TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E.  Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc.  
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED.  This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network. 
   
  PER4-09 
   
   
   
   
   
   
   
  One Jên Too Many 
   
  A One-Round D&D LIVING GREYHAWK
  ®
  Perrenland Regional Adventure 
  Version 1.0 
   
   
  By Brendan Robertson 
  Additional material by Wes Nicholson and James Dempsey 
  With special thanks to Patrick Williamson, Jeni Williamson and 
  Mandy Garland 
  Reviewed by Chris Tulach 
   
   
   
  Once every four years, Krestible plays host to Das Grünfest (“The Green Festival”).  Along with the usual performers, a 
  popular new bard from Schwartzenbruin has been booked.  But, evil forces are at work to prevent his performance.  On 
  the other hand, perhaps the screaming fans have their own performance in mind?  Fame, glory and superstardom await 
  those with the will and luck to succeed on the stage of life and you are bodyguards to a star. A Perrenland regional 
  adventure for APLs 2-8. 
   
   
   
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game.  A four-hour time block has been 
  allocated for each round of this scenario.  The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game.  The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game.  Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario. 
   
  Preparation 
  First you should print this scenario.  This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well.  There is enough room along 
  the inside margin to bind the adventure, if you desire. 
   
  Read this entire adventure at least once before you run 
  your game.  Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure.  It 
  may help to highlight particularly important passages. 
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual.  We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun.  It is 
  also a good idea to have a way to track movement during 
  combat.  This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction. 
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event.  As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her.  The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top.  This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying.  That being said, you as the DM can bar the use of 
  even core rulebooks during certain times of play.  For 
  example, the players are not free to consult the Dungeon 
  Master’s Guide when confronted with a trap or hazard, or 
  the Monster Manual when confronted with a monster. 
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only.  Text for the players will be in grey 
  boxes.  It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud.  Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game.  Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top.  RPGA no longer uses voting for 
  any reported results.  Give the Scoring Packet to your 
  event coordinator. 
   
  One Jên Too Many 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure.  To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above.  Those 
  PCs with the Mounted Combat feat do not include 
  their first ridden mount (as though it were an animal 
  companion). 
   
  Add 
  each 
  character’s 
  animals 
  separately.  A single PC may only bring four or fewer 
  animals of this type, and animals with different CRs 
  are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL.  Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face.  APLS are given in 
  even-numbered increments.  If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure.  Based on their choice, use either the higher 
  or the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure.  If your character is 
  three character levels or more either higher or lower than 
  the APL this adventure is being played at, that character 
  will receive only half of the experience points awarded 
  for the adventure.  This simulates the face that either 
  your character was not as challenged as normal, or relied 
  on help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher.  Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure.  If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them.  All riding dogs are 
  considered trained to attack.  PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10).  Failure indicates that the 
  animal will not attack that round.  This is a move-
  equivalent action (spoken command) that may be 
  attempted each round.  If an animal loses half or 
  more hp in a single round it flees, unless another 
  check is successful. 
   
  Time Units and Upkeep 
  This is a standard one-round regional adventure, set in 
  Perrenland.  Characters native to Perrenland pay one 
  Time Unit per round, all others pay two Time Units per 
  round.  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. 
   
  One Jên Too Many 
   
  Page 3 
  
  Adventure Background 
  For nearly a decade, Jên Mârison (pronounced “Yarn”) has 
  been one of the leading bards of The Voice in Perrenland. 
   Recently, however, a subtle war of skill has erupted 
  between himself and a newcomer since last year, Jên 
  Farmhand. 
   
  Jên Farmhand had his first big performance four 
  years ago at Das Grünfest (at the same concert as 
  Mârison), and now wants to be “the voice” of Perrenland. 
   
  Jên Farmhand misuses his position as an entertainer 
  to improperly influence impressionable young women.  
  As a natural consequence of this, he has angered a 
  number of parents, and they should be out for his blood.  
  But he has used his influence and Bardic abilities to avoid 
  taking responsibility for any of this.  The problem is, to 
  many of the young lasses, one Jên sounds much like 
  another, and Jên Mârison is about to be in the wrong 
  place at the wrong time. 
   
  Jên Farmhand has also been a little too clever for his 
  own good.  He has taken to lampooning the gods – 
  especially those of the Old Kerk.  As a result of this, 
  divine healing at any level greater than cure light wounds 
  does not work on him.  He has an illness that causes him 
  to become fatigued very easily.  While a heal spell would 
  solve the problem, it’s not going to happen due to his 
  indiscretions. As a result, Jên Farmhand depends on 
  alchemical means to get him through his performances 
  without passing out.  In effect, he purchases a mundane, 
  alchemical version of a potion of bear’s endurance. 
   
  As the adventure begins, the PCs are escorting a 
  doppelganger that looks like Jên Mârison to Das Grünfest 
  for this year’s concert.  The real Mârison has gone to visit 
  his sick mother in Exag and won’t be appearing in this 
  scenario.  Neither the PCs nor the Mârison doppelganger 
  know anything about Farmhand’s behaviour and they are 
  all in for a surprise.  It could well be a double surprise for 
  the PCs as they are almost certainly not aware of the 
  doppelganger. 
   
  For several reasons, Jên Farmhand has also sent a 
  doppelganger in his place.  He will stay at the Hüssen 
  clan huis in Krestible until it is time for him to perform.  
  This is a lucky choice on his part, as his doppelganger is 
  going to be a casualty of the events. 
   
  Adventure Summary 
  This adventure begins with the PCs acting as bodyguards 
  to Jên Mârison, a well-known bard of Perrenland.  They 
  need to get Jên from Schwartzenbruin to Krestible. 
   
  Along the way several things will, or might, happen. 
   
  In Encounter 1, the PCs stop at the village of Skillet 
  for a night’s rest.  They may choose to participate in the 
  local sport (drinking) and may even be able to break the 
  record. Note: this may be skipped if there is a time limit. 
   
  In Encounter 2, the party meets a band of voracious 
  beetles and it’s a case of kill or be eaten. 
   
  In Encounter 3, the party arrives in Krestible and 
  notes the huge crowd around the festival site - mainly 
  young groupies.  There is a picket line against the concert 
  by angry parents, mostly mothers.  It seems not ALL of 
  Perrenland loves Jên.  But, it’s more complicated than 
  that. 
   
  Encounters 4 and 5 are opportunities for 
  characterisation and skill checks to get some background 
  information about what’s going on. Encounter 4 is where 
  the PCs find their accommodation for the night at The 
  Silver Saddle Inn. Encounter 5 is an opportunity for 
  them to talk to the locals and snoop around – Jên 
  Farmhand and Jên Mârison are both in town and there is 
  bad blood between them. 
   
  Encounter 6 is the chance for the PCs to show their 
  skill as negotiators as they convince a group of merchants 
  to move their tents so that the concert can go ahead.  
  They also get to meet Daisy, an NPC antagonist. 
   
  Encounter 7 is a hint that all is not right, as heavies 
  from The Mockingbirds try to “lean” on the PCs and 
  Mârison to not perform. Mârison is having none of it and 
  the PCs need to earn their keep. 
   
  Encounter 8 is where the PCs find a dead Daisy, and 
  the mystery deepens. 
   
  In Encounter 9, Jên Farmhand has sent an 
  anonymous gift of a Girdle of Masculinity/Femininity to 
  Jên Mârison with some dust to affect his performance.  
  Depending on how the PCs react to this, it could 
  apparently be the end of a brilliant career. 
   
  Encounter 10 presents the PCs with a tough 
  challenge.  They may end up fighting a clone of one of 
  themselves.  There are a lot of empty potion vials in the 
  room. 
   
  The PCs hopefully go to Jên Farmhand’s room to 
  interrogate him about the mysterious death of his 
  manager, Daisy – and/or about his “gift” to Mârison.  
  When they get in, they find a body face down on the bed 
  surrounded by empty potion bottles.   
   
  Whoever attempts to closely examine the body finds 
  themselves duplicated by a Mirror of Opposition and 
  combat ensues.  The mirror has already activated three 
  times; once with Daisy, once with Jên Farmhand’s 
  doppelganger, and once with the housekeeping maid 
  who ran shrieking from the room, pursued by her clone; 
  this leaves one charge remaining for today.  
   
  You should get the basic stats and spell lists from 
  each PC at the start of the game, in preparation for 
  running this encounter.  The best idea is to have all the 
  players fill out initiative cards with the information you 
  One Jên Too Many 
   
  Page 4 
  
  may need on them.  Don’t tell them why you’re asking for 
  extra details than any other game. 
   
  Encounter 11 is a short encounter where the PCs 
  may investigate the unidentified potions and follow up 
  the order from P. Feizer. 
   
  Encounter 12 is the concert … or is it?  Whether or 
  not Jên Mârison makes it to the performance is resolved 
  here, as is what happens if Mârison doesn’t make it. 
   
  In the Conclusion, the PCs get to ponder what to do 
  with the information they have gathered on Mârison and 
  Farmhand. 
   
  Preparation For Play 
  You should get the basic stats and spell lists from each PC 
  at the start of the game, in preparation for running 
  Encounter 10.  The best idea is to have all the players fill 
  out initiative cards with the information you may need 
  on them.  Don’t tell them why you’re asking for extra 
  details than any other game. 
   
  Important DM’s Note 
  At some stage, the PCs may decide to cast some form of 
  divination magic. Unfortunately, there is a magical effect 
  targeting all such spells within the borders of Perrenland. 
   The following divination spells will no longer function 
  correctly in a Perrenland regional scenario.  They can still 
  be cast but the follow effects occur instead. 
   
  Speak with dead: The corpse lets out a deep groan 
  and says the following “your doom is at hand mortal” and 
  then implodes and turns to dust. 
   
  Divination: Works normally within a sanctified 
  temple of the caster’s god.  Otherwise it causes the caster 
  to suffer from a blinding headache and a -4 penalty to 
  wisdom for 3 minutes. 
   
  Sending: Works normally if sent from the sanctified 
  temple of the caster’s god to another temple of the 
  caster’s god.  Otherwise it instead delivers a sound burst 
  spell instead of a message. 
   
  Commune with nature: Works normally if cast from 
  a Grove or similar natural holy place sacred to the PC.  
  Otherwise the PC receives the effects of a doom spell cast 
  at 9
  th level and an overwhelming feeling that the land is 
  being blighted. 
   
  Dream: The PC suffers the effects of Nightmare at 
  their caster level. 
   
  Commune: Works normally within a sanctified 
  temple of the caster’s god.  Otherwise it causes the caster 
  to suffer from a blinding headache and a -4 penalty to 
  wisdom for 3 minutes. 
   
  Scrying and scrying, greater: The PC’s sensor ends 
  up in an unexpected place, the Scryer’s Hall in Dorakka.  
  Instead of seeing what they thought they would see they 
  instead see the following. 
   
  Your view is of a large flame lit cavern.  Seated in a 
  semi-circle must be upwards of two-dozen Clerics of 
  Iuz, within the circle sits a further four clerics.  Your 
  sensor is directly above the centre of the four.  They 
  are looking directly at you.  One of them begins 
  casting a spell and you instantly recognise it as a 
  summoning spell.  What do you do? 
   
  If the PCs fail to dismiss their scrying spell they are 
  subject to the following effect. 
   
  APL 2: Summon monster II (fiendish monstrous 
  spider, medium). 
   
  APL 4: Summon monster IV (Howler). 
   
  APL 6: Summon monster VI (fiendish monstrous 
  spider, huge). 
   
  APL 8: Summon monster VII (fiendish girallon). 
   
  APL 10: Summon monster VIII (vrock) 
   
  APL 12: Summon monster IX (hezrou) 
   
  The PCs get no XP for this encounter as they could have 
  avoided it.  The Summoned Monster will stay for APL + 2 
  rounds. 
   
   
  Contact other plane: Works normally within a 
  sanctified temple of the caster’s god.  Otherwise it causes 
  the caster to suffer from a blinding headache and a -4 
  penalty to wisdom for 3 minutes. 
   
  Whispering wind: The spell causes a loud popping 
  sound when it reaches its destination, and the air is filled 
  with quite a horrid stench in a 20ft radius.  Its message is 
  lost. 
   
  Introduction 
  It is late autumn, and harvest has just begun.  You are 
  in Schwartzenbruin and have been invited to a 
  meeting with Jên Mârison, a bard of the Voice.  Such 
  folk don’t often mix with adventurers, so it should be 
  interesting to see what this is all about.  You don’t 
  have long to wait as the star of stage and camp greets 
  you 
   
   
   
   
   
  “Hello.  I am Jên Mârison, bard of The Voice.  I 
  need to get to Krestible for Das Grünfest and my 
  regular crew have all been taken ill.  I need some folk
  with a bit of trail savvy, lest we meet any wandering 
  monsters.  I also need some people who can help with 
  the wagon and setting up and pulling down the 
  equipment for my concert. Does this sound like you? 
   I can’t pay you much – but I can cover your day-to-
  day expenses and if we DO meet any bad guys, 
  whatever they have on them is yours.  Deal?" 
  One Jên Too Many 
   
  Page 5 
  
   
  The PCs either take the job, or the scenario is over.  And 
  yes, Jên is offering to pay their lifestyle costs, so this 
  scenario has free STANDARD lifestyle.  Anything more 
  still needs to be paid for. 
   
  All APLs 
  � Jên Mârison’s Doppelganger: hp 31; see Appendix 
  One. 
   
  The PCs can see through the disguise with a DC 33 Spot 
  Check (Mârison co-operated with the disguise), or a true 
  seeing spell. 
   
  Killing Jên will be counterproductive, as it will be a 
  very short adventure.  Jên himself is off entertaining an 
  elderly lady friend (actually his mother, she’s sick at the 
  moment).  If caught out, the doppelganger will be very 
  embarrassed and explain: 
   
  “Even a star needs a break every now and then. I do 
  what I do, as it gives me purpose.  Would you rather I 
  was busy working for your enemies as a spy, instead? 
  Even my kind need to make a living. 
   
   
  t
   
  If we could continue with this charade, the fans 
  in Krestible won’t know the difference.  If anything, 
  I’m still better at singing than that hack Farmhand.” 
   
  If he’s attacked, Jên will fight defensively to protect 
  himself, all the while calling on the PCs to stop.  He 
  won’t attack back unless it becomes obvious the PCs 
  won’t back down, and even then the doppelganger will 
  go for flight rather than fight. 
   
  Development: If the doppelganger (whose name is Jên – 
  information he will share if anyone thinks to ask) is 
  indeed discovered, and the PCs are willing to listen, he 
  will explain to them about the “feud” between Jên 
  Mârison and Jên Farmhand.  It’s more of a professional 
  rivalry – Mârison is the established bard, and Farmhand 
  is the up and comer, the pretender to the throne if you 
  will. Mârison has no real animosity towards Farmhand, 
  but isn’t above a dirty trick or two to discredit his rival.  
  As far as the doppelganger is aware, Farmhand is also in 
  the dirty tricks game, but nothing more sinister than 
  that. 
   
  Encounter One 
  Skilleted Again! 
  DMs Note: The village of Skillet can be skipped if you 
  have a time limit. 
   
  The autumn day is bright and sunny as you set out 
  from Schwartzenbruin; but the weather soon turns 
  inclement and a light drizzle sets in. The day passes 
  miserably and you are relieved to find the warm 
  comfort of Helga Prith’s Boarding House and “The 
  Longtables” tavern in the village of Skillet.  Skillet is 
  famous for “skilleted”, a particularly po ent brew 
  which has been the centrepiece in many a drinking 
  competition over the years. 
   
  � Skillet (small village); LN; Pop. 487 (Rosrijder 51, 
  Hüssen 259, Weisspeer 31, other races/clans 146), 1000 
  gp limit. 
   
  If 
  the 
  players 
  ask, 
  the 
  following 
  things 
  are 
  happening/available: 
  � They are able to purchase a barrel of Skilleted to take 
  with them.  It costs 5 kleinmarks (sp) per gallon (or 
  30 marks per 60 gallon barrel).  Every gallon drunk 
  requires a DC13 Fort save (increased by +2 for each 
  gallon previously drunk) or suffer 1d4 temporary 
  Dex damage and 1d4 temporary Wis damage.  The 
  current record stands at 6 jugs (9 gallons) at “The 
  Longtables” tavern (proprietor: Dom Perinong, 
  (Human Flan Hüssen Com3)).  At the Spotted Dog – 
  Skillet’s other tavern – the record is 8 jugs, jointly 
  held by Bucktoof Fawkbump and Willem Roslerar. 
  � Bartrand Pimm (Oeridian Rosrijder Rog1/Exp4), 
  steward of Ritter Ust VanDerbergsen’s manor (from 
  PER1-02 Chasing the Ox) is now drinking at “The 
  Longtables” and has a distinct yellow hue to his skin. 
   A Heal check (DC 10) shows him to be suffering 
  from acute alcohol poisoning and liver failure and he 
  will be dead within the year.  To heal him would 
  require a regenerate or heal spell due the advanced 
  state of his condition. 
  � The stallion “Might Empower” has been producing 
  exceptional offspring; the Hüssen entry in next 
  year’s Krestible Cup should be an excellent 
  contender.  (Note: PCs may wish to gamble on the 
  cup in a future scenario but there is no in-game 
  benefit in this scenario from this information) 
  � Lavinia Swerin (matriarch of the local Rosrijder sept) 
  is now bedridden and her family has finally 
  fragmented with her sons and cousins selling their 
  land to the wealthier Hüssen clansmen of the town 
  and moving to Krestible. 
  � Holy Sister Jana Roodhand of the Kerk (Oeridian 
  Vosser Clr7) is rumoured to have been involved the 
  political upheaval last year in the Kershane Pass.  She 
  apparently disgraced herself and has returned to 
  tending the spiritual needs of Skillet.  She has ONE 
  Restoration spell and TWO Lesser Restoration spells 
  One Jên Too Many 
   
  Page 6 
  
  available for purchase (in case the PCs are disabled 
  from the above activities) at standard prices. 
   
  Encounter Two 
  Call The Exterminators! 
  Read the following to the players when they are ready to 
  move on: 
   
  After an evening’s fun and games you depart for 
  Krestible late the next morning, possibly feeling the 
  effects of a good night had by all   The sun is bright, 
  and the Feronwold warm and inviting. 
  .
   
  Give the PCs Spot checks at this point determine the 
  encounter distance: 
   
  Spot DC 
  Encounter Distance 
  6 
  60 feet 
  16 
  120 feet 
  26 
  240 feet 
   
  Of to the right of the trail, you see several six-foot 
  antlers poking through the barley crop. An area 
  devoid of vegetation can be gl mpsed behind the 
  antlers, as a black carapace munches its way towards 
  the road ...and you!  Jên looks worried. 
  i
   
  “They are giant beetles! These creatures will 
  destroy the local economy if they aren’t stopped!  Do 
  you think we can spare a few minutes to convince 
  them to go elsewhere?” 
   
  APL 2 (EL 4) 
  � Giant Bombardier Beetle (2): hp 16; 14. See Monster 
  Manual page 284.Treat as two Juvenile Giant Stag Beetles 
  for the PCs. 
   
  APL 4 (EL 6) 
  � Giant Bombardier Beetle (4): hp 16; 14, 14, 13 see 
  Monster Manual page 284.  (Treat as 4 juvenile Giant Stag 
  Beetles for the PCs). 
   
  APL 6 (EL 8) 
  � Giant Stag Beetle (4): hp 52, 48, 45, 42; see Monster 
  Manual page 285. 
   
  APL 8 (EL 10) 
  � Giant Stag Beetles (7): hp 58, 55, 52, 50, 48, 45, 42; see 
  Monster Manual page 285. 
   
   
  Terrain: Off the 15 foot wide highway is considered 
  difficult terrain due to the 4-foot high grasses and grains, 
  except for the eaten area to the rear of the vermin.  The 
  grasses also provide 20% concealment against missile fire 
  (acting as an Entropic Shield, Player’s Handbook, p.227). 
   
  Tactics: Being non-intelligent, the stag beetles will 
  see the PCs as a threat and immediately charge.  They will 
  attack mounts in preference to PCs and will attack a PC 
  who has hurt them over one who has not, if there is a 
  choice to be made.  Jên will only participate to save 
  himself.  The PCs are there to keep him safe, not the 
  other way around.  Also, he has limited Bardic abilities 
  (though he can sing quite well), and anything he does 
  might give away the secret. 
   
  Loot: After the combat, a DC10 Spot check shows a 
  half eaten satchel lying in the ditch with several vials 
  poking through. 
   
  All APLs –loot (0 gp), coin-(0 gp), potion of cure 
  moderate wounds [x4] - (25 gp). 
   
   
  Encounter Three 
  An Angry Crowd 
  The evening light of Den Báken (The Beacon) of 
  Krestible is a welcome sight after the last four days 
  travel from Schwartzenbruin (a ten day journey for 
  bullock wagons). 
   
  Passing down the Rosban (Horse Road), you 
  become aware of the noise of a crowd near the Auszug 
  barracks.  Turning a corner, you can see the 
  Heftlingweid (Halfling Meadow). 
   
  A large crowd, made up mostly of middle-aged 
  women, hold placards and chant slogans like “Jên has 
  no Morris On!”, “Lock up Jên!” and “Don’t trust Jên 
  with your daughters!”.  In the background, several 
  workers are busy assembling a large stage as well as 
  several festival tents. 
   
  Luckily, the crowd hasn’t spotted Jên yet, thus 
  keeping your options open … 
   
  The doppelganger Jên (travelling with the PCs) does not 
  know what the protest is about.  If the PCs go up and ask 
  what the protest is about (without Jen in attendance), 
  then the protesters (all women) will begin by saying the 
  following: 
   
  “Jên Marison seduces our daughters with his music, 
  and steals away men’s wives!  He is a blight upon the 
  morality of Perrenland!” 
        One woman holds up a baby of about three 
  months of age and yel s: “Look at poor l ttle Jênni!  
  My daughter went to Jen Farmhand’s last concert n 
  l
  i
  i
  One Jên Too Many 
   
  Page 7 
  
  Nederboden, then she pined away to nothin’ after 
  giving birth to h s illegitimate child!  He won’t even 
  acknowledge it as his own!” 
   
   i
   
   
  The PCs will now probably figure that the women are 
  protesting against two different Bardic performers – both
  called Jen! The PCs can make some Diplomacy or Gather 
  Information checks to get more details from the women: 
   
  DC 
  Information 
  10 
  Jên Farmhand performed at a concert last year 
  with his song “Maisie the Tavern Lady”.  He 
  was an instant hit with the girls. 
  15 
  Jên Mârison still managed to retain his 
  following 
  last 
  year, 
  in 
  spite 
  of 
  the 
  competition. 
  20 
  Jên [last name is NOT specified] has 
  reportedly broken a number of young ladies 
  hearts over the years, but has never accepted 
  responsibility for his actions. 
  25 
  Jên [last name is NOT specified] isn’t above 
  using his talent and abilities to get what he 
  wants.  He also uses those abilities to avoid 
  taking responsibility for any consequences of 
  his actions. 
  30 
  Jên Mârison isn’t the bad guy here.  It’s Jên 
  Farmhand who causes problems.  Thing is, 
  most of the young lasses can’t tell which bard 
  they fell for. 
   
  If the protesters are allowed to see Jên’s doppelganger (no 
  precautions taken at all), they will assault him and 
  attempt to tar and feather him before running him out of 
  town.  It is possible for the PCs to calm the crowd. This 
  will require a DC 20 Diplomacy check and a promise to 
  stop any future performances.  Potentially, magic or 
  Bardic music could be used, but there are 20+ targets to 
  affect. 
   
  All APLs (EL 0) 
  � Human Com1 (20): hp 3; AC 10, unarmed. 
   
   
  Tactics: If the crowd sees Jen’s doppelganger, they 
  will mob around and attempt to trip, grapple and pin 
  Mârison (with a +0 bonus to all checks) so he can be run 
  out of town. 
   
  Development: Should PCs look like using lethal 
  force (drawing weapons, preparing spells) the players 
  should be reminded that it is illegal to use such 
  overwhelming force on common folk (Int check DC 5). 
  Otherwise, have one of the crowd yell out: “You can’t 
  use/do that – the Auszug’ll ‘ave you!” 
   
  PCs using deadly force against the crowd will be 
  guilty of assault and arrested at the first opportunity (1d4 
  minutes later) and their adventure ends here.  Any 
  actions they take are clearly visible from the barrack 
  walls.  If they successfully resist arrest, the PCs will be 
  declared outlaws and will forever now pay 2 Time Units 
  to play regional adventures with these characters. This 
  should be noted in the Play Notes section of the current 
  AR. 
   
  All APLs (EL 10) 
  � Auszug Patrol (8): hp 36 each; see Appendix One. 
   
  Those arrested will be jailed for 4 Time Units and must 
  pay a Kopprijs of 150 marks per commoner assaulted 
  with deadly force and 500 marks per commoner killed (if 
  they fought the patrol, add 390 marks per Auszug 
  assaulted and 1,300 marks per Auszug killed).  If they are 
  unable (or unwilling) to pay the Kopprijs, they will be 
  exiled and outlawed (see above). 
   
  Encounter Four 
  The Silver Saddle 
   
  f
  With the angry mob avoided, you hear the first bell 
  that denotes the Steilport (Steep Gate) is to be closed 
  for the evening.  Although they are rarely closed for 
  real, the gate fee (1 cp) doubles after the second bell 
  for the hours of night. 
   
  Hurrying up the Den Steil you pay your one-
  pfennig toll, receive a temporary pass for the 
  equipment you’re carrying, and then enter the city of 
  Krestible itself.   
   
  The gate guards do explain that without a pass, anyone 
  within the city walls caught wearing medium or heavy 
  armour or carrying more than a single melee weapon 
  (other than daggers or tools) will be arrested and fined.  
  The fine is 100 marks per offence (cumulate each separate 
  occasion they are caught). 
   
   
  Rooms have been arranged at Das Zilverzál (The 
  Silver Saddle) on Gastenstrat (Street o  Guests), and a 
  good night’s sleep is well deserved. 
   
  Before you can go much further, a plaintive cry is 
  heard from the shadows of the gate.  “Please, noble 
  one.  Can you spare 3 kleinmarks (sp) for a poor 
  starving girl?  Surely your generous heart does not 
  wish me to starve?” 
   
  � Hetta Weisspeer: Female OFb Rog1; LN; hp 7. 
   
  One Jên Too Many 
   
  Page 8 
  
  This is a 14-year-old waif called “Hetta”.  She has 
  deliberately dressed in poorer clothes (Disguise +5).  Her 
  speech uses flowery phrases, such as “noble and kind”, 
  “brave sir”, etc.  She officially has three siblings and a sick 
  mother (although the family background changes 
  depending on how much she can wheedle out of rich 
  folk) and lives on Grijsteeg (H7, building 88).  This is 
  right next to Den Rotgat (building 83), which the PCs 
  may have encountered, in PER3-02 Wild Goose Chase. 
   
  If the PCs give Hetta some silver, she will show 
  willingness to run errands and messages around 
  Krestible on their behalf for 1 kleinmark per message.  If 
  they give her gold, she will look on them as saints and 
  follow them to the inn and around town, unless told to 
  leave. 
   
  Do not overuse her; she is background, not plot. 
   
  DMs Note: The Silver Saddle Inn is building 506 on 
  Gastenstrat, and is run by Henk Weisspeer. 
   
  If PCs ask Hetta the way to Zilverzál (The Silver 
  Saddle Inn), she replies: 
   
  “Oh, yes good sirs! I know the way!  Fol ow me to the 
  finest inn on Gastenstrat.”
   
  l
   
   
   
   
  l.
   
  She leads you south along the Wandlopen (Wall 
  Walk) and then turns left onto Gastenstrat.  In this 
  early evening, there are several guesthouses and 
  eateries plying their trades.  The inn itself is a fine 
  three-storey building with stables and a well-stocked 
  kitchen. 
  If they don’t think to ask Hetta, they can eventually find 
  the inn on their own.  Either way (Hetta or not) read or 
  paraphrase the following: 
  After cleaning up and having a good meal, Jên calls 
  you together for a quick meeting.  “Tomorrow I need 
  you to check that the crowd has dispersed, and to 
  ensure that the road crew have set up the stage 
  properly.  There may be further disruptions and the 
  next few days will be busy.” 
  Jen goes to walk away, but then turns back to you 
  al  “Um … You should probably try to find out what 
  Jen Farmhand is up to as well.  I’ll leave that in your 
  capable hands, shall I?” 
        And with that, he bids you goodnight and retires. 
   
   
  Encounter Five 
  Children of the Night 
  If the PCs decide to head out after dark and investigate 
  what’s happening around town (or get background on the 
  Jêns), there are many small pieces that can be put 
  together.  Not all of them good, not all of them true.  
  Many folk, especially the teenage girls, have trouble 
  picking one Jên from the other.  This section is optional. 
   
  If the PCs wait until the next day, you’ll need to 
  adjust all references to “day after tomorrow” to 
  “tomorrow”, and the City Hall will be open. 
   
  Heading out into the night, there are many taverns 
  and entertainments to be had in this part of Krestible. 
   
  Please use Appendix 2: “City of Krestible” for players 
  wanting to wander around the city and investigate. 
   
  Each site visited, other than the Hall, will take 1d4+1 
  hours and allows a separate Gather Information check.  
  Visiting the City Hall takes 30 minutes. 
   
  City Hall (G3: Building 392) 
  Does not open until the following morning. 
   
  DC 
  Information 
  10 
  There 
  are 
  legitimate 
  permits 
  for 
  the 
  performances tomorrow. 
  15 
  Both Mârison and Farmhand have permits. 
  20 
  If the Jêns keeps pulling such large crowds to 
  the festival, several councillors have proposed 
  renaming the festival to “JênCon”. 
   
  Den Rotgat (G8: Building 83) 
   
  DC 
  Information 
  5 
  That Mârison fellow don’t hold with Farmhand, 
  and that’s fer sure. 
  10 
  Hoity-toity folks like them bards don’t never 
  come down here.  But if you’d like to entertain 
  us, you can have free drinks tonight. 
  15 
  There’s bad blood between Mârison and 
  Farmhand on account of they both like to play 
  the field and they’ve been treading on each 
  other’s turf 
  20 
  Folks been sayin’ some graf or somesuch is 
  comin’ to the concert day after tomorrow.  Can’t 
  say as anyone knows who though 
  25 
  Don’t know about them entertainer types, but 
  there’s a bunch of merchants fixing to set up 
  shop on the plains tonight 
   
  Weisspeer Plein (G3 – Weisspeer Plaza) 
   
  DC 
  Information 
  10 
  Some Hüssen bigwig is supposedly coming to 
  the concert day after tomorrow.  Can’t think 
  why, though. 
  15 
  That new bard, Jên Farmhand, he’s a Hüssen!  I 
  don’t trust Hüssens! 
  One Jên Too Many 
   
  Page 9 
  
  20 
  The Hüssen bigwig is none other than the 
  Pfalzgraf herself – Karla Hüssen! 
  25 
  Jên Mârison doesn’t care for Farmhand at all.  
  That makes Mârison a good man in my book! 
   
  Zward Plein (E3 – Sword Plaza) 
   
  DC 
  Information 
  10 
  It’s rough for the local youth when the bards are 
  in town.  All the locals swoon over people they 
  don’t even know.  
  15 
  Jên Mârison was a little too friendly with my 
  sister at last year’s festival.  He hasn’t 
  acknowledged his actions though. 
  20 
  I don’t know much about namby-pamby 
  entertainers.  Maybe you should try Den Rotgat! 
  25 
  Jên Farmhand was seen around Hüssen 
  territory today.  Maybe you should go ask there! 
   
  Hüssen Plein (F4 – Hüssen Plaza) 
   
  DC 
  Information 
  10 
  What are you riff raff doing here?  Git!  Before 
  you get done in … like that Jên Lennon fella a 
  few years back!  [He got a crossbow bolt in the 
  chest at close range]. 
  15 
  There’s been a lot more folk than usual coming 
  and going in Hüssen territory these past couple 
  of days … 
  20 
  Jên Farmhand went to the Hüssen clan house 
  earlier today and he hasn’t come out! 
  25 
  It’s been whispered that Karla Hüssen herself is 
  coming to the concert at Das Grünfest on the 
  day after tomorrow! 
  30 
  Karla is coming to Das Grünfest to sort out the 
  issues between Jên Farmhand and Jên Mârison! 
   
  Den Groen (G4 – The Green & Kerk temple: Building 
  296) 
   
  DC 
  Information 
  10 
  The Kerk [the church] has no tenets about 
  young men sowing their wild oats, but it seems 
  these bards might not be using their natural 
  charms … in all cases … 
  15 
  The druids are concerned about how much 
  damage all those stamping feet are going to do 
  to the grass of the parkland when the bards start 
  to sing and the crowd dances along! 
  20 
  The two Jêns don’t like each other at all, and it’s 
  more than professional rivalry.  Their rivalry 
  extends to the green fields of Perrenland’s 
  youth. 
  25 
  There’s some talk of a magic potion that boosts a 
  DC 
  Information 
  person’s stamina, so they can do longer 
  performances than normal.  Maybe that’s how 
  these bards can play so much. For so long, to so 
  many people! 
  30 
  Jên Farmhand appears to tire easily during each 
  of his performances.  Strangely, magical healing 
  doesn’t seem to work on him, so he takes some 
  kind of new potion to avoid passing out on 
  stage! 
   
  Zangerlaan (E7: Building 114) 
   
  DC 
  Information 
  10 
  Das Grünfest is our best time of all!  We pick up 
  a lot of new material, as well as new students, as 
  a result 
  15 
  Jên Mârison and Jên Farmhand have an intense 
  dislike of each other.  Even though Mârison is a 
  Weisspeer (or at least his mother was), and 
  Farmhand is a Hussen, that does not explain the 
  animosity between them.  It’s all about who’s 
  the “best bard in Perrenland” – a title both covet. 
  20 
  Mârison always stays at The Silver Saddle, and 
  Farmhand usually stays at The Break Of Dawn 
  (building 502). However, folks are saying that 
  he’s chosen to lodge at the Hussen Clan Huis 
  this time …he’s been seen going in there … 
  25 
  The Young Talent School used to be the place to 
  train, but it has fallen into disrepute since 
  Farmhand worked there. 
   
  Dawn is around 8am at this time of year, and the PCs 
  likely will have started investigations at about 9pm the 
  night before.  Anyone working through the night will 
  suffer the effects of fatigue unless they rest for at least 8 
  hours, have a Ring of Sustenance, or have some other 
  means to not need rest.  This is the most likely course of 
  events, and the DM should adjust any penalties according 
  to what the PCs actually did. A lesser restoration or 
  similar spell will remove the effects of fatigue. 
   
  Encounter Six 
  Das Grünfest  
  The next day dawns brightly, and after a hearty 
  breakfast (as a halfling guest tucks into “second 
  breakfast”),  Jên comes down as well. 
   
  “I’m going to stay in today and practice for 
  tomorrow’s performance.  If you could please check 
  the venue and make sure everything is going 
  according to plan, it would be appreciated.” 
   
  One Jên Too Many 
   
  Page 10 
  
  If the PCs show any reluctance to leave him alone: 
   
  i
   
   
   
   
   
  “I assure you, I’m perfectly safe from angry crowds 
  here.  Henk Weisspeer is a reliable host and doesn’t 
  brook any nonsense in his establ shment.”
   
  If this doesn’t work, let them leave a bodyguard – that PC 
  won’t have a lot to do today. 
   
  Heading back out of Steilport, an amazing sight 
  greets your eyes.  Overnight, a veritable city of tents 
  and other temporary structures filled the plain from 
  Heftlingweid to the stockyards of Hondlaan! 
   
  Normally, this would be pleasant news; however 
  they appear to have set up right in the middle of the 
  field where the concert was planned!  How are you 
  going to get these gypsies to move? 
   
  What the PCs should do here is negotiate.  The traders 
  can be persuaded to move closer together, leaving room 
  for the concert, but it will take some work.  Buying goods 
  from the various vendors will make the negotiating easier 
  (+1 modifier for every vendor where a small purchase is 
  made, +3 if the purchase was of a major item), and good 
  role-playing can give a modifier of +1 to +4 to the skill 
  check.  Eventually, a DC 20 Diplomacy check will be 
  required to get the vendors to squash up enough that the 
  concert can proceed. 
   
  If the PCs succeed at their task, give them a DC 10 
  Spot check to notice a human female watching them 
  closely.  This is Daisy, Jên Farmhand’s manager and 
  confidante. She will give the PCs an expressionless look 
  and say: 
   
   
  “So, perhaps we underestimated you.  Not to 
  worry, at least you’ve saved me some hard earned 
  marks in getting this sorted.”
   
  If the PCs fail to get the vendors to move, a human 
  woman will approach the vendors and make an attempt 
  at this herself.  She is Daisy, Jên Farmhand’s manager and 
  confidante.  She will succeed where the PCs have failed, 
  and will then turn to them with a smirk 
   
   
  “Seems Mârison is on the way out, if you’re the 
  best help he could find!”
   
  DM’s Note: A Knowledge (local) DC 15, Bardic 
  Knowledge DC 10, or a Perform check DC 15, will reveal 
  that this person is Daisy, and that she is Jen Farmhand’s 
  personal concert manager.  She will not introduce 
  herself, but will not deny who she is if asked.  If anyone 
  asks “who are you” or similar, she will respond with 
  answers like: 
   
   
  “You should know who your competition is, you 
  shouldn’t need to ask.”
  If any PC asks where she and Farmhand are staying, it 
  requires a Gather Information check (DC 15), or a 
  Diplomacy check (DC 15) for her to reply: 
   
  “I’m staying at the Break Of Dawn tavern. Farmhand 
  is lodging over at the Hussen Clan Huis.” 
   
  After a brief conversation, Daisy will excuse herself and 
  move off.  If anyone follows her, she goes to the Hüssen 
  clan house and is admitted.  She does not come out again 
  today. 
   
  Stalls of note that have been setup around the grounds 
  include: 
  • 
  Halflings from the International Cuckoo Clock 
  Makers Guild.  These halflings manufacture 
  marvellous clocks of almost arcane properties (treat 
  as a Water Clock, but only weighs 10 lb).  Being 
  enterprising types, they are dressed in business suits 
  and the halflings also have little mechanical 
  snowstorm souvenirs for sale at 1 mark each.  They 
  have a plaque inside that reads “Das Grünfest”.  They 
  also have “Das Grünfest” spoons for 5 kleinmarks 
  each.  
  • 
  Lederhosen 
  Lyre 
  Dancers: 
  Performers 
  of 
  traditional folk dances.  The carry large white 
  hankies, multicoloured cloaks and wear cotton thigh 
  stockings.  They have lederhosen for sale (at 1 mark 
  each). If purchased, the PCs are also offered first 
  chance at the purchase of: Harp of Charming, and
  Cape of the Mountebank.  Any members of the 
  Voice of the Kerk will be aware they often have 
  some Bardic items for sale without first purchasing 
  lederhosen. 
  • 
  Seed Market: From here, farmers can purchase new 
  seed varieties and see samples of grown plants.  
  These range from wheat and barley, to poppies and 
  hemp.  Anything that is a food crop, medicine crop 
  or clothing crop is available for bulk purchase by the 
  farmers.  The farmers have the following items for 
  sale – pouch of green tobacco, 1 mark; pouch of 
  premium green tobacco, 5 marks; Ulaa fly traps in 
  small terracotta pots, 2 marks; pot plants, 10 marks.  
  They also have available a Wand of Charm Animals, 
  which is extremely useful for those obstinate work 
  animals. 
  • 
  Mysterious Monk’s Magical Market: There is a 
  thick pink haze rising from the tent due to the 
  incense that Mysterious Monk continuously burns.  
  One Jên Too Many 
   
  Page 11 
  
  Several rare items of interest to druids may be 
  available for purchase.  These items include: Druid’s 
  Vestments 
  and 
  Staff 
  of 
  Swarming 
  Insects.  
  Mysterious Monk travels around various fairs and 
  carnivals in Perrenland, so he may turn up again.  
  Anyone spending more than a few minutes in the 
  tent must make a Fort Save (DC 10) or take 1 point of 
  temporary Dexterity damage from the overpowering 
  effects of the incense.  Mysterious Monk seems to be 
  immune to the worst effects of this (probably 
  because he is a 12
  th level monk!).  Monk also has all 
  the Tools and Skill Kits and Clothing from Table 7-8 
  in the Player’s Handbook. 
  • 
  Lady Lascivious’ Love Philtres: This fly-by-night 
  sorceress reads palms, tells fortunes and sells several 
  elixirs to her wealthier clientele.  She has available 
  an Elixir of Love and an Elixir of Truth.  She will 
  read fortunes for 1 kleinmark per person, and can 
  also cast identify if asked (for 50 gps). 
  • 
  You can make up other vendors if you wish, but 
  none of them has anything of importance to sell.  
  Visiting stalls and buying items found in Table 7-8 of 
  the Player’s Handbook can assist in any PC 
  Diplomacy check. 
   
   
  Encounter Seven 
  To Kill a Mockingbird 
  As you make your way back towards The Silver 
  Saddle, some leather clad women who look l ke they 
  are spoiling for a fight step into your path. 
  i
  i
   
   
  “Da boss says you need to get out of town.  
  Mârison’s not playing this town no more.  You beat t, 
  or we beat you!” 
  The PC’s should be able to figure (INT check, DC 5) that 
  Mârison is not interested in leaving without first 
  performing, so a fight is the most likely outcome here.  
  The terrain is congested (with many 20’x20’ tents varying 
  between 10 and 20 feet apart) and both sides face off at 15 
  feet apart. 
   
  APL 2 (EL 3) 
  � Mockingbird Thugs (3): hp 14 each; see Appendix 
  One. 
   
  APL 4 (EL 5) 
  � Mockingbird Thugs (3): hp 22 each; see Appendix 
  One. 
   
  APL 6 (EL 7) 
  � Mockingbird Thugs (4): hp 38, 31, 28, 26; see 
  Appendix One. 
  � Eagle Companions (4): hp 5 each; see Appendix One. 
   
  APL 8 (EL 9) 
  � Mockingbird Thugs (4): hp 51, 46, 42, 38; see 
  Appendix One. 
  � Eagle Companions (4): hp 15 each; see Appendix 
  One. 
   
  Tactics: At APLs 2 and 4, the thugs just go full out to 
  smash PC skulls – no finesse at all.  At APL 6 & 8 the 
  Mockingbird thugs will pre-cast Shillelagh before 
  accosting the PCs; at APL 8 they will cast bull’s strength 
  in the first round of combat before raging.  Below APL 8, 
  raging happens when the thug drops below 50% hit 
  points. 
   
  Loot: 
   
  APL 2–loot (115 gp), coin-(6 gp). 
   
  APL 4–loot (115 gp), coin-(6 gp), hand of the mage 
  [x3] - (75 gp each). 
   
  APL 6–loot (100 gp), coin-(8 gp), hand of the mage 
  [x4] - (75 gp each), +1 leather armour [x4] - (96 gp each). 
   
  APL 8–loot (100 gp), coin-(8 gp), hand of the mage 
  [x4] - (75 gp each), +1 leather armour [x4] - (96 gp each), 
  amulet of natural armour +1 [x4] - (166 gp each). 
   
  Development: What if the PCs capture one or more 
  thugs? 
   
  The thugs received their orders via one of the street 
  kid messengers.  They were told to run Mârison and his 
  crew out of town.  They don’t know anything else.  If 
  they want to track the messengers down, then a DC 20 
  Gather Information check reveals that: “a man in a black 
  cloak from far away” gave them a kleinmark to deliver the 
  message. 
   
  Note that killing a prisoner is an evil act, and looting 
  the armour from a living person is theft.  Confiscating 
  their weapons and cash is probably OK.  Warn the 
  players before they do it, but if the PCs do commit such 
  acts, note it on their AR and send a message to the triad 
  via triad@rpga-apac.com  
   
  Encounter Eight 
  Poor Dead Daisy 
  After the combat, get the PCs to make a DC 5 Spot check 
  to notice this: 
   
  One Jên Too Many 
   
  Page 12 
  
  You spot a slender foot poking out from an al ey 
  along Kreunenlaan.  It has a high heeled shoe on it! 
  l
   
   
   
  Assuming they investigate: 
   
  “It’s the woman from the markets, Daisy [if they got 
  that much information].  She has a pair of lederhosen 
  around her neck. 
  A DC 15 Heal check, will reveal that she was strangled.  
        The DM should proceed – deleting any information 
  that the PCs have not discovered: 
   
  This entertainment business is weird.  How did you 
  let yourself get talked into this job?  At least this body 
  isn’t your problem – you can pass it on to the town 
  gardt.  But, who would want to murder a simple 
  concert manager?  There must be more going on than 
  is readily apparent to a casual observer.  Perhaps your 
  current employer is in danger.  Perhaps he is the 
  perpetrator.  You’d best hope not – his silver tongue 
  would no doubt convince the Rechter (judge) that 
  one of you did it as a crazed fan and that HE had 
  nothing to do with it. 
  Development: Should the PCs return to see Jen Mârison, 
  go to Encounter Nine. Should the PCs wish to interview 
  Jen Farmhand, or investigate his lodgings (at the Hussen 
  Clan House), go to Encounter Ten. If PCs still haven’t 
  found out where Farmhand is staying, then they can pay 
  a street urchin one gold piece to go find that information. 
   
  Encounter Nine 
  The Girdle In The Box 
  Returning to the Zilverzál after a difficult day, you 
  are noticed by Henk, the owner. He says: “Hey there! 
   A 
  messenger 
  just 
  delivered 
  this 
  from 
  Schwartzenbruin.” He holds out a hatbox-sized parcel. 
   “It’s addressed to Jên, if you could take it up to him, 
  I’d appreciate it!” 
   
  Discretion dictates that the PCs will probably look inside 
  the box and check out the contents.  Let the players think 
  of this! Don’t suggest it! When a PC looks inside the box, 
  read: 
   
  Inside the box you find a beautifully bejewelled belt, 
  engraved with horns and lyres!  There is no note, but 
  a single blood red rose glistens in the bottom of the 
  box … 
   
  The inside of the box has been dusted with poison; 
  opening the box carelessly (i.e. without a Search check or 
  Disable Device check) triggers the trap! 
   
  All APLs (EL 3) 
  � Box of Inhaled Poison: CR 3; mechanical; inhaled 
  trigger (dust); manual reset; poison (ungol dust, DC 15 
  Fortitude save resists, 1 Cha/1d6 Cha + 1 permanent 
  Cha); Search DC 20; Disable Device DC 20.  
   
  All APLs  
  � Cursed Item: Girdle of Masculinity/Femininity; CR 6; 
  baleful polymorph permanently changes the gender of 
  the first person to put it on and fails the save to the 
  opposite gender before losing all magical properties. A 
  Fortitude save negates (DC 17). It can only be reversed by 
  use of a limited wish, wish, miracle, or another Girdle of 
  Masculinity/ Femininity. 
   
  Moderate transmutation; CL 10
  th; Create Wondrous 
  Item, baleful polymorph, bestow curse, limited wish; 
  price 4,000 gp; weight 1 lb. 
   
  If the PCs simply take it up Marison without checking, 
  then Jên will read the note and immediately try on the 
  belt. 
   
  Jên accepts the box and opens it.  Inside is a 
  bejewelled belt engraved with horns and lyres.  
  Lifting the belt out, a single blood red rose falls from 
  the box to the floor. 
   
  l
  i
  f
  i
   
  i
  “Ah, it must be from one of my lady friends from 
  last time.  Perhaps I shall meet her later?” 
   
  Holding the belt up to the light, he waves to the 
  flower. 
   
  “Be a dol  and pop that n some water would 
  you?” 
   
  The first PC to stoop down to the flower will trigger the 
  trap. Jên didn’t trigger the trap as he was holding his 
  breath in anticipation. 
   
  After the trap triggers, there will probably be more 
  tests on the belt.  Either way, if they let him, Jen will try 
  on the belt.  If no move is made to intercept him (note 
  that he can be stopped at any time until he gets it around 
  his waist): 
   
  Jên moves to try on the belt. At first, it appears too 
  small, but subtly stretches to fit around his waist.  The 
  morphing effect seems subtle but appears to continue 
  until the beautiful belt is around the waist o … a 
  female version of Jên!  
  The suave baritone vo ce is
  now a surprised soprano vo ce! “What has happened 
  to me?  I can’t go before my public like this!  
  One Jên Too Many 
   
  Page 13 
  
  Farmhand must have sent the bel !  I want him 
  stopped.  Please, go and get him and find out how to 
  put me back like I was!” 
  t
   
  Unless the PCs have some way to reverse this effect, 
  they’ll have to come up with a reason why Jên can’t 
  perform (Sore throat is the obvious fallback if they can’t 
  think of a better idea), or perhaps take his place on the 
  stage.  It’s not as bad as it might have been.  The 
  doppelganger can simply revert to type any time it wants, 
  but it can’t take Jên Mârison’s form again until it sees him 
  next.  So, to break the curse would mean revealing its 
  true nature! 
   
   
  Development: Should the PCs wish to interview 
  Farmhand, or investigate his lodgings at the Hussen Clan 
  House, go to Encounter Ten. Otherwise, if they wait for 
  the concert: Go to Encounter Twelve. 
   
  Encounter Ten 
  The Twelfth Vial 
  Important DMs Note: This encounter involves a Mirror 
  Of Opposition. The encounter must be run with the 
  clone of the affected PC (created by the mirror) seeking 
  its original in combat to the exclusion of all other PCs.  
  This means the clone will pass up the chance to actively 
  attack a nearby PC in order to attack their original.  
  Uncloned PCs will likely get attacks of opportunity every 
  round, and if they work out what’s going on they can 
  form a living barrier between the clone and the original, 
  gaining attacks of opportunity every round unless the 
  clone makes a very high Tumble check (how high is 
  variable, depending on how the PCs line up).  For clones 
  that gain spellcasting, they will use targeted spells first, 
  choosing their original as the target.  Area effect spells are 
  a last resort and, hopefully, the combat won’t go long 
  enough for them to be used by the clone. 
   
  At The Hussen Clan House 
  The PCs will eventually go to Jên Farmhand’s room at the 
  Hussen Clan House to interrogate him about the 
  mysterious death of his manager, Daisy – and/or about 
  his “gift” to Mârison. With Daisy gone, even a simple ruse 
  will get the PCs entry to the Hüssen clan house, and then 
  directed to Farmhand’s room. 
   
  Eventually, you arrive in front of the door to Jên 
  Farmhand’s bedroom.  However, just as you get there, 
  a terrible scream comes from inside the room! 
   
  Ask the PCs what they do. The door is locked. 
   
  � Wooden Door: 1 in. thick; hardness 5; hp 10; AC 5; 
  Break DC 18; Open Lock DC 20. 
   
  Once the PCs have affected entry into the room, read the 
  following (but note which PC was first through the 
  door!): 
   
  The scene before you is one of grim devastation!  This 
  sumptuous 15 ft by 20 ft bedchamber is covered in 
  mirrors – three on each wall, and each with its own 
  curtain.  There is even an 8 ft circular mirror directly 
  above the 4-poster bed!  A broken lamp on the floor 
  causes you to notice a gaudily clothed figure lying 
  face down on the bed, its head covered in a drape, and 
  surrounded by empty potion bottles!  
        A spreading red stain in the middle of its back, 
  obvious against a puffy, white silk shirt, hints at what 
  has happened in here. But you approached v a the 
  hallway … and the window is still closed and intact 
  … 
  i
   
  The “important mirror” in this room is the one directly in 
  front of the bed. This is a Mirror of Opposition – with 
  one charge left in it!   
        Anyone seeing his or her reflection in this mirror is 
  immediately cloned. The clone attacks to destroy its 
  duplicate.  Because of the many mirrors in this room, the 
  first PCs to actually enter the room will be affected 
  (unless the PCs somehow shatter all the mirrors before 
  entering).   
        If possible, it is best to have full Initiative Cards 
  completed by your players at the start of the scenario, 
  otherwise ask to see their character sheets and make 
  some quick notes (hp, AC, primary attacks, combat 
  related feats, most powerful spells etc) and try to out-
  combat them.  The player probably knows their character 
  better than you, so do what you can. 
   
  Have the first (and only the first) PC to enter the 
  room make a Spot check (DC 20).  If they succeed, they 
  spot something odd about the mirror directly in front of 
  the bed, and they have the opportunity to do something 
  about it.  If that “something” involves looking directly at 
  the mirror, then the effect goes off.  If PCs can come up 
  with a way to drape a blanket (or similar) over the mirror 
  without triggering it, then they still get full xp for this 
  encounter. Even doing this, leaves a 50% chance of taking 
  a “peek” and setting it off.  
        The mirror is considered to be a trap with an EL equal 
  to the APL of the table, since that’s what will most likely 
  be created if it gets triggered.  Note that any plan to 
  circumvent the mirror should be played out like a fight 
  with a medusa, basilisk, bodak, or other such opponent.  
  There is a 50% chance each round that they will 
  One Jên Too Many 
   
  Page 14 
  
  inadvertently look where they should not, and trigger the 
  device! 
   
  It should take two or three rounds to cover the 
  mirror – one to find a blanket, one to move over the bed 
  to the mirror and one to drape the blanket.  Again, if a 
  party has a better idea that will work faster, reward them 
  rather than trying to punish them.  Remember, all the 
  mirrors have curtains in front of them that can simply be 
  drawn closed. 
   
   
   
  If The First PC To Enter Does So Without A Search 
  For Traps: 
   
  Read the following to that PC: 
   
  Stepping into the room, you see your reflection in all
  the mirrors around the room. Then you see one 
  mirror, in particular the one in front of the bed, step 
  to mirror you! And then you see your reflection step 
  into the room itself! It appears that your own 
  reflection now seems bent on destroying you! 
   
   
   
   
  Trap: Mirror of Opposition; visual trigger; automatic 
  reset (1 charge left); clone first person to see themselves; 
  Search (DC 33); Disable Device (DC 33); hardness 1; hp 5; 
  AC5. 
   
  Development:  The alignment of the mirror-clone is 
  the exact opposite of the PCs alignment.  If they have any 
  alignment based abilities or items, the effects are reversed 
  (eg: Holy enchantments become Unholy, ability to 
  Turn/Cure becomes the ability to Rebuke/Inflict etc) 
   
  Tactics: See the DMs note at the start of the 
  encounter. 
   
  The bed is considered difficult terrain (as it’s 
  unstable, and there’s a body on it) and the silk drapes 
  provide concealment (20% miss chance) until torn down 
  or burnt (an attack action).  Most PCs first reaction will 
  be to destroy the mirror.  When either the clone or the 
  PC is defeated/killed, the clone vanishes with all its 
  equipment immediately. 
   
  Remember that the clone will single-mindedly go 
  after their original, and ignore all other PCs, other than to 
  take any presented attacks of opportunity.  This cannot 
  be over-emphasised as to do otherwise will very possibly 
  result in the total slaughter of the PCs.  We want to scare 
  them, not slaughter them. 
   
  Treasure:  Without the command word, the mirror 
  is a very dangerous item and thus will be worth very little 
  to the PCs.  If it survives combat, the Auszug will cover it 
  up and nail it into a crate for “safekeeping” at a secure 
  locale. 
   
   
  All APLs–loot (0 gp), coin (0 gp). 
   
  All APLs  
  � Opposition Clone: hp variable; see PC character 
  sheets. 
   
   
  Development: After defeating the clone, the PCs 
  will have time for more investigation.  
   
  Turning the body over, you immediately recognize 
  that 
   sn’t Jên Farmhand. This creature has a grey, 
  bulbous head, and large octopoid eyes. It appears to 
  have a look of surprise on its face.  This is odd for a 
  totally expressionless face.  But if this is a 
  doppelganger, then where is the real Jên Farmhand? 
  it i
   
  Further searching reveals the following details: 
  1. 
  The doppelganger has been stabbed in the back.  A 
  Heal check (DC 15) pinpoints this as the cause of 
  death.  However, a DC 20 Heal check reveals that the 
  wound matches the dagger at its belt, but there is no 
  blood on the dagger. 
  2. 
  There are eleven empty potion bottles scattered on 
  the bed and bedside table.  What they contained is 
  unknown, but a Craft (alchemy) check (DC 15) 
  identifies it as an alchemical variant on bear’s 
  endurance. 
  3. 
  Inside the bedside drawers (Search DC 15) is an 
  order for twelve potions from “P. Feizer, Alchemist 
  To The Stars!”. 
   
  Encounter Eleven 
  The PCs don’t know where P. Feizer’s shop is, and they 
  don’t even know if it’s in Krestible.  They need to ask 
  around, and doing so gives them the following 
  information: 
   
  Gather Info 
  DC 
  Information 
  5 
  Feizer?  Sounds like a gnome to me! 
  One Jên Too Many 
   
  Page 15 
  
  10 
  There’s an alchemist downtown that 
  claims to be able to cure any ill. 
  15 
  P. Feizer?  Look for the shop with the 
  sign of a blue circle out the front! 
  20 
  Jên needs medical help for a “medical 
  condition” that the clerics can’t help 
  with.  Apparently, he’s lampooned so 
  many gods that none of them will allow 
  any kind of major healing to work on 
  him. 
  25 
  Feizer?  He’s been trying out some new 
  potions that boost stamina.  All the bards 
  in the Flanaess are after some, it will 
  mean they can perform longer and won’t 
  need as many support acts. 
   
  Should anyone wish to go to Feizer’s shop, it is locked, 
  boarded up, and there is a sign outside saying “Closed 
  until Spring”.  There’s nothing to be found here – Feizer 
  has gone to the lowlands for winter. 
   
  Encounter Twelve 
  Time To Perform 
  If Jên Marison is still a male, and alive, read the following 
  to the PCs once they have come to a dead end in their 
  investigations. Paraphrase this if the PCs already know 
  that Jen Marison is a doppelganger. 
   
  And so the time has come for Jên Mârison to give his 
  performance!  After al  that has gone on this last day, 
  it’s amazing he can perform at all, let alone do so in 
  the professional manner you’re being presented with.  
  l
  i
  i
  i
  i
  i
   
        Just as he is about to go on stage, in the privacy of 
  his tent, Jen Marison reveals himself to also be a 
  doppelganger! It seems that the orig nal Jan Marison 
  had to visit h s sick mother and didn’t want to 
  disappoint his fans! The doppelganger thanks you all 
  for protecting him, and gives you all free tickets to 
  see the show. 
   
  If Jên is either dead, or is a female, read the following: 
   
  And so the time has come for Jên Mârison to give his 
  performance.  Jen (now a woman), takes you all aside 
  and reveals the following: he/she is also a 
  doppelganger! It seems that the orig nal Jan Marison 
  had to visit h s sick mother and didn’t want to 
  disappoint his fans! The doppelganger thanks you all 
  for protecting him/her … but can’t go on stage 
  because of the effects of the girdle! 
        It is with some trepidation that those of you 
  chosen for the task make your way onto the stage to 
  announce that Jên is “ ndisposed”.  The Master of 
  Ceremonies has suggested that perhaps one of you 
  might like to perform instead … 
  DM’s Note: If any PC has the Perform skill, or is willing 
  to make an untrained check, they may do so.  It’s not 
  required, but perhaps the next Jên Farmhand or Jên 
  Mârison is right there with you now.  Adjust the next bit 
  according to whether, and how well, the PCs substituted 
  for Jên. 
   
   
  Perform 
  DC 
  Result 
  Less than 5 
  Rotten fruit thrown at the performer(s). 
   Gain much notoriety. This should be 
  recorded in the Play Notes section of 
  the PC’s AR. 
  6-10 
  Boos and catcalls get the performer off 
  stage quickly.  Gain minor notoriety. 
  This should be recorded in the Play 
  Notes section of the PC’s AR. 
  11-15 
  Polite applause. Right, who’s next? 
  16-20 
  Applause and cheering.  Gain minor 
  recognition. This should be recorded in 
  the Play Notes section of the PC’s AR. 
  21+ 
  Wild crowd scenes.  Performer(s) win 
  the bard competition.  Gain major 
  recognition. This should be recorded in 
  the Play Notes section of the PC’s AR. 
   
  Conclusion 
  Read or paraphrase this finale once all performances are 
  over. 
   
  Having discovered that Jên Farmhand has medical 
  problems, that both Jêns are not above taking 
  advantage of their fame, and that both performers 
  have been replaced by doppelgangers at Das Grünfest 
  this year, it’s up to you how you handle the 
  information.   
        The real Jên Mârison has offers you some magical 
  boots to keep your information about him a secret.  A 
  note from someone claiming to be the real Jên 
  Farmhand offers you some magical boots to tel  all 
  you know about Mârison and destroy his reputation.   
  l
        Neither 
  performer 
  mentions 
  Farmhand’s 
  “affliction” or why it can’t be cured by the clerics.  
  Nor have you been able to find out why Daisy was 
  murdered, or why The Mockingbirds attacked you in 
  the marketplace. 
  One Jên Too Many 
   
  Page 16 
  
   
  Perhaps all will become clearer in the days, or 
  weeks, to come … 
   
   
  All APLs–loot (0 gp), coin (0 gp), boots of levitation 
  (625 gp). 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished.  Then assign the 
  experience award.  Award the total value (objectives plus 
  role-playing) to each character. 
   
  Encounter Two 
  Defeating the beetles: 
  APL2 120 xp; APL4 180 xp; APL6 240 xp;  
  APL8 300 xp. 
   
  Encounter Seven 
  Defeating the Mockingbird thugs: 
  APL2 90 xp; APL4 150 xp; APL6 210 xp; 
  APL8 270 xp. 
   
  Encounter Nine 
  Disabling the trap on the box: 
  All APLs 90 xp. 
   
  Encounter Ten 
  If the Mirror clones, use the level of the PC cloned by the 
  Mirror of Opposition and refer to the chart below: 
   
  Level 
  XP 
  Level 
  XP 
  1 
  30 
  6 
  180 
  2 
  60 
  7 
  210 
  3 
  90 
  8 
  240 
  4 
  120 
  9 
  270 
  5 
  150 
  10 
  300 
   
  OR 
   
  Disabling the mirror before any clones appear: 
  APL2 60 xp; APL4 120 xp; APL6 180 xp; 
  APL8 240 xp. 
   
  Note: The xp for this encounter can vary depending on 
  the level of the PC who gets cloned.  It is possible; if the 
  cloned PC is “playing down” that a group could earn 
  more xp for this scenario than is allowed.  Under NO 
  circumstance can a PC be awarded more xp than the 
  maximum allowed for the APL they are playing.  It is also 
  possible the encounter will earn less xp than listed.  In 
  this case, the PCs faced a weaker opponent and they don’t 
  get the maximum xp for the scenario. 
   
  Story Award 
  Objective(s) met: 
  Getting Jên Mârison to the performance in Encounter 12, 
  OR coming up with a plausible excuse why he won’t be 
  there OR gaining the recognition of the crowd: 
  APL2 90 xp; APL4 135 xp; APL6 180 xp; 
  APL8 225 xp. 
   
  Total possible experience:  
   
  APL2 450 xp; APL4 675 xp; APL6 900 xp; 
  APL8 1125 xp. 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyse dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  One Jên Too Many 
   
  Page 17 
  
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewellery, and other valuables; M = Magic Items. 
   
  Encounter Two: 
   
  All APLs L: 0 gp; C: 0 gp; M: 100 gp 
   
  Encounter Seven: 
   
  APL 2: L: 115 gp; C: 6 gp; M: 0 gp 
   
  APL 4: L: 115 gp; C: 6 gp; M: 225 gp 
   
  APL 6: L: 100 gp; C: 8 gp; M: 684 gp 
   
  APL 8: L: 100 gp; C: 8 gp; M: 1348 gp 
   
  Conclusion: 
   
  All APLs: L: 0 gp; C: 0 gp; M: 625 gp 
   
  Total Possible Treasure 
  APL 2: L: 115 gp; C: 6 gp; M: 725 gp - Total: 450 gp 
  APL 4: L: 115 gp; C: 6 gp; M: 950 gp - Total: 650 gp 
  APL 6: L: 100 gp; C: 8 gp; M: 1409 gp - Total: 900 gp 
  APL 8: L: 100 gp; C: 8 gp; M: 2073 gp - Total: 1300 gp 
   
  Special 
  Barrel of Skillet Ale 
  Skillet Ale is an extremely potent brew that costs 5 
  kleinmarks (sp) per jug (or gallon).  Every gallon drunk 
  requires a DC13 Fortitude save (increase the save DC by 
  +2 for each gallon previously drunk per day) or suffer 1d4 
  temporary Dex damage and 1d4 temporary Wis damage.  
  Other than in the taverns of Skillet, it can only be 
  purchased in 60 gallon barrels for 30 marks (gp). 
   
  Cuckoo Clock  
  You may purchase a mechanical cuckoo clock from the 
  International Cuckoo Clock Makers Guild.  Treat this as a 
  Water Clock, but it only weighs 10 lb. 
   
  Outlawed From Perrenland 
  For the assault and murder of innocent people, and 
  resisting arrest, you have been outlawed from Perrenland. 
  All regional adventures will now cost you 2 Time Units 
  to play (with the PC named on this AR). 
   
  Curse of Masculinity/Femininity 
  You have been cursed and are now a (male or female).  
  This can only be reversed by use of a limited wish, wish 
  or miracle. 
  Notoriety/Recognition 
  Your performance at the bard’s performance has been 
  noted – for better or for worse.  You get the following 
  penalty/bonus on all Charisma based checks involving 
  Perrenland citizens for the next calendar year.  Notoriety 
  (-2), minor notoriety (-1), minor recognition (+1), major 
  recognition (+4).  Expiry date:  
   
   
   
   
   
  Items for the Adventure 
  Record 
   
  Item Access 
   
  APL 2: 
  Barrel of Skillet Ale (Regional, 30 gp, see above) 
  Cuckoo Clock (Adventure, 1000 gp, see above) 
  Boots of Levitation (Adventure, DMG) 
  Elixir of Love (Adventure, DMG) 
  Elixir of Truth (Adventure, DMG) 
  Wand of Charm Animal (Adventure, DMG) 
   
  APL 4: (All of APL 2 plus the following) 
  Hand of the Mage (Adventure, DMG) 
  Pipes of Sounding (Adventure, DMG) 
   
  APL 6: (All of APLs 2-4 plus the following) 
  Harp of Charming (Adventure, DMG) 
  Druid’s Vestments (Regional, DMG) 
   
  APL 8: (All of APLs 2-6 plus the following) 
  Cape of the Mountebank (Adventure, DMG) 
  Staff of Swarming Insects (Regional, DMG) 
   
   
   
   
  One Jên Too Many 
   
  Page 18 
  
  Appendix One 
   
  Encounter One: 
   
  Jên Mârison’s Doppelganger: Male Doppelganger 
  Brd2; 
  CR 
  5; 
  Medium 
  Monstrous 
  Humanoid 
  (Shapechanger); HD 4d8+2d6+6; hp 31; Init +3; Spd 30 
  ft; AC 17 (+3 Dex, +4 natural), touch 13, flat-footed 14; 
  BA/G +5/+7; Atk +7 melee (1d4+2 [19-20/x2], dagger) 
  or +8 ranged (1d4+2 [19-20/x2], dagger); Full Atk +7 
  melee (1d4+2 [19-20/x2], dagger); Face/Reach 5 ft./5 
  ft.; SA Detect thoughts (Su); SQ Change shape (Su), 
  immunity to sleep and charm effects, bardic music 
  2/day, bardic knowledge +4, countersong, fascinate, 
  inspire courage +1, Immune to detect thoughts, 
  discern lies and any attempt to magically discern his 
  alignment; AL N; SV Fort +6, Ref +10, Will +8; Str 15, 
  Dex 16, Con 12, Int 14, Wis 12, Cha 17. 
   
  Skills and Feats: Bluff +14*, Diplomacy +9, 
  Disguise +13* (+15 acting), Intimidate +7, Listen +5, 
  Perform: Singing +15, Sense Motive +8, Spot +5; 
  Dodge, Great Fortitude, Skill Focus (Perform: Singing). 
   * A doppelganger gets an additional +10 circumstance 
  bonus on Disguise checks.  If it can read an opponent’s 
  mind, it gets a further +4 circumstance bonus on Bluff 
  and Disguise checks. 
   
  Detect Thoughts (Su): A doppelganger can 
  continuously use detect thoughts as the spell (caster 
  level 18
  th; Will DC 15 negates).  It can suppress or 
  resume this ability as a free action.  The save DC is 
  Charisma-based. 
   
  Change Shape (Su): A doppelganger can assume 
  the shape of any Small or Medium humanoid.  In 
  humanoid form, the doppelganger loses its natural 
  attacks.  A doppelganger can remain in its humanoid 
  until it chooses to assume a new one.  A change in form 
  cannot be dispelled, but a doppelganger reverts to its 
  natural form when killed.  A true seeing spell or spell-
  like ability reveals its natural form. 
   
  Possessions: dagger, ring of mind shielding, spell 
  component pouch. 
   
  Physical Description: An almost exact duplicate of 
  Jên Mârison (Disguise check of 35 due to Jên’s co-
  operation). 
   
  Spells Known (3/1; base DC = 13 + spell level): 0—
  dancing 
  lights, 
  know 
  direction, 
  lullaby, 
  prestidigitation; 1st—cure light wounds, undetectable 
  alignment. 
   
  Encounter Three: An Unwelcome Child 
   
  Auszug Patrol (8): Male Flan (Hüssen) Ftr4; CR 4; 
  Medium Humanoid (Human); HD 4d10+8; hp 36; Init 
  +1; Spd 20 ft; AC 18 (+1 dex, +5 armor, +2 shield), touch 
  11, flat-footed 17; BA/G +4/+7; Atk +9 melee (1d10+5 
  [19-20/x2], mw bastard sword) or +6 ranged (1d6 
  [20/x3], mw shortbow); Full Atk +9 melee (1d10+5 [19-
  20/x2], mw bastard sword); Face/Reach 5 ft./5 ft.; AL 
  LN; SV Fort +6, Ref +2, Will +1; Str 16, Dex 13, Con 14, 
  Int 12, Wis 10, Cha 8. 
   
  Skills and Feats: Handle Animal +2, Intimidate +6, 
  Listen +5, Sense Motive +3, Spot +5; Alertness, Die 
  Hard, Endurance, Exotic Weapon Proficiency (Bastard 
  Sword), Weapon Focus (Bastard Sword), Weapon 
  Specialization (Bastard Sword), 
   
  Possessions: mw bastard sword, mw chainmail, 
  mw heavy steel shield, mw shortbow, 20 arrows, mw 
  dagger. 
   
  Encounter Seven: To Kill a Mockingbird 
   
  APL2 (3) 
  Mockingbird Thug: Female Oeridian Brb1; CR 1; 
  Medium Humanoid (Human); HD 1d12+2; hp 14; Init 
  +1; Spd 40 ft; AC 13 (+1 dex, +2 armor), touch 11, flat-
  footed 12; BA/G +1/+3; Atk +5 melee (1d6+3, mw 
  quarterstaff) or +2 ranged (1d4+2, sling); Full Atk +5 
  melee (1d6+3, mw quarterstaff) or +2 ranged (1d4+2, 
  sling); SQ Fast Movement, Illiteracy, Rage 1/day (7 
  rounds), Uncanny Dodge; Face/Reach 5 ft./5 ft.; AL 
  CN; SV Fort +4, Ref +1, Will +1; Str 15, Dex 12, Con 14, 
  Int 10, Wis 13, Cha 8. 
   
   
  Skills and Feats: Handle Animal +1, Intimidate +3, 
  Jump +8, Listen +5, Survival +5, Swim +6; Power 
  Attack, Weapon Focus (Quarterstaff). 
   
  Possessions: mw quarterstaff, mw leather armor, 
  sling, 10 bullets, 12 marks. 
   
  APL4 (3) 
  Mockingbird Thug: Female Oeridian Brb2; CR 2; 
  Medium Humanoid (Human); HD 2d12+4; hp 22; Init 
  +1; Spd 40 ft; AC 13 (+1 dex, +2 armor), touch 11, flat-
  footed 12; BA/G +2/+4; Atk +6 melee (1d6+3, mw 
  quarterstaff) or +3 ranged (1d4+2, sling); Full Atk +6 
  melee (1d6+3, mw quarterstaff) or +3 ranged (1d4+2, 
  sling); SQ Fast Movement, Illiteracy, Rage 1/day (7 
  rounds), Uncanny Dodge; Face/Reach 5 ft./5 ft.; AL 
  CN; SV Fort +5, Ref +1, Will +1; Str 15, Dex 12, Con 14, 
  Int 10, Wis 13, Cha 8. 
  Skills and Feats: Handle Animal +4, Intimidate +4, 
  Jump +8, Listen +5, Survival +6, Swim +6; Power 
  Attack, Weapon Focus (Quarterstaff). 
  One Jên Too Many 
   
  Page 19 
  
   
  Possessions: mw quarterstaff, mw leather armor, 
  hand of the mage, sling, 10 bullets, 12 marks. 
   
  APL6 
  Mockingbird Thug (4): Female Oeridian Brb2/Drd1; 
  CR 3; Medium Humanoid (Human); HD 2d12+1d8+6; 
  hp 28; Init +1; Spd 40 ft; AC 14 (+1 dex, +3 armor), 
  touch 11, flat-footed 13; BA/G +2/+4; Atk +6 melee 
  (1d6+3, mw quarterstaff) or +3 ranged (1d4+2, sling); 
  Full Atk +6 melee (1d6+3, mw quarterstaff) or +3 
  ranged (1d4+2, sling); SQ Animal Companion, Fast 
  Movement, Illiteracy, Nature Sense, Rage 1/day (7 
  rounds), 
  Uncanny 
  Dodge, 
  Wild 
  Empathy 
  +2; 
  Face/Reach 5 ft./5 ft.; AL CN; SV Fort +7, Ref +1, Will 
  +3; Str 15, Dex 12, Con 14, Int 10, Wis 13, Cha 8. 
   
   
  Skills and Feats: Concentration +6, Handle Animal 
  +4, Intimidate +4, Jump +8, Listen +5, Spellcraft +1, 
  Survival +8, Swim +6; Eschew Materials, Power Attack, 
  Weapon Focus (Quarterstaff). 
   
  Druid Spells Prepared (3/2; save DC 11 + spell 
  level):  0–cure minor wounds, detect magic, Light; 1–
  cure light wounds, shillelagh. 
   
  Possessions: mw quarterstaff, +1 leather armor, 
  hand of the mage, sling, 10 bullets, 12 marks. 
   
  Eagle Animal Companions (4); CR n/a; Small Animal 
  (Augmented Animal); HD 1d8+1; hp 5; Init +2; Spd 10 
  ft, Fly 80 ft (average); AC 14 (+1 size, +2 dex, +1 
  natural), touch 13, flat-footed 12; BA/G +0/-4; Atk +3 
  melee (1d4 , talons); Full Atk +3/+3 melee (1d4, 2 
  talons) and -2 melee (1d4, bite); SQ Link, low-light 
  vision, share spells; Face/Reach 5 ft./5 ft.; AL N; SV 
  Fort +3, Ref +4, Will +2; Str 10, Dex 15, Con 12, Int 2, 
  Wis 14, Cha 6. 
   
  Skills and Feats: Listen +2, Spot +14; Weapon 
  Finesse. 
   
  Tricks: Attack x2, defend, down, guard, perform, 
  seek. 
   
  APL8 
  Mockingbird Thug (4): Female Oeridian Brb2/Drd3; 
  CR 
  5; 
  Medium 
  Humanoid 
  (Human); 
  HD 
  2d12+3d8+10; hp 41; Init +1; Spd 40 ft; AC 15 (+1 dex, 
  +3 armor, +1 natural), touch 11, flat-footed 14; BA/G 
  +4/+7; Atk +9 melee (1d6+4, mw quarterstaff) or +5 
  ranged (1d4+3, sling); Full Atk +9 melee (1d6+4, mw 
  quarterstaff) or +5 ranged (1d4+3, sling); SQ Animal 
  Companion, Fast Movement, Illiteracy, Nature Sense, 
  Rage 1/day (7 rounds),, Uncanny Dodge, Wild 
  Empathy +4, Woodland Stride, Trackless Step; 
  Face/Reach 5 ft./5 ft.; AL CN; SV Fort +8, Ref +2, Will 
  +4; Str 16, Dex 12, Con 14, Int 10, Wis 13, Cha 8. 
  Skills and Feats: Concentration +9, Handle Animal 
  +5, Intimidate +4, Jump +9, Listen +5, Spellcraft +6, 
  Survival +9, Swim +7; Eschew Materials, Power Attack, 
  Weapon Focus (Quarterstaff). 
   
  Druid Spells Prepared (4/3/1; save DC 11 + spell 
  level):  0–cure minor wounds, detect magic, light, 
  mending; 1–cure light wounds, faerie fire, shillelagh; 2-
  bull’s strength. 
   
  Possessions: mw quarterstaff, +1 leather armor, 
  amulet of natural armor +1, hand of the mage, sling, 10 
  bullets, 12 marks. 
   
  Eagle Companions (4); CR n/a; Small Animal 
  (Augmented Animal); HD 3d8+3; hp 16; Init +2; Spd 10 
  ft, Fly 80 ft (average); AC 17 (+1 size, +3 dex, +2 
  natural), touch 14, flat-footed 14; BA/G +2/-2; Atk +6 
  melee (1d4, talons); Full Atk +6/+6 melee (1d4, 2 
  talons) and +1 melee (1d4, bite); SQ Evasion, link, low-
  light vision, share spells; Face/Reach 5 ft./5 ft.; AL N; 
  SV Fort +4, Ref +6, Will +3; Str 11, Dex 16, Con 12, Int 
  2, Wis 14, Cha 6. 
   
  Skills and Feats: Listen +4, Spot +14; Hover, 
  Weapon Finesse. 
   
  Tricks: Attack x2, defend, down, guard, perform 
  x2, seek. 
   
  One Jên Too Many 
   
  Page 20 
  
  Appendix Two 
  The City of Krestible 
   
  Full details of the peoples and places in Krestible can 
  be downloaded from the Perrenland website. 
   
  The city of Krestible was once a gathering place for 
  local tribes to meet, coming to trade and deal upon a 
  small plateau lying at the base of a line of craggy cliffs.  
  Eventually a prominent clan leader came to make the 
  place the home of his people and the area was named 
  Krej’s Table after him.  In time the name evolved into 
  Krestible, where a small town sprang up.  Eventually 
  the town became a city, and strong walls were put up to 
  protect the residents.  Then the population outgrew 
  the walls and further expansion was made onto the 
  lowlands below the plateau. 
   
  The city lies in three levels – the lowlands, the 
  plateau and the Crags.  The upper city, built upon the 
  plateau, is of predominantly quarried stone and slate 
  construction and houses the older and richer citizens.  
  The lower city, on the other hand, is mostly of baked 
  brick construction.  The lower city tends to be more 
  boisterous and lively than the upper, though the folk 
  upstairs know how to make a bit of noise when they 
  want. 
   
  The typical Krestible house is a large building of 
  two or more storeys, housing on average fifteen or so 
  people.  Often a single extended family lives in a 
  residence, though some may house two unrelated 
  groups on different levels.  Residences almost always 
  have a shop-front attached, as families tend to stick 
  with their inherited trades. 
   
  The city’s water comes from a number of 
  subterranean springs, the biggest of which is Beory’s 
  Well.  A number of well shafts have been dug down 
  into these springs, and the city is yet to experience a 
  shortage of water. 
   
   
  Aldboomgroen (Old Tree Green) [G7]: A single 
  ancient tree, said to be planted centuries beforehand by 
  a displaced elven emigré, stands proudly in this grassy 
  square. 
   
  Bakenstrat (Baker Street) [G3]: Looking down 
  this street from the square, a person may find an 
  impressive view of the watchtower on the Crags above. 
   
  Beory’s Well [H3; 386]: A deep wide spring, said 
  to be a gift of the goddess, lies in a depression at the 
  base of the Crags.  A source of cold clear water, the well 
  is known to be at least a hundred feet deep, though 
  nobody has yet dared to plumb its depths.  It would be 
  considered an insult to Beory to do so. 
   
  Bokban (Goat Road) [H6]: The north-eastern end 
  of town is where goatherds may find yards to hold 
  their flocks before taking them to sale in the markets.  
  Many pens lie along this road, which soon loops to the 
  south-east and heads into the nearby hills. 
   
  Den Báken (The Beacon) [J2]: The city beacon, 
  used as both a city monument and a navigation point.  
  Its light can be seen for miles, even from the distant 
  heights of the Yatils to the west. 
   
  Den Groen (The Green) [G5]: Lying behind the 
  stately Old Kerk building is the city green, an open 
  garden popular with mothers with young children, as 
  well as residents seeking a relatively peaceful open 
  space within the city walls. 
   
  Den Kopenlopen (The Walk of Heads) [F4]: 
  The wide parade that leads from the gate to the main 
  square is flanked by posts that display the heads of 
  executed criminals and the like. 
   
  Den Ras (The Race) [E3]: This wide flat road is so 
  named because of the popular foot race that occurs 
  here at the start of summer, when sprinters compete 
  for a sizeable purse in a quick dash from the wall to 
  Den Rosplein. 
   
  Den Rosplein (Horse Plaza) [F4]: The great city 
  square, home to public gatherings and the site of civic 
  addresses and executions is a popular spot to meet or 
  just watch the day go by.  In the centre of Den 
  Rosplein is a grand statue of the supposed founder and 
  namesake of the city, Krej.  There are four other 
  prominent monuments in each corner of the square – 
  none of which have been detailed.  (I’m leaving that 
  honour on a first in first served basis – one each, don’t 
  be greedy!) 
   
  Den Rotgat (The Rotgut) [G8; Building 83]: The 
  Rotgut Tavern – a location from PER3-02 Wild Goose 
  Chase. 
   
  Den Steil (The Steep) [D5]: The main path to the 
  city gates slopes sharply upwards to the top of Krej’s 
  Table.  Such is the incline that two large winches, each 
  with a heavy rope, lie at the top of Den Steil to aid the 
  hauling of particularly heavy wagons or carts.  On rainy 
  days the walk up Den Steil can be quite an arduous and 
  risky task. 
   
  Dodhelling (Slope of the Dead) [J6]: Lying 
  north of the city walls, this eastern slope of Krej’s Table 
  houses the subterranean burial tunnels where the city’s 
  dead are interred. 
   
  Dwerghelling (Dwarf Slope) [I6]: To the west of 
  the Dodhelling, in the middle of the northern slope, is 
  where a community of dwarfs have carved out an 
  underground settlement – at once part of the city yet 
  somehow also removed from it. 
   
  Eistrat (Egg Street) [G2]: At the start of each 
  spring the clergy of the Old Kerk give the children of 
  One Jên Too Many. 
   
  Page 21 
   
  
  the town brightly painted hard-boiled eggs, which are 
  rolled along this street with great cheer – for one of the 
  eggs is actually made of pure gold.  This is a welcome 
  gift to the lucky child and his or her family. 
   
  Fjoersteeg (Fire Alley) [C4]: This portion of the 
  city was burned to the ground in 523CY and 
  subsequently rebuilt.  It was renamed to Fire Alley 
  soon after. 
   
  Fluisterensteeg (Whisper Alley) [H4]: This part 
  of the city is home to several wealthy and somewhat 
  private families.  The street takes its name from the 
  residents’ desire for their neighbourhood to remain 
  quiet and as infrequently visited as possible. 
   
  Gastenstrat (Street of Guests) [E4]: Not far from 
  the Hüssen clan house, this street has a number of 
  lodging houses where visitors to the city can stay in 
  comfort. 
   
  Geelhuis (Yellow House) [B7; building 28]: A 
  sprawling building of interconnecting chambers 
  housing some well-to-do urbanised halflings. 
   
  Graslaan (Gras Lane) [B4]: Backed by open fields, 
  this street is often covered by grass when the westerly 
  winds blow.  Folk with allergies are advised to be 
  absent during these times. 
   
  Grijsteeg (Grey Alley) [H8]: The westerly winds 
  have taken the smoke from Roksteeg and blown it into 
  this alley over the years, turning the walls of the 
  houses a grim grey colour.  This rough smelly area is 
  the closest Krestible has to a slum quarter, with many 
  poor families crammed into the buildings and 
  suffering from the smoke of Roksteeg. 
   
  Guldensteeg (Golden Alley) [E2]: Home to some 
  of the wealthiest folk in the city as well as the offices of 
  merchant companies.  There is indeed much gold to be 
  found in this alley. 
   
  Harbeg’s Plein (Harbeg’s Plaza) [I4]: An 
  impressive stone statue of the famous Weisspeer hero 
  Harbeg is the most notable feature of this plaza of 
  mostly private residences. 
   
  Helftlingweid (Halfling Meadow) [C7]: Lying 
  north of the Auszug garrison is a meadow where the 
  caravans of travelling folk usually camp when visiting 
  Krestible. 
   
  Hobnitzburg (Halfling Town) [B7]: A village of 
  more settled halflings who nevertheless enjoy visits 
  from their travelling cousins who camp on the nearby 
  meadow. 
   
  Hondlaan (Dog Lane) [B3]: This street is so 
  called because cattle dogs are often tethered here – 
  sometimes in large numbers – when not helping their 
  masters manages the herds of cattle kept in the nearby 
  stockyards. 
   
  Hoogban (High Road) [F1-J2]: This road leads 
  up to the heights of the Crags and provides access to 
  the watchtower that looks over the city and on to the 
  lowlands.  At the end of the road is the ever-lit great 
  beacon that can be seen for miles. 
   
  Houtsteeg (Wood Alley) [C3]: This alley is home 
  to families who have for many generations made their 
  living from wood crafts – carpenters, coopers, carvers 
  and the like.  In the middle of the alley stands a 
  popular local tavern, the Hammer and Thumb. 
   
  Hüssen Plein (Hüssen Plaza) [E4]: This enclosed 
  plaza is where the dignitaries of the Hüssen clan like to 
  go about their dealings and business, as it lies in the 
  shadow of the main city clan house. 
   
  Kaarsteeg (Candle Alley) [E2]: Running south of 
  Guldensteeg is an alley where many folk of arcane 
  talent have made their homes.  The ‘candles’ that give 
  the alley its name are actually numerous continual 
  flame spells that make the alley at night a beautiful 
  sight. 
   
  Kerkstrat (Church Street) [H4]: This long street 
  that runs by the Old Kerk and Den Groen is home to 
  numerous clergy and the lay folk who attend them. 
   
  Kikkerlaan (Frog Lane) [I7]: This narrow lane 
  near the goat yards is fringed by grassy ditches that are 
  often filled with water, and are home to many noisy 
  little frogs. 
   
  Koeban (Cow Road) [C3]: This long stretch of 
  road is part of the Krestingstrek and eventually leads 
  on to Yatilskaad and the mountains. 
   
  Koordsteeg (Rope Alley) [F6]: Once upon a time 
  a number of rope makers made this area their home.  
  Now they have all left or found alternate trades.  Nary a 
  rope is now sold in Rope Alley. 
   
  Koperstrat (Copper Street) [F8]: Many folk who 
  work in copper goods live and work on this road. 
   
  Kreunenlaan (Lane of Groans) [D6]: This lane 
  that leads from Staalstrat to Den Steil is so called 
  because of the groans from folk about to make the walk 
  up the steep incline, as well as those from the drunks 
  who stagger from the pair of taverns on the north side 
  of the road. 
   
  Langstrat (Long Street) [D6-H7]: The main 
  street of lower Krestible is called such because it is, 
  well, long. 
   
  Lederlaan (Leather Lane) [H7]: This lane is 
  home to a tannery, and thus its name. 
   
  Maan Plein (Moon Plaza) [F5]: This pretty little 
  plaza off the main square is covered with decorative 
  marble tiles engraved with moon motifs. 
   
  Pelsteeg (Fur Alley) [B3]: A popular destination 
  with local hunters and trappers, who do good business 
  with the folk of this alley, whose businesses 
  predominantly deal with animal products in one way 
  or another. 
  One Jên Too Many. 
   
  Page 22 
   
  
   
  Piepenstrat (Whistle Street) [F2]: This road has 
  been intermittently popular with streetwalkers who 
  advertise their trade by whistling to gain the attention 
  of prospective clients. 
   
  Roksteeg (Smoke Alley) [F7]: Much smelting of 
  copper and other ores takes place in this alley, 
  producing rather odorous smoke that is usually blown 
  into neighbouring Grijsteeg. 
   
  Rosban (Horse Road) [C7]: The northern portion 
  of the Krestingstrek eventually takes a traveller to 
  Schwartzenbruin.  Its local name comes from the many 
  horse yards to be found clustered along this road north 
  of the city. 
   
  Sliklaan (Mud Lane) [F7]: This newer road is not 
  yet properly paved and gets very muddy and churned 
  up when it rains.  Local gangs of children love to 
  engage in messy fights here, to the despair of their 
  mothers. 
   
  Smidlaan (Smith Lane) [C5]: The large foundry 
  on this road gives it its name. 
   
  Staalstrat (Steel Street) [C5]: The nearby Auszug 
  garrison regularly parades up and down this street.  
  The steel of their weapons is the reason this street is so 
  named. 
   
  Steilport (Steep Gate) [E5; building 267]: The 
  impressive gate, festooned with pennants and heads (of 
  course) is a formidable barrier against enemy attacks.  
  As there have been few such occurrences since the 
  time of the Witch Queen, the great doors are almost 
  always left open – though they are always guarded. 
   
  Wandlopen (Wall Walk) [G3/G5]: This looping 
  road follows the inside of the walls and rings the upper 
  city. 
   
  Weisspeer Plein (Weisspeer Plaza) [G3]: The 
  Weisspeer clan dignitaries tend to keep their business 
  within walls and use their plaza for clan folk to sit and 
  ruminate, or perhaps watch a spot of equine dressage. 
   
  Wellstrat (Well Street) [H4]: This street leads to 
  Beory’s Well and affords a good vista of the beacon atop 
  the Crags. 
   
  Zangerlaan (Singers Lane) [E7]: A family of 
  bards have long been resident in this lane and make 
  their living entertaining and teaching the scions of 
  wealthier families how to sing. 
   
  Zilverzál (Silver Saddle) [F4: building 506]: A 
  well-kept inn run by members of the Weisspeer clan, a 
  location from The Voormann’s Daughter. 
   
  Zonnig Plein (Sun Plaza) [I5]: This plaza is 
  covered in yellow stone tiles that sparkle brilliantly in 
  sunlight, particularly if it has recently rained. 
   
  Zward Plein (Sword Plaza) [E3]: This enclosed 
  plaza lies outside the walls of a fencing academy of 
  some renown, and is often used by students to practice 
  their art. 
   
   
  One Jên Too Many. 
   
  Page 23 
   
  
  Map by Mark Somers 
  One Jên Too Many. 
   
  Page 24 
   
  One Jên Too Many. 
   
  Page 24 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Perrenland/594/Normal Scenarios/PER4-09 - One Jen Too Many (APL 2-8)/PER4-09 One Jen Too Many.pdf