The same thing happened to me.
Amusingly enough, it didn't happen again the second time when I wanted to debug it.
EDIT: DAS REVIEW
You included config_rpg.cfg and init.cfg - these are your personal settings, don't do that.
I'd also advise agaisnt using  characters for the name, but this isn't a big deal.
The package appears to otherwise be flawless.
Combat wise I'm somewhat impressed. The enemies are balanced to be a challenge, but unfortunately they're all easily beaten by kiting them with at range. Those with ranged attacks still posed some challenge though.
Simply the waypoints don't set them up to use melee for defeating the player.
Those with ranged attacks still posed some challenge though.
Also, melee weapons provided no feedback when used - would've been nice to at least see an arc or a puff of smoke where it hit something.
I'm rather impressed on the atmosphere and combat aspects, but I find the quests to be somewhat lacking.
They do not offer multiple resolutions or influence any NPCs as advertised.
I can see you modified the main menu to launch your game directly. Good job.
I also see you added a basic and rudimentary journal.
You should probably avoid doing it this way, but I'm impressed by the fact that you allowed it to persist between sessions.
Otherwise I'm quite confused by your unconventional approaches.
First there are the fireplaces and mudbanks, why did you spawn critters atop them? If you want to do this you should be using trigger entities (they have a flag for making themselves invisible you know). Likewise they and the player should have models assigned to them.
The current approach allows me to render them unusable by attacking them.
Looting is the another thing that confuses me a bit, but I suppose it is somewhat understandable as I haven't made anything to prevent you from looting certain objects.
Still, surely you could've use a list of items to check for and modified the generic NPC loot script for this, rather than creating script #22 and calling it.
This is also the wrong approach to including them, in the future place them elsewhere, eg includes/lootscript.cfg and use 'include' to include them, eg 'include includes/lootscript'
Also said script also prints that there aren't any items to loot unless the container had a weak healing glyph.
The thing that confuses me most is the way you handled shopping. This could've been done in a much more generic way, did you really need to make a dialogue tree for every item you could buy and sell?
That is incredibly excessive!
The ancestor quest also looks a bit buggy. There seem to be a lot of weirdly placed state changes.
I kind of like the music, it feels a bit repetitive at times though.
The GUI theme is a bit lacking in terms of contrast - it's a bit difficult to tell the off options from the on ones.
The first map is lit rather poorly - shadows are far too dark for the outdoor areas. Give some thought to using the skylight and sunlight variables in the future.
Some of your textures seem a bit weird. Especially one of those predominantly used for walls.
The world otherwise looks good and sets a decent atmosphere.
Plus the few sounds that are there work pretty well too for the most part. Though it's a bit jarring to have one of the attack sounds play when I'm using the weak healing glyph.
My biggest criticism with the new art would be the lack of dead/dying animations or ragdolls.
I think this has some definite potential, I'm very curious to see where you'll take it if you intend to build onto it.
It's giving me quite a few gothic 3 vibes (that's a good thing).
Also, I'd like to leave you with two presents.
Firstly, proper waypoints for your map http://dl.dropbox.com/u/23891252/Kelgar-main.wpt
what I think the lighting should've looked like http://dl.dropbox.com/u/23891252/screenshot_452054.jpg