playing for her father’s tavern from the 
  beginning and was joined in the following year by her 
  sister Engel. The two rarely perform a duet, but change 
  places with each other to keep the music and the 
  atmosphere going 20 hours a day. 
   
  Doorman: 
  Gelfrat, Age unknown. 
  Gelfrat is a large brutish man who looks to have had 
  his fair share of brawls. He is unwavering in his task to 
  keep 
  the 
  peace 
  inside 
  the 
  tavern 
  and 
  keep 
  troublemakers out (including those who try to bring in 
  their own food and drink). 
   
   
  ORGANISATIONS 
  Den Perrenland Jagend und 
  Fischende Gesellschaft 
  AKA The Perrenland Hunting and Fishing Society 
  By Sam McGregor 
   
  Overview: In CY 570 Vaujtn Vosser led a group of 
  friends into the Southern Yatils on the now legendary 
  ‘dragon Kill” expedition. News of the crotchety 
  hunter’s party returning laden with the heads of not 
  one, not two, but three red dragons spread like wildfire. 
  This drew adventurous souls from all over Perrenland 
  to his cabin in search of similar fame and fortune. 
   
  Seizing the opportunity, Vaujtn Vosser founded Den 
  Perrenland Jagend und Fischende Gesellschaft (the 
  Perrenland Hunting and Fishing Society) and the rest is 
  history. 
   
  Although originally based in Rikkendal in the Yatil 
  Mountains, Den Perrenland Jagend und Fischende 
  Gesellschaft now resides in one of Perrenland’s main 
  cities, Krestible. Vaujtn decided to move there so that 
  more people could see his prized trophies. They also 
  own 
  buildings 
  in 
  Schwartzenbruin, 
  Traft 
  and 
  Hugelrote.  
   
  The society organises regular expeditions into the 
  Yatils, Clatspurs and Mounds of Dawn. They also own 
  the single-masted keel boat, Speigel XXIII, based in 
  Hugelrote. This does trips into the centre of Lake Quag 
  for the brave (or foolhardy). They go to see what 
  strange beasts they can catch. Needless to say, no 
  guarantee of safe return is ever issued.  
   
  The society also organises trips even further afield, 
  having been known to travel as far as the Tilvanot 
  peninsular in search of the fabled Argentvorax. 
   
  Most members of Den Perrenland Jagend und 
  Fischende Gesellschaft are humans, elves, half-orcs 
  and half-elves. There are not many dwarvish or 
  gnomish members, and even fewer halflings. Some 
  detractors say this is on account of their inability to run 
  very fast. 
   
  The society has an unusually high staff turnover. 
   
  Headquarters: Der Perrenland Jagend und Fischende 
  Gesellschaft is located in a large building that backs 
  onto Zward Plein, map reference F-02. A large 
  building made of stone, at first sight you would think 
  that it was a mansion of some sort, which it almost is. 
  When you enter, there are always two guards in front 
  of the door, and they take your name, the time you 
  entered and make sure that you aren’t carrying any 
  weapons (unless you are a member). As you enter, you 
  see many paintings of Vaujtn Vosser standing next to 
  dragons, griffons, dire polar bears and the like, often 
  with a spear, longsword or arrow through their heads. 
  
  The Krestible Project 
  04-Sep-2005 
  Page 17 of 37 
  The walls are lined with heads of animals that members 
  and Vaujtn himself have killed. 
   
   
  Den Steilport Guards 
  By Rory McNeil 
   
  Those entering Krestible generally enter through the 
  main gate, Den Steilport, where several guards are 
  always on duty, checking permits, identifying 
  dangerous or smuggled goods, and looking for known 
  outlaws. There are thirty-two guards assigned to the 
  main gate into Krestible, divided into four troupes of 
  six, and two troupes of four. The day is divided up into 
  six shifts (see Table 1) with one troupe stationed at the 
  gate and one in reserve resting in the guard station 
  adjacent to the gate at any one time. Should a small 
  incident occur at or near gate the leader of the troupe 
  and one other will investigate and call the Watch if the 
  situation gets out of control. Should a large force 
  (raiders, rabid bear, wandering troll, angry mob, etc.) 
  appear the troupe on watch will call to the reserve 
  troupe who will take spears and assist, while ringing a 
  loud warning bell if necessary. If threatened the two 
  troupes will form a line alternating between sword and 
  spear. Those with spears fall back if combat starts . 
   
  Table 1. Daily Guard Shifts. 
   Shift 
  Start 
  End 
  Gate 
  Reserve 
   
   
  Time 
  Time 
  Troupe 
  Troupe 
   1st 
  4am 
  8am 
  1st 
  2nd 
   2nd 
  8am 
  12am 
  2nd 
  3rd 
   3rd 
  12am 
  4pm 
  3rd 
  4th 
   4th 
  4pm 
  8pm 
  4th 
  5th 
   5th 
  8pm 
  12pm 
  5th 
  6th 
   6th 
  12pm 
  4am 
  6th 
  1st 
   
  Troops on duty per shift 
   
  Garret, Sergeant of the Gate leads 2nd troupe 
   
  Day troupe at gate (during 1st – 4th shifts) 
  1 guard leader and 5 guards 
   
  Day troupe in reserve (during 6th – 3rd shifts) 
  1 guard leader and 5 guards 
   
  Night troupe at gate (during 5th, 6th shifts) 
  1 guard leader, 2 guards and 1 dwarf guard 
   
  Night troupe in reserve (during 4th, 5th shifts) 
  1 guard leader, 2 guards and 1 dwarf guard 
   
  Personnel descriptions 
   
  Guard Leader: Male Human Ftr1; Medium Humanoid 
  ; HD 1d10+1 (Fighter); hp 11; Init +0; Spd 20; AC 17; 
  Atk +2 base melee, +1 base ranged; +2 (1d8+1, 
  Longsword); +2 (1d6+1, Sap); AL LN; SV Fort +3, 
  Ref +0, Will +1; STR 13, DEX 10, CON 12, INT 12, 
  WIS 8, CHA 8. 
  Possessions: 
  Weapons: Longsword; Sap. 
  Armor: Chainmail. 
  Shields: Shield, large, steel. 
  Skills:  
  Handle Animal+3, Profession (Guard)+1, Ride+4, 
  Sense Motive+1.  
  Feats:  
  Cleave, Iron Will, Power Attack. 
   
  Guard: Male Human War1; Medium Humanoid ; 
  HD 1d8+1 (Warrior); hp 12; Init +0; Spd 20; AC 16; 
  Atk +3 base melee, +1 base ranged; +4 (1d8+2, 
  Longsword); +3 (1d6+2, Sap); AL LN; SV Fort +3, 
  Ref +0, Will -1; STR 14, DEX 10, CON 12, INT 10, 
  WIS 8, CHA 8. 
  Possessions: 
  Weapons: Longsword; Sap. 
  Armor: Scale mail. 
  Shields: Shield, large, steel. 
  Skills:  
  Handle Animal+3, Profession (Guard)+1, Spot+1.  
  Feats:  
  Toughness, Weapon Focus: Longsword. 
   
  Dwarven Guard: Male Dwarf, Hill War1; Medium 
  Humanoid ; HD 1d8+2 (Warrior); hp 13; Init +0; Spd 
  15; AC 16; Atk +3 base melee, +1 base ranged; +3 
  (1d8+2, Longsword); +3 (1d6+2, Sap); SQ: Darkvision 
  (Ex), Dwarven traits (Ex); RF: Stonecunning, +2 Fort 
  save against poison, +2 Ref save against spells, +1 
  attack bonus against orcs & goblinoids, +4 dodge 
  bonus against giants; AL LN; SV Fort +4, Ref +0, Will 
  -1; STR 14, DEX 10, CON 14, INT 10, WIS 9, CHA 6. 
  Possessions: 
  Weapons: Longsword; Sap. 
  Armor: Scale mail. 
  Shields: Shield, large, steel. 
  Skills:  
  Appraise+2, Handle Animal+2, Profession (Guard)+1.  
  Feats:  
  Toughness. 
   
  Garret, Sergeant of the Gate: Male Human Ftr3; 
  Medium Humanoid ; HD 3d10 (Fighter); hp 25; Init 
  +6; Spd 20; AC 19; Atk +5 base melee, +5 base 
  ranged; +6 (1d8+2, Longsword, Masterwork); +5 
  (1d4+2, Dagger, silvered); +6 (1d6+2, Sap, 
  Masterwork); AL LN; SV Fort +3, Ref +3, Will +2; 
  STR 14, DEX 14, CON 10, INT 12, WIS 12, CHA 8. 
  Possessions: 
  Weapons: Longsword, Masterwork; Dagger, silvered; 
  Sap, Masterwork. 
  Armor: Chainmail, Masterwork. 
  Shields: Shield, large, steel, Masterwork. 
  Skills:  
  Diplomacy+1, Handle Animal+4, Profession 
  (Soldier)+4, Ride+7, Sense Motive+3.  
  Feats:  
  Cleave, Dodge, Improved Initiative, Mobility, Power 
  Attack. 
   
  Age: 32, Hair: blond, Eyes: Brown, Height: 5’ 8”. 
  
  The Krestible Project 
  04-Sep-2005 
  Page 18 of 37 
  An 8 year veteran of the Auszug, Garret found upon 
  returning to his home of Krestible that he lacked the 
  skills to succeed in the merchant trade. So when he 
  heard that the guards were hiring he signed on. With 
  his wealth of experience and obvious dedication and 
  loyalty to his post he quickly advanced to his current 
  rank. He is satisfied with his position as his family 
  resides within the wall and he is largely left alone to 
  oversee his charges. Nothing would make him 
  willingly compromise the city due to his commitment 
  to duty and those he protects. 
   
   
  The Perrender Society of the Sword 
  AKA The Krestible School of Swordplay 
  By Craig Hargaves 
   
  The Perrender Society of the Sword was formed in CY 
  570 by Erik Kopfhalen, a retired Ubergrosse of the 
  Auszug. Hearing tales from afar of growing warfare 
  amongst many states of the Flanaess, Kopfhalen 
  decided to establish a school in the city of Krestible 
  where he would teach the finer parts of swordplay. The 
  Krestible School of Swordplay grew steadily in the 
  following decade, (thanks largely to the many 
  mercenaries passing through Perrenland. Many of 
  Kopfhalen’s students went on to become renowned 
  swordsmen and some of these remained with the 
  school as teachers, allowing the school to grow further. 
  The school has also become popular amongst officers 
  from the Auszug as a source of quality sword training. 
  The change of name to the Perrender Society of the 
  Sword has come about to expand the school to areas of 
  Perrenland beyond Krestible. Most of its members, 
  however, still call it by its original name. 
   
  The original school was formed to train swordsmen of 
  the highest quality and that continues to be the core 
  mission of the Perrender Society of the Sword. Sword 
  Meisters (Senior Society members) train Initiates 
  (junior members) in the finer points of sword-play. 
  Central to these teachings is respect for one’s sword 
  and for the laws of Perrenland. Society members are 
  expected to use and maintain only the highest quality 
  weapons. Society members are also expected to keep 
  their weapons under true Ruhebinden (Peace Knots) 
  when in populated areas (both in and out of 
  Perrenland). All Society members are to identify 
  themselves as such by the wearing of the Society’s pin 
  (a silver brooch in the shape of a sword overlaid by an 
  intricate Ruhebinden pattern) in plain sight. 
   
  As well as its many fine conventional sword masters, 
  the Society is famed for its continued teaching of the 
  dying art of Perrender Fencing. Utilizing the speed of a 
  rapier, Perrender Fencing is considered by many to be 
  the most beautiful of all sword fighting styles. Its use in 
  recent decades has fallen out of popularity as a greater 
  emphasis was given to more “practical” fighting styles 
  better suited to war. The style has survived to the 
  present day largely due to its use in duelling (a contest 
  in which it is almost unequalled in its effectiveness). 
  Masters of Perrender Fencing are rare these days and 
  the Society is privileged to have most current masters 
  as members. These teachers are always looking for 
  students of suitable calibre to pass this art onto. 
  However the study of Perrender Fencing is not easy 
  and teachers have little time to waste with those who 
  have yet to prove themselves. As such entry standards 
  for students of Perrender Fencing are kept high. 
   
  The Society is located in Kopfhalen Hall – the large 
  building on the western side of Zward Plein (F02). 
  Kopfhalen Hall is a sturdy building made of light 
  brown slate. The majority of its space is taken up by 
  several large training halls. It also has rooms where 
  some of its senior trainers board. It is open from 
  sunrise, when training starts, to an hour after sunset 
  when it stops. 
   
  Old Eric Kopfhalen still trains students himself. He 
  concentrates primarily on the more experienced 
  students, especially the trainers, but he does also make 
  a point of teaching all new students himself at some 
  time to ensure that their foundation is strong from the 
  start. Eric is a practical man who prefers to teach by 
  demonstration rather than oration. He has a strong 
  commanding presence developed during his time in the 
  Auszug and most students hold him in awe despite his 
  down to earth nature.  
   
   
  PEOPLE 
  Anneka (Scholarly Bard) 
  By Bronwyn Johnson 
   
  Name: Anneka 
  Race: Human 
  Class/Level: Bard 10 
  Location: F5- The second largest house in Zangerlaan 
  (Singers Lane). 
  Clan: Rosrijder. 
  Anneka (Scholarly Bard): Male Human Brd10; 
  Medium Humanoid ; HD 10d6+10 (Bard); hp 43; Init 
  +1; Spd 30; AC 13; Atk +7 base melee, +8 base 
  ranged; +10 (1d2+2, +2 Whip); AL NG; SV Fort +4, 
  Ref +8, Will +7; STR 10, DEX 12, CON 12, INT 19, 
  WIS 10, CHA 15. 
  Possessions: 
  Weapons: +2 Whip: Ghost Touch. 
  Magic: Wondrous: Headband of intellect (+2); 
  Wondrous: Amulet of natural armor (+2). 
  Skills:  
  Appraise+9, Decipher Script+10, Gather 
  Information+17, Knowledge (arcana)+10, Knowledge 
  (Cartography)+5, Knowledge (Engineering)+5, 
  Knowledge (Geography)+5, Knowledge (Geology)+5, 
  Knowledge (Hearth Wisdom)+5, Knowledge 
  (History)+10, Knowledge (Infernal)+5, Knowledge 
  (Law)+5, Knowledge (Literature)+5, Knowledge 
  (Local)+10, Knowledge (Martial Code)+5, Knowledge 
  (Mathematics)+5, Knowledge (nature)+5, Knowledge 
  
  The Krestible Project 
  04-Sep-2005 
  Page 19 of 37 
  (Navigation)+5, Knowledge (Nobility)+10, Knowledge 
  (Politics)+5, Knowledge (religion)+5, Knowledge 
  (Streetwise)+5, Knowledge (The Planes)+5, 
  Knowledge (War)+5, Knowledge (Weaponry)+5, 
  Listen+2, Perform+17, Scry+10, Speak Language+4, 
  Spellcraft+9, Spot+4. Abyssal, Celestial, Draconic, 
  Halfling, Infernal, Old Oeridian, Suloise. 
  Feats:  
  Alertness, Scribe Scroll , Skill Focus: Gather 
  Information, Skill Focus: Perform, Obscure Lore feat 
  (from “Song and Silence”, pg 40) adds +3 to a bardic 
  knowledge check. 
  Spells Known (Brd 3/4/4/2): 0 - Dancing Lights, Detect 
  Magic, Light, Mending, Prestidigitation, Read Magic; 
  1st - Erase, Identify, Message, Sleep; 2nd - Cure 
  Moderate Wounds, See Invisibility, Tongues, 
  Whispering Wind; 3rd - Dispel Magic, Emotion, 
  Scrying, Sculpt Sound.  
   
  Background & Characterisation 
  A relatively young and pretty woman (late 20’s), 
  Anneka is more renowned for her historical research, 
  language skills, and encyclopaedic knowledge of trivia 
  than she is for her rather unexceptional singing voice, 
  as her bardic skills are almost exclusively focused on 
  the gathering of knowledge. Her financial inheritance 
  has been invested in the accumulation of old texts in a 
  variety of languages, and in ancient maps. She is a 
  Bard of the Old Kerk. She rarely performs, and her 
  singing skills focus on the memorization and 
  performance of formerly long-lost chants and ballads 
  from ancient times. She is also known by anyone who 
  has visited her for her irritable temperament; she is 
  very touchy and hates to be accused of ignorance, or 
  poor quality research, or criticized about the messy 
  book and scroll piled state of her home, or ink stained 
  quality of her robes.  
   
  PC Interaction Notes 
  • 
  Seekers of information will be charged a set 
  and inflexible fee (excepting that it may go up in 
  cost if PCs persist in haggling in an irritating or 
  offensive manner) of the target DC of the piece of 
  knowledge times 3 MARKS. For example, a DC10 
  piece of information costs 30 MARKS, a DC15 
  costs 45 MARKS. This does not include any 
  additional costs for purchasing old books or maps, 
  or copies of written information; this is the base 
  cost which covers her research expenses and time. 
  To this may be added 10 MARKS per PC who 
  irritates or offends Anneka; a cumulative addition 
  to the price that she will claim is for materials used 
  in research (paper, ink, lamp oil). If she cannot 
  find an answer, she will refund two thirds of the 
  gold.  
  • 
  The first PC (if any) who tries to follow her 
  around her cluttered home, full of precarious piles 
  of books and scrolls, instead of waiting in a chair 
  as requested, will have to make a Reflex save at 
  DC15 to avoid tipping over a pile of books. A fail 
  by 10 or more (i.e. PC gets a Ref save of 5 or less) 
  means they also tip a vial of ink over the books 
  and floor, much to Anneka’s outrage and disgust. 
   
  The Brockenford Family 
  (Entertainers) 
  By Craig Hargaves 
   
  The Brockenford family is one of the most famous in 
  the city of Krestible. They are a family of entertainers 
  who live on Zangerlaan (Singers Lane) which is 
  closely associated with the family (who have lived 
  there for the past four generations). Every member of 
  the family (with one notable exception) is an 
  entertainer of the highest calibre. The family has 
  become powerful and influential by catering to the 
  entertainment and tuition of Krestible’s most well-to-
  do citizens. Little happens in Krestible without the 
  knowledge of the Brockenfords, although they are 
  careful to downplay the extensiveness of the contact 
  network and its associated pool of knowledge. 
   
  The current patriarch of the Brockenford family is 
  Stefan Brockenford. Stefan is a master storyteller and 
  also has a powerful baritone singing voice. He is held 
  to be perhaps the best source of Perrender legends and 
  oratory tales. He is also known to be an extremely 
  smooth talker, capable of placating even an irritated 
  Roodberg it is said. He is also an excellent judge of 
  human behaviour. It is said few that few who know 
  him are prepared to chance lying in his presence. Most 
  will just take the safer route of jovially telling him to 
  mind his own business. Stefan has guided the family as 
  well as his father (the late Jan Brockenford) before him 
  although he has had some problems recently with his 
  youngest child Mika. 
   
  Stefan Brockenford: Male Human Ari2/Brd1/Exp3; 
  Medium Humanoid ; HD 2d8 (Aristocrat), 1d6 (Bard), 
  3d6 (Expert); hp 26; Init +0; Spd 30; AC 12; Atk +2 
  base melee, +3 base ranged; +3 (1d6-1, Rapier, 
  Masterwork); +3 (1d4-1, Dagger, Masterwork); AL 
  NG; SV Fort +1, Ref +3, Will +12; STR 9, DEX 10, 
  CON 10, INT 14, WIS 15, CHA 17. 
  Possessions: 
  Weapons: Rapier, Masterwork; Dagger, Masterwork. 
  Magic: Wondrous: Cloak of Charisma (+2); Ring: 
  Protection +2. 
  Skills:  
  Bluff+12, Diplomacy+12, Gather Information+14, 
  Innuendo+5, Knowledge (History)+5, Knowledge 
  (Local)+10, 
  Knowledge 
  (Nobility)+7, 
  Listen+5, 
  Perform+14, Sense Motive+12, Spot+5.  
  Feats:  
  Iron Will, Skill Focus: Gather Information, Skill Focus: 
  Perform, Skill Focus: Sense Motive. 
  Spells Known (Brd 2): 0 - Detect Magic, Ghost Sound, 
  Open/Close, Prestidigitation. 
   
  Anika Brockenford is Stefan’s wife and married into 
  the family 30 years ago. Her voice is unequalled in 
  Krestible (and is perhaps the main reason for the family 
  
  The Krestible Project 
  04-Sep-2005 
  Page 20 of 37 
  pursuing her as Stefan’s wife many years ago). She is 
  also held as one of the most beautiful and her ability to 
  inconspicuously manipulate men is impressive. Her 
  charms are such that even if a man knows he is being 
  manipulated he struggles to be angry at her. Anika is 
  also a skilled harpist and her voice and harp together 
  are said to be one of the most beautiful sounds one 
  could wish to hear. Anika is also the picture of a 
  perfect wife and many in Krestible hold her and 
  Stefan’s marriage as a model to aspire to (despite its 
  arranged nature). 
   
  Anika Brockenford: Male Human Ari1/Exp2/Brd2; 
  Medium Humanoid ; HD 1d8-1 (Aristocrat), 2d6-2 
  (Expert), 2d6-2 (Bard); hp 15; Init +0; Spd 30; AC 11; 
  Atk +1 base melee, +2 base ranged; +2 (1d4-1, Dagger, 
  Masterwork); AL NG; SV Fort -1, Ref +3, Will +10; 
  STR 8, DEX 10, CON 8, INT 12, WIS 14, CHA 20. 
  Possessions: 
  Weapons: Dagger, Masterwork. 
  Magic: Ring: Protection +1; Wondrous: Cloak of 
  Charisma (+2). 
  Skills:  
  Bluff+13, Diplomacy+13, Gather Information+12, 
  Knowledge 
  (History)+2, 
  Knowledge 
  (Local)+4, 
  Knowledge (Nobility)+2, Listen+12, Perform+15, 
  Sense Motive+10, Spot+6.  
  Feats:  
  Alertness, Skill Focus: Gather Information, Skill 
  Focus: Perform. 
  Spells Known (Brd 3/2): 0 - Ghost Sound, Mage Hand, 
  Mending, Open/Close, Prestidigitation; 1st - Charm 
  Person, Hypnotism. 
    
  Jan Jnr. Is the eldest son of the Brockenford family and 
  is being groomed to take up his future position as 
  family patriarch. Jan Jnr. is the spitting image of his 
  father in his younger years and is known as much for 
  his social activity as his musical abilities. Jan is 
  considered one of Krestible’s most eligible bachelors 
  (as the family is currently known to be searching for an 
  appropriately talented and suitable wife) and is a key 
  element of current Krestible gossip. His musical skills 
  tend towards stringed instruments and he also has an 
  impressive voice (although not as strong as his 
  father’s). Jan is a serious, broody individual not given 
  to extraverted outbursts. He is well known for his 
  excellent taste in clothing (Krestible’s upper class 
  fashions often follow Jan’s tastes). Jan is a natural 
  socialite and moves amongst Krestible’s elite with 
  ease. 
   
  Jan Brockenford: Male Human Ari3/Exp2; Medium 
  Humanoid ; HD 3d8 (Aristocrat), 2d6 (Expert); hp 24; 
  Init +2; Spd 30; AC 12; Atk +3 base melee, +5 base 
  ranged; +4 (1d6, Rapier, Masterwork); AL NG; SV 
  Fort +1, Ref +3, Will +7; STR 10, DEX 14, CON 10, 
  INT 13, WIS 12, CHA 15. 
  Possessions: 
  Weapons: Rapier, Masterwork. 
  Magic: Wondrous: Medallion of thoughts. 
  Skills:  
  Bluff+10, Diplomacy+12, Gather Information+10, 
  Knowledge 
  (History)+2, 
  Knowledge 
  (Local)+2, 
  Knowledge (Nobility)+8, Listen+4, Perform+12, Sense 
  Motive+8, Spot+4.  
  Feats:  
  Skill Focus: Diplomacy, Skill Focus: Knowledge 
  (Nobility), Skill Focus: Perform. 
   
  Elena is the second child of the family and is heir to 
  her father’s storytelling talents. She has for many years 
  been studiously learning the stories her father has 
  committed to memory and seeking out more. Her 
  ability to memorise is amazing and she is quickly 
  taking on the role of her father as Krestible’s (and 
  Perrenland’s) premier repository of stories and legends. 
  She has also inherited her mother’s looks and is desired 
  by men all over Krestible. She has a quiet, playful 
  demeanour and mingles and socializes with ease. In 
  addition to the common tongue she is known to speak 
  Flan, Oeridian, Suloise and Elvish. 
   
  Elena 
  Brockenford: 
  Male 
  Human 
  Ari1/Exp2; 
  Medium Humanoid ; HD 1d8 (Aristocrat), 2d6 
  (Expert); hp 15; Init +1; Spd 30; AC 11; Atk +1 base 
  melee, +2 base ranged; +2 (1d4, Dagger, Masterwork); 
  AL NG; SV Fort +0, Ref +1, Will +5; STR 10, DEX 
  13, CON 10, INT 14, WIS 10, CHA 15. 
  Possessions: 
  Weapons: Dagger, Masterwork. 
  Skills:  
  Bluff+7, 
  Diplomacy+8, 
  Gather 
  Information+10, 
  Knowledge 
  (History)+10, 
  Knowledge 
  (Local)+3, 
  Listen+5, 
  Perform+10, 
  Sense 
  Motive+3, 
  Speak 
  Language+3, Spot+5.  
  Feats:  
  Skill 
  Focus: 
  Gather 
  Information, 
  Skill 
  Focus: 
  Knowledge (History), Skill Focus: Perform. 
   
  Mika, the youngest child of the family, is the black 
  sheep of the Brockenford family. It seems that when it 
  came time to draw from the family well for musical 
  talent for Mika, it was empty (and this is a popular joke 
  across Krestible). While he has a powerful presence, he 
  has none of his kin’s charm and natural flair for 
  performance. While he has tried his hand at many 
  different styles of entertainment he has stuck with none 
  as he has found his talent wanting. He is known to 
  dislike the upper class society of Krestible that his 
  family 
  primarily 
  deals 
  with. 
  His 
  few 
  public 
  performances have been in the common quarter in 
  taverns where his presence (if not his talent) have been 
  appreciated by the common masses. Mika has lately 
  been trying his hand at swordplay (to good results the 
  rumour has it). There is also rumour of him talking of 
  adventuring in the near future. His father Stefan has 
  had many sleepless nights worrying about Mika’s role 
  in the family and the effect of Mika detracting from the 
  family’s prestige and position in Krestible.  
   
  Mika Brockenford: Male Human Ari1/Ftr1; Medium 
  Humanoid ; HD 1d8+2 (Aristocrat), 1d10+2 (Fighter); 
  hp 17; Init +2; Spd 20; AC 17; Atk +3 base melee, +3 
  base ranged; +5 (1d8+2, Longsword, Masterwork); AL 
  
  The Krestible Project 
  04-Sep-2005 
  Page 21 of 37 
  CG; SV Fort +4, Ref +2, Will +3; STR 14, DEX 14, 
  CON 14, INT 10, WIS 12, CHA 12. 
  Possessions: 
  Weapons: Longsword, Masterwork. 
  Armor: Chainmail, Masterwork. 
  Skills:  
  Appraise+1, 
  Bluff+3, 
  Climb+0, 
  Diplomacy+2, 
  Disguise+4, 
  Gather 
  Information+2, 
  Knowledge 
  (Local)+3, 
  Knowledge 
  (Nobility)+1, 
  Listen+3, 
  Perform+3, Ride+3, Sense Motive+5, Spot+5.  
  Feats:  
  Alertness, Dodge, Weapon Focus: Longsword. 
   
  Carina (Affluent Businesswoman) 
  By Bronwyn Johnson 
   
  Name: Carina 
  Race: Human 
  Class/Level: Ari2/Exp1  
  Location: I3- Residence in an L-shaped house in 
  Fluisterensteeg (Whisper Alley). F1- Business office in 
  Guldensteeg (Golden Alley), shared with her 
  advisor/supervisor and 2 clerks. 
  Clan: Rosrijder. 
  Key Abilities: Appraise, Bluff, Diplomacy, Gather 
  Information, Profession: Trader, Sense Motive. 
  Alertness. 
   
  Background & Characterisation 
  A young woman (early 20’s) with dark hair, she comes 
  from a wealthy family, and dresses like it (courtier’s 
  clothes). Her parents (both still alive) have significant 
  business investments in and around Krestible, mostly 
  in horse breeding and trading, other livestock (cows 
  and sheep), and real estate (several farms on the plains 
  to the north). These investments and ongoing trading 
  concerns (horses, wool, milk, livestock) have always 
  been formerly managed by business managers rather 
  than by her parents, but Carina has been gradually 
  taking over the reins of the family business as she’s 
  come of age, and has shown a natural aptitude for 
  business, as well as great enthusiasm. She still answers 
  officially to a senior business manager, Henrick, but 
  these days he acts more as an advisor than as a 
  supervisor, and since Carina has guaranteed him 
  continual employment as an advisor, he does not fear 
  the loss of his job, and actively teaches her all he 
  knows about trading. 
   
  She has no intention of marrying for love, as she is 
  only attracted to other women, but does have vague 
  plans to get married some day in order to ensure a 
  family heir, even though the thought is distasteful to 
  her. She is not currently involved with anyone, and her 
  sexual orientation is not commonly known, except to 
  her parents, her close friends, and her advisor. 
   
  PC Interaction Notes 
  • 
  Carina will have her advisor, Henrick, present 
  for all meetings with adventuring PCs, and 
  possibly two armed guards, as adventurers are 
  known to be somewhat unpredictable and violent. 
  She is not a fighter herself, and detests violence 
  and the threat of violence. 
  • 
  If Carina feels threatened by rumours of 
  planned thefts or attacks on her family business, or 
  by threats to her own safety, she may employ 
  adventurers to seek out the suspects and turn them 
  over to the town guard, along with any evidence 
  they gather. She will pay 10% in advance, and will 
  require all the PCs to sign a contract outlining the 
  services they will provide in return for this 
  payment. If they do not sign, she will not hire them 
  or pay them. Any PCs who refuse to sign may 
  complete the adventure module with their 
  companions, but will not gain any gold from 
  working for Carina. 
  • 
  Her attitude and speaking style is very blunt 
  and practical, while remaining courteous at all 
  times (she will never insult someone to their face, 
  no matter what the provocation). She is focused on 
  profit and the prosperity of her family’s business, 
  and has a cautious and somewhat suspicious nature 
  when it comes to adventurers. Her advisor, 
  Henrick, has been cheated financially by some so-
  called “trustworthy adventurers” in the past, and 
  she respects his opinions. She may mention this if 
  queried politely by PCs questioning the need for a 
  formal contract. 
  • 
  She’s certainly not going to flirt with the 
  female PCs unless they show obvious signs of 
  interest in her, and will only flirt with them in 
  private (e.g. will have delivered an invitation to 
  dinner), certainly not in front of other strangers. 
  She prefers not to mix business and pleasure, and 
  is in any case relatively inexperienced in how to 
  subtly show interest in another woman. She may, 
  however, be notable in her total disinterest to any 
  male PC flirting or compliments, being totally 
  immune to the flattery of even the most 
  charismatic PCs. 
   
  Elfrida (Fencing Instructor) 
  By Bronwyn Johnson 
   
  Name: Elfrida 
  Race: Human 
  Class/Level: Ftr7/Duelist1 
  Location: E2- Large and renowned fencing academy 
  that fronts onto Zward Plein (Sword Plaza), where 
  students often practice. She resides in teachers’ 
  quarters attached to the academy. 
  Clan: Weisspeer 
  Key Abilities: DEX 19. Bluff, Jump, Knowledge- 
  Local, Spot. Weapon Focus: Rapier, Weapon Finesse: 
  Rapier, Run, Fleet of Foot (“Song and Silence”), 
  Quicker Than The Eye (“Song and Silence”), Weapon 
  Specialization: Rapier, Dodge, Mobility, Improved 
  Initiative. 
   
  
  The Krestible Project 
  04-Sep-2005 
  Page 22 of 37 
  Background & Characterisation 
  A middle aged fit woman with short dark hair, Elfrida 
  is one of half a dozen fencing instructors employed by 
  the Perrender Society of the Sword (see Locations). 
  Elfrida specializes in teaching Perrender fencing, a fast, 
  dexterous style of swordplay, and tutors basic rapier 
  and longsword techniques, and advanced rapier 
  duelling, suited to a lightly armoured or unarmoured 
  combatant. Committed to the “art” of fencing, after a 
  brief period of adventuring in her late teens/early 20’s, 
  she tired of the “butchery” and settled down to learn 
  and then teach fencing. 
   
  PC Interaction Notes 
  • 
  She will not be interested in tracking down 
  suspected evildoers with the PCs, as she is 
  interested in fencing as an art, not as a way to 
  butcher someone, and trusts in the town guard to 
  handle any criminal activity in Krestible. She has 
  students in the town guard, and will be offended if 
  the town guard is insulted, and PCs who slander 
  the town guard (or indeed who deride her 
  commitment to the “art” of fencing) will drop one 
  level in attitude from her (e.g. Indifferent to 
  Unfriendly, or Friendly to Indifferent), unless they 
  make a Diplomacy check with a –5 penalty, and 
  role-play their apology. 
  • 
  She may be motivated to join or help the PCs 
  in searching out an evildoer if one of her students 
  is attacked, robbed or killed. If/when the evildoer’s 
  hideout is located, she will encourage the PCs to 
  leave, 
  and 
  immediately 
  go 
  to 
  report 
  the 
  information they’ve gathered to the town guard. If 
  the PCs charge in anyway, she will join them, and 
  later on criticise them for their reckless actions and 
  vigilante attitude. She will claim a portion of any 
  treasure found to go to recompensing her student 
  who was attacked/robbed, or to recompensing her 
  student’s family for his/her death. 
  • 
  She sometimes escorts young student’s home 
  to their families, if they have to walk through the 
  city late at night, out of fears for their safety. She 
  will travel at such times unarmoured, but armed 
  with a +1 rapier. She will fight to the death to 
  defend her students if necessary, calling loudly for 
  the town guard to aid her in hopes of assistance. 
  (The PCs may hear such cries for assistance and 
  respond.) When even fierce opponents are reduced 
  to 5 or less hit points she will give them one 
  chance to yield, and if they drop their weapon/s 
  she will spare their lives, and try to tie them up, to 
  march them to the town guard to put them under 
  arrest. 
   
  Fillarian Meliamne (Auszug NCO) 
  By Bronwyn Johnson 
   
  Name: Fillarian Meliamne (“Oaken Heel”) 
  Race: Elf (high) 
  Class/Level: Ftr5 
  Location: H1- Watchtower, and C4- Auszug barracks 
  Clan: Rosrijder 
  Key Abilities: Spot, Listen, Sense Motive. Alertness, 
  Point Blank Shot, Far Shot, Rapid Shot, Weapon 
  Focus- Composite Longbow. 
   
  Background & Characterisation 
  Fillarian often draws watchtower duty due to her keen 
  eyesight, particularly night-time vision, and her 
  reduced elvish need for sleep (4 hrs of trance a day). 
  But personal preference plays a role as well, for she 
  enjoys the quiet solitude of watch duty and could 
  delegate the usually shunned dull watchtower duty if 
  she wished. An archer by preference, though proficient 
  with other weapons, she has specialized in the 
  composite longbow. Her promotion to NCO rank was 
  particularly aided by the favour of a wealthy Rosrijder 
  jeweller whom she worked for as a bodyguard at one 
  time, and whom she saved from murder and the 
  robbery of his store. Fillarian does not like her name 
  being shortened to “Filly”, but some guards trying to 
  get on her nerves will do just that, if they’re willing to 
  risk being assigned 2 weeks Auszug kitchen duty 
  scrubbing pots, and it’s sometimes used as a nickname 
  behind her back by gossiping guards who don’t like 
  her. She is currently dating a male elf by the name of 
  Quallios Galanodel (“Moonwhisper”), an adventuring 
  fighter [NB Not a PC of any player], but the 
  relationship is hampered by his constant travelling. 
   
  PC Interaction Notes 
  • 
  If the PCs engage in any suspicious activity in 
  the south-eastern corner of Krestible during the 
  night-time hours, or if they approach the Watch 
  Tower, Den Biken, Beory’s Well, the City Hall, or 
  the Weisspeer Clanhouse, they may be observed 
  by Fillarian and guards may be dispatched to 
  investigate them, and may escort the PCs to the 
  Watch Tower to account for their activities to 
  Officer Fillarian Meliamne. 
  • 
  If the PCs are investigating suspicious activity 
  by NPCs in the areas listed above, Fillarian may be 
  able to help provide them with information, for 
  example: observations of rooftop activity, night-
  time visitors to City Hall, late night meetings 
  obvious by bright lights in the Weisspeer 
  Clanhouse, and reports of criminals at large 
  suspected of breaking into particular houses in the 
  wealthy area of Fluisterensteeg (Whisper Alley). 
  Speaking to Fillarian will add a +2 circumstance 
  bonus on Gather Information checks to find out 
  about illegal or suspicious activity in the south-
  eastern quarter of Krestible. 
  • 
  As long as they leave all weapons in a 
  guarded cupboard at the base of the Watch Tower 
  (a Search may be required), Fillarian may permit 
  the PCs to join her at the top of the Watch Tower 
  so they may themselves use the look out. 
  However, the PCs will need to give a plausible 
  
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  04-Sep-2005 
  Page 23 of 37 
  reason for needing to do so, and a Diplomacy or 
  Bluff check will be required, unless the PCs have 
  authorization from a higher ranking Auszug officer 
  to use the Watch Tower.  
   
  Greth’el (Barbarian Cleric) 
  By Joseph Ireland 
   
  Upcoming powerhouse of Perrenland’s military, the 
  female human Greth’el demands, and deserves, the 
  respect of all who face her in combat. More cunning 
  than she appears, she is quickly gaining a deserved 
  reputation as one of Perrenland’s future great warriors. 
  She has a no-nonsense, get down to work attitude and 
  hates people who waffle (putting politicians and poets 
  in her bad books automatically.) 
   
  Greth’el raised herself from the age of six in the 
  wilderness (near Laufgen, incidentally) until she found 
  religion in her adolescence. While expressively a cleric 
  of Pelor, she is a devoted member of the Old Kerk and 
  has taken the animal as her second domain. She salutes 
  the church’s non-interference of politics and helping 
  good people get on with their lives.  
   
  …though when someone truly deserves to get smacked 
  down, she does not let even the law stand in her way. 
   
  Greth'el: Male Human Bbn1/Clr3; Medium Humanoid 
  ; HD 1d12+2 (Barbarian), 3d8+6 (Cleric); hp 32; Init 
  +0; Spd 20; AC 18; Atk +6 base melee, +3 base 
  ranged; +7 (2d4+4, Falchion, Masterwork); +3 (1d6+3, 
  Javelin); AL NG; SV Fort +7, Ref +1, Will +5; STR 
  16, DEX 10, CON 14, INT 8, WIS 15, CHA 12. 
  Possessions: 
  Weapons: Masterwork Falchion “the cleaver”, taken 
  from a hobgoblin chieftain, a dark steel curved and 
  hooked blade; 3 Javelins. 
  Armor: Half-plate, Masterwork. 
  Shields: Buckler, Masterwork. 
  Skills:  
  Concentration+4, 
  Diplomacy+4, 
  Intimidate+5, 
  Jump+1, Knowledge (religion)+0, Ride+4, Wilderness 
  Lore+6.  
  Feats:  
  Cleave, Power Attack, Sunder. 
  Spells Prepared (Clr 4/3/2): ; 1st - Divine Favor, Magic 
  Weapon, Shield of Faith; 2nd - Aid, Bull's Strength. 
   
  Gurnak Trok (Orcish Cleric of 
  Pelor)  
  By Dean Bailey 
   
  “Please good folk, come into the temple. Despite my 
  appearance I will not bite you. I see that you are quite 
  shocked to find an orc in the holy chambers of Pelor. 
  That’s not surprising. Usually my kind much prefers 
  causing rather than curing the chaos. Please sit. The 
  abbot will not be long. Can I offer you some 
  refreshments? What was that? No, not all. I am happy 
  to tell you the tale of how I became a servant of the 
  Shining Father. 
   
  It all started back in my homeland. You see I was 
  originally from the Theocracy of the Pale, which is a 
  land far to the East. Most of my days were spent as a 
  typical orc of my tribe. We raided and harassed the 
  farmers that lived in the countryside where our tribe 
  had settled. All that changed on the day that mighty 
  Pelor sent a message of hope to me through one of his 
  faithful. 
   
  We were raiding a small farmstead when over the 
  hilltop came a group of adventurers. Thinking that they 
  were easy pickings we charged right in. When the dust 
  had cleared I found that the warriors who hailed from 
  the far off lands of Perrenland were better equipped to 
  deal with us than we first thought. In fact all my 
  comrades lay dead or dying on the field and I was 
  taken prisoner. It was then that an ugly half orc came 
  up to me. His bastard sword was still bloody and the 
  symbol of the Shining Father peeked out from beneath 
  his armour. He had pulled out his bottom teeth to look 
  more human and as he spoke, his waxed moustache 
  quivered.  
   
  I readied myself for a quick death at the hands of this 
  warrior priest, but imagine my surprise when instead of 
  killing me, he tried to convert me to the faith of Pelor. 
  After much preaching he gave me the choice, swear 
  allegiance to Pelor and live, or die. I knew that the 
  great One Eyed God, whose name I will not speak in 
  these hallowed halls, would recognise my oath for the 
  lies that it really was and laugh at the fool who would 
  let me go. So I swore. The priest was content and I was 
  let go. Of course they took my weapons so I was 
  defenceless.  
   
  Without looking back I took off West back towards my 
  tribe. It started to get dark, but that did not worry me. 
  The darkness is my friend so I continued through the 
  night, taking it slowly so as not to attract attention to 
  myself. It was coming towards morning when I found 
  myself in the open. There was the clatter of many 
  horses and nowhere to hide. I knew that being 
  unarmed, I was doomed. 
   
  Then it happened. Just as the patrol came over the hill, 
  the sun rose. The glare from the sun at my back hid me 
  until the patrol passed. I just stood there watching. 
  When they had passed I fell to my knees and wept. It 
  appears that mighty Pelor had also heard my promise 
  and chosen to believe me. He spared me from the 
  patrol and death to give me the chance to prove myself. 
  I chose to take it and swore to be faithful to him for as 
  long as I was among the living.  
   
  The first thing to do was to return to the farm and try to 
  find the half-orc priest so I could become his disciple. 
  But when I had reached the farmstead he was long 
  gone and I could not find his tracks. Then as though 
  Pelor himself spoke unto me, I knew I must travel to 
  
  The Krestible Project 
  04-Sep-2005 
  Page 24 of 37 
  Perrenland. He would return to his homeland and I 
  would find him there. 
   
  The Perrenders had stripped the bodies of my former 
  comrades well, but after a quick search I did find a 
  dagger and some food. I was about to leave when in the 
  dirt I saw a small wooden disk on a leather thong. 
  Carved on the disk was the symbol of the sun, of Pelor. 
  I do not know if my saviour dropped it or the Shining 
  Father placed it there for me to find. 
   
  I started my journey to Perrenland, but I knew it would 
  take months. It was many miles and I had to travel in 
  secret. Many people would sooner shoot first and 
  question later when it comes to an orc.  
   
  I had been travelling for many weeks when I heard a 
  commotion from the road up ahead. I should have 
  really stayed hidden; I was very weak with hunger and 
  still only armed with the dagger and a wooden walking 
  staff that I had made. But I did not and when I got to 
  road I saw a man and a woman fighting three bandits. 
  Their young boy lay on the ground bleeding from an 
  arrow that had pierced his gut. I had seen enough 
  battles to know that the wound was mortal. 
   
  Watching this scene a rage started to well up inside of 
  me. Not the uncontrollable rage that I knew well from 
  my days before the Light of Pelor, but a righteous rage. 
  With a shout to Pelor I leap into the fray, striking one 
  with my staff. He crumbled. The second I took on the 
  back sweep and the third went down to a mighty jab. 
  The man and woman were taken back by this raging 
  orc appearing in their midst. I am sure that they thought 
  that I had only killed the bandits so I could take the 
  spoils.  
   
  When I turned around and saw them cowering next to 
  their dying boy, a feeling of sadness came over me. I 
  still do not know why I did it, but I walked up to the 
  boy and placed one hand on his chest and the other on 
  the Symbol of the Shining Father. I begged mighty 
  Pelor to save the boy and take me instead. To my 
  amazement the wound started to close and the boy 
  opened his eyes. At that moment Pelor answered my 
  wish. He did take me instead. He took me fully into his 
  embrace and made me one of his own.  
   
  The family was both astonished and extremely grateful. 
  They shared their meal with me and we talked. My 
  people have never been much good at talking and I 
  stumbled over my words a great deal. The woman, 
  whose name was Ashla, disappeared into the wagon for 
  a moment and came back with a fine cloak. It had 
  silver and gold nightingales sown onto the shoulders. 
  She told me it was a family heirloom that could untie 
  the tongue and that she wanted me to have it as both 
  thanks and a symbol of friendship between the family 
  and myself. I reluctantly accepted and as you can see I 
  still wear it to this day.  
   
  I travelled with the Ashla, Grentis and little Frekis for 
  many weeks. At one time, Grentis went into a town we 
  were passing, and using the money we took off the 
  bodies of the bandits, be bought me a heavy mace, a 
  weapon of significance to the Shining Father. 
  Eventually we reached the County of Urnst and with 
  the help of Grentis, I got passage on a ship heading to 
  Dyvers. Saying goodbye to my friends and heavily 
  disguised I boarded the ship, which just happened to be 
  called Pelor’s Pride, and retreated to my cabin.  
   
  I stayed in my cabin, hiding from the crew and keeping 
  my identity a secret. I missed being in the light of the 
  Father, but I intended to stay hidden for the entire trip. 
  The Shining Father had other ideas and when I heard 
  yelling and the sounds of battle on deck, I rushed up. 
  Raiders had boarded the ship, and the crew was 
  desperately trying to defend themselves. With a shout 
  to Pelor, I drew my mace and waded into battle. It was 
  fierce, but with Pelor’s guidance we drove off the 
  raiders and after the battle Pelor again came to my aid 
  to heal the injured. The crew was grateful for my 
  assistance and for the rest of my journey to Dyvers I 
  did not have to hide who I was. 
   
  When we reach Dyvers, the captain arranged passage 
  for me up the Velverdyva River to Perrenland with a 
  business associate. The trip was rough in places, as the 
  Velverdyva can be an unforgiving mistress, but we 
  reached the mouth of Lake Quag safely and eventually 
  made port at Schwartzenbruin. Once again I took to 
  hiding my identity. As a country of mercenaries, many 
  Perrenders had received bad dealings with my kind, 
  and I was not confident that people would talk first and 
  shoot later.  
   
  After my arrival I sat in Schwartzenbruin lost and 
  confused. I was sure that when I made it to Perrenland 
  I would be able to find the half-orc that brought me 
  into the light of the Shining Father. I did not realise 
  how big the country was. It was then that I heard a 
  sound. A large horse came down the street, bearing a 
  woman in full plate. The symbol of Pelor was 
  embossed on her breastplate and like a fool I stood in 
  the middle of the street and stared. She obviously did 
  not expect me to just stand there and literally rode me 
  into the ground. Shocked and concerned she leaped off 
  her horse and rushed over to me, drawing back my 
  hood. 
   
  I understand why she leaped back and drew her sword. 
  She had just discovered that the person she had run 
  over was not only an orc, but was an orc that was 
  attempting to hide his identity. How could she not 
  suspect a spy from Iuz? With a battle cry to Pelor, she 
  drew back her sword and prepared to strike. I was still 
  dazed, and all I could do was lift my hands to shield 
  my face. As I did so, my medallion with the symbol of 
  the Father slipped from beneath my shirt. Poor 
  Melindara got her second shock for the day. Here was a 
  loathsome orc wearing the symbol of her patron. 
  Further to her amazement she detected that I was not 
  evil. 
   
  
  The Krestible Project 
  04-Sep-2005 
  Page 25 of 37 
  Melindara put her sword away and introduced herself 
  as a Paladin of Pelor. As we led her mighty war horse 
  down the street towards her destination, I told my story 
  and how I was now looking for this half-orc that saved 
  me. Melindara was much impressed by my story and of 
  how I defied my very nature and found the Light of 
  Pelor. She suggested that we talk to the abbot of her 
  local temple in Krestible, as he was a wise man and 
  would know what to do. The abbot was here in 
  Schwartzenbruin, and Melindara was serving as his 
  escort, so getting in to see him was not difficult. 
   
  When I entered the presence of Abbot Sylas I fell to 
  my knees. Surely this old frail man was one of the most 
  beloved of Pelor. When he saw what I was he did not 
  even flinch, but instead beckoned me to approach and 
  tell my story. 
   
  When I had finished, he looked at me; I could see the 
  kindness in his eyes.  
  “My son,” he said. I can still remember his words, ”you 
  have fought against the darkness in your soul and 
  through the will and the light of Mighty Pelor you have 
  prevailed. Recently a young priest from my temple, 
  who I had taken on as a protégé, heeded the call of 
  Pelor and left to spread the teachings. It is not by 
  chance that you have arrived when you did. I believe 
  that it is Pelor’s wisdom that I take you under my 
  protection as my student. If you are willing?” 
   
  I could not believe what I was hearing. I muttered 
  something about not being worthy and that I had to 
  find the half-orc to at least thank him. Abbot Sylas told 
  me not to concern myself, for if I am meant to find this 
  half-orc priest, Pelor will lead him to the temple. With 
  that I eagerly agreed. 
   
  The next few days are still a blur to my memory. On 
  the recommendation of Abbot Sylas, I was officially 
  adopted into the Hüssen clan and inducted into the 
  shrine of Pelor. Soon after Abbot Sylas had completed 
  his business in Schwartzenbruin, and the three of us 
  returned to Krestible. It would be an understatement to 
  say that the other clerics at the temple were surprised to 
  find an orc in their midst, but before long they had 
  accepted me as their brother and welcomed me to the 
  temple.  
   
  Well, that is my story, and as you can see the Light of 
  Pelor is strong enough to even lead someone like me 
  from darkness. For two years I have served my Shining 
  Lord, and with luck I will serve him for many more. 
   
  “But I have taken up enough of your time. It appears 
  that the Abbot is free. If you will follow me I will take 
  you to him. What was that little one? No, I still have 
  not found the half orc that saved me. I do not even 
  know his name. At times I think he was really a spirit 
  send by Pelor to bring me salvation, but I will still wait, 
  and if he does exist, and if I do find him, he will know 
  my gratitude.” 
   
  Gurnak Trok: Male Orc Bbn2/Clr3 (Pelor); CR 5; 
  medium sized humanoid (Orc); HD 2d12+3d8+5; hp 
  39; Init +1; Spd 40ft; AC 17 (touch 11, flat footed 14); 
  Attack +10 melee (1d8+4 / 20x2, MW Heavy Mace) or 
  Attack +5 Ranged (1d8 / 19-20x2 Light Crossbow); SA 
  Rage 1/day, Fast movement, Uncanny dodge (retain 
  dex), Turning; AL NG; SV Fort +7, Ref +2, Will +5; 
  Str 18, Dex 12, Con 12, Int 10, Wis 15, Cha 8 (10) 
   
  Skills and Feats; Concentration +2, Knowledge 
  (Religion) +2, Heal +5, Intimidate +3, Intuit Direction 
  +7, Listen +5, Wilderness Lore +7; Power Attack, 
  Weapon focus (Heavy Mace) 
   
  Possessions; Masterwork Heavy Mace, Chain 
  Shirt, Large Wooden Shield, Light Crossbow, 20 bolts, 
  Wooden Holy Symbol (Pelor), Potion of Cure Light 
  Wounds, Cloak of Charisma +2. 
   
  Cleric Spells Prepared (4/3/2; base DC = 12 + 
  spell level): 0 – Guidance, Read Magic, Resistance, 
  Virtue; 1st – Bless, Divine Favor, Shield of Faith; 2nd 
  – Shield Other, Spiritual Weapon  
  Cleric Domain Spells Prepared (Strength, 
  Healing): 1st – Cure Light Wounds; 2nd – Bull’s 
  Strength 
   
  An adopted member of Clan Hüssen and a cleric of 
  Pelor, Gurnak Trok is a large orc who stands 6’ 8”. His 
  black hair is tied back into a ponytail and at most times 
  a light blindfold shields his eyes from the sun. While 
  usually dressed in clerical robes, he almost always 
  wears his chain shirt against his skin, as penance for 
  when he knew not the light of Pelor, and a rich cloak 
  with silver nightingales on the shoulders. 
   
  Gurnak started life as an orc barbarian in the Theocracy 
  of the Pale. When captured by a group of Perrenders, 
  he was given a choice of converting to Pelor or death. 
  He chose conversion, thinking to fool the Perrenders. It 
  was he that was fooled. 
   
  When events lead to his true conversion to Pelor, he 
  decided to find the half-orc that saved his soul and 
  become his disciple. His journey led him through the 
  County of Urnst, to Dyvers and eventually to 
  Perrenland. There he met the Abbot Sylas, head of a 
  small temple of Pelor in Krestible. Gurnak eventually 
  became a student of the abbot, but still looks forward to 
  the day when Pelor leads the mysterious half-orc to 
  him so that he can show his gratitude. 
   
  For a creature whose race embodies violence and 
  death, Gurnak has a calm, almost wise face. He has 
  started to study the art of healing and will offer 
  assistance to all in need. At times of trouble it has been 
  noticed that a calm rage falls over Gurnak, making him 
  stronger and better able to protect those that need his 
  protection. When the rage passes, he then begins the 
  work of tending the injuries of those that require it. 
   
  Quite and soft spoken, Gurnak comes across as shy. 
  While it takes a while for people to get to know him, 
  those that do inevitably feel the richer for it.  
   
  
  The Krestible Project 
  04-Sep-2005 
  Page 26 of 37 
  Hetta (Poor Errand Runner) 
  By Bronwyn Johnson 
   
  Name: Hetta 
  Race: Human 
  Class/Level: Rog1 
  Location: D5 and D4- Den Steil (The Steep), E4- 
  Steilport, and H7- Home in the grimy smoky poor 
  quarter, Grijsteeg (Grey Alley).  
  Clan: Weisspeer. 
  Key Abilities: Bluff, Know-Local, Disguise, Escape 
  Artist, Intuit Direction, Hide, Move Silently, Sense 
  Motive, Spot. Skill Focus: Bluff. 
   
  Background & Characterisation 
  A young thin 14-year-old girl from a poor family, 
  Hetta can often be found on Den Steil (The Steep), the 
  main path to the city gates, and just inside the gates 
  (Steilport (Steep Gate)). Her appearance deliberately 
  ragged and pitiful looking, she will entreat travellers to 
  pay her a few coppers, or a few silvers (depending on 
  her judgment of the apparent wealth of the travellers) 
  to be guided by her to any location in Krestible, or to 
  run small errands for them (e.g. message delivery, 
  leading their horses, carrying bags). Though poor, she 
  is basically honest, and doesn’t pick pockets or steal 
  from shops or houses. However, she is prone to 
  exaggerate the pitiful situation of her widowed mother 
  (who is sometimes said to be crippled, or old aged, or 
  senile) and her three younger siblings at home (who are 
  sometimes said to be up to 6 in number, and sometimes 
  also includes a crippled baby niece, the child of her 
  older sister). 
   
  PC Interaction Notes 
  • 
  PCs can easily meet her as they enter 
  Krestible, 
  as 
  she 
  deliberately 
  approaches 
  moderately wealthy travellers on the road to the 
  main gate of the city. Judging them to be at least 
  moderately wealthy, she will beg for silvers for 
  herself and her starving family, thank the PCs if 
  she gets any, and will then beg again for the 
  opportunity to serve such obviously great and 
  brave heroes by doing some small task for 
  them…for some small payment. She is always 
  willing to haggle prices, as really any payment is 
  great, but will refer to her starving family and poor 
  situation to shame PCs into paying higher costs if 
  she can. “What is 3 silvers to a wealthy person 
  such as you, noble one? For me it means I can eat 
  today. Surely your generous heart does not wish 
  me to starve.” 
  • 
  Hetta will use somewhat exaggerated accounts 
  of her family’s poverty to inspire pity, and liberal 
  flattery to inspire generosity. She will often refer 
  to 
  the 
  PCs 
  as 
  “brave 
  heroes”, 
  “beautiful/handsome”, 
  “noble 
  and 
  kind”, 
  “generous of spirit”, “bold and strong fighters”, 
  “wise”, and so on, unless the PCs specifically ask 
  her to stop and appear genuinely uncomfortable 
  with the flattery. 
  • 
  If accused of being a thief (this includes 
  calling her a “rogue”), she will act pitiably (and 
  mostly genuinely) offended and defend her 
  honesty, and then she will sigh that she hopes that 
  the generosity of travellers “such as yourself” will 
  help keep her and her three (or more) brothers and 
  sisters from ever needing to follow such as lawless 
  path, and will look hopefully at her accuser for 
  gifts of money. 
  • 
  She can provide genuinely good directions to 
  locations within Krestible, and answer questions 
  about local rumours, but will start hinting for more 
  money if the PCs ask too many questions without 
  providing extra cash. She can also help be a source 
  for a Gather Information check (though she 
  provides no special bonuses), and can be employed 
  for minor tasks, for instance such as watching and 
  report to the PCs on the movements of an NPC 
  around town (for at least 1 Mark), though she 
  won’t get involved in any fighting that might 
  occur. 
  • 
  If any PC should give her gold for her 
  begging, she will hide the money on her person, 
  then follow the PCs to their inn, begging to do 
  more favours for the incredibly generous saint who 
  has graced the town with his/her presence. She 
  probably won’t be allowed in the inn, looking too 
  ratty, but will be at the inn door when the PC next 
  emerges, begging to run errands for them. She can 
  of course be bribed to leave the PC alone, and if 
  paid at least 1 Mark and asked to go away, she will 
  entreat their forgiveness for her behaviour and 
  leave them alone. 
   
  Liesel (Tavern Girl – Aspirant 
  Wizard) 
  By Bronwyn Johnson 
   
  Name: Liesel 
  Race: Human 
  Class/Level: Com1 
  Location: C2- “The Hammer and Thumb” tavern in 
  Houtsteeg (Wood Alley), the building separate in the 
  middle of the grid square. 
  Clan: Hüssen 
  Key Abilities: INT 17, CHA 15. Handle Animal, 
  Knowledge- Arcana, Listen, Profession- Barmaid, 
  Profession- Cook, Spellcraft. 
   
  Background & Characterisation 
  Liesel’s good looks, blonde hair, youth (19 years), and 
  her low-cut dresses typical of barmaids generally cause 
  visitors to “The Hammer and Thumb” tavern to 
  underestimate her intelligence. Liesel more than 
  anything else wishes to study to become a wizard, but 
  lacks the financial means to do so, though she certainly 
  doesn’t lack the intelligence and dedication to study 
  
  The Krestible Project 
  04-Sep-2005 
  Page 27 of 37 
  required. She hates being a barmaid, but doesn’t see 
  she has much of a choice at the moment, as there’s 
  nothing else she’s much good at, and she doesn’t have 
  the money or skills yet to become a wizard and earn 
  her living that way. 
   
  Liesel’s mother works as a cook in the tavern, and her 
  father was a mercenary (now deceased). Her mother 
  doesn’t give her a lot of support for her life’s ambition 
  of becoming a wizard, due to the costs involved, but is 
  indulgent of her daughter’s late-night studying and her 
  wish to badger for stories any tavern patrons who 
  might be wizards. Liesel will ask possible mages who 
  visit the tavern if they are wizards or not, and if so will 
  entreat them to tell her stories involving the arcane arts, 
  and will listen with great fascination. Any self-
  identified arcane spellcasters, especially wizards, will 
  receive extra attention from her in hopes of being 
  taught some snippets of arcane lore.  
   
  PC Interaction Notes 
  • 
  PCs who are identified as wizards will receive 
  better quality and quantity of food and drink than 
  their companions, free clothes cleaning for 
  overnight stays, hot bath water and scented soap, 
  prompt service, eagerly related town gossip on 
  request, grooming for the horse (if they have one), 
  and subtle but persistent requests for stories and 
  information about arcane spellcasting. (Automatic 
  attitude of Friendly for wizards). 
  • 
  Note that while bards and sorcerers will be 
  treated with respect, they will not receive the same 
  level of attention, as she has no inherent sorcerous 
  magical talent, nor an ear for music. 
  • 
  While Liesel serves food and drinks with a 
  smile, and doesn’t mind being flirted with (she’s 
  used to it, and sometimes enjoys it), she will be 
  offended if a patron thinks her “services” are for 
  sale. Note also that while her attentions to PC 
  wizards may be misinterpreted, she is really only 
  interested in their minds, unless they are also 
  young, handsome, and charming in conversation. 
  • 
  Any PC who supplies her with at least 20 
  MARKS to cover the cost of a blank spellbook and 
  spell component pouch, and who promises to teach 
  her some spells will earn her undying gratitude. 
   
  Loris Weisspeer (Statue in Den 
  Rosplein) 
  By Bronwyn Johnson 
   
  Name: Loris Weisspeer 
  Race: Human 
  Class/Level: N/A (Fighter 12) 
  Location: F2- Statue in Den Rosplein (Horse Plaza), 
  coloured red on the map. 
  Clan: Weisspeer. 
  Key Abilities: N/A (Ride-horses, Handle Animal. 
  Leadership.) 
   
  Background & Characterisation 
  In Den Rosplein (Horse Plaza) in Krestible there are 
  five monuments; in the centre is a statue of Krej, 
  founder of the city, and in the southernmost corner of 
  the plaza is a greenish tinged bronze statue of a human 
  woman on a rearing horse, one hand on the reins, and 
  the other holding a sword above her head pointed at the 
  sky, with a triumphant expression on her face. This is 
  the statue of a great hero of the Weisspeer clan, Loris, 
  who was a member of the Hors Auszugen and led one 
  of the pivotal routs against Iggwilv’s legions in the Der 
  Langerrunn battles across the Ferronwold in 491 CY. 
  She was renowned for her horsemanship, bravery, and 
  leadership skills. 
   
  PC Interaction Notes 
  • 
  Defacing or defiling the statue of Loris is an 
  offence against the Weisspeer clan, and may have 
  a variety of punishments under clan law depending 
  on the severity of the offence. Some punishments 
  may be: removal of clan favour and influence certs 
  and points (i.e. getting a “bad name” amongst the 
  Krestible Weisspeer), fines, being required to 
  clean and polish the statue, or to offer a formal 
  apology to clan members at the Weisspeer 
  Clanhouse (Location: G2). 
  • 
  PC Weisspeer clan members might be 
  requested by clan officials to keep a watch on the 
  statue to spot and catch any serial pests who 
  continually deface the statue (e.g. who paint 
  offensive messages on it during the night). 
  • 
  Loris had one child in late middle age, born 
  around 500CY, a son who entered the military like 
  his mother (now deceased). Some members of clan 
  Weisspeer claim descent from her as a point of 
  pride. 
   
  Luna Crestaliz (Nymph) 
  By Bruno Marques 
   
  Background: Luna Crestaliz awoke when the first 
  child was born within the woods where the city of 
  Krestible now stands, at first happy and blessing the 
  folk that lived within her forest with fertility and 
  kindness.  
   
  Luna realized too late the nature of the humans and 
  could only watch as her forest was slowly wilted down 
  and nearly killed outright. Thankfully due to the help 
  of a group of druids a small portion survived, able to 
  sustain her life force – and again Luna watched the 
  settlement grow from the small group she blessed 
  herself to a small city. It was then that Luna once again 
  revealed herself to the descendents of the settlers, 
  blessing them once again and asking for help to 
  survive. Responses were mixed but she blessed enough 
  
  The Krestible Project 
  04-Sep-2005 
  Page 28 of 37 
  families and young lovers that an agreement was struck 
  never to log her woods again.  
   
  Since those days Luna became a legend, all but 
  forgotten except by the most believing and heart filled 
  of lovers. It is said that those that drink from Beory’s 
  Well and then sleep together within Luna’s forest upon 
  the day of the crescent moon are guaranteed the 
  blessing of a child; proof that Luna still watches her 
  children. Now and then Luna is heard singing amidst 
  the glades or seen by children dancing upon the wind, 
  nearly always upon the day of the crescent moon. This 
  has given her the name and title of Nymph of the 
  Crescent Moon.  
   
  Recently a young druidess stumbled into Krestible and 
  sought Luna out, offering hope and friendship. Though 
  cautious at first, Luna has learnt that the druid, 
  Verdona, is a good friend and trustworthy ally. She has 
  even come to accept Verdona’s companions from time 
  to time, knowing that the druid would never bring 
  people with malice in their hearts within her woody 
  sanctum. 
   
  Description: There are no words for Luna’s beauty 
  and looks – to put it in mere words is an insult and 
  offence to her. However Luna can choose to appear in 
  many forms, often wearing her flimsy robe of Nature’s 
  Succor. The one most often seen by the people and 
  children of Krestible is that of a youthful female elf or 
  human. 
   
  Name: Luna Crestaliz 
  Alias: Nymph of The Crescent Moon 
  Age: 83 
  Sex/Race: Female / Nymph  
  Height/Weight: 5’6” / 142 lbs 
  Luna Crestaliz: Male Nymph Fey3/Drd6; Medium 
  Fey ; HD 3d6+6 (Fey), 6d8+12 (Druid); hp 56; Init +3; 
  Spd 30, Swim 20; AC 13; Atk +6 base melee, +8 base 
  ranged; +7 (1d8+2, +1 Shortspear); SA: Blinding 
  beauty (Su), Unearthly beauty (Su), Spell-like abilities, 
  Spells; AL NG; SV Fort +11, Ref +11, Will +17; STR 
  12, DEX 16, CON 14, INT 16, WIS 18, CHA 23. 
  Possessions: 
  Weapons: “Spear of Vines” +1 Shortspear: Wounding. 
  Magic: 
  Wondrous: 
  Cloak 
  of 
  resistance 
  (+3); 
  Wondrous: Bracelet of friends. 
  Skills:  
  Animal 
  Empathy+15, 
  Concentration+10, 
  Diplomacy+13, Escape Artist+9, Handle Animal+10, 
  Heal+10, Hide+9, Intuit Direction+10, Knowledge 
  (nature)+15, Listen+10, Move Silently+9, Scry+10, 
  Sense Motive+10, Spellcraft+10, Spot+12, Swim+9, 
  Wilderness Lore+10.  
  Feats:  
  Alertness, Dodge, Iron Will, Mobility, Spell Focus: 
  Transmutation, Spring Attack, Track. 
  Spells Known (Drd 5/4/4/3): 0 - Create Water, Cure 
  Minor Wounds, Detect Magic, Detect Poison, Flare, 
  Guidance, Know Direction, Light, Mending, Purify 
  Food and Drink, Read Magic, Resistance, Virtue; 1st - 
  Animal Friendship, Calm Animals, Cure Light 
  Wounds, Detect Animals or Plants, Detect Snares and 
  Pits, 
  Endure 
  Elements, 
  Entangle, 
  Faerie 
  Fire, 
  Goodberry, Invisibility to Animals, Magic Fang, 
  Obscuring Mist, Pass without Trace, Shillelagh, 
  Summon Nature's Ally I; 2nd - Animal Messenger, 
  Animal Trance, Barkskin, Charm Person or Animal, 
  Chill Metal, Delay Poison, Fire Trap, Flame Blade, 
  Flaming Sphere, Heat Metal, Hold Animal, Lesser 
  Restoration, Produce Flame, Resist Elements, Soften 
  Earth and Stone, Speak with Animals, Summon 
  Nature's Ally II, Summon Swarm, Tree Shape, Warp 
  Wood, Wood Shape; 3rd - Call Lightning, Contagion, 
  Cure Moderate Wounds, Diminish Plants, Dominate 
  Animal, Greater Magic Fang, Meld into Stone, 
  Neutralize Poison, Plant Growth, Poison, Protection 
  from Elements, Remove Disease, Snare, Speak with 
  Plants, Spike Growth, Stone Shape, Summon Nature's 
  Ally III, Water Breathing. 
  Spells Prepared (Drd 5/4/4/3): . 
  Spells Prepared (SA Spells: Drd 6/5/4/3/2): 0 - Create 
  Water, Cure Minor Wounds x2, Detect Magic, Detect 
  Poison, Purify Food and Drink; 1st - Animal 
  Friendship, 
  Cure 
  Light 
  Wounds, 
  Faerie 
  Fire, 
  Goodberry, Magic Fang; 2nd - Animal Messenger, 
  Lesser Restoration, Speak with Animals, Summon 
  Swarm; 3rd - Neutralize Poison, Remove Disease, 
  Speak with Plants; 4th - Cure Serious Wounds, 
  Reincarnate. 
  Dire Animal, Bear: None Dire Animal, Bear ; CR 
  7;Large Animal ; HD 12d8+48 (Animal); hp 102; Init 
  +1; Spd 30, Swim 20, 40; AC 17; Atk +18 base melee, 
  +9 base ranged; +18/+13(2d4+10, 2 Claws;2d8+5, 
  Bite);SA: Improved grab (Ex); SQ: Scent (Ex); AL N; 
  SV Fort +8, Ref +5, Will +5; STR 31, DEX 13, CON 
  19, INT 1, WIS 12, CHA 10. 
  Skills: Listen+7, Spot+7, Swim+13.  
   
  Combat: Luna detests any form of physical violence 
  within her forest and seeks to prevent it by any means 
  necessary, even if it means using her beauty as a 
  weapon – a thing she is loath to do since she believes 
  that beauty should be loved not used. However in times 
  of dire need Luna will use her friendship ring to 
  summon Verdona (and her Black Talon guards) and 
  then help defend herself using her spells and spear. 
   
  Plot hooks: 
  • 
  Luna is sickening and Verdona asks the PCs 
  to search for a goblet that contains absolutely pure 
  water to heal her. 
  • 
  Luna has been …too liberal in her blessings 
  and Krestible is facing a population boom as every 
  female finds themselves pregnant… even if they 
  don’t have a husband… female PCs watch out.) 
  • 
  It has come the time where Luna is thinking of 
  mating….watch out everyone in Krestible, she 
  doesn’t care if you’re already taken – she just 
  wants a baby.)  
   
  
  The Krestible Project 
  04-Sep-2005 
  Page 29 of 37 
  Maidel Shailicia (Rogue) 
  By Bruno Marques 
   
  Background: Left to die within the slums of 
  Greyhawk, Maidel’s life almost came to an end before 
  it even began as the young child came under attack by 
  wild mutts gone astray from wild spellcasting. 
  However, she was saved by a dwarven merchant called 
  Mithas Thunderbeard.  
   
  Taking the young elven babe as his own he showered 
  his ‘daughter’ with anything a young girl could ask for. 
  But Maidel was one who did not fit in easily to this 
  lifestyle and many arguments between her and her 
  father often occurred. Finally one day Maidel went 
  berserk and fled her father’s estate after having fought 
  some of her father’s men. When she finally stopped 
  running she found herself alone in a foreign land she 
  knew nothing of. A youth soon found her and together 
  they shared common interests and natures, each having 
  been thrown out of home due to problems they could 
  not understand. Together the two helped form a group 
  of thieves and rogues bent towards honour and 
  vengeance, protecting those that could not protect 
  themselves. One day the youth disappeared from the 
  group and in the resulting confusion the group – called 
  the Crimson Brigade – split up under the two 
  remaining leaders. Each sought their ex-leader for their 
  own ends, and to this day Maidel still searches, eager 
  to repair the glory of the Crimsons. 
   
  Description: Lean, straightforward and harbouring a 
  temper that would cause Iuz to tremble in fear, Maidel 
  is not someone you want to anger, let alone become the 
  mark in the gaze of her golden eyes. Always seeming 
  to be on the move this young elven maiden would be 
  called energetic if not for her solemn silence, often 
  holding her words for when they have the most effect. 
  Though she enjoys good company, even to the point of 
  making actual conversation on rare occasions, she 
  harbours no fools in her company and has been known 
  to go utterly berserk in the face of those that challenge 
  her authority within the Black Talons. Many a strong 
  man has been bed ridden for weeks because of 
  angering this pint-sized red haired juggernaut. 
   
  Name: Maidel Shailicia 
  Alias: The Crimson Rose 
  Age: 134 
  Class/Level: Rogue 5 / Fighter 2 / Black Talon 3 
  Sex/Race: Elven (High) / Female 
  Height/Weight: 5’3” 57 kg 
  Maidel Shailicia: Male Elf, High Rog5/Ftr2/Shd3; 
  Medium Humanoid ; HD 5d6+5 (Rogue), 2d10+2 
  (Fighter), 3d8+3 (Shadowdancer); hp 56; Init +8; Spd 
  30; AC 21; Atk +8 base melee, +11 base ranged; +9 
  (1d6+2, +1 Silver Rapier); +11 (1d6+1, Mighty 
  composite shortbow +1); SQ: Elven traits (Ex), 
  Immunity: Sleep (Ex), Low-light vision (Ex); RF: +2 
  Will bonus to Enchantment spells; AL N; SV Fort +6, 
  Ref +11, Will +2; STR 12, DEX 18, CON 12, INT 14, 
  WIS 10, CHA 12. 
  Possessions: 
  Weapons: +1 Silver Rapier: Keen; Mighty composite 
  shortbow +1. 
  Armor: +1 Chain shirt: Shadow, Silent Moves. 
  Shields: +1 Buckler. 
  Goods: Thieves' tools, Masterwork. 
  Magic: Ring: Warmth; Ring: Sustenance; Potion: Cure 
  Moderate Wounds (3). 
  Skills:  
  Bluff+9, Climb+1, Disable Device+10, Forgery+6, 
  Gather Information+7, Handle Animal+6, Hide+26, 
  Innuendo+7, Intimidate+6, Jump+6, Listen+7, Move 
  Silently+25, 
  Open 
  Lock+10, 
  Perform+6, 
  Pick 
  Pocket+7, Read Lips+7, Ride+7, Search+4, Spot+7.  
  Feats:  
  Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Initiative, 
  Mobility. 
   
  Combat: “One can never be too prepared to fight for 
  their lives,” is the motto that Maidel lives and will die 
  by. She enters combat fully capable to take down a 
  range of foes, just in case her foe is not what it seems. 
  Though she will fight to an almost bitter end Maidel 
  knows that almost nothing is worth sacrificing herself 
  for and if her prey is too powerful she will retreat and 
  return later better prepared for her mark. In combat she 
  first uses her bow until either she or her prey closes the 
  range, then she draws her rapier ‘Fang’ and launches 
  herself into the fight using whatever advantage she can 
  get over her opponent – be it taunting them or 
  showering acid upon them. If her life is threatened then 
  she makes good her escape having several, if not more, 
  plans and ways to escape.  
   
   
  Marika (Furrier & Retired Trapper) 
  By Bronwyn Johnson 
   
  Name: Marika 
  Race: Human 
  Class/Level: Ranger 2/ Expert 2 
  Location: B2- Two story building in Pelsteeg (Fur 
  Alley) with shop at ground level and home above.  
  Clan: Hüssen 
  Key Abilities: Appraise, Bluff, Diplomacy, Gather 
  Information, Knowledge: Nature, Profession: Merchant 
  (Furrier), Wilderness Lore. Track, Favoured Enemy: 
  Animals. 
   
  Background & Characterisation 
  A middle-aged woman with greying brown hair, 
  Marika is a furrier by trade, and used to work as a 
  trapper, bringing cured furs to the city for others to sell. 
  When she grew tired of roughing it in the wilderness, 
  she saved her money and kept a batch of rare furs that 
  she sold herself in the city, and used the profits to 
  establish her own fur shop. She is self-employed, and 
  does not have an assistant running the shop (she does it 
  herself), and she no family in Krestible. She would like 
  to marry, but has yet to find someone willing to settle 
  down with her whom she thinks would be a good 
  
  The Krestible Project 
  04-Sep-2005 
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  husband. Over the past 15 years of business as a 
  merchant, she has moved to better premises in Pelsteeg 
  (Fur Alley), and has become known for her keen eye 
  for quality. She aims at a middle-class market, and 
  focuses on customers more interested in quality and 
  functionality rather than appearance. The decoration of 
  her goods is thread embroidery and fur edging only (no 
  beads, gems, pearls or lace), though highly decorated 
  goods can be made on special request. 
   
  PC Interaction Notes 
  • 
  Note that although Marika is unmarried, she is 
  not particularly flirtatious and will not flirt with 
  any PCs unless they initiate the flirting, and the 
  PCs are men aged 30-45. She’s not fussy about 
  looks, as she is insecure in her own appearance, 
  but she does discriminate on the basis of 
  occupation, preferring men who might settle down, 
  and/or who are hunters, trappers or rangers. 
  • 
  Due to her many contacts among fellow 
  merchants (furriers, tanners, drapers, dyers), and 
  especially with her suppliers (hunters, trappers, 
  adventuring rangers) she hears a lot of rumours 
  about rare animals and creatures, and unusual 
  hazards in the wilderness. She always has time to 
  discuss such rumours and reports, and likes to hear 
  stories from travellers and adventurers about rare 
  animals and beasts. 
  • 
  She does not haggle in selling goods, but will 
  do so when buying goods. In sales, her prices are 
  set; if you want quality goods, you’ll pay, 
  otherwise you’re free to go elsewhere, and buy 
  low-quality goods that will fall apart in the first 
  rain. She has for sale at standard PHB prices: hide 
  armor (tinted unusual shades such as reddish-
  black, and made from unusual creatures, not cow 
  or sheep hide), cleric’s vestments (fur-edged), cold 
  weather outfits (white fur lined), courtier’s outfits 
  (heavy on the fancy rare furs), explorer’s outfits 
  (including a brown or black fur lined cloak), and 
  traveller’s outfits (including a brown or black fur-
  edged cloak). She also sells whole furs, some 
  suitable for sale as winter blankets, fur children’s 
  toys (e.g. teddy bears), and other miscellaneous 
  items of fur and rare leathers. Other outfits from 
  the PHB (excluding Royal outfits) may be made 
  on special request only, requiring at least one week 
  from day of order to make. 
  • 
  Two extra items she sells may be of particular 
  interest to the PCs. Firstly, due to demand from 
  adventurers, she also sells Scroll Organizers (as 
  per “Tome and Blood”, pg 71-72) for 5 MARKS 
  (standard cost). This is a long strip of leather 
  weighing ½ a pound that has “…an overlapping 
  series of fifteen pockets sewn along one side, each 
  large enough to hold a scroll of a single spell. 
  When slipped into a pocket, only the top of a scroll 
  shows, allowing you to scan all the titles. The 
  outside is fitted with a clip and a sewn-in pouch so 
  that the organizer can be rolled up into a cylinder, 
  slipped in its own pouch, and sealed against the 
  elements.”(Cordell, B. & Williams, S. (2001) 
  “Tome and Blood: A Guidebook to Wizards and 
  Sorcerers”, Wizards of the Coast, 2001). Secondly, 
  she can also (upon request only) make garments 
  from the above list, which include a hidden pocket 
  (as per Secret Component Pocket in “Tome and 
  Blood”, pg 72) for an extra 5 MARKS on the 
  standard outfit cost. The secret pocket can hold the 
  components for one spell, or up to 25 coins and/or 
  gems (1/2 pound maximum), and requires a 
  successful Search check at DC20 to find if you 
  don’t already know its location. 
   
  Merla Brushgather (Halfling Priest) 
  By Bronwyn Johnson 
   
  Name: Merla Brushgather 
  Race: Halfling 
  Class/Level: Commoner 2/ Cleric 3 
  Location: A6- House with garden in Hobnitzburg 
  (Halfling Town). 
  Clan: None (Brushgather halfling family). 
  Key Abilities: WIS 15. Alchemy, Healing, Knowledge- 
  Nature, Profession- Herbalist. Great Fortitude, Brew 
  Potion. 
   
  Background & Characterisation 
  Merla is a healer and priest of Yondalla for the local 
  halfling community. As a low level cleric, she 
  concentrates on her skill with herbs to minister to the 
  sick and injured, and keeps some homemade healing 
  potions on hand for real emergencies. She has an 
  extensive herb garden, and her knowledge of plants and 
  their healing properties makes her adept at identifying 
  rare plants, potions, and plant based toxins and poisons. 
  While good hearted and generally law abiding herself, 
  local halflings know she has a tolerant acceptance of 
  those whose natures are a little more wild, and she will 
  provide healing without asking any tricky questions 
  about exactly how you got hurt in the first place. She is 
  of Neutral Good alignment, and has no particular love 
  of human law, preferring to abide by halfling customs 
  only. 
   
  PC Interaction Notes 
  • 
  She has a limited amount of Cure Light 
  Wound potions for sale (a number equal to the 
  APL level of the adventure), plus half that number 
  of Delay Poison potions and also of vials of 
  antitoxin. 
  • 
  She 
  sometimes 
  requests 
  travellers 
  and 
  adventurers to seek out rare plants for her, for her 
  own interest in researching their properties.  
  • 
  She always has memorized at least one each 
  of Cure Minor Wounds (0-level), Detect Poison 
  (0-level), Cure Light Wounds (1-level), Delay 
  Poison (2-level), and Lesser Restoration (2-level 
  
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  04-Sep-2005 
  Page 31 of 37 
  stat bonus spell). Her domain bonus spells come 
  from the Good and Protection domains. 
  • 
  For PCs who are halflings, or who have at 
  least one level of Rogue, she will discreetly offer 
  to sell them a small bag of strongly scented herbs 
  for 5 MARKS, to help them “…<ahem> avoid 
  being chased by wild beasts…” which is the 
  Scentbreaker special item as per “Tome and 
  Blood” pg 72-73. Note that she will not make this 
  offer in front of any human paladins or obvious 
  law enforcers (such as Auszug members), but 
  many invite other PCs to visit her later, or invite 
  them outside to view her herb garden so she can 
  speak with them privately. 
  • 
  Scentbreaker: “…You can toss the bag as a 
  grenade like weapon with a range increment of 
  10ft, or you can scatter the contents someplace 
  where a creature tracking by scent comes across it. 
  (It covers an area 5ft square). Once scattered, the 
  contents remain potent for 1 hour. A creature can 
  sniff the bag’s contents from a direct hit, from a 
  splash, or from sniffing the area where the contents 
  were scattered. If struck by a direct hit, the 
  creature must succeed at a Fort save (DC18) or 
  lose its scent ability for 1 minute. After the minute 
  is up, the creature must make a second Fort save 
  (DC18) or lose its scent ability for another hour. 
  Being splashed or sniffing the scattered contents 
  has the same effect, but the save DC is 15. A direct 
  hit or splash affects only one creature of Small or 
  larger size. The contents affect all creatures of 
  Tiny or smaller size in the 5ft area where a bag of 
  scentbreaker strikes…” (Cordell, B. & Williams, 
  S. (2001) “Tome and Blood: A Guidebook to 
  Wizards and Sorcerers”, Wizards of the Coast, 
  2001, pg. 72-73). 
   
  Nat Meldor (Street Urchin) 
  By Bruno Marques 
   
  Background: 
  Left alone orphaned within the limits of Krestible, Nat 
  knows nothing of his parents and quite frankly doesn’t 
  care. He leads a life of free will taking everything he 
  wants within his limits as his own and so far has the 
  skill to have backed up his boasts of being the only 
  child in Krestible without a spank on his derriere. The 
  church has tried to tame this little bag of energy but 
  after two ten days was forced to give up when the head 
  priest developed serious headaches. This is the kind of 
  story that has made Nat a legend amongst the children 
  of Krestible. 
   
  Description: 
  A rather stringy little boy it is any wonder that he has 
  survived this far in a hostile world without anyone to 
  support him. However this boy with light blonde hair, 
  sporting a set of baby blue eyes and freckles that just 
  accent his cuteness is anything but feeble. His eyes can 
  glow with curiosity one moment and cunning the next, 
  his body can tumble out of danger in moments and then 
  scamper for safety in the tightest and hardest to get of 
  holes. His hands, which are often marred with dirt of 
  one kind or another, are adept at filling themselves 
  with others’ belongings are they are at playing. His feet 
  have grown so dirty and tough over time that Nat can 
  walk on almost anything and not get hurt much, to the 
  amusement of his playmates.  
   
  Nat is usually found in one of three places. One is the 
  market place where he loves to play games with the 
  youth of Krestible city. Secondly is the barracks where 
  he spends time chatting with various town guards and 
  the occasional soldier. Thirdly young Nat can usually 
  be 
  found 
  climbing 
  the 
  ancient 
  tree 
  in 
  Den 
  Aldboomgroen as it is his favourite spot in the entire 
  city, giving him a good view and a comfortable place 
  to sleep at night. 
   
  Name: Nat Meldor 
  Alias:  Orphan 
  Age: 9 
  Class/Level: Expert 1 
  Sex/Race: Human / Male 
  Height/Weight: 2’5” / 44 lbs 
   
  Possessions:  
  Sling, Old Knife, Clothing, Cutlery, Bowl, Bedroll, Old 
  piece of Iron and Flint, A bag of copper and silver 
  pieces with a single gold piece within. 
   
  Combat: 
  Run away… then when at safe distance pelt them with 
  bullets from your sling… then… run away again and 
  repeat the process until either they go away or you find 
  a good place to hide. 
   
  Ideas for Campaign: 
  • 
  Players have something an evil chap wants. 
  Nat steals that thing… Now it a race to see who 
  gets to Nat first. 
  • 
  Someone is kidnapping children from under 
  their parents’ noses in Krestible… when the 
  adventurers volunteer to help… Nat surprises 
  everyone by offering to be the bait. 
  • 
  The players need to visit a nymph rumoured to 
  visit the area around Krestible but don’t know 
  how. Hearing their plight Nat decides he might 
  help the players… for a price. 
   
  Nina Groenârend (Skâmtèguler) 
  By Bruno Marques 
   
  Background: 
  Born the eldest daughter of five children to Mistress 
  Ursula and Meister Scias Groenârend of Krestible, 
  Nina knew a happy life for the most part, growing up 
  in the family stadt near Krestible, oblivious to the 
  torments of war and the problems that plague most 
  
  The Krestible Project 
  04-Sep-2005 
  Page 32 of 37 
  everyday lives. That all changed however when the 
  skirmishes began. 
   
  Almost overnight hordes of humanoid creatures began 
  attacking Krestible’s outlying areas and even the city 
  itself. Once a horde swept through and the family’s 
  stadt was one of those attacked. Nina, at the tender age 
  of thirteen, watched as her father and younger brothers 
  were slain before her eyes and her mother and younger 
  sister were captured and taken by the foul beasts before 
  the Auszug could come to the defence of her family. 
  When the soldiers found the young girl they were not 
  prepared for the barrage of insults and curses launched 
  at them from someone so much younger than 
  themselves. Such were her words that the troop that 
  found her set out that very night to find the child’s 
  remaining family. 
   
  Nina waited for days on end cursing the troops and 
  belittling them constantly whilst praising the foe.  
  When the girl saw that her insults were spurring on the 
  troops she continued, revealing her talent as a 
  Skâmtèguler. 
   
  By the time the attacks upon the region broke Nina had 
  lost her sight – struck down by enemy bolts and 
  arrows. The young girl surprisingly survived the 
  constant waves of attackers singing from vantage 
  points at skirmishes as her eyes bled onto her clothing. 
  This bravery earned her the respect of the men and 
  women of the Auszug who had fought under her voice 
  and Nina Groenârend was proclaimed a Skâmtèguler of 
  Krestible at the tender age of thirteen. Within three 
  years she was the chosen Skâmtèguler of the Auszug 
  troops stationed in the city. 
   
  Sadly Nina’s family were slain by the humanoids, but 
  their bodies were recovered. Only three soldiers from 
  the rescue party returned and they swore to protect 
  Nina with their lives from then on, and have since 
  become known as her Iron Towers. 
   
  Description: 
  Nina is a slender and almost fragile looking creature. A 
  half elf of below average height, Nina makes up for it 
  with her spirit and confidence. At twenty-one years of 
  age the Skâmtèguler is a small figure. Her porcelain 
  white skin seems to shimmer in the moonlight and 
  glow under the sun’s shine, soft blonde hair wavers 
  within the air as if constantly blown upon by a soft 
  wind. Her eyes, once beautiful orbs of green are now 
  forever closed behind the cloud of blindness, when 
  indeed she does open her eyes people gaze upon blood-
  stained orbs of pure white, evidence of her loss at the 
  hands of the humanoid horde. 
   
  Name: Nina Groenârend 
  Alias:  The Blind Voice 
  Age: 21 
  Class/Level: Bard 8   
  Sex/Race: Female Half Elf 
  Height/Weight: 5’ 3” / 134 lbs 
  Nina Goenarend: Male Half-Elf Brd8; Medium 
  Humanoid ; HD 8d6+16 (Bard); hp 43; Init +2; Spd 30; 
  AC 16; Atk +7 base melee, +8 base ranged; +8 
  (1d6+2+1d6, +1 Rapier); SQ: Immunity: Sleep (Ex), 
  Low-light vision (Ex); RF: +2 Will bonus to 
  Enchantment spells, Elven Blood; AL CG; SV Fort +4, 
  Ref +8, Will +8; STR 12, DEX 15, CON 14, INT 10, 
  WIS 10, CHA 16. 
  Possessions: 
  Weapons: +1 Rapier: Flaming. 
  Armor: Leather, Masterwork. 
  Magic: Ring: Protection +2; Wondrous: Goggles of 
  night. 
  Skills:  
  Bluff+10, 
  Diplomacy+8, 
  Gather 
  Information+5, 
  Listen+10, Perform+16, Search+1, Sense Motive+5, 
  Spellcraft+5, Spot+1.  
  Feats:  
  Blind-Fight, Iron Will, Skill Focus: Perform. 
  Spells Known (Brd 3/4/4/2): 0 - Detect Magic, Ghost 
  Sound, Mage Hand, Mending, Prestidigitation, Read 
  Magic; 1st - Charm Person, Cure Light Wounds, Mage 
  Armor, Sleep; 2nd – Bull’s Strength, Darkness, Mirror 
  Image, Suggestion; 3rd - Haste, Dispel Magic, Lesser 
  Geas. 
   
  Possessions:  
  Grand House (Krestible), Mithral Flute of Avatars 
  (Artifact: Acts as Iron Horn of Valhalla ‘When her 
  allies see her do this they know they have failed her 
  and instantly redouble their efforts suffering the effects 
  of RAGE as if they were barbarians’.), Eyes of 
  Sightless (Grants Blind users low light vision 60ft. 
  Costs 1 Temp point of Con per hour of use), enough 
  masterwork instruments to make her home look like a 
  museum for instrumental history. 
   
  Combat: 
  In combat both on the field and off it Nina is one to 
  think ahead of time. When about to enter a war zone 
  she asks as many questions she can about the enemy, 
  their strength, the spells they use, their apparent 
  weaknesses if any and customises her spells and 
  singing for those foes.  
   
  Nina will then move to the battle and sing her heart out 
  as much as she can to encourage her allies while 
  making a mockery of the foolish and her foes… 
  however that can go both ways for a Shame Crier 
   
  She is also never without her bodyguard, known as the 
  ‘Iron Towers’ for both their looks and obvious height 
  but also for their huge metal shields they use to defend 
  Nina on the battlefields she visits. 
   
  If caught alone and off guard Nina tries her best to 
  escape, casting her spells appropriately whilst moving 
  as fast as possible away from her threats. She then tries 
  to get into contact with firstly her bodyguards then, if 
  they are not available, the closest Auszug member. 
   
  If she is truly dishonoured or feels that the odds are 
  badly against her Nina brings to her lips her Mithral 
  
  The Krestible Project 
  04-Sep-2005 
  Page 33 of 37 
  Flute of the Avatar and begins to play with liquid 
  magic. When her allies see her do this they know they 
  have failed her and instantly redouble their efforts, 
  suffering the effects of rage as if they were barbarians. 
   
  Iron Tower Bodyguards (3): Male Half-Orc Ftr5; 
  Medium Humanoid ; HD 5d10+10 (Fighter); hp 50; 
  Init +5; Spd 20; AC 21; Atk +9 base melee, +6 base 
  ranged; +11 (1d8+7, +1 Longsword); SQ: Darkvision 
  (Ex); RF: Orc Blood; AL N; SV Fort +6, Ref +2, Will 
  +1; STR 18, DEX 12, CON 14, INT 10, WIS 10, CHA 
  8. 
  Possessions: 
  Weapons: +1 Longsword. 
  Armor: Full plate, Masterwork. 
  Shields: Shield, large, steel, Masterwork. 
  Magic: Potion: Cure Moderate Wounds (3); Potion: 
  Cure Moderate Wounds (3). 
  Skills:  
  Climb+4, Handle Animal+3, Jump+4.  
  Feats:  
  Cleave, Improved Initiative, Power Attack, Weapon 
  Focus: 
  Longsword, 
  Weapon 
  Specialization: 
  Longsword. 
   
  Plot Hooks: 
  • 
  PC’s enter Krestible at a time of an attack 
  from humanoids come from the mountains. 
  However Nina is nowhere to be seen. There was a 
  struggle within her house. Is that an orc hand 
  sliced off upon her bed? She must be found… 
  • 
  PC’s looking to enter the upper ranks of the 
  Auszug must prove themselves to the upper ranks 
  by passing a Shame Crier’s test. Nina is assigned 
  to them to make sure they get their job done. 
   
  Pelae Oodrute 
  By Joseph Ireland 
   
  All the boys in Krestible are talking, from the page 
  boys to the mayor’s own son: “Have you seen the 
  council hall’s new scullery maid…?” 
   
  Pelae Oodrute is a pale-haired, grey-eyed lass of 
  apparently thirteen years. She looks Aerdi, and while 
  she comports herself with a politeness and grace 
  befitting nobility, she is demure and often very helpful. 
  Frequently underestimated, the scullery mistress notes 
  her of a bright mind and occasional idiosyncrasies, 
  such as taking long walks at night; unbecoming of a 
  maiden her age. To the youth who know her, she is a 
  genuine friend capable of hatching clever plots to help 
  her friends; such as getting the Pro-Auszugen’s son to 
  ask her friend to a dance, or humiliating the mean old 
  baker after he had a page boy beaten for dropping a 
  wine cask. 
   
  Her father apparently lives a single man somewhere 
  out in the mountains, and has decided his daughter 
  needs to learn about life, so he brought her into town 
  one day and secured her a job in the council hall’s 
  kitchen, where she has worked adequately for the past 
  few weeks. 
   
  The hidden truth, however, is that she is a spy, sent to 
  infiltrate Perrenland politics with plans that may come 
  to fruition within the next decade or so. Sent not by 
  Iuz, or any other political power of evil, but by the 
  benevolent silver dragon Xzanthus, Lord of the Crystal 
  Mounts, her father. 
   
  Pelae, Juvenile silver dragon: hp 152; MM pg 75. 
  Possessions: Peasants outfit. Occasionally conceals 
  kitchen knife for protection. Has concealed in hidden 
  location over 1000 pp, a +2 silver dagger, crystal ball, 
  and some other dragon treasure. 
   
  Silver dragons are known for their curiosity, and even 
  concern, for humans and their allies. Xzanthus is 
  perhaps the ideal of this, watching all Perrenland and 
  the lands about in secrecy for the past few millennia. 
  Now he sees far graver times approaching the fertile 
  lands of the brave Perrenders, and has taken steps to 
  ensure information is obtained, and goodness aided, in 
  the difficult times to come. 
   
  To this end, he is training his daughter. She has 
  reached an age where she is ready for more influential 
  missions among the humans, for she has lived three 
  lives among them already. To aid her in this, about her 
  neck is a thin silver necklace, unassuming in 
  appearance. In truth it is an extremely powerful 
  magical item forged by Xzanthus himself. 
   
  Pelae’s immediate circle of friends are the children of 
  influential people in Krestible, from the Pro-
  Auszugen’s son to the daughter of the Weisspeer 
  Pfalzgraf’s chamberlain (all aged between 11 and 16). 
  She uses her disguise ability to sneak information from 
  various places, and occasionally polymorphs into a 
  silver rat or bird to get into places where she shouldn’t 
  be. Of course, none of her friends knows anything, just 
  that she is good at getting information. 
   
  Pelae’s mission instructions are at this time to learn 
  what she can of human civilisation, and to make as 
  many efforts to support good people and causes 
  without being directly linked to that support. She 
  knows a little of wider Perrenland politics, but is not 
  intended to affect it as yet; her area of operation is in 
  Krestible. She knows her father is severely concerned 
  over something in Perrenland’s future, though she does 
  not know what: probably Iuz though. 
   
  She likes to help good people to prosper, using clever 
  and unnoticed means. For instance, warning (in wren 
  form) the employer of a kind and good hearted widow 
  of plans to waylay his caravan, or chasing two innocent 
  children away from a cliff edge by assuming the 
  menacing form of a wolf. Even helping a shy farmer 
  meet a nice town girl because they would be a perfect 
  match, using little more than the innocent suggestions 
  of a scullery maid. 
   
  
  The Krestible Project 
  04-Sep-2005 
  Page 34 of 37 
  Characters can meet Pelae as the sort of shadow that 
  leaves a clue where it is needed, or as an old beggar 
  woman with silver hair who just happens to be at the 
  right time and right place to point out “the thief went 
  that way…” Of course, she has been known to play the 
  silver wren that leads good hearted people to where 
  they need to be, and such a rumour has been heard in 
  taverns at Krestible already. Characters are unlikely to 
  meet her in person, especially as connected with certain 
  intrigue, but it is possible… 
   
  As a note, Xzanthus primary agenda (and his 
  daughter’s) is to watch, and to assist Perrenland 
  indirectly by helping individuals. He is more likely to 
  save one particularly good and kind soul (of any race, 
  creed or religion) than an entire town of not-so-bads. 
  He will not effect or craft the fate of the people in any 
  great way, just steer them from the worst that might 
  befall them. His is not a “help Perrenland” agenda, but 
  a “help good people prosper, and it will help the whole 
  Oerth.“ 
   
  Necklace of hidden form.  
  This necklace is under a continual effect of Nystul’s 
  Undetectable Aura (DC to penetrate illusion 28). It is a 
  powerful magical item that helps its owner to maintain 
  a false appearance even under scrutiny from such spells 
  as true seeing, see invisible, and scrying. It has the non 
  detection spell DC of 28 and it can cast screen once per 
  day. It grants a +10 bonus to scry checks made by its 
  wearer. Furthermore, the necklace grants its wearer a 
  +20 on disguise checks. (which Pelae will need to use 
  in time as she needs to age as a human does.) 
   
  Caster 
  level: 
  18th; 
  Prerequisites: 
  Craft 
  miscellaneous, Disguise skill 20 ranks, nystul’s 
  undetectable aura, Nondetection, Screen. Market price, 
  200,000 Marks 
   
  Sapphira Whisperdale 
  By Bruno Marques 
   
  Background: Born Sapphira Whisperdale to Master 
  and Mistress Whisperdale of Clan Vuurzward, hers 
  was a life of peace and sanctuary during benevolent if 
  occasionally chaotic times. Born second of three 
  daughters, Sapphira was never to take the position as 
  family head despite there being no sons born to her 
  parents – that honour being held by her elder sister. 
   
  However she was not without drive to become 
  something, and when the opportunity presented itself to 
  her in the form of Auszug recruitment Sapphira almost 
  leapt at the chance to become something in her parent’s 
  eyes. So at the age of fourteen she departed from the 
  household for the barracks of the Auszug in 
  Schwartzenbruin. It was here within the capital that for 
  years Sapphira trained under the watchful eyes of her 
  superiors, earning the title of Mithral Maiden from her 
  solid will and keen family sword that she had brought 
  with her. However this life was a lonely one and 
  Sapphira often pined for the life of freedom despite 
  being a near perfect soldier. 
   
  Her loneliness was assuaged by the making of a new 
  friend, – to the son of a Vosser aristocrat. This youth 
  reminded her of what she wished to be – a free soul not 
  bound by rules and tradition – and soon despite 
  warnings she fell to his charms, dashing demeanour 
  and energetic soul. When news of her antics and 
  romances with the young rapscallion reached ear of her 
  father, Sapphira was recalled from duty and posted as 
  captain of the Vuurzward clan guard in Krestible and 
  no amount of pleading or tears prevented her return. To 
  this day she seeks for some way to return to her lover’s 
  side, not caring about the consequences of such action 
  wanting only to be by the side of the one rogue whom 
  stole her heart. 
   
  Description: Slender and very strong Sapphira has a 
  body and demeanour of a soldier with the soul and 
  nature of a kind young woman. Her sharp features and 
  lean face accent her body well, making her seem 
  dignified and stalwart. Her green eyes and blond hair 
  stand out above all causing her to seem like an 
  avenging angel in combat, and during times of peace 
  akin to an angel – nurturing those she loves beneath her 
  gaze. 
   
  Name: Sapphira Whisperdale of Clan Oostmeer 
  Alias: The Mithral Maiden 
  Age: 19 
  Class/Level: Fighter 6 
  Sex/Race: Female / Human 
  Height/Weight: 5’ 10” / 138 lbs 
  Sapphira Whisperdale: Male Human Ftr6; Medium 
  Humanoid ; HD 6d10+12 (Fighter); hp 47; Init +1; Spd 
  20; AC 24; Atk +9 base melee, +7 base ranged; +11 
  (1d10+5, Sword, bastard, Mithral Masterwork); +7 
  (1d8+3, Mighty composite longbow +3); AL NG; SV 
  Fort +7, Ref +3, Will +2; STR 16, DEX 12, CON 14, 
  INT 10, WIS 11, CHA 13. 
  Possessions: 
  Weapons: Sword, bastard, Mithral Masterwork; Mighty 
  composite longbow +3. 
  Armor: +2 Full plate. 
  Shields: Shield, large, steel, Masterwork. 
  Magic: Wondrous: Amulet of natural armor (+1); 
  Wondrous: Cloak of elvenkind; Wondrous: Eyes of the 
  eagle; Wondrous: Boots of elvenkind. 
  Skills:  
  Climb+1, Handle Animal+6, Hide+8, Move Silently+5, 
  Ride+4, Spot+5, Swim+12.  
  Feats:  
  Cleave, Exotic Weapon Proficiency: Sword, bastard, 
  Mounted Combat, Power Attack, Ride-By Attack, 
  Spirited Charge, Weapon Focus: Sword, bastard, 
  Weapon Specialization: Sword, bastard. 
   
  Combat: In combat Sapphira is brutal and effective, 
  her mind as sharp as steel and reflexes as quick as 
  lightning. Sapphira only relies upon her bow as a final 
  resort using it to support her troops or fellow guards, 
  should the enemy seem to gain the upper hand against 
  
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  04-Sep-2005 
  Page 35 of 37 
  her troops she discards the bow and leaps into combat 
  brandishing her Mithral bastard sword with vengeance. 
  Not giving up until she can either retreat every last one 
  of her troops or die trying standing to the last with her 
  fellows. 
   
  Telona Ironguard (Blacksmith) 
  By Bruno Marques 
   
  Background: 
  Born within the hustle and bustle of Greyhawk City, 
  Telona was always thought to be an odd child for her 
  shy demeanour and her unusual thirst for the flames of 
  the forge. Even at a young age Telona would visit the 
  many forges and chatter with those working inside 
  them. Despite her obvious wish to work within the 
  forge none at that time would accept a woman within 
  such a violent workplace and so when she came of age 
  Telona left Greyhawk in search of adventure with a 
  group of friends.  
   
  But their adventuring days were cut tragically short 
  when the group was beset upon by an angered troll 
  driven from its mountain lair. Telona barely made it 
  out of the melee with her life – her companions were 
  not so lucky. When next she woke she was within the 
  holy grounds of the Old Kerk within Krestible. There 
  she recovered and there she stayed, working as a smith 
  as a way of thanks to the town that saved her life. She 
  has always has to go back to the mountains… to repay 
  one certain troll… 
   
  If the PC’s wish to employ Telona’s services, treats her 
  as a standard blacksmith unless they have her favour, 
  in which case discounts may come into account. 
  Telona, however, will never allow people to gain 
  discounts at any other time saying “If I shave a bit of 
  the price for you then everyone else will hear of it and I 
  canna help but lose other customers.” 
   
  Description: 
  For a woman of 53 years of age, Telona looks not a day 
  over 30, her constant working over the forge has filled 
  this woman with both strength and an exotic beauty of 
  sorts. It is only in recent years that the odd wrinkle has 
  shown upon her face and she always jests with others 
  that even she cannot prevent the coming of age. This 
  tall red haired beauty carries her body with pride and 
  with good reason too… it’s not often you see a red 
  haired, tanned giantess marching through your town. 
   
  Name: Telona Ironguard 
  Alias:  Flinty 
  Age: 53 
  Height/Weight: 6’ 2” / 184 lbs 
  Telona Ironguard: Male Human Exp2/Ftr1; Medium 
  Humanoid ; HD 2d6+2 (Expert), 1d10+1 (Fighter); hp 
  23; Init -1; Spd 20; AC 19; Atk +2 base melee, +1 base 
  ranged; +4 (1d8+2, +2 Warhammer); AL LG; SV Fort 
  +3, Ref -1, Will +7; STR 11, DEX 8, CON 12, INT 12, 
  WIS 15, CHA 14. 
  Possessions: 
  Weapons: +2 Warhammer, Flaming. 
  Armor: Full plate, Masterwork. 
  Shields: Shield, large, steel, Masterwork. 
  Skills:  
  Appraise+5, 
  Craft, 
  Armorsmith+5, 
  Craft, 
  Weaponsmith+5, Diplomacy+5, Gather Information+5, 
  Handle 
  Animal+4, 
  Listen+5, 
  Profession 
  (Armorsmith)+8, Read Lips+5, Sense Motive+7, 
  Spot+5, Swim+1.  
  Feats:  
  Iron Will, Skill Focus: Craft, Armorsmith, Skill Focus: 
  Craft, Weaponsmith. 
   
  Possessions:  
  Smithy called the “Scarred Troll” within the farming 
  estates where she practises her craft, various smithing 
  tools, Anvil  of the Forge (+5 equipment bonus on 
  Craft 
  (Armorsmith) 
  and 
  Craft 
  (Weaponsmith)), 
  assortment of weapons and armor in shop. 
   
  Combat: 
  When the need for combat arises Telona shows her 
  keen knowledge of weapons and various other arms, 
  choosing the best weapon for the occasion be it giant 
  bat or orc. She knows the materials she produces and 
  their effects on people and goes by the motto “If I 
  canna defend meself in me own armor then by the gods 
  I ain’t selling it to others.” If the sound of war arises 
  Telona arms herself with her trusted warhammer, a gift 
  to her from a passing cleric of Saint Cuthbert. Should 
  the call “Troll!” sound out, be assured Telona will be 
  the first to hit the battlefield, wielding her flaming 
  weapon with cries of victory and cackling laughter 
  filling the air as her eagerness to smite her foe gains the 
  better of her. 
   
  Plot Ideas: 
  • 
  A troll comes down from the mountains near 
  Krestible and begins eating livestock. Telona 
  marches out to destroy it but comes back battered 
  and wounded. If the PC’s ever find her within the 
  town she pleads with them to smite the evil beast, 
  telling them it is the same one that murdered her 
  friends all those years ago. 
  • 
  A tournament of arms is being held in 
  Krestible and someone is sabotaging Telona’s 
  goods. In a desperate bid to find out Telona 
  employees the PC’s, acting as their sponsor for the 
  event hoping to catch the evil git in the act. 
   
  Torgga Holderhek (Dwarven 
  Weaponsmith) 
  By Bronwyn Johnson 
   
  Name: Torgga Holderhek 
  Race: Dwarf 
  Class/Level: Fighter3/Expert 5 
  Location: I5- Lives in Dwerghelling. 
  Clan: None. 
  
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  04-Sep-2005 
  Page 36 of 37 
  Key Abilities: STR 16. Profession (Weaponsmith), 
  Appraise, Diplomacy, Sense Motive. Weapon Focus: 
  Greataxe. 
   
  Background & Characterisation 
  Torgga is a highly influential member of the dwarven 
  community 
  of 
  Krestible. 
  An 
  accomplished 
  weaponsmith, she can make metal arms and armor to 
  masterwork standard, and is one of the major suppliers 
  of arms and armour to the nearby resident 4th 
  Auszugen. While the local dwarven community has no 
  official leadership structure, many regard her as an 
  unofficial leader. She will help settle new dwarven 
  immigrants into the community, resolve dwarven 
  disputes (preferably by diplomatic means rather than 
  by force, though she’s not afraid to use force if 
  necessary), and can loan money to dwarves in dire 
  financial straits. While she doesn’t know every dwarf 
  in the community by name, almost all Krestible 
  dwarves have heard of her. 
   
   She is married, and has three children (one adult, one 
  teenager, one young teenager). Her husband Eberk is 
  the craftsman who makes the scabbards for the 
  weapons, and he also makes other leatherwork goods, 
  which he sells on commission through a nearby trader 
  in Lederlaan (Leather Lane- H6 on map). 
    
  PC Interaction Notes 
  • 
  She is an excellent contact to speak to if you 
  need to find a particular dwarf in the city, as if she 
  doesn’t know them personally, she can direct you 
  to someone who does, or give a rough idea of their 
  location. Dwarven PCs will automatically have a 
  reaction of Friendly from her so long as they 
  maintain an attitude of polite respect towards her. 
  • 
  Due to her desire to maintain a good 
  relationship with her main customers, members of 
  the Auszug who mention their (valid) credentials 
  or wear insignia will gain a 5% discount on metal 
  arms and armor (including masterwork) if they 
  make a haggle Diplomacy check at a DC10. 
  Dwarven PCs may also make the same check; 
  Dwarven members of the Auszug will be 
  welcomed like long lost siblings and be 
  automatically given the discount, along with happy 
  reminiscences of her days in the Auszug and 
  requests for stories of their own. 
  • 
  Goods 
  for 
  Sale 
  (both 
  standard 
  and 
  masterwork): short sword, battle-axe, longsword, 
  rapier, greatsword, halberd, pike, pilum, any 
  shield, chain shirt, breastplate, half-plate (human 
  and dwarf sized). These are all official Auszug 
  weapons. 
   
  Verdona Elestra (Druid) 
  By Bruno Marques 
   
  Background: Born to loving and endearing parents, 
  despite the difference in races, Verdona grew up 
  knowing what she wanted to become and had the moral 
  and physical support to back her training from 
  childhood into druid society. Her ambitions were to 
  introduce greenery to cities and show the populace the 
  wealth of nature’s bounty. However her starting city of 
  operation was one of ill choice, for days though she 
  tried she was hounded and abused by people who 
  couldn’t care less about a teenage half breed druid 
  telling them about anything. After what seemed like 
  days hiding from rowdy males and rabid housewives 
  Verdona chose to give up on the city. However as she 
  was passing a small alleyway she overheard two voices 
  discussing a small rare plant. As it turned out a young 
  elven girl had saved a small precious flower – known 
  to bloom only in certain times of year – from the hands 
  of desecrators. This act drew her courage up to 
  confront the two, and the girl gladly gave the flower 
  over to her, recognizing her nature. She then tagged 
  along for a few days, helping her out where she needed 
  it. The youth was named Maidel Shailicia and from 
  then on the two were very much inseparable, tending to 
  rare and exotic plants and rescuing endangered animals 
  from cruel captors. Eventually their actions brought 
  them to Krestible, the city where the two set 
  themselves down within close range of each other and 
  remained on the look out.  Verdona’s herb store, the 
  “Fragrance of the Oerth” is a hit with youths and 
  nobles alike, both serving to raise awareness of nature 
  and to make beautiful smells. 
    
  Description: A lean figure even for a half elven 
  female, Verdona almost looks sickly to any that look at 
  her – a disguise she holds well believing that deception 
  in battle is one step closer to victory (a habit she learnt 
  from her friends). Her pale skin is as white as her hair 
  is soft. She can be deadly beautiful when she shakes off 
  the hobbles and fake sickness of her act – like a 
  butterfly grown from a caterpillar she can shed her 
  crippled form for one of a goddess. Her radiant blue 
  eyes glimmer in the shades of night and red lips tinted 
  with berries, her movement becomes as the wind and 
  her voice carries itself like the birds soaring in the hunt. 
  Definitely a dark horse, only her true friends and allies 
  even know her real name… let alone that the 
  supposedly crippled half breed is indeed a diamond in 
  the rough. 
   
  Name: Verdona Elestra 
  Alias: Keeper of the Gardens 
  Age: 29 
  Class/Level: Druid / 3 
  Sex/Race: Female / Half Elf (Wild) 
  Height/Weight: 5’ 3” / 124 lbs 
  Verdona Elestra: Female Half-Elf Drd3; Medium 
  Humanoid ; HD 3d8+3 (Druid); hp 19; Init +2; Spd 20; 
  AC 16; Atk +2 base melee, +4 base ranged; +3 (1d6, 
  Sickle, 
  Gold 
  Masterwork); 
  +5 
  (1d4, 
  Sling, 
  Masterwork); SQ: Immunity: Sleep (Ex), Low-light 
  vision (Ex); RF: +2 Will bonus to Enchantment spells, 
  Elven Blood; AL NG; SV Fort +5, Ref +4, Will +6; 
  STR 10, DEX 14, CON 12, INT 12, WIS 14, CHA 14. 
  
  The Krestible Project 
  04-Sep-2005 
  Page 37 of 37 
  Possessions: 
  Weapons: 
  Sling, 
  Masterwork; 
  Sickle, 
  Gold 
  Masterwork. 
  Armor: +1 Hide. 
  Magic: Wondrous: Cloak of resistance (+1). 
  Skills:  
  Animal 
  Empathy+5, 
  Concentration+6, 
  Handle 
  Animal+7, Heal+5, Knowledge (nature)+6, Listen+3, 
  Search+2, Spellcraft+4, Spot+3, Wilderness Lore+8.  
  Feats:  
  Brew Potion, Scribe Scroll . 
  Spells Prepared (Drd 4/3/2): 0 - Create Water, Cure 
  Minor Wounds, Detect Poison, Purify Food and Drink; 
  1st - Animal Friendship, Cure Light Wounds, 
  Goodberry; 2nd - Chill Metal, Lesser Restoration. 
  Animal, Bear, Black: CR 2;Medium Animal ; HD 
  3d8+6 (Animal); hp 19; Init +1; Spd 20, 40; AC 11; 
  Atk +6 base melee, +3 base ranged; +6/+1(1d4+4, 2 
  Claws;1d6+2, Bite);SQ: Scent (Ex); AL N; SV Fort +5, 
  Ref +5, Will +3; STR 19, DEX 13, CON 15, INT 1, 
  WIS 12, CHA 6. 
  Skills: Climb+6, Listen+4, Spot+7, Swim+8.  
   
  Combat: Verdona hates combat of any form, shying 
  from it to the point of screaming for help (and she 
  usually gets such help within one round of her 
  screaming for it as 1d4 Black Talons always quietly 
  watch, her hidden from anyone’s view including her 
  own). However should she need to defend the forest 
  and animals she loves then this timid herbalist becomes 
  a tireless warrior, stocking up on scrolls of divine 
  magic and potions to enhance her and her allies’ 
  abilities. She always casts beneficial spells upon her 
  animal companions and supports them with ranged 
  attacks before charging in with her golden sickle. 
   
  Ideas for campaigns: 
  • 
  The forest outside of town is sickening and 
  Verdona pleads for help from anyone strong 
  enough to find out what is going on. 
  • 
  Verdona begs the PCs to become her 
  bodyguard as a strange pyromaniac begins to 
  target Druid run stores around and outside of town. 
  • 
  A rare and exotic animal (tiger in my game) is 
  held captive and tormented by a cruel owner, 
  caught trying to save the beast Verdona is accused 
  and through bribery sentenced to death. The PCs 
  must save both her and the exotic animal before 
  both die. 
  • 
  Druids from abound have gathered to perform 
  a ceremony called the wild hunt. Verdona asks the 
  PCs to find the truth behind this supposed 
  ceremony…and why live stock and even people 
  are disappearing. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Perrenland/Krestible Project.pdf