BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

NSQ-02: St. Cuthbert’s Investigation

A political and investigative side quest for the Temple of Elemental Evil campaign and a direct outgrowth of tensions seen in the Noble Ambitions storyline. Adventurers are sent to the Church of St. Cuthbert to uncover the truth behind attacks on patrols, rumors of gnome aggression, and the rise of unrest in Verbobonc’s southern frontier.

Plot Overview

Tensions in the Viscounty of Verbobonc are reaching a breaking point. Rumors spread like wildfire through the city: gnomes attacking mounted patrols, raided trade caravans left abandoned with no trace of cargo, and borderland barons raising militias in fear of a looming war with the Free Alliance of the Kron Hills.

Behind these troubling events lies the subtle hand of Lakash Quallad, a charismatic Dyvers merchant who has infiltrated Verbobonc's elite. Secretly an agent of the Temple of Elemental Evil, Lakash’s goal is clear: sow distrust between Verbobonc and the gnomes, and shatter any hope of a united defense when the Temple resurfaces in force.

The most recent incident—a supposed gnome ambush on a Verbobonc patrol—has stirred outrage. The injured soldiers now recover in the care of the Church of St Cuthbert, whose bishop, Bishop Haufren, is under pressure from the Viscount to investigate the matter quietly but thoroughly.


Setup and Hook

Any PC affiliated with an organized group—such as the Silver Consortium, Cudgellers, or a noble house—may be tasked by their sponsor to investigate the Kron Hills patrol incident. The Church of St. Cuthbert, as Verbobonc’s official faith, is the central authority receiving injured soldiers and intelligence on the affair.

This encounter takes place shortly after the party’s audience with Lady Elinor (NA-03). With unrest brewing, each adventurer may be sent by their faction to investigate the Kron Hills incident as a representative:

  • The players may also be sent here directly by Lady Elinor Asbury, Sir Armount Andalarian.
  • Clerics/Paladins may be tasked by the Church or Bishop Haufren himself.
  • Wizards may be directed by the Silver Consortium to assess magical influences.
  • Rangers and Fighters could represent their baronial lords or military orders.
  • Rogues or Bards might be sent by merchant guilds or spies for political interests.

Each faction has its own ulterior motive—none want to be caught unawares if war with the gnomes erupts. The adventurers' inquiry into the wounded patrolmen could reveal not only firsthand testimony, but signs of the larger conspiracy orchestrated by Lakash Quallad.


Arrival at the Church of St. Cuthbert

Encounter Type: Roleplaying

Location: The Temple of St. Cuthbert (Cathedral District, Verbobonc)
Purpose: Introduce Archbishop Haufren and the setting of Verbobonc's primary religious institution, establishing a formal tone of inquiry and political tension.

Exterior Description
You approach the Temple of St. Cuthbert, seat of the ArchBishop Haufren and the spiritual heart of Verbobonc’s faithful. The building looms solid and unshakable—its thick whitewashed stone walls lined with militant banners and high arched windows. Three graceful domes catch the morning sun above like polished helms of saints.

The heavy oak double-doors are carved in relief, showing St. Cuthbert himself—one hand raised in open supplication, the other wielding his famous cudgel in grim warning. Above the threshold, carved deep into the stone, reads the divine charge of the faithful:

“Chaos and evil prevail where good folk do nothing.”

You recall that the popularity of St. Cuthbert has outgrown even this formidable temple—construction has begun on a larger cathedral near the Traders Market, testament to the city's growing religious devotion.
Interior Description
The great doors creak open into a wide entrance hall, lined with heavy beams and murals of battle and justice. On the walls hang framed steel portraits of previous Verbobonc bishops, each one bearing the weight of a history of vigilance. Beneath each, their ceremonial cudgels—unique in shape and ornament—rest in reverent display.

Two large oak doors flank the hall. Straight ahead, an open arch leads into the main temple, where the sounds of chanting echo softly from within. On either side of the arch are Cuthbertine commandments, chiseled into stone panels:

"Thou shalt strike down deceit," and "Thou shalt not yield to disorder."

Beyond lies a life-sized statue of St. Cuthbert, smiling beatifically, his cudgel held high as if to smite falsehood, while his open left hand welcomes the wayward. Behind him, lush ferns grow under the clerics’ care—green vitality against the temple’s pale grandeur. At the center rests an altar of bronzewood, carved with billets, starbursts, and the sacred crumpled hat. The walls around you display vivid paintings of the saint’s marvels, framed by scriptural verses etched above the woodwork.
Interaction
To the right, a modest donation table is set up, where several “Cudgellers” dine and debate over theology and law. A young billet in simple brown robes with a stout cudgel at his side tends to a bowl marked “FOR THE NEW TEMPLE.”

To the left stands a robed figure with a shaved head and thick eyebrows—Billet Joris—who steps forward and offers a practiced bow.

“Welcome to the Church of St. Cuthbert. I am Billet Joris, servant of faith and principle. What brings you to the bastion of humanity and the seal of the stalwart host?”

If the adventurers satisfy Billet Joris he nods,

“These matters are known to us. Please wait here. I will fetch His Eminence, the ArchBishop.”

Audience with Archbishop Haufren

Encounter Type: Roleplaying

Location: Nave and Infirmary, Church of St. Cuthbert
Purpose: Introduce Archbishop Haufren and transition the party into the interrogation of the wounded patrol soldiers.

Meeting the Archbishop
You wait in the stone-floored hall while the morning service swells in voice and incense. The nave echoes with chanting as dozens of Cudgelers and laity intone praises to the Saint of Discipline and Retribution. Eventually, a short, heavyset man in plain, ash-grey robes emerges from the inner cloisters. His heavy jowls and puffy cheeks give him the appearance of a man fond of rich food and fine drink—but the narrow glint in his eyes and his iron posture dispel that illusion.

His hair is tonsured, his brow furrowed, his bearing calm but immovable. He looks each of you over with measured scrutiny before speaking in a gravelled, precise voice:

“I am Archbishop Haufren, senior shepherd of St. Cuthbert’s faithful in this Viscounty. You have come to speak of the Borderer affair, yes? I see… this is indeed a matter of grave importance.”

He folds his hands behind his back and steps toward you. “The Viscount himself demands no stone be left unturned. Yet even the divine clarity of St. Cuthbert has not offered answers beyond the soldiers’ own words. If you seek truth—perhaps you should hear their accounts for yourself.”
DM Notes: Archbishop Haufren
  • Haufren initially appears brusque, but responds positively to sincerity, duty, and clear moral conviction.
  • He is a man of law and order, believing in structure, evidence, and strong convictions.
  • If PCs speak vaguely or speculate, he frowns. If they speak boldly and logically, he nods approvingly.
  • He’s not impressed by titles or flowery speeches. He respects clarity, action, and self-sacrifice.
  • He suspects the Temple of Elemental Evil is involved—but lacks proof and won’t say so unless pressed.
The Archbishop’s Offer
“Perhaps if you speak to the soldiers… you will understand.”

He turns sharply and begins walking down the nave, gesturing for you to follow. His voice carries across the stone walls: “Our infirmary is this way, near the classrooms. We care for the sick and the injured there. And we teach—because faith without wisdom is like a cudgel without a handle.”

He leads you through a corridor lit by high, slotted windows and past quiet, hooded clergy. The smell of tinctures and herbs sharpens in your nose.
The Infirmary
The infirmary is a long, warm room with whitewashed walls, lined with pallets and tidy chests of linens. Gauze, cotton pads, and jars of salve are arranged neatly beside bone saws and scalpels—instruments of healing and harsh necessity.

Two soldiers rest by an open window: a weathered man with bruises blooming beneath his bandages, and a half-elven woman with three red slashes on her upper arm. Their uniforms, folded neatly nearby, bear the sigil of the Mounted Borderers of Verbobonc.

Haufren steps aside and gestures toward them. “By order of the Viscount, these two were entrusted to our care for healing—and questioning. By St. Cuthbert’s cudgel, we will find the truth. But they are not war-horses. Keep your questions short. They need their rest.”

Questioning Calloon and Myrissa

Encounter Type: Interrogation / Roleplaying
Location: Infirmary, Church of St. Cuthbert
Purpose: Allow PCs to gather details from the patrol riders wounded in the Kron Hills incident, deepening the intrigue around gnome-human tensions and the merchant Vulin.

The Wounded Riders
On one pallet, an older, grim-faced man winces as he shifts his weight—his ribs clearly bandaged beneath a thin linen tunic. The other bed is occupied by a half-elven woman with three long scars along her shoulder, her features calm but alert. Their folded armor, bearing the symbol of the Mounted Borderers, rests neatly beside them. A longsword leans against the wall near the half-elf’s cot.

Questioning Calloon and Myrissa

Encounter Type: Interrogation / Roleplaying
Location: Infirmary, Church of St. Cuthbert
Purpose: Allow PCs to gather details from the patrol riders wounded in the Kron Hills incident, deepening the intrigue around gnome-human tensions and the merchant Vulin.


The Wounded Riders

On one pallet, an older, grim-faced man winces as he shifts his weight—his ribs clearly bandaged beneath a thin linen tunic. The other bed is occupied by a half-elven woman with three long scars along her shoulder, her features calm but alert.

Their folded armor, bearing the symbol of the Mounted Borderers, rests neatly beside them. A longsword leans against the wall near the half-elf’s cot.


Report Summary (What the Riders Know)
TopicNPCResponse
Ruined CaravanBoth“We found the wreckage of six wagons—should have been Tulvar gnomes. No gnomes. No cargo. Just dead horses and burnt wood.”
TheoriesCalloon“Some say the Tulvar gnomes sold the goods to a Dyvers merchant and staged the attack.”
Merchant ConnectionMyrissa“The shipment was meant for Vulin, a wealthy gem dealer near the city center. He was furious.”
Recent AttackCalloon“We were patrolling when gnomes ambushed us—shouted we weren’t welcome. We pulled back. Better injured than dead.”
Hill GiantMyrissa“A giant fought beside them. Big brute—necklace covered in gems. Where would a giant get that unless someone gave it to him?”

Background Detail (Flavor but not Obvious)

As the conversation continues, a young robed priest wanders by, listens a moment, and mutters something under his breath before vanishing toward the front of the nave. It seems harmless—but it might not be.

Meanwhile, other priests filter in and out of the infirmary—changing bandages, offering water, and praising the soldiers’ fortitude.


Skill Options
  • Insight (DC 13): The riders are holding back just a bit—not from deception, but uncertainty about political fallout.
  • Religion (DC 12): Realize that Archbishop Haufren may have briefed them not to speculate about gnome relations or Temple ties.
  • Investigation (DC 15): Spot a faint brand on Calloon’s armor straps—likely indicating recent reissue by a city quartermaster.
  • Persuasion/Deception (DC 14): Used to earn trust or pull more candid thoughts about the giant’s possible employer.

NA-06: Violence Erupts

Encounter Type: Social Conflict / Moral Dilemma / Urban Unrest
Location: Outside the Church of St. Cuthbert, Bridgewalk Road
Time: Afternoon, post-interview with the wounded patrol

Scene Setup – Foellen’s Riot
As you exit the Church of St. Cuthbert, the sound of angry voices rises around you. A crowd of nearly fifty citizens has gathered on the steps and along the edge of Bridgewalk Road. Atop the stairs stands a young priest in Cuthbertine robes, raising a cudgel skyward and shouting into the throng.

His words bite with fervor: “…and you know the gnomes have grown odious in our fair city! Their lies have become so brazen they now hide from us! But why? Because even now—one of our own lies wounded inside this temple! Betrayed by gnomes who marched with a hill giant at their side! They do not want us in their hills? Then let them begone from our city! Retribution is called for!”

The crowd erupts in shouts: “Gnomes Go Home!” “Drive the thieves out!” “For St. Cuthbert!”

“In the name of St. Cuthbert, let us rid OUR city of these traitorous gnomes!”
shouts the priest, raising his cudgel in the air above his head. The energy teeters toward chaos.
Critical Moment – Archbishop Haufren Intervenes
Just as the crowd begins to surge down the street toward Gnomeburg, Archbishop Haufren bursts from the church entrance, red-faced and storming.

“Stop this nonsense at once! Who dares to use the cudgel of St. Cuthbert to whip up a mob?!”

But the faux-priest is already gone, swallowed by the crowd now surging eastward past the C1 Cathedral of Trithereon and toward Bridgewalk Road.

Haufren glares after him, fists trembling. “JAVIS! MY OFFICE. NOW.”

Old Church of St. Cuthbert, Verbobonc City by 3orcs

Type: Roleplaying Encounter
Campaign Arc: Noble Ambitions 579 CY
Location: Church of St. Cuthbert, Verbobonc City
Involved Factions: Church of St Cuthbert, Mounted Borderers, Gnarley Rangers, Free Alliance of the Kron Hills, Lakash Quallad (Temple agent)
Key NPCs: Bishop Haufren , Patrol Leader Calloon, Ranger Myrissa

Politics and Gossip: NA - Political Tensions in Verbobonc – Spring 579 CY.

DM Notes: Political & Narrative Context
  • Viscount Wilfrick is under immense political pressure to preserve peace with the gnomes while fending off accusations of weakness from borderland nobles.
  • The Church of St. Cuthbert, as Verbobonc’s official faith, acts as a stabilizing force—but also has its own interests in maintaining law, order, and moral clarity.
  • Lakash Quallad’s manipulations are invisible at this stage, but clues begin to accumulate. These events will lead into future encounters (e.g., NA-07 with Merchant Vulin).
  • This is an ideal scene for subtle roleplaying, minor clues, and the moral ambiguity of truth versus perception.
  • Encourage players to keep journals—this is a campaign of information, doubt, and political webs.

Adaptation Note: This encounter—NA-06: St. Cuthbert’s Investigation—was adapted and modified for the Noble Ambitions 579 CY campaign storyline based on the source material:
COR1-00 The Citadel (3rd Edition D&D), written by Robert Wiese.
Originally designed for the Living Greyhawk campaign, this material has been reimagined to integrate seamlessly with the post-Emridy Meadows political climate of Verbobonc in 579 CY. Names, events, motivations, and factions have been rewritten to support the overarching themes of espionage, fractured alliances, and the slow rise of Elemental Evil that drive this customized campaign arc.

DM Notes

  • Player Hook: Any PC sent by a guild, temple, noble house, or arcane order can present themselves here as an agent of inquiry into the alleged gnome ambush.
  • This is a great opportunity for roleplaying different social alignments: a noble envoy, a priest of Rao, or even a mercenary 'observer' will each be received differently.
  • Joris will remain respectful but alert for blasphemy, disorderly behavior, or subtle lies—his role is to screen visitors and assess whether to bring them to the attention of Archbishop Haufren.
  • Have the players formally announce their mission. Joris may ask for a name, faction, or writ of authority, or a DC 12 Charisma (Persuasion) check to grant immediate audience.
  • If players are disrespectful, Joris may delay or involve a senior priest for scrutiny.
  • Once verified, Joris will nod and say:

“These matters are known to us. Please wait here. I will fetch His Eminence, the ArchBishop.”

Bishop Haufren by 3orcs
Church of St. Cuthbert Infirmary by 3orcs

NPC Quick Reference

Calloon

  • Race/Class: Human Male, Fighter 6
  • Disposition: Suspicious, weary, pain-shortened temper
  • Appearance: Weathered skin, grizzled jaw, bruised midsection
  • Opening Line:
"Calloon, patrol leader of the Mounted Borderers. I am in no mood to talk. Owww—my rib and spleen. On what authority do you ask a representative of Verbobonc questions?"
  • DM Notes:
  • Demands proof of PC legitimacy unless shown a writ, faction badge, or makes a DC 14 Charisma (Persuasion) or Intelligence (Insight) check.
  • Once softened, he opens up—complains gruffly but gives clear facts.

Myrissa

  • Race/Class: Half-Elf Female, Ranger 4
  • Disposition: Polite but formal; cautiously loyal
  • Appearance: Breeches and boiled leather, silver oakleaf-acorn pendant
  • Opening Line:
"Myrissa, Gnarley Ranger. As you can see, Master Wizard, we are busy at the moment being tended by the good priests of St. Cuthbert. We’ve told the Archbishop what we know. I’ve patrolled the Kron Hills beside Calloon for nearly twelve seasons now.”
  • DM Notes:
  • Friendly to PCs with Gnarley ties, elven heritage, or religious affiliation.
  • Will ask PCs why they care or who sent them. If they answer honestly, she becomes more helpful.

Riot at the Church of St. Cuthbert, Verbobonc by 3orcs
Foellen’s Riot Notes – Behind the Scenes
  • Foellen, the speaker, is not a real priest, but a bard hired by Lakash Quallad to incite unrest.
  • His holy garb is false, though cleverly accurate—passable for anyone not trained in Religion or Theology.
  • The goal is to drive political tension and prejudice, provoking acts of public violence.
  • His rally targets gnomes living and trading in Gnomeburg and incites the first wave of civil unrest engineered by the Temple of Elemental Evil.

Player Options

➤ Identify the Impostor

  • Insight (DC 13): The speaker’s passion feels performative, not devout.
  • Religion (DC 15): Notes that the cudgel lacks Cuthbert’s approved sigils.
  • Perception (DC 14): A glint of a small musical instrument case hidden under his cloak (bard gear).

➤ Defuse the Crowd

  • Persuasion (DC 17): Calm the mob by appealing to morality, justice, or law.
  • Intimidation (DC 15): Scatter them by invoking the wrath of higher powers (city guard, Viscount, gods).
  • Performance (DC 15): Out-speak the bard with stirring counter-rhetoric.
  • Violence or Distraction: Starting a magical display or calling in nearby Vigil Wardens can disperse the crowd with consequences.

➤ Let it Unfold

  • Players may choose to wait, observe, or follow rioters. This will result in unrest spreading into Gnomeburg.



Cover image: Noble Ambitions 576cy banner by 3orcs

Comments

Please Login in order to comment!