TEXT: FUR1-07
  TTTThhhheeee    SSSSpppplllliiiinnnntttteeeerrrreeeedddd
  CCCCuuuuddddggggeeeellll
  AAAA    OOOOnnnneeee----RRRRoooouuuunnnndddd    DDDD&&&&DDDD    LLLLIIIIVVVVIIIINNN
  NGGGG    GGGGRRRREEEEYYYYHHHHAAAAW
  W
  W
  WKKKK®
  ®
  ®
  ®
  KKKKiiiinnnnggggddddoooom
  m
  m
  m    ooooffff    FFFFuuuurrrryyyyoooonnnnddddyyyy    RRRReeeeggggiiiioooonnnnaaaallll    AAAAddddvvvveeeennnnttttuuuurrrreeee
  Version 1
  bbbbyyyy    RRRRoooobbbbeeeerrrrtttt    CCCC....    BBBBaaaannnnnnnniiiicccckkkk
  The border between Crystalreach and the Lands of Iuz has been quiet recently, but after a well known
  Cleric of St. Cuthbert disappears from Fendrelen, tensions rise as fears begin to mount that things are
  not as quiet as they may have seemed. Is Old Wicked once again on the move, or is something more
  subtle and evil at work in the war-torn reaches of Furyondy? An adventure for character levels 1-6.
  DUN GEO NS & DR AGON S, D&D, G REYHAWK and R PG A are register ed t radem ar ks o f
  Wizar ds o f t he Coast , Inc . LIVIN G G REYHAWK is a t radem ar k o f Wizar ds o f t he Coast ,
  Inc . S cenario d et ail co pyright 2001 b y Wizar ds o f t he Coast , Inc . ALL R IGHT S
  R ESER VED. T his scenar io is int en ded f or t ourn ament use o nly and m ay no t b e
  rep rod uced wit hou t app ro val o f t he R PG A Net wor k.   
  
  The Splintered Cudgel
  Page 2
  Thi s is  a n RP GA® N e tw or k sc e nar io f or  t he 
  D ung eo ns & D ra g ons ® g a m e.  A f our -ho ur t im e 
  bl ock ha s be e n a llo ca t e d f or  e a ch ro und of t his
  sc e nar io,  but t he a ct ua l pl a yi ng t im e w ill be cl ose r 
  t o t hre e hour s. The re s t of t he t im e is  sp e nt in
  pr e pa ra t io n be f o re g a m e pl a y,  a nd sc ori ng a f te r 
  t he g a m e.  The f oll ow ing g uid el ine s a re he re t o
  he lp y ou w it h bo t h t he pr e pa ra t io n a nd v ot ing 
  se g m e nt of t he g a m e.  Re a d t his pa g e ca r ef ull y so 
  t ha t y ou kno w a nd ca n co m muni ca t e t o y our 
  pl a ye r s t he sp e cia l a sp e ct s of pl a yi ng a n RP GA
  sc e nar io. 
  PPPPrrrreeeeppppaaaarrrraaaattttiiiioooonnnn
  Fir st y ou sho uld pr int t his sc e nar io.  Thi s sc e nar io
  w a s cr e at e d t o sup po rt do ubl e- si de d pr int ing , but 
  pr int ing it si ngle si de d w ill w ork a s w e ll. The r e is 
  e noug h ro om a lo ng t he ins ide m a rg in t o bi nd t he 
  a dv e nt ure , if y ou de s ire .
  Re a d t his e nt ire a dv e nt ure a t le a st onc e be f o re 
  y ou run y our  g a m e.  B e sur e t o f a mi lia ri ze y our se lf 
  w it h a ny sp e cia l rul es , sp e lls,  or  e qui pm e nt
  pr e se nt e d in t he a dv e nt ure . It m a y he lp t o
  hig hli ght pa r ti cula rl y im po rt a nt pa s sa g e s.
  W he n y ou run a n RP GA D &D a dv e nt ure w e 
  a ss ume t ha t y ou ha v e a cc es s t o t he f oll ow ing 
  bo ok s: t he Pl a ye  r ’s Ha nd  boo  k, t he D  ung eo  n
  Ma s te  r ’s Guid  e  , a nd t he Mo  nst e  r Ma nua l. W e a lso 
  a ss ume t ha t y ou ha v e a se t of di ce (a t le a st one d4 ,
  d6 , d8 , d1 0 , d1 2 , a nd d2 0 ),  so m e sc ra p pa p e r, a 
  pe nc il, a n RP GA sc ori ng pa c ke t , a nd y our  se ns e of 
  f un. It is  a lso a g oo d id e a t o ha v e a w a y t o t ra ck 
  m ov e m e nt dur ing co m ba t . Thi s ca n be a s si mp le a s
  a pa d of g ra p h pa p e r a nd a pe nc il, a s ha ndy a s a 
  v iny l g rid m a p a nd chi ts , or  a s e la bo ra t e a s re s in
  dung e o n w a lls a nd m inia t ure s. 
  Ins tr uct t he pl a ye r s e it he r t o pr e pa re t he ir
  cha r ac t er s now , or  w a it unt il y ou re a d t he 
  int ro duc ti on, de p e nding on t he re q uire m e nt s of 
  t he sc e nar io a s de s cri be d in t he int ro duc ti on.
  Ke e p in m ind t ha t y ou m ust ha v e a t le a st f our 
  pl a ye r s (no t co unt ing t he D M), f or  t he g a m e
  se s sio n t o be a sa nc ti one d RP GA e v e nt.  A s w e ll,
  y ou ca nno t ha v e m or e t ha n se v e n pl a ye r s
  pa r ti cip a ti ng in t he g a m e. 
  O nce y ou a re re a d y t o pl a y,  it is  ha ndy t o
  ins tr uct e a ch pl a ye r  t o pl a ce a na m e ta g in f ro nt of 
  him or  he r. The t a g sho uld ha v e t he pl a ye r ’s na m e 
  a t t he bo t to m , a nd t he cha r ac t er ’s na m e , ra c e,  a nd
  g e nde r a t t he t op . Thi s m a ke s it e a sie r  f or  t he 
  pl a ye r s (a nd t he D M) t o ke e p t ra ck of w ho is 
  pl a yi ng w hich cha r ac t er .
  The pl a ye r s a re f re e t o use t he g a m e rul es  t o
  le a rn a bo ut e qui pm e nt 
  a nd w e ap ons  
  t he ir
  cha r ac t er s a re ca r ry ing . Tha t sa id , y ou a s t he D M
  ca n ba r  t he use of e v e n co re rul e bo ok s dur ing 
  ce r ta in t im e s of pl a y.  For  e xa m pl e , t he pl a ye r s a re 
  not f re e t o co nsult t he D ung eo n Ma s te r ’s Guid e 
  w he n co nf ront e d w it h a t ra p or  ha z a rd,  or  t he 
  Mo nst e r Ma nua l w he n co nf ront e d w it h a  m ons te r .
  So m e of t he t e xt in t his sc e nar io is  w rit t e n so 
  t ha t y ou m a y pr e se nt it a s w rit t e n t o t he pl a ye r s,
  w hile ot he r t e xt is  f or  y our  e y e s onl y . Te x t f or  t he 
  pl a ye r s w ill be in g ra y bo xe s . It ’s  st ro ng ly 
  re c om m end e d t ha t y ou pa r a phra s e t he pl a ye r  t e xt 
  ins te a d of re a d ing it a lo ud. So m e of t his t e xt is 
  g e ne ra l a nd m ust be a da p te d t o t he sp e cif ic 
  si tua t io n or  t o a ct io ns of t he pl a ye r  cha r ac t er s.
  SSSSccccoooorrrriiiinnnngggg
  A ft e r t he pl a ye r s ha v e co m ple t e d t he sc e nar io or 
  t he t im e a llo t te d t o run t he sc e nar io ha s run out ,
  t he pl a ye r s a nd D M sc ore t he g a m e.  The RP GA ha s
  t hre e w a ys  t o sc ore it s g a m es . C ons ult  y our 
  co nv e nti on co or dina t or  t o de t e rm ine 
  w hich
  m e tho d t o use f or  t his sc e nar io: 
  1. 
  N o- v ot e sc ori ng : The pl a ye r s w rit e t he ir na m e s
  a nd RP GA num be rs  on t he sc ori ng pa c ke t g rid .
  You f ill in t he t op of t he g rid . Tha t is  a ll. N o
  one is  ra t e d. Thi s m e tho d is  use d f or  pe o ple 
  w ho a re j ust pl a yi ng f or  f un.
  2. 
  Pa r ti a l sc ori ng : The pl a ye r s ra t e t he g a m e
  m a st e r a nd t he sc e nar io on t he ir pl a ye r  v ot ing 
  she e t , a nd pr ov id e pe r sona l  inf or m at io n, but 
  do n’t v ot e f or  ot he r pl a ye r s. The g a m e m a st e r
  ra t e s t he sc e nar io a nd co m ple t e s pe r sona l  a nd
  e v e nt inf or m at io n, but do e s not ra t e t he 
  pl a ye r s a s a t e a m or  v ot e f or  pl a ye r s. Thi s
  m e tho d is  use d w he n t he re is  no co m pe t it ion,
  but t he e v e nt co or dina t or  w a nts  inf or m at io n
  on how t he g a m e m a st e rs a re pe r fo rm ing , or 
  t he g a m e m a st e r w a nts  f e e dba c k on his  or  he r
  ow n pe r fo rm a nce .
  3. 
  V ot ing : Pl a ye r s a nd g a m e m a st e rs co m ple t e 
  t he e nt ire pa c ke t , inc luding v ot ing f or  be s t
  pl a ye r . If t his m e tho d is  use d , be sur e t o a llo w
  a bo ut 1 5 -2 0 m inut e s f or  t he pl a ye r s t o br ie f ly 
  de s cri be t he ir cha r ac t er s t o t he ot he r pl a ye r s,
  a nd a bo ut 5 - 10 
  m inut e s f or  v ot ing . Thi s
  m e tho d is  use d w he n t he pl a ye r s w a nt t o kno w 
  w ho pl a ye d t he “b e st ” a m ong st t he g ro up, or 
  w he n t he a dv e nt ure is  run in t our nam e nt 
  f or ma t w it h w inne rs a nd pr iz e s.
  W he n usi ng v ot ing , ra nk t he pl a ye r s in or de r of 
  y our  v ot ing cho ice w hile t he y a re co m ple t ing t he ir
  f or ms , so t ha t y ou a re not inf lue nce d by t he ir
  co m me nt s on y our  a bi lit ie s. It ’s  a g oo d id e a t o ha v e 
  t he pl a ye r s v ot e w hile y ou de t e rm ine t re a sur e a nd
  e xp e rie nce a w ar ds  f or  t he sc e nar io. 
  A ft e r v ot ing , g iv e t he Sc or ing Pa c ke t t o y our 
  e v e nt co or dina t or .
  
  The Splintered Cudgel
  Page 3
  This is a LIVING GREYHAWK Adventure. 
  As a
  Living™ adventure, it is expected that players will
  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, 
  a
  character sheet, and a LIVING GREYHAWK log sheet
  from your convention coordinator or the RPGA
  Web site, and then have any players without a
  character create one. 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 G REYHAWK Gazetteer.
  LLLL                IIIIVVVVIIIINNN
  NGGGG                        
  GGGG                    
                                            RRRREEEEYYYYHHHHAAAAW
  W
  W
  WKKKK                TTTTiiiieeeerrrr    SSSSttttrrrruuuuccccttttuuuurrrreeee
                                                                  
  Because players bring their own characters to
  LIVING GREYHAWK campaigns, this adventure is
  tiered. Basically, the challenges in this adventure
  are proportioned to the average character level of
  the characters participating in the adventure. To
  determine the tier that you will use to run this
  adventure, add the character 
  levels of all the
  characters. In addition, add the levels of any
  cohorts or animals according to the values on
  their certificates. Cross-reference the total and
  the number of players participating in the game
  using the chart below to determine the tier used
  for this adventure.
      4        players   
      5        players   
      6       players   
     7       players   
       Lvl      Cap
  T1:
  4-12
  5-13
  6-14
  7-15
  4nd
  T2:
  13-22
  14-24
  15-26
  16-28
  6th
  T3:
  23-32
  25-35
  27-38
  29-41
  8th
  The level cap indicated is the highest level of
  character 
  allowed 
  to 
  play 
  this 
  adventure.
  Characters of levels higher than the highest level
  shown for the highest tier cannot be played.
  IIIIssss    iiiitttt    aaaa    FFFFuuuullllllll    M
  M
  M
  Moooooooonnnn????
  Since the hazards of lycanthropy are a current
  part of the LIVING GREYHAWK campaign, it may be
  necessary to determine if this adventure takes
  place during a full moon. For game purposes, the
  full moon lasts three days of each month. For a
  given scenario that does not state the phase of
  the moon, roll 1d10 before play begins. On a
  result of 1, the first day of the scenario is a night
  of the full moon (roll 1d3 to determine where in
  the sequence of three nights it falls).
  LLLLiiiiffffeeeessssttttyyyylllleeee
  At the beginning of every scenario, each PC is
  required to pay upkeep costs matching the level
  of lifestyle they wish to maintain. The lifestyles,
  and the effects that each has on play, are:
  Destitute: You have no living space, and must
  carry all your gear everywhere. You eat poor
  quality food. You wear a peasant outfit, your only
  change of clothes.
  Poor: You sleep in poor accommodations, and eat
  poor quality food. You wear a peasant outfit, and
  have two sets of clothing.
  Common: You have common lodgings, and eat
  common quality food. You have normal clothing
  for your profession (adventuring); nothing fancy.
  You probably have two or three sets of clothing.
  High: You stay in good quality lodgings, and eat
  good quality food. You wear anything in value up
  to courtier’s outfits, and generally buy a new set
  of clothing every two weeks.
  Luxury: You have luxurious accommodations
  (twice the cost of good accommodations), and you
  eat excellent foods. You can throw a banquet for
  your friends every day, and frequently do. You
  wear clothing up to the value of noble’s outfit,
  and buy a new set of clothes every week.
  Lifestyles 
  come with bonuses or penalties 
  to
  Diplomacy, Intimidate, Disguise, and Bluff skill
  checks. These penalties, shown below, should be
  applied 
  at 
  the 
  DM’s 
  discretion, 
  and 
  can
  sometimes backfire—for example, a PC with a
  poor lifestyle would not have a penalty when
  talking to a beggar, but would when talking to a
  city official. A PC with a high lifestyle should
  have a penalty when dealing with a group of
  street thugs, where a PC with a destitute lifestyle
  might not.
  DMs 
  are 
  encouraged 
  to 
  role-play 
  these
  reactions whenever possible.
  Lifestyle
  Cost
  Skill Modifier
  Destitute
  14 sp
  -2
  Poor
  43 sp
  -1
  Common
  12 gp
   0
  High
  250 gp
  +1
  Luxury
  500 gp
  +2
  AAAAddddvvvveeeennnnttttuuuurrrreeee    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy    aaaannnndddd
  BBBBaaaacccckkkkggggrrrroooouuuunnnndddd
  TTTThhhheeee    GGGGeeeennnneeeerrrraaaallll    SSSSttttaaaatttteeee    ooooffff                          
  CCCCrrrryyyyssssttttaaaallllrrrreeeeaaaacccchhhh
  As a province, Crystalreach has suffered more
  than the rest of Furyondy during the war with
  Iuz and the Great Northern Crusade. Many of the
  towns and settlements still show signs of great
  damage, and much of the population and military,
  though weary from the years of war, are set to the
  task of rebuilding defenses should the drums of
  war once again beat across the countryside. Food
  and finished goods are imported to support those
  that live there, freeing many farmers and artisans
  to give their full support to building stone walls
  around 
  towns, 
  erecting 
  watch 
  towers, 
  and
  
  The Splintered Cudgel
  Page 4
  rebuilding 
  damaged 
  garrisons, 
  barracks, 
  and
  armories.
  The scene in Fendrelen is consistent with
  this. Large units of military personnel stand at
  the ready guarding the ravaged town while others
  lend their backs and sweat to the rebuilding of
  fortifications. 
  With 
  the 
  forces 
  of 
  Iuz 
  still
  lingering in the north and western wilderness,
  scouting parties of the military, stretched quite
  thin, along with various volunteers, scour the
  nearby lands to make sure nothing sneaks up on
  Fendrelen with it so vulnerable. Unfortunately,
  and despite their best efforts, something does
  indeed threaten the small town.
  TTTThhhheeee    SSSShhhhrrrriiiinnnneeee    aaaannnndddd    tttthhhheeee    SSSSpppplllliiiinnnntttteeeerrrreeeedddd    CCCCuuuuddddggggeeeellll
  During the war years between Furyondy and the
  Lands of Iuz, a small shrine dedicated to St.
  Cuthbert 
  located 
  in the wilds 
  northeast 
  of
  Fendrelen fell to the forces of evil and was used
  by them as a small warehouse for their supply
  line. With the recent recapturing of Northern
  Crystalreach, the shrine has been abandoned by
  the evil creatures as a point of military interest,
  but an aspiring half-orc named 
  Kaezarg has
  remained behind with several of his allies in
  hopes of building an army of undead from the
  plentiful corpses nearby, and use it to smash
  Fendrelen in an act of pure spite. The shrine,
  located in a distant, out of the way copse of trees,
  has gone unnoticed by the forces of Fendrelen.
  The Shrine 
  of St. Cuthbert 
  is 
  a small
  structure a good distance away from Fendrelen
  that served as a place where passersby could offer
  dedications to the deity. During the war years, it
  served as a place of inspiration, and a base where
  Rangers and small skirmish groups could rest
  between missions. Unfortunately, it fell in a
  horrible battle which claimed the lives of many
  of the faithful servants of St. Cuthbert.
  Unknown to all of the Clerics who tended the
  shrine, the Splintered Cudgel, a non-magical relic,
  was brought there just before the shrine fell. The
  Splintered Cudgel was said to be a simple wooden
  club that St. Cuthbert himself had used to smite
  an evil general in service to Old Wicked many
  years ago. The single stroke from St. Cuthbert
  was 
  so 
  mighty 
  that 
  the 
  cudgel 
  he 
  swung
  splintered upon impact, and the evil general was
  slain instantly.
  The Splintered Cudgel, like so many other
  relics, served as a icon of inspiration and faith
  that good would prevail over evil. It helped
  remind the people of Fendrelen that St. Cuthbert
  himself fought against the evil of Iuz, and if they
  had a deity on their side, the cause of the people
  would never be hopeless. The relic was a very
  important item in the morale of the Fendrelen
  troops, and the populace in general.
  When the forces of Iuz began threatening to
  besiege Fendrelen, the High Priest of St. Cuthbert
  ordered many important relics to be removed
  from the temple and taken to places of hiding and
  safety. The Cleric in charge of securing the
  Splintered Cudgel took it northeast to the shrine
  in the hopes of hiding it there, thinking the
  shrine was far too unimportant to be noticed by
  the evil ones, but he was wrong. Before he could
  escape, he died with his fellow Clerics when a
  unit of orcs and ogres captured the shrine and
  killed everyone.
  The relic has little value outside the worship
  of St. Cuthbert, but the church still does not like
  the fact that it could be in the hands of Old
  Wicked’s servants. With all of the focus on re-
  fortifying 
  Fendrelen, 
  there 
  has not been a n
  opportunity 
  to 
  send 
  anyone 
  out 
  into 
  the
  wilderness to look for the Splintered Cudgel, and
  the common 
  belief is that the item is lost
  somewhere 
  in 
  the 
  wilderness, 
  or 
  perhaps
  captured by Old Wicked’s forces.
  RRRReeeecccceeeennnntttt    EEEEvvvveeeennnnttttssss    iiiinnnn                          
  FFFFeeeennnnddddrrrreeeelllleeeennnn
  Several days ago, a ranking Cleric in the service of
  St. Cuthbert named Tarbolt Yundel disappeared.
  He was well known and respected in Fendrelen,
  and often led initiates into the wilderness 
  on
  scouting missions. He did this both to ease the
  burden on the over-worked military, and to effect
  practical training for the young Clerics. Tarbolt
  was very outspoken on finding out the fate of a
  shrine to St. Cuthbert that was built in the
  northeastern 
  wilderness 
  (though 
  he has 
  no
  knowledge that the Splintered Cudgel was hidden
  there), but the military leadership 
  would not
  authorize 
  any excursion 
  that far away from
  Fendrelen…it would simply leave the town too
  vulnerable, and all reports claimed that the area
  was uninhabited and of little military value. Like
  so many times before, Tarbolt left Fendrelen to
  scout the nearby lands with his four initiates,
  while patiently awaiting the day when Fendrelen
  would drive any evil away from the shrine to his
  god, and re-consecrate it to St. Cuthbert. He and
  his initiates never returned from that mission.
  With little 
  personnel 
  to spare, 
  the local
  leadership is turning to any brave adventurers
  who are willing to go out into the wild and look
  for Tarbolt. While not a woodsman by any stretch
  of the imagination, Tarbolt was smart enough to
  stay close enough to Fendrelen to avoid danger,
  but the possibility remains that he strayed to far
  and is now lost or captured by a roving band of
  evil.
  The most logical starting point for the party
  is to investigate on a path leading to the shrine,
  as it will be suspected that if Tarbolt wandered
  from his typical route, it would have been to
  determine the fate of the shrine. If the party does
  not have the benefit of a Ranger or other player
  with skills in the wilderness, they may be forced
  to stay in town and research the location of the
  shrine as a guide in where to look for the missing
  priest. 
  Research 
  will 
  be 
  rewarded 
  with 
  a
  reduction in the DC of finding the shrine, but
  
  The Splintered Cudgel
  Page 5
  may require 
  diplomacy, 
  bluff, 
  or 
  good 
  old
  fashioned bribery.
  TTTThhhheeee    FFFFaaaatttteeee    ooooffff                                
  TTTTaaaarrrrbbbboooolllltttt
  Tarbolt and his initiates did begin their scouting
  mission, with every intent to return to Fendrelen
  after 
  their 
  rather 
  uneventful 
  search. 
  What
  Tarbolt did not count on was receiving a vision of
  the Splintered Cudgel, a non-magical relic that
  was lost during the war. Most of St. Cuthbert’s
  Clerics thought it was lost when the High Priest
  Gurderen 
  Itrion 
  fell 
  in 
  second 
  sacking 
  of
  Fendrelen 
  (when many 
  religious 
  icons 
  were
  destroyed in a great fire). Most do not realize that
  before the second sacking, Gurderen sent out
  several Clerics with important 
  relics to hide
  them in safe places. The Cleric carrying 
  the
  Splintered Cudgel left town and was never heard
  from again. The Splintered 
  Cudgel, 
  however,
  must have survived, as the vision given to Tarbolt
  clearly showed it superimposed on the image of
  the northern shrine to St. Cuthbert. Driven by
  the 
  desire 
  to 
  answer 
  his 
  vision, 
  Tarbolt
  immediately set out with his initiates into the
  wilderness toward the shrine, but the group was
  attacked, 
  and all but Tarbolt 
  was slain. 
  He
  abandoned his quest, and began travelling back
  toward town, hoping to enlist the aid of the
  military, 
  but was ambushed 
  which is exactly
  when the party of adventurers will find him. The
  party will have to fight off the evil humanoids
  who have beset the Cleric of St. Cuthbert.
  When rescued, Tarbolt has exhausted all of
  his spells and is badly wounded. Tarbolt will tell
  the party of his vision, and beg them to take up
  his quest to find the Splintered Cudgel. Tarbolt
  will tell the party of the significance of the relic,
  that it is a symbol of inspiration to the faith, and
  if returned to Fendrelen, it will help to bolster
  the faith and courage of the people there. If
  aided, Tarbolt will not die, but will insist that the
  party not waste resources or effort on him, but
  rather immediately set out to find the shrine and
  the relic.
  TTTThhhheeee    SSSShhhhrrrriiiinnnneeee
  The shrine is located in a copse of trees about
  three days walk from Fendrelen. It is a simple
  stone structure that is badly vandalized, but is
  free of obvious occupants. Once at the Shrine, the
  party will discover 
  that contrary 
  to popular
  belief, there is much activity around it in the
  form of tracks and the like. The evil humanoids
  living there go out at night to search for corpses
  suitable for animating by Kaezarg, their Half-orc
  Cleric leader. A search of the shrine will reveal
  nothing of value, but a secret trap door can be
  found which leads to a small complex below
  (used originally for storage and shelter by the
  Clerics of St. Cuthbert, but now serves as a lair
  for the evil creatures).
  The climactic battle will occur between the
  party and Kaezarg and his few undead servants,
  and what evil humanoids remain from previous
  rooms. Searching here will reveal various notes
  which indicate 
  that the evil 
  creatures 
  were
  carefully 
  watching 
  the 
  re-fortification 
  of
  Fendrelen and planning attacks in the future.
  Several documents are from Fendrelen itself, and
  it is unclear if these were stolen or given to
  Kaezarg by a spy. Finally, 
  a strange 
  key on
  Kaezarg suggests a hidden chest or door that is
  locked. In fact, there is a secret door locked where
  the bulk of his treasure 
  and the Splintered
  Cudgel can be found.
  However, there is also an undead abboration
  which Kaezarg created by miscasted magic. The
  only way he could contain the brute was to lock it
  in his “animation 
  room”. The party might be
  surprised to find that one more fight awaits
  them, 
  with 
  a 
  giant 
  two-headed 
  undead
  abboration. After the successful 
  resolution 
  of
  that fight, they are indeed concluded and may
  return to Fendrelen victorious.
  IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn
  The war torn lands of Crystalreach are stark,
  brown, and scarred. Even this long after the war
  with Iuz and the Great 
  Northern 
  Crusade,
  farmers still toil day and night to reclaim their
  fields, and in every direction can be seen the
  burned husks of barns, country inns, and even
  whole villages.
  With so much destruction having ravaged the
  lands, it is a great wonder to behold the singular
  effort the people work with to rebuild. There are
  no sour or long faces; there are few who drowned
  their grief and loss with ale and idle complaints.
  Instead, 
  teams 
  of 
  soldiers 
  and 
  peasants,
  commoners and nobility, work together in the
  vast task of rebuilding. Their faces may be lined
  with fatigue, but their eyes hold the pride and
  thanks of surviving the horrible war, and the
  intense desire to rebuild the land so that it can
  never happen again.
  There is no denying that in Crystalreach there
  is much to rebuild, and little in the way of
  resources to provide for the populace. Much of
  the food and finished goods that are used in
  northern Crystalreach are imported from the
  southern 
  counties 
  of 
  Furyondy, 
  or 
  from
  neighbors like Verbobonc and Veluna. Huge
  caravans 
  of 
  goods 
  are 
  regularly 
  shipped
  northward 
  through 
  Crystalreach, 
  and 
  while
  resoundingly victorious in the Great Northern
  Crusade, pockets of evil creatures still abound
  across the lands, and these merchant trains
  require 
  many guards, 
  most 
  of 
  whom 
  are
  adventurers and mercenaries.
  Still, it is that which has drawn you. You saw
  the opportunity to do a good service for those in
  need, with the added incentive of being able to
  deal your own personal blow to the forces of Old
  Wicked, should they dare to attack the caravan
  you have signed on to guard. The journey north
  
  The Splintered Cudgel
  Page 6
  has been quiet, any you have been told that it will
  end in Fendrelen, a particularly strategic city in
  northern Crystalreach that was subjected to the
  full onslaught of the armies of the Old One.
  When you arrive, you see terrible destruction,
  yet 
  amazing 
  rebirth. 
  The 
  populace 
  works
  diligently at building walls and fortifications, and
  teams of soldiers patrol the perimeters of the
  work camps with great alertness. It seems that
  every pair of hands is busy helping the effort in
  one way or another. From what you can see, the
  whole town is in various states of repair, making
  for a mass of confusion and complexity that none
  but those in charge could hope to understand.
  An air of anxiety seems to hang in the air,
  though...you can see it in the eyes of those you
  pass. The words are unspoken, but it is as if the
  strong spirit of the people of Fendrelen has been
  stretched to its limit. Weariness, concern, and
  perhaps fear seems to linger in the deepest
  thoughts of them, and these feelings are getting
  closer to the surface.
  You have left the service of the merchant
  train, at least for now, and have taken in all that
  Fendrelen has to offer. As you look around to
  regard each other, some loud voice carries from
  what you would guess to be the town square. It is
  a deep male voice, and it seems to be speaking in
  an address to a group of people. The man’s voice is
  commanding, and draws your attention.
  At this point, the group can run the introductions
  and 
  descriptions. 
  The hook 
  to 
  proceed 
  to
  encounter one, the search for the Cleric has been
  laid out for the group, but it has not exactly been
  beaten over their heads. If for some reason they
  ignore the address of Sergeant Dorrull, the first
  person of Fendrelen they talk to will ask them if
  they are here to search for the missing Cleric of
  St. Cuthbert. 
  They then can 
  be directed 
  to
  Sergeant 
  Dorrull 
  for 
  information 
  and 
  the
  encounter can proceed.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    1111::::    TTTThhhheeee    SSSSeeeeaaaarrrrcccchhhh    ffffoooorrrr    tttthhhheeee
  CCCClllleeeerrrriiiicccc
  The party will be stepping in just as Sergeant
  Dorrull is addressing the scouting teams that
  volunteer 
  on a daily basis to comb the near
  wilderness and watch for any activity in the evil
  creatures 
  that still roam freely in the wilds.
  Dorrull assigns them territories and briefs them
  on what has been spotted in the last few days.
  Today, he is also asking them to keep an eye out
  for the missing Cleric, Tarbolt Yundel.
  In the town square, an armored human is
  addressing a small gathering of people, most of
  whom seem to be older trappers, hunters, and
  woodsmen. Some among them appear to be
  adventurers or mercenaries. The man speaking
  has grey hair spilling out from under his steel
  cap, and his chain mail is a bit ragged and rusted.
  His voice is gravelly and deep, and carries the air
  of a well seasoned soldier.
  “…no reason to waste too much effort
  searching to the south. Now, make sure you keep
  one eye open for the Cleric, and another open for
  left-over orcs and such. Hey, you in back…yes
  you! Get up here…I don’t want to have to repeat
  myself. Now where was I? Right, the Cleric. He’s
  been gone for three days now, and he had four
  trainees with him. They aren’t familiar with the
  wilderness, but he’s been on scouting runs
  before, so he should be able to find his way
  around the immediate area. Keep a sharp eye out
  for them or their tracks on your patrols, but don’t
  go stumbling into any ambushes, or by this time
  tomorrow, I’ll be having the next group looking
  for them and you as well! Okay, any questions?”
  The group will possibly speak up, and Sergeant
  Dorrull (Human Male, F3) will, in his abrasive
  and grumpy manner, answer questions 
  to the
  best of his ability. If the party explains that they
  are not really here to look for any missing
  persons, he will tell them that it does not matter
  what they came to do…they are now needed. Any
  questions for payment will bring a twisted frown
  to his face. He will likely grumble with venom
  about mercenaries who do not understand when
  it’s time to donate their services for a good cause.
  He will then, quite sarcastically, tell them that
  they have a substantial reward coming to them,
  but the orcs in the wilderness have it, so they
  should take it up with them while they are out
  searching for the cleric.
  Dorrull 
  knows 
  that the cleric’s 
  name 
  is
  Brother Tarbolt Yundel, a ranking Cleric of St.
  Cuthbert. Tarbolt is the highest level cleric that
  directly administers to those who work on the
  fortifications. The cleric did have superiors here,
  but as hectic as everything has been, he never
  checked in with 
  them; 
  instead, 
  he 
  worked
  alongside the people as best he could and saw to
  their spiritual 
  needs. 
  He is a hard-working
  dependable cleric, who even finds the time to
  keep his trainees 
  in practice. 
  Tarbolt 
  would
  regularly 
  take young clerics 
  out on scouting
  expeditions, 
  which last usually 
  no more that
  twelve hours. These missions were not really into
  dangerous territory, but gave him the chance to
  work with the young clerics and prepare them for
  what they might encounter later in their service
  to St. Cuthbert. Three days ago, Tarbolt left with
  four of his trainees, and has not been seen since.
  Morale has been dropping ever since, but more
  importantly 
  that 
  that, a 
  key 
  figure 
  who
  contributes 
  greatly 
  to the reconstruction 
  of
  Fendrelen is now missing and presumed captured
  or dead. Dorrull also knows that Tarbolt was
  particularly vocal about finding some lost shrine
  to St. Cuthbert that was supposed to be out in the
  wilds, but the Captain in charge of the standing
  garrison would not authorize a sortie out into
  
  The Splintered Cudgel
  Page 7
  the wilderness as it would have left the town
  vulnerable.
  If the PCs wish to find other members of the
  local militia to interview, they will be able to find
  a number of soldiers, none of which are willing to
  spend time away from their duties to chat with
  the PCs. These soldiers will direct the PCs toward
  another part of the town where they can find the
  local captain, a man named Elek. If asked for
  directions to find him, the soldiers will suggest
  the PCs search for Elek near the guard camps
  (Encounter 
  Two) or local 
  library 
  (Encounter
  Three).
  Any 
  attempt 
  to 
  seek 
  information 
  from
  sources other than the library or Captain Elek
  will reveal no information. No one knows what
  has become of Brother Tarbolt, but everyone is
  concerned. Most people know that he and Captain
  Elek often 
  disagreed 
  on something 
  (sending
  troops to secure the shrine).
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    2222::::    CCCCaaaappppttttaaaaiiiinnnn    EEEElllleeeekkkk
  This encounter takes place if the PCs go looking
  for more information 
  from the local militia.
  Following 
  directions 
  from 
  any 
  number 
  of
  soldiers, the PCs will be able to find the Captain
  near one of the small encampments of guards
  working to restore the area.
  A human officer wearing battered plate mail and
  a helmet with red and yellow plumage stands
  before a company of over twenty soldiers, and is
  giving them instructions. You are confident that
  this man is Captain 
  Elek, as 
  he fits 
  the
  description you were given. He seems to be a
  well-regarded, capable leader. He talks to each
  soldier in turn, explaining the details of the
  lesson and looks for confusion or understanding
  in their eyes. When he completes his instructions
  to the troops, he dismisses them with a nod and a
  comment 
  of 
  a job well 
  done, 
  then 
  waits
  expectantly for you to approach.
  Elek will gladly tell the group everything that he
  knows about Tarbolt. The cleric did a great service
  to Fendrelen by keeping the people motivated
  and their spirits up, and also by seeing to it that
  the young clerics were well trained and ready to
  defend the city at the first sign of trouble. Elek
  certainly hopes that Tarbolt is still alive, as it
  would be a great loss to Fendrelen if he perished.
  As for the arguments that he had with the Cleric,
  Elek will freely admit that the Cleric was nearly
  obsessed with liberating a shrine to St. Cuthbert
  that was located northeast of town. The shrine
  held no military value to Elek, and with evil
  creatures possibly roaming the wilderness near
  it, saw was unable 
  to 
  divert 
  the 
  required
  resources for fear of weakening the defense of
  Fendrelen. 
  To placate 
  Tarbolt, 
  he dispatched
  several scouts who had been by the structure
  several months ago reported that the place was
  deserted. While Tarbolt was disappointed, Elek
  believes that he understood the town had to
  remain protected.
  Elek does not know exactly where the shrine
  is, but he does not think anyone 
  skilled 
  in
  traveling in the wilds should have a problem
  finding it. He, or one of his scouts, can give them
  a 
  general 
  idea 
  of 
  direction 
  and 
  distance
  (northeast, about two or three days on foot). His
  directions 
  provide 
  a +2 
  modifier 
  to 
  their
  searching results in Encounter Five. He does not
  believe that the shrine appears on any maps that
  the military has, and even if it did, he would not
  be able to refer to them as the information
  contained on them is sensitive. The maps are all
  kept in the town library, a building functioning
  as the temporary intelligence headquarters 
  for
  the military.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    3333::::    TTTThhhheeee    LLLLiiiibbbbrrrraaaarrrryyyy
  If the party attempts to find Elek at the library or
  if they are seeking further assistance in locating
  the shrine, their only recourse is to attempt to
  research its location in the library.
  Buzzing with activity, the two story 
  stone
  structure before you is well guarded. Flanking
  the double doors that enter the building, banners
  of Furyondy and Crystalreach wave in the light
  breeze. One guard stands at attention at the door,
  and others have taken up positions nearby and
  are in earshot.
  The guard, Halowyn (Male Half-Elf, War2) will
  initially turn the group away, but if reasoned
  with based on needing to find the missing cleric,
  he can be persuaded (Diplomacy DC13), conned
  (Bluff DC16), or bribed (Bluff DC22 –1/gp given).
  The guard is reasonable (hence lower diplomacy
  DC), but is a bit more suspicious of wild stories of
  “so-and-so the lieutenant that ordered the party
  to go to the library to get the latrine layouts for
  the southwestern quarter”. Further, he is greatly
  suspicious 
  of people 
  throwing 
  gold 
  at him,
  concerned that the party might be servants of Old
  Wicked 
  trying 
  to 
  get 
  critical 
  intelligence
  information, but enough gold will distract him.
  Note that if at any time 
  Halowyn 
  becomes
  suspicious that the players could be trying to get
  information for evil purposes (such as supplying
  it to the forces of Old Wicked) he will not allow
  them 
  in unless 
  ordered 
  by 
  a superior. 
  If
  convinced in any way to let them in, he will let
  them pass and make sure that the interior guards
  know that they are just looking for the shrine and
  nothing else.
  The interior of the library is a mess of many
  books, scrolls, maps, and reports rolled out onto
  the tables. Dozens of low ranking military
  personnel bustle about within, busily performing
  some seemingly important duty. Guards are
  
  The Splintered Cudgel
  Page 8
  posted throughout, and they watch you as you
  pass near them.
  Researching 
  the 
  shrine 
  requires 
  a base
  Intelligence roll for anyone who looks per hour.
  Consult the following list to determine what, if
  any, additional information the PCs are able to
  discern.
  § 
  DC11-14: The PCs do not 
  learn 
  any
  additional information. They will learn
  that the shrine is to the northwest and
  about three days walk from Fendrelen
  (there will be no modification 
  to the
  wilderness lore check to find the shrine).
  § 
  DC15-16: PCs will learn about a small
  series of oak trees that were once planted
  leading the way toward the shrine. Using
  this information, the PCs will receive a +2
  bonus to their Wilderness 
  L ore skill roll
  to locate the shrine
  § 
  DC17-18: PCs learn 
  all 
  of the above
  information plus they learn about a small
  stream that once ran near the shrine.
  Odds favor the old stream has dried, but
  the streambed 
  could be used to help
  locate the shrine.  The PCs receive a +4
  bonus 
  to their Wilderness 
  Lore skill
  check to locate the shrine.
  § 
  DC19+: PCs learn 
  about 
  a series 
  of
  marking stones that were put in place
  when the shrine was first being built. The
  stones were of a rare marble and will be
  easily 
  differentiated 
  from 
  the 
  other
  stones, provided they are able to find one.
  Combined with the other clues, this will
  provide the PCs receive a +6 bonus to
  their Wilderness 
  Lore skill 
  check 
  to
  locate the shrine.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    4444::::    TTTTaaaarrrrbbbboooolllltttt
  Near the end of the first day of travel, the party
  will pass near where Tarbolt was overcome by
  evil humanoids. Late in the afternoon, the PCs
  will come across the site of the attack. If the PCs
  are actively tracking using the Tracking feat and
  Wilderness 
  Lore, they have a chance of locating
  the tracks of Tarbolt and the humanoids. Success
  in on a DC12 Tracking/Wilderness Lore skill will
  reveal tracks that indicate humanoids are in the
  area. If the PCs are careful moving forward, they
  will receive a +4 modifier to any Listen or Spot
  checks to notice the humanoids in the clearing.
  The monsters in the clearing are not trying to
  be quiet, so they can be detected on a DC13. Any
  PC that 
  detects 
  the 
  monsters 
  may 
  achieve
  surprise provided their actions do not alert the
  creatures to their presence. DMs must determine
  if their actions 
  will give them away to the
  creatures. Spell casting by the party will give the
  creatures a DC14 Listen check to detect them, and
  Moving Silently is a standard opposed roll (roll
  only for the nearest three creatures). Moving
  normally is a DC12 for the creatures to detect
  with Listen. If the PCs detect the creatures
  without being detected, read the following:
  Suspicious sounds have drawn you to investigate
  a copse of trees several hundred feet from where
  you are. The sun is low in the western sky, and
  even if you find nothing, it might serve as a good
  place to camp out of the open. The trees are large
  and leafy, with a moderate covering of ferns
  beneath, making for an environment 
  where
  concealment is very possible. As you enter, the
  little sunlight that remains gets obscured and the
  shadows lengthen, making it more difficult to
  see. The rustling of leaves and an occasional
  snapping twig draws you closer...up ahead is a
  small clearing.
  If the PCs travel closer and avoid detection, they
  will get a glimpse of the action in the clearing.
  Use the following description:
  In and around the clearing, you can make out
  large shapes moving about. They are humanoid,
  and mutter 
  quietly 
  to 
  each 
  other 
  in 
  an
  indiscernible language. Located at the far edge of
  the clearing is the body of a man, potentially a
  victim of the creatures. It appears that they have
  not noticed you.
  When the state of surprise is finally determined,
  allow the party to place 
  themselves 
  in the
  starting area and act from there. If no one in the
  group has gained surprise over the monsters, it is
  recommended 
  that the rest 
  of the map 
  be
  concealed from the party (a blank sheet of paper
  will do nicely) so that the party does not see the
  starting 
  position 
  of the creatures. 
  Note the
  position 
  of 
  the 
  creatures 
  is 
  called 
  out
  numerically on the map, with an “X” marking
  where Tarbolt is. Depending on the Tier of the
  encounter, some numbers will not correspond to
  monsters, and should be ignored.
  The creatures 
  have just finished 
  “dealing”
  with the cleric Tarbolt, 
  and 
  are 
  rummaging
  through his belongings, gathering up their own
  equipment, and grumbling to each other about if
  they should continue on or wait to see if a patrol
  of humans comes around (i.e., they are distracted
  and not on specifically 
  on guard). Once the
  monsters detect the party, they will alert the
  whole group and attempt to use a combination of
  missiles and melee weapons to the most strategic
  advantage 
  (they will not attempt 
  risky shots
  where their own provide cover, but creatures not
  involved in melee might try to get in shots at
  spell casters. Remember to use the monster’s
  feats to their advantage.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    4444))))
  (uses creature positions 1-6)
  Hobgoblin (6): CR 1/2; Medium-size Humanoid
  (Goblinoid, 6-1/2 ft. tall); HD 1d8+1; hp 7; Init +1
  
  The Splintered Cudgel
  Page 9
  (Dex); Spd 30 ft.; AC 15 (+1 Dex, +3 studded
  leather, +1 small shield); Atks +1 melee (1d8 [crit
  19-20] [x2], longsword), +2 ranged (1d6, javelin);
  AL LE; SV Fort +3, Ref +1, Will +0; Str 11, Dex 13,
  Con 13, Int 10, Wis 10, Cha 10
  Skills: Hide +1, Listen +3, Move Silently +3,
  Spot +3; Feats: Alertness (+2 listen/spot checks)
  Equipment: 
  longsword, 
  studded 
  leather,
  small wooden shield, javelin
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    6666))))
  (uses creature positions 1-6)
  Gnoll (6): CR 1; Medium-size Humanoid (Gnoll, 7-
  1/2 ft. tall); HD 2d8+2; hp 14; Init +0; Spd 20 ft.
  (scale mail), Base 30 ft.; AC 17 (+1 natural, +4 scale
  mail, +2 large shield); Atks +3 melee (1d8+2 [crit
  x3], battleaxe), 
  +1 ranged (1d6, shortbow); 
  SQ
  Darkvision 60 ft.; AL NE (variant from typical CE)
  SV Fort +4, Ref +0, Will +0; Str 15, Dex 10, Con 13,
  Int 8, Wis 11, Cha 8.
  Skills: Listen +3, Spot +3; Feats: Power Attack
  (may reduce attack bonus for additional damage)
  Equipment: 
  battleaxe, 
  scale 
  mail, 
  large
  wooden shield, shortbow , quiver and 20arrows
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    8888))))
  (uses creature positions 1-10)
  Ogre (4): CR 2; Large Giant (9-10 ft. tall); HD
  4d8+8; hp 32; Init –1 (Dex); Spd 30 ft.; AC 16 (-1
  size, -1 Dex, +5 natural, +3 hide); Atks +8 melee
  (2d6+7, huge greatclub); AL NE (variant 
  from
  typical CE) SV Fort +6, Ref +0, Will +1
  Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
  Skills: Climb +4, Listen +2, Spot +2; Feats: Weapon
  Focus (+1 to attack with greatclub added)
  Equipment: huge greatclub , hide armor
  Gnoll (6): CR 1; Medium Humanoid (Gnoll, 7-1/2
  ft. tall); HD 2d8+2; hp 14; Init +0; Spd 20 ft. (scale
  mail), Base 30 ft.; AC 17 (+1 natural, +4 scale mail,
  +2 large shield); Atks +3 melee (1d8+2 [crit x3],
  battleaxe), 
  +1 
  ranged 
  (1d6, 
  shortbow); 
  SQ
  Darkvision 60 ft.; AL NE (variant from typical CE)
  SV Fort +4, Ref +0, Will +0
  Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8
  Skills: Listen +3, Spot +3; Feats: Power Attack
  (may reduce attack bonus for additional damage)
  Equipment: 
  battleaxe, 
  scale 
  mail, 
  large
  wooden shield , shortbow, quiver and 20 arrows
  Following or during the battle, the PCs may reach
  the fallen figure of Tarbolt. The cleric is at –6 hp,
  but has automatically stabilized. If revived, read
  the following:
  The cleric coughs up saliva and blood as you help
  him raise his head and drink a bit of water.
  “Friends…I thank you for rescuing me…but you
  must forget me and take up my quest. Please, I
  beg you! I am Tarbolt Yundel, Cleric to St.
  Cuthbert, and while I was traveling with my
  initiates, I received a vision of a sacred relic that
  was thought lost in the war. I saw the Splintered
  Cudgel floating above a shrine in the wilderness
  dedicated to St. Cuthbert…this can only be the
  Shrine 
  to 
  the 
  northwest 
  that 
  I 
  have 
  so
  vehemently petitioned recapturing. Ah, well, the
  military in Fendrelen have their reasons, and I do
  not blame them.
  “After I received this vision, I immediately set
  out to find it with my initiates, but alas, we were
  attacked by monsters, and only I 
  survived.
  Knowing that by myself I could never hope to
  stand against whatever creatures might guard it,
  I thought to return to Fendrelen to seek aid, but
  again, I was attacked. Thanks to your timely
  intervention, my life has been spared…this was
  not by chance, my friends…you are meant to
  liberate this most sacred of relics of St. Cuthbert.
  “The Splintered Cudgel has no magical value, but
  it is an icon of faith and inspiration to the people
  of Fendrelen. All that we have these days is our
  faith, and that has been spread most thin; if you
  have been to Fendrelen than you must know this
  to be true. 
  The 
  relic symbolizes 
  enduring
  hardships to final victory, and so it is crucial that
  this icon be recovered and delivered to the church
  in Fendrelen. Every day that goes by is another
  day that wears down the will of the people;
  please, 
  travel 
  to 
  the 
  shrine…to 
  the
  northwest…and find the Splintered Cudgel.”
  Tarbolt knows with reasonable detail where the
  shrine is, and his descriptions can give a further
  +3 to the Wilderness Lore check, which is used to
  find the shrine. He is out of spells and badly
  injured, but if raised to positive hit points he will
  be able make it back to Fendrelen 
  without
  trouble, where he will await the party’s return. If
  asked to describe the Splintered Cudgel, he will
  tell the party that it is a large club of oak,
  splintered at the end. He knows the history of the
  cudgel (see the introduction) but does not know
  that it was spirited out of Fendrelen before the
  second sacking. Tarbolt, like so many others,
  presumed it was destroyed in the fire.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    5555::::    FFFFiiiinnnnddddiiiinnnngggg    tttthhhheeee
  SSSShhhhrrrriiiinnnneeee
  The group must roll a Wilderness Lore check to
  find the shrine after three days on foot (or 1-1/2
  days on horseback). This check will determine if
  they have succeeded in finding the shrine in the
  rather large wooded area in which it is hidden.
  Finding the shrine requires 
  an overall 
  Track
  Wilderness Lore skill or Search of DC16. Based
  on their actions in the adventure thus far, the
  PCs may have obtained some of the following
  modifiers:
  § 
  +2 if the PCs talked with Captain Elek
  § 
  +2/+4+6 
  from 
  research 
  in 
  Encounter
  Three (The Library)
  
  The Splintered Cudgel
  Page 10
  § 
  +3 from directions from Tarbolt
  The group may get a successive rolls for each 1/2
  day they spend searching, and each successive
  attempt gives them a +1 situational bonus to the
  Wilderness Lore / Search roll (they are covering
  more ground and being more thorough). When
  the PCs eventually find the shrine, proceed to
  Encounter 6, below.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    6666::::    TTTThhhheeee    UUUUppppppppeeeerrrr    SSSShhhhrrrriiiinnnneeee
  In the heart of the woods you find what you have
  been looking for. There, in an overgrown clearing
  is a simple stone structure, one story, with a
  broad, stone porch. Several pillars, now vine
  covered, stand upright, but support no porch roof
  or overhang. Thick brush and brambles grows
  wild all around, and the nearby weeds are so thick
  that a horse could be hiding in them. A single
  door from the porch leads into the structure,
  through an archway, which bears the symbol of
  St. Cuthbert. Aside from the sounds of an
  occasional bird in the surrounding woods and the
  gentle rustling of the leaves in the wind, you hear
  nothing.
  The structure is quite easy to explore, and a map
  has been provided for the DM. Each of the areas
  on the upper floor is described below while the
  areas of the lower shrine are fully described in
  Encounter Seven below.
  The inhabitants 
  of the shrine 
  are found
  within the lower level and do not come out until
  well after dark. If the PCs wait until late in the
  evening, they will see the creatures 
  from the
  guardroom (see Encounter Seven, Area 8) leave in
  search of more corpses. They usually leave the
  shrine at two hours past dark, and return just
  after midnight. If the PCs wait for the creatures
  to leave, they may avoid the encounter with the
  guards.
  Area A: Main Shrine
  Located just through the main archway is the
  primary shrine. When the PCs arrive, read the
  following description:
  The area in front of you was obviously once the
  main worship area for the small shrine. There is a
  single long wooden bench along the rear of the
  room and two rows of benches provide additional
  seating. At the front of the room, is a simple
  stone altar that has been damaged. The once
  simple carvings dedicated to St. Cuthbert have
  been scratched out and are barely legible. A single
  door on the north wall leads into the remainder
  of the shrine.
  There are a lot of tracks in the area that are too
  difficult to follow. There are also tracks that lead
  through the north door. There are no items
  remaining on the altar and a thorough search of
  the area will reveal nothing of value.
  Area B: Secondary Shrine
  This area (located through the north door) once
  served to be the cleric’s private worship area.
  There are a few small benches in the area that
  have been broken apart, but nothing else of value
  is in the area. Heavy tracks in the area are easily
  noticeable, many of which lead through the east
  door into the final chamber of the upper shrine.
  Area C: Cleric’s Quarters
  This room was once obviously a living quarters,
  however the furniture was been broken and
  scattered throughout the room. Piles of wooden
  furniture and rotting cloth fill the room. There
  are a number of tracks of booted feet that are
  found throughout the area.
  This area is heavily trafficked (by the inhabitants
  from below), but aside from their tracks nothing
  else will be found. On a DC15 Search roll (+2
  situational bonus if the player has Tracking, as
  many tracks lead to the area where the door is)
  the hidden trap door will be found. The secret
  door is located in the floor of the northeast
  corner and leads to the lower level of the shrine,
  Encounter Seven. When opened, the door reveals
  a set of stone steps leading into darkness.
  If the PCs are unable to locate the secret door
  on their own, it is still possible for them to locate
  the door if they wait for the creatures to leave the
  lower area.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    7777::::    LLLLoooowwwweeeerrrr    SSSShhhhrrrriiiinnnneeee
  7A: Entry Chamber
  Worn stone steps descend steeply into the center
  of a 30’ square room, which is thick with the
  smell of burned out torches. Bits of rotted wood,
  small bits of gravel, and dust, and empty, rusted
  iron sconces in the wall are the only features of
  the room. A single wooden door exits the room in
  the center of the south wall. A soft moaning, the
  gentle rising and falling of a breeze perhaps,
  echoes beyond the door.
  The room is empty, but tracks of the humanoid
  guards might be seen in the dust (Wilderness
  Lore (Track) or Search DC13). The tracks lead
  from the door to the stairs, and go in both
  directions. The door opens easily. While the PCs
  are in this area, it is possible that the guards in
  Area 8 may notice their intrusion. A base DC14
  Listen, modified by situations according to the
  PCs actions, should be attempted for the group of
  creatures in Area 8. If detected, the guards will
  gather their weapons and attempt to ambush the
  intruders.
  7B: Empty Chamber
  The door opens into the center of a 20’ square
  room. The room is sparsely filled with bits of
  
  The Splintered Cudgel
  Page 11
  broken wooded furniture, rotted furs, and broken
  chunks of rock.
  This room is empty and there is nothing of value
  to the PCs.
  7C: Dumping Ground
  The door opens into the southern corner of a 20-
  foot square room. A few broken wooden benches
  and a pile or rotting rags litter the room. In the
  center, several burned bodies of humanoids are
  unceremoniously piled together.
  The room is empty, aside from the five burned
  gnoll corpses, which were recently recovered by
  the creatures 
  from 
  area 
  7. he 
  corpses 
  are
  unanimated, but will not remain that way if
  Kaezarg has his way.
  8: Guard Room
  Note that the opening to this room is an archway,
  which will allow the creatures a chance to notice
  any light or sounds from area 7A. A base DC 14
  Listen, modified by situations according to the
  PCs actions, should be attempted. The use of any
  light will also allow the monsters to attempt a
  Spot check (DC10) to notice the PCs. If detected,
  the guards will gather their weapons and attempt
  to ambush the intruders.
  The positions for the creatures are detailed
  on the map for Area 8, and note that depending
  on the Tier of the encounter, some positions will
  not be used. Be sure to get the party’s march
  order 
  and 
  position 
  before 
  you 
  read 
  the
  description. Remember to read it as the party
  nears the archways, 
  not when they decide to
  enter room 8.
  As you move down the hall and toward the
  archways at the end, you begin to smell odd odors
  that become discernable through the smell of
  smoky torches. The archway to the east holds a
  dim, flickering light, but the archway directly
  south is dark.
  The smell is that of the creatures, who are a
  slovenly and unkempt bunch. When the party
  reaches 
  the 
  archway, 
  they 
  will 
  be 
  spotted
  (automatically) by any creatures in the area or
  the hallway (See Map, Area 8). The monsters will
  yell out a warning 
  and 
  engage 
  with 
  melee
  weapons immediately, trying to engage people in
  the back. When the creatures in the room become
  alerted, they will try to move to the archway to
  prevent more than one creature from moving in
  and fighting, but their success will greatly be
  dependant on their initiative roll. The creatures
  will use the table in the room to their advantage
  should 
  the 
  fight 
  go 
  bad 
  and 
  they 
  get
  outnumbered or flanked.
  The creatures will fight to the death, and if
  subdued, will tell under appropriate questioning
  (as the DM sees fit) of the undead in Area 9 and
  their 
  leader 
  beyond 
  (though 
  they 
  are 
  not
  permitted in other areas of the complex so they
  do not know the layout). 
  Aside from 
  their
  personal wealth, there is a sack under the table
  containing the treasure (see treasure summary).
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    4444))))
  (uses creature positions 1-5)
  Hobgoblin (5): CR 1/2; Medium-size Humanoid
  (Goblinoid, 6-1/2 ft. tall); HD 1d8+1; hp 7; Init +1
  (Dex); Spd 30 ft.; AC 15 (+1 Dex, +3 studded
  leather, +1 small shield); Atks +1 melee (1d8 [crit
  19-20] [x2], longsword), +2 ranged (1d6, javelin);
  AL LE; SV Fort +3, Ref +1, Will +0; Str 11, Dex 13,
  Con 13, Int 10, Wis 10, Cha 10
  Skills: Hide +1, Listen +3, Move Silently +3,
  Spot +3; Feats: Alertness (+2 listen / spot)
  Equipment: 
  longsword, 
  studded 
  leather,
  small wooden shield, javelin
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    6666))))
   (uses creature positions 1-8)
  Hobgoblin (8): CR 1/2; Medium-size Humanoid
  (Goblinoid, 6-1/2 ft. tall); HD 1d8+1; hp 7; Init +1
  (Dex); Spd 30 ft.; AC 15 (+1 Dex, +3 studded
  leather, +1 small shield); Atks +1 melee (1d8 [crit
  19-20] [x2], longsword), +2 ranged (1d6, javelin);
  AL LE; SV Fort +3, Ref +1, Will +0
  Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 10
  Skills: Hide +1, Listen +3, Move Silently +3,
  Spot +3; Feats: Alertness (+2 Listen / Spot)
  Equipment: 
  longsword, 
  studded 
  leather,
  small wooden shield, javelin
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    8888))))
  (uses creature positions 1-8)
  Ogre (3): CR 2; Large Giant (9-10 ft. tall); HD
  4d8+8; hp 32; Init –1 (Dex); Spd 30 ft.; AC 16 (-1
  size, -1 Dex, +5 natural, +3 hide); Atks +8 melee
  (2d6+7, huge greatclub); AL NE (variant 
  from
  typical CE) SV Fort +6, Ref +0, Will +1; Str 21, Dex
  8, Con 15, Int 6, Wis 10, Cha 7
  Skills: Climb +4, Listen +2, Spot +2; Feats:
  Weapon Focus (+1 attack with greatclub added)
  Equipment: huge greatclub, hide armor
  Gnoll (5): CR 1; Medium-size Humanoid (Gnoll, 7-
  1/2 ft. tall); HD 2d8+2; hp 14; Init +0; Spd 20 ft.
  (scale mail), Base 30 ft.; AC 17 (+1 natural, +4 scale
  mail, +2 large shield); Atks +3 melee (1d8+2 [crit
  x3], battleaxe), 
  +1 ranged (1d6, shortbow); 
  SQ
  Darkvision 60 ft.; AL NE (variant from typical CE)
  SV Fort +4, Ref +0, Will +0; Str 15, Dex 10, Con 13,
  Int 8, Wis 11, Cha 8
  Skills: Listen +3, Spot +3; Feats: Power Attack
  (may substitute attack bonus for added damage)
  Equipment: 
  battleaxe, 
  scale 
  mail, 
  large
  wooden shield, shortbow, quiver and 20 arrows
  A careful search of the room may reveal (Search
  DC16) a small rune is carved in the floor by the
  archway. It is a symbol of a skull inside a triangle.
  
  The Splintered Cudgel
  Page 12
  This mark is one third of the code to overcome
  the glyph of warding placed on Kaezarg’s chest. If
  someone specifically searches near the door from
  the inside of the room (even if it is for traps, etc.)
  the DC to find the mark drops to 11.
  9: Undead Chamber
  The door opens into the center of this 5 feet’ wide
  by 30 feet deep room. The stench of death is heavy
  in the air, and your light seems to do little to
  pierce the eerie darkness from 
  within 
  the
  chamber. Throughout the room, bodies in various
  states of decay litter the floor. Amid them,
  several piles of rubbish can be seen, composed
  mostly of broken wood, rotting clothing, and
  rusted equipment. Another door exits the room
  on the south wall, at the far eastern side of the
  room. The air is damp, and trickles of ground
  water can be seen leaking in to the room at the
  ceiling. As you carefully inspect the room, a
  gentle moaning rises, something you at first
  thought to be the wind. Then, to your horror,
  several of the corpses rise from the ground!
  The exact number of undead will depend on the
  tier 
  of the encounter, 
  and 
  that 
  sets 
  their
  positions on the map. There is no unnatural
  darkness in the room, but the presence of the
  undead 
  creates 
  the eerie 
  atmosphere. 
  These
  monsters are quite mindless, and will simply
  move to attack 
  in the most 
  direct 
  method
  possible, with little regard to whom to attack or
  threat zones or flanking. They attack the closest
  foe, but have orders to divide up so that all
  intruders are being attacked. Once engaged, they
  will 
  pursue 
  any 
  who 
  flee 
  throughout 
  the
  dungeon.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    4444))))
  (use creature positions 1-8)
  Skeleton, 
  Medium 
  (8): CR 1/3; 
  Medium-size
  Undead (6 ft. tall); HD 1d12; hp 6 (each); Init +5 (+1
  Dex, +4 Improved Initiative); Spd 30 ft.; AC 13 (+1
  Dex, +2 natural); Atks +0 melee (1d4, claw); SQ
  Undead, immunities; AL N; SV Fort +0, Ref +1,
  Will +2; Str 10, Dex 12, Con ---, Int ---, Wis 10, Cha
  11
  Feats: Improved Initiative (+4 added)
  Special Qualities: Undead—immune to mind-
  influencing 
  effects, 
  poison, 
  sleep, 
  paralysis,
  stunning, and disease. Not subject to critical hits,
  subdual damage, ability damage, energy drain, or
  death from massive damage.
  Immunities (Ex)—cold immunity, 
  one-half
  damage from piercing or slashing weapons.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    6666))))
  (use creature positions 1-8)
  Skeleton, 
  Medium 
  (4): CR 1/3; 
  Medium-size
  Undead (6 ft. tall); HD 1d12; hp 6 (each); Init +5 (+1
  Dex, +4 Improved Initiative); Spd 30 ft.; AC 13 (+1
  Dex, +2 natural); Atks +0/+0 melee (1d4, 2 claws);
  SQ Undead, immunities; AL N; SV Fort +0, Ref +1,
  Will +2; Str 10, Dex 12, Con ---, Int ---, Wis 10, Cha
  11
  Feats: Improved Initiative (+4 added)
  Special Qualities: Undead—immune to mind-
  influencing 
  effects, 
  poison, 
  sleep, 
  paralysis,
  stunning, and disease. Not subject to critical hits,
  subdual damage, ability damage, energy drain, or
  death from massive damage.
  Immunities (Ex)—cold immunity, 
  one-half
  damage from piercing or slashing weapons.
  Skeleton, Large (4): CR 1; Large Undead (7-1/2 ft.
  tall); HD 2d12; hp 13 (each); Init +5 (+1 Dex, +4
  Improved Initiative); Spd 30 ft.; AC 13 (-1 size, +1
  Dex, +3 natural); 
  Atks +2/+2 melee (1d6+2, 2
  claws); SQ Undead, immunities; AL N; SV Fort +0,
  Ref +1, Will +3
  Str 14, Dex 12, Con ---, Int ---, Wis 10, Cha 11
  Feats: Improved Initiative (+4 added)
  Special Qualities: Undead—immune to mind-
  influencing 
  effects, 
  poison, 
  sleep, 
  paralysis,
  stunning, and disease. Not subject to critical hits,
  subdual damage, ability damage, energy drain, or
  death from massive damage.
  Immunities (Ex)—cold immunity, 
  one-half
  damage from piercing or slashing weapons.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    8888))))
  (use creature positions 1-10)
  Ghoul (10): CR 1; Medium-size Undead (6 ft. tall);
  HD 2d12; hp 15; Init +2 (Dex); Spd 30 ft.; AC 12 (+2
  Dex, +2 natural); 
  Atks +3 melee 
  (1d6+1 and
  paralysis, bite), +0/+0 melee (1d3 and paralysis, 2
  claws); SQ Undead, +2 turn resistance, paralysis,
  create spawn; AL CE; SV Fort +0, Ref +2, Will +5;
  Str 13, Dex 15, Con ---, Int 13, Wis 14, Cha 16
  Skills: Climb +6, Escape Artist +7, Hide +7,
  Intuit Direction +3, Jump +6, Listen +7; Feats:
  Multiattack 
  (added), 
  Weapon 
  Finesse 
  (bite-
  added)
  Special Qualities: 
  Undead—immune to mind-
  influencing 
  effects, 
  poison, 
  sleep, 
  paralysis,
  stunning, and disease. Not subject to critical hits,
  subdual damage, ability damage, energy drain, or
  death from massive damage.
  Create Spawn (Su)—those killed by ghouls
  rise as ghouls in 1d4 days.
  Paralysis (Ex)—those hit by the claw or bite
  attack of a ghoul must succeed at a Fortitude save
  (DC14) or be paralyzed for 1d6+2 minutes. Elves
  are immune to this paralysis.
  A careful search of the room will reveal (on a
  Search DC16) that a small rune is carved in the
  floor by the western door. It is a symbol of two
  circles overlapping, top to bottom. This mark is
  one third of the code to overcome the glyph o f
  warding placed on Kaezarg’s chest. If someone
  specifically searches 
  near the door from the
  inside of the room (even if it is for traps, etc.) the
  DC to find the mark drops to 11.
  
  The Splintered Cudgel
  Page 13
  10: Kaezarg’s Chamber
  The door to this room is closed tight when the
  PCs arrive. It is a large wooden door reinforced
  with iron and it is unlocked (although the PCs
  will have to test the door to be sure). Inside, the
  leader of the humanoids, Kaezarg, is scheming.
  When the PCs open the door, read the following
  description. DMs should be sure to modify this
  text if the PCs actions warrant.
  Low light from an oil lamp dimly lights this
  room, which is 30’ square. Near the door is a large
  oaken table, on which many papers sit. Behind
  the desk is a large half-orc who looks up as you
  throw open the door. Behind him you see a bed, a
  wardrobe, and a large chest. Several corpses stand
  about the room, totally motionless. In the instant
  of time that your eyes meet the half-orc’s, you can
  sense his shock and anger at being disturbed, and
  then, he and the corpses snap into motion as the
  battle begins.
  If the party was careful they may get the jump on
  Kaezarg, though opening the door normally will
  negate any surprise by the party. Kaezarg will
  command his undead to destroy the intruders,
  then move back and cast spells before engaging in
  combat. He uses the desk and the undead to block
  the party, but the desk can be scaled over (full
  action, Climb/Jump DC 7) placing the person on
  the other side of the desk in the same round as
  they elected to climb. Failing the roll will mean
  that the person stumbled as they tried to get up
  onto the desk and has fallen to the ground before
  getting over the desk. Remember climbing the
  desk (either succeeding or failing) may provoke
  attacks of opportunity. Should the possibility to
  escape from an overwhelmingly powerful force
  present itself, Kaezarg will certainly attempt it.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    4444))))
  (use creature positions 1-7)
  Creature       Position     1
  Kaezarg, 
  male 
  half-orc 
  Clr3: 
  Medium-size
  Humanoid (6-1/2 ft. tall); HD 3d8+6, hp 24; Init +0,
  Spd 20 ft. (chainmail), Base 30 ft.; AC 15 (+5
  chainmail); +4 melee (2d6+2, greatsword [crit 19-
  20] [x2]), +2 ranged (1d8, light crossbow [crit 19-
  20] [x2]), SA spells; AL CE; SV Fort +3, Ref +1, Wil
  +3; Str 14, Dex 10, Con 14, Int 10, Wis 14, Cha 12
  Skills: Concentration +9 (+4 from Combat
  Casting), Heal +3, Knowledge: Horned Society
  Religion (Iuz) +3, Listen +3, Spellcraft +3, Spot +2;
  Feats: Combat Casting, Scribe Scroll
  Equipment: greatsword, chainmail
  Spells Prepared (4/3+1/2+1; Spell DC = 12 +
  spell 
  level): 
  0—detect 
  magic, 
  guidance, 
  read
  magic, resistance; 1st—cause fear, entropic shield,
  doom, protection 
  from good*; 2nd—hold person,
  inflict moderate wounds, desecrate*.
  * Domain Spells (Evil, Chaos).
  Creature       Positions     2-4
  Skeleton, Medium (3): CR 1/3; 
  Medium-size
  Undead (6 ft. tall); HD 1d12; hp 6 (each); Init +5 (+1
  Dex, +4 Improved Initiative); Spd 30 ft.; AC 13 (+1
  Dex, +2 natural); Atks +0/+0 melee (1d4, 2 claws);
  SQ Undead, immunities; AL N; SV Fort +0, Ref +1,
  Will +2; Str 10, Dex 12, Con ---, Int ---, Wis 10, Cha
  11
  Feats: Improved Initiative (+4 added)
  Special Qualities: Undead—immune to mind-
  influencing 
  effects, 
  poison, 
  sleep, 
  paralysis,
  stunning, and disease. Not subject to critical hits,
  subdual damage, ability damage, energy drain, or
  death from massive damage.
  Immunities (Ex)—cold immunity, 
  one-half
  damage from piercing or slashing weapons.
  Creature       Positions     5-7
  Zombie, Medium (3): CR 1/2; Medium Undead (6
  ft. tall); HD 2d12+3; hp 16 (each); Init -1 (Dex); Spd
  30 ft.; AC 11 (11 Dex, +2 natural); Atks +2 melee
  (1d6+1, slam); SQ Undead, partial actions only; AL
  N; SV Fort +0, Ref -1, Will +3; Str 13, Dex 8, Con ---,
  Int ---, Wis 10, Cha 1
  Feats: Toughness (+3 hp added)
  Special Qualities: Undead—immune to mind-
  influencing 
  effects, 
  poison, 
  sleep, 
  paralysis,
  stunning, and disease. Not subject to critical hits,
  subdual damage, ability damage, energy drain, or
  death from massive damage.
  Partial Actions Only (Ex)—zombies have poor
  reflexes and can perform only partial actions.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    6666))))
  (use creature positions 1-11)
  Creature       Position    1
  Kaezarg, Male 
  Half-Orc 
  Clr5: 
  Medium-size
  Humanoid (6-1/2 ft. tall); HD 5d8+6, hp 38; Init +0,
  Spd 20 ft. (chainmail), Base 30 ft.; AC 15 (+5
  chainmail); +5 melee (2d6+2, greatsword [crit 19-
  20] [x2]), +3 ranged (1d8, light crossbow [crit 19-
  20] [x2]), SA spells; AL CE; SV Fort +4, Ref +1, Wil
  +4.; Str 14, Dex 10, Con 14, Int 10, Wis 15, Cha 12
  Skills: Concentration +10 (+4 from Combat
  Casting), Heal +3, Knowledge: Horned Society
  Religion (Iuz) +4, Listen +3, Spellcraft +5, Spot +2;
  Feats: Combat Casting, Scribe Scroll
  Equipment: greatsword, chainmail
  Spells Prepared (5/4+1/3+1/1+1; Spell DC = 12
  + spell level): 0—detect 
  magic, guidance, 
  read
  magic, resistance 
  x 2; 1st—cause 
  fear, 
  entropic
  shield, 
  doom 
  (x2), 
  protection 
  from 
  good*;
  2nd—hold person, inflict moderate wounds, s o u n d
  burst, 
  desecrate*; 
  3rd—invisibility 
  purge, 
  magic
  circle against good*.
  *Domain spells (Evil, Chaos).
  Creature       Positions     2-6
  Skeleton, Medium (5): CR 1/3; Medium Undead (6
  ft. tall); HD 1d12; hp 6 (each); Init +5 (+1 Dex, +4
  Improved Initiative); Spd 30 ft.; AC 13 (+1 Dex, +2
  natural); 
  Atks +0/+0 melee (1d4, 2 claws); 
  SQ
  Undead, immunities; AL N; SV Fort +0, Ref +1,
  
  The Splintered Cudgel
  Page 14
  Will +2; Str 10, Dex 12, Con ---, Int ---, Wis 10, Cha
  11
  Feats: Improved Initiative (+4 added)
  Special Qualities: Undead—immune to mind-
  influencing 
  effects, 
  poison, 
  sleep, 
  paralysis,
  stunning, and disease. Not subject to critical hits,
  subdual damage, ability damage, energy drain, or
  death from massive damage. 
  Immunities
  (Ex)—cold immunity, 
  one-half 
  damage 
  from
  piercing or slashing weapons.
  Creature       Positions     7-11
  Zombie, Medium (5): 
  CR 
  1/5; 
  Medium-size
  Undead (6 ft. tall); HD 2d12+3; hp 16 (each); Init -1
  (Dex); Spd 30 ft.; AC 11 (11 Dex, +2 natural); Atks
  +2 melee (1d6+1, slam); SQ Undead, partial actions
  only; AL N; SV Fort +0, Ref -1, Will +3; Str 13, Dex
  8, Con ---, Int ---, Wis 10, Cha 1
  Feats: Toughness (+3 hp added)
  Special Qualities: Undead—immune to mind-
  influencing 
  effects, 
  poison, 
  sleep, 
  paralysis,
  stunning, and disease. Not subject to critical hits,
  subdual damage, ability damage, energy drain, or
  death from massive damage.
  Partial Actions Only (Ex)—Zombies 
  have
  poor reflexes 
  and 
  can 
  perform 
  only partial
  actions.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    8888))))
  (use creature positions 1-11)
  Creature       Position     1
  Kaezarg, Male 
  Half-Orc 
  Clr7: 
  Medium-size
  Humanoid (6-1/2 ft. tall); HD 7d8+6, hp 52; Init +0,
  Spd 20 ft. (chainmail), Base 30 ft.; AC 15 (+5
  chainmail); +5 melee (2d6+2, greatsword [crit 19-
  20] [x2]), +3 ranged (1d8, light crossbow [crit 19-
  20] [x2]), SA spells; AL CE; SV Fort +5, Ref +2, Wil
  +5; Str 14, Dex 10, Con 14, Int 10, Wis 15, Cha 12
  Skills: Concentration +10 (+4 from Combat
  Casting), Heal +3, Knowledge: Horned Society
  Religion (Iuz) +4, Listen +3, Spellcraft +5, Spot +2;
  Feats: Combat Casting (+4 added), Scribe Scroll,
  Spell Focus (Enchantment +2 DC on opponent
  saves)
  Equipment: greatsword, chainmail
  Spells Prepared (6/5+1/4+1/2+1/1+1; Spell DC
  = 12 + spell level): 0—detect magic, guidance (x2),
  read magic, resistance(x2); 1st—cause 
  fear 
  (x2),
  entropic shield, doom(x2), protection 
  from good*;
  2nd—hold person (x2), inflict moderate 
  wounds,
  sound 
  burst, 
  desecrate*; 
  3rd—invisibility 
  purge,
  inflict serious wounds, magic circle against good*;
  4th—divine power, unholy blight*
  Creature       Positions     2-7
  Skeleton, 
  Medium 
  (6): CR 1/3; 
  Medium-size
  Undead (6 ft. tall); HD 1d12; hp 6 (each); Init +5 (+1
  Dex, +4 Improved Initiative); Spd 30 ft.; AC 13 (+1
  Dex, +2 natural); Atks +0/+0 melee (1d4, 2 claws);
  SQ Undead, immunities; AL N; SV Fort +0, Ref +1,
  Will +2
  Str 10, Dex 12, Con ---, Int ---, Wis 10, Cha 11
  Feats: Improved Initiative (+4 added)
  Special Qualities: Undead—immune to mind-
  influencing 
  effects, 
  poison, 
  sleep, 
  paralysis,
  stunning, and disease. Not subject to critical hits,
  subdual damage, ability damage, energy drain, or
  death from massive damage. 
  Immunities
  (Ex)—cold immunity, 
  one-half 
  damage 
  from
  piercing or slashing weapons.
  Creature       Positions     8-11
  Ghoul (4): CR 1; Medium-size Undead (6 ft. tall);
  HD 2d12; hp 13 (each); Init +2 (Dex); Spd 30 ft.; AC
  12 (+2 Dex, +2 natural); Atks +3 melee (1d6+1 and
  paralysis, bite), +0 melee (1d3 and paralysis, 
  2
  claws); SQ Undead, +2 turn resistance, paralysis,
  create spawn; AL CE; SV Fort +0, Ref +2, Will +5;
  Str 13, Dex 15, Con ---, Int 13, Wis 14, Cha 16
  Skills: Climb +6, Escape Artist +7, Hide +7,
  Intuit Direction +3, Jump +6, Listen +7; Feats:
  Multiattack, Weapon Finesse (bite)
  Special Qualities: Undead—immune to mind-
  influencing 
  effects, 
  poison, 
  sleep, 
  paralysis,
  stunning, and disease. Not subject to critical hits,
  subdual damage, ability damage, energy drain, or
  death from massive damage.
  Create Spawn (Su)—those killed by ghouls
  rise as ghouls in 1d4 days.
  Paralysis (Ex)—those hit by the claw or bite
  attack of a ghoul must succeed at a Fortitude save
  (DC14) or be paralyzed for 1d6+2 minutes. Elves
  are immune to this paralysis.
  Only Kaezarg carries equipment of value, and
  aside from that, the only treasure is found in the
  chest (see below). He also carries two keys, one, a
  smaller 
  one obviously goes to the chest, and
  another larger key.
  When the group turns their attention to the
  chest, read the following:
  The chest is a very heavy oaken construction,
  reinforced with thick iron bands riveted into the
  wood. On the lid are six plates (in two rows of
  three) made of brass screwed down, and each
  bears a symbol. In order from upper left they are:
  An eye, a triangle within a circle, a pair of
  diamonds overlapping from left to right, a skull
  within a triangle, a pentagram, and finally a pair
  of circles overlapping from top to bottom.
  The chest is locked with the small key found on
  Kaezarg, but opening the chest without touching
  the brass plates in the correct order will result in
  triggering 
  the glyph going off. The glyph is
  detectable by rogues with a DC 25 Search result.
  The glyph may only be avoided by either 
  a
  successful dispel magic (treat the glyph as being
  cast by a 7 th level caster), by pressing the plates in
  the proper order, or by a Rogue using Disable
  Device DC 28. Using the key will unlock the chest
  but it will not bypass the glyph. The correct order
  is: the overlapping circles (lower right), the skull
  in the triangle (lower left)), and finally the eye
  (upper right). 
  If 
  triggered, 
  the glyph (Type:
  Blasting glyph electrical”; save DC15 Reflex for
  
  The Splintered Cudgel
  Page 15
  half) detonates inflicting 3d8 damage to everyone
  within 5 feet of the chest.
  Inside are 50 gp, and three potion bottles (2
  cure light w o u n d s and 1 cure moderate w o u n d s)
  plus 
  carefully 
  folded 
  notes 
  and 
  maps 
  of
  Fendrelen. 
  These detail 
  the 
  town’s 
  military
  readiness, troop compliment, and areas where
  reinforcements 
  have 
  yet 
  to 
  be 
  made. 
  The
  information is about a month old, and is written
  in the hand of many authors, 
  so it can be
  presumed that the information is accurate and
  stolen. Other notes are unsent 
  reports 
  from
  Kaezarg to a superior, listing successes, patrol
  reports, and one cryptic mention that the “amulet
  was a great boon in creating the undead, but that
  the last charge seemed used was miscast, and a n
  uncontrollable aberration was spawned by it”.
  (This refers to the creature in encounter 
  ten
  below.)
  A careful search of the room will reveal
  (Search DC16) that a small rune is carved in the
  floor by the door. It is a symbol of an eye. This is
  the final third of the code to overcome the glyph
  of warding placed on Kaezarg’s chest. If someone
  specifically searches 
  near the door from the
  inside of the room (even if it is for traps, etc.) the
  DC to find the mark drops to 11. If the search roll
  is 14 or higher, the party will find scuff marks on
  the floor north of the wardrobe (DC10 if the area
  is specifically targeted); this is from Kaezarg
  sliding the wardrobe over the secret door, as he
  wanted further 
  protection 
  from the creature
  beyond. The wardrobe 
  and bed only contain
  mundane, valueless items, and the table papers
  only include references to how many creatures
  have been animated, how many more have been
  found, where, etc., i.e., only operating materials as
  to what Kaezarg has been up to. Even when the
  wardrobe is moved, the secret door must 
  be
  found with a Search DC13. It is locked, and the
  keyhole (which will be evident once the door is
  found) will accept the key found on Kaezarg. It
  also may be picked at an Open Lock DC14. The
  door leads to the final area of the complex the
  lair an undead aberration and the hiding place of
  the Splintered Cudgel.
  11: The Unfettered Beast
  The secret door to this area opens inward. If
  the PCs attempt to listen at the door, they will be
  unable to detect any signs of activity behind the
  door. 
  When the 
  door 
  is 
  opened, 
  read 
  the
  following description:
  As you open the secret door, a wave of cold air
  washes over you, and it’s chill seeps into your
  very bones. The darkness of the room beyond
  seems profound, and as your light struggles to fill
  it, you make out that the room is 20 feet across,
  with the secret door opening in the northern-
  most section of the eastern wall. As you look
  south, you see the room stretches nearly 50 feet,
  and the center of the room is dominated by six
  marble slabs. Several piles of rubbish are in the
  northwestern corner. At first, you think you see
  an enormous pile of jumbled flesh and bones to
  the south, but your heart jumps into your throat
  as you see the mass rise, and begin moving
  toward you! It is a construction of bodies and
  bones, like some horrid necromantic spell gone
  wrong, and it raises viscous hooked bone arms as
  it closes.
  This creature is the abomination that Kaezarg
  created, essentially either a skeleton or ghoul
  depending on the Tier of the encounter. The
  creature will savagely attack any creatures that it
  detects, and will pursue any who flee eagerly
  attempting to reach the surface and freedom. The
  creature’s only instinct is to kill and the PCs will
  be letting a horror loose on the world if the
  creature is not dealt with. If turned, the creature
  will retreat to the far corner of the room.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    4444))))
  Undead Abboration (unique skeleton)
  Skeleton, Large (1): CR 4; Large Undead (7-1/2 ft.
  tall); HD 4d12+3; hp 29; Init +5 (+1 Dex, +4
  Improved Initiative); Spd 40 ft.; AC 13 (+1 Dex, +2
  natural); Atks +3/+3 melee (1d6+2, 2 claws); SQ
  Undead, immunities; AL N; SV Fort +0, Ref +1,
  Will +3
  Str 14, Dex 12, Con ---, Int ---, Wis 10, Cha 11
  Feats: 
  Improved 
  Initiative 
  (+4 
  added),
  Toughness (+3 hp added)
  Special Qualities: Undead—immune to mind-
  influencing 
  effects, 
  poison, 
  sleep, 
  paralysis,
  stunning, and disease. Not subject to critical hits,
  subdual damage, ability damage, energy drain, or
  death from massive damage.
  Immunities (Ex)—cold immunity, 
  one-half
  damage from piercing or slashing weapons.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    6666))))
  Undead Abboration (unique skeleton)
  Skeleton, Large (1): CR 6; Large Undead (7-1/2 ft.
  tall); HD 6d12+6; hp 45; Init +5 (+1 Dex, +4
  Improved Initiative); Spd 40 ft.; AC 13 (+1 Dex, +2
  natural); Atks +4/+4 melee (1d6+2, 2 claws); SQ
  Undead, immunities; AL N; SV Fort +1, Ref +2,
  Will +4; Str 14, Dex 12, Con ---, Int ---, Wis 10, Cha
  11
  Feats: 
  Improved 
  Initiative 
  (+4 
  added),
  Toughness (+3 hp added)
  Special Qualities: Undead—immune to mind-
  influencing 
  effects, poison, 
  sleep, 
  paralysis,
  stunning, and disease. Not subject to critical hits,
  subdual damage, ability damage, energy drain, or
  death from massive damage.
  Immunities (Ex)—cold immunity, 
  one-half
  damage from piercing or slashing weapons.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    8888))))
  Undead Abboration (unique ghoul)
  
  The Splintered Cudgel
  Page 16
  Ghoul (1): CR 8; Large Undead (7-1/2 ft. tall); HD
  8d12+6; hp 58; Init +2 (Dex); Spd 40 ft.; AC 16 (-1
  size, +3 Dex, +4 natural); Atks +5 melee (1d8+2 and
  paralysis, bite), +4/+4 melee (1d6+2, 2 claws); SQ
  Undead, +2 turn 
  resistance, 
  paralysis, 
  create
  spawn; AL CE; SV Fort +2, Ref +4, Will +7; Str 14,
  Dex 16, Con ---, Int 13, Wis 14, Cha 16
  Skills: Climb +8, Escape Artist +8, Hide +8,
  Intuit Direction +4, Jump +9, Listen +9; Feats:
  Multiattack 
  (added) , Weapon 
  Finesse 
  (bite-
  bonus added), Toughness (+3 hp added)
  Special Qualities: Undead—immune to mind-
  influencing 
  effects, 
  poison, 
  sleep, 
  paralysis,
  stunning, and disease. Not subject to critical hits,
  subdual damage, ability damage, energy drain, or
  death from massive damage.
  The Splintered Cudgel and the amulet of unlife
  (spent) can be found if the room is searched
  (Search DC13 for the relic, and DC 20 for the
  Amulet, a + 4 situation modifier can be added if
  the rubbish piles are specifically targeted. The
  Cudgel itself is a very dense, heavy club that
  appears to be a huge wedge of knobby 
  oak,
  splintered horribly at the primary mass. It is
  dusty, and obviously old, and radiates no magic or
  emanations of any kind.
  The amulet of unlife was kicked into the
  rubbish 
  pile by the creature 
  after 
  Kaezarg
  dropped it in shock after creation of the beast.
  The Amulet 
  softly 
  radiates 
  magic 
  from 
  the
  powerful enchantments it once held. The amulet
  consists of a necklace made of dried sinew and a
  centerpiece of a small skull. The skull is badly
  damaged and the object is damaged beyond repair
  and holds no monetary value.
  Once the creature is dealt with and the items
  are recovered, 
  the PCs will likely return 
  to
  Fendrelen. 
  If 
  the 
  PCs 
  avoided 
  the 
  guard
  encounter by waiting them out, it is possible that
  these creatures will catch the PCs as they attempt
  to leave.
  CCCCoooonnnncccclllluuuussssiiiioooonnnn
  The return trip to Fendrelen will be without
  event, and if the party returns 
  it, read the
  following wrap-up text box:
  As you enter town, you realize that many weary
  eyes 
  are 
  upon 
  you…the 
  people 
  are
  understandably expectant. Moving through the
  various work camps, you can see the signs of the
  overworked and fatigued, as mortared joints are
  crumbling, stones are uneven, and projects have
  progressed little since your departure. When you
  get into the marketsquare of town, you are
  greeted by the familiar Cleric Tarbolt, along with
  Sergeant Dorrull.
   “You have returned!” the Cleric says, with a
  note of suppressed joy. “Did you…did you find
  it?” As you produce the relic, his face washes over
  with relief, and the Sergeant actually chuckles.
  Those people nearby begin to whisper, and word
  quickly passes through the town.
  Tarbolt again speaks. “Friends, you have
  indeed done a great service for Fendrelen this
  day. We are all in your debt.” He clasps each of
  your hands in turn, then accepts the Splintered
  Cudgel like it was a newborn baby. “Tonight, we
  shall all feast and revel in victory, for today, the
  spirit of those who labor to make our town safe is
  restored! Let everyone look upon 
  this, the
  Splintered Cudgel, and be reminded of how our
  lord St. Cuthbert watches over our struggle, and
  shall deliver us. Even a simple length of humble
  wood can smash the greatest of evil with but a
  single swing.” Tarbolt holds up the relic and you
  feel a rush of wind blow by you. All around, the
  people recognize the club, and it is as if a blanket
  of gloom is lifted in an instant. You watch with
  amazement, at the effect this simple shaft of
  wood, unmagical and unremarkable, has on the
  populace. Indeed, this humble token of a deity’s
  protection has a profound affect on those who
  behold it, 
  and you 
  know that 
  Fendrelen’s
  determination is once again whole.”
  The PCs are expected to return Splintered
  Cudgel to the town. If the PCs attempt to keep
  the item, they will be discovered by Tarbolt. If the
  PCs kept the notes and papers regarding military
  readiness they should be turned over to the
  Sergeant or perhaps Captain Elek, and will be
  reviewed with great interest. They may serve as a
  theme for a later adventure, but for now, there is
  little more for the group to do but enjoy the
  celebration.
  TTTThhhheeee    EEEEnnnndddd
  EEEExxxxppppeeeerrrriiiieeeennnncccceeee    PPPPooooiiiinnnntttt    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  To award experience for this adventure, add up
  the values for the objectives accomplished. Then
  assign the discretionary roleplaying experience
  award. The roleplaying award should be given for
  consistent character portrayal and contribution
  to the fun of the game. You can award different
  roleplaying amounts to different characters.
  Award 
  the 
  total 
  value 
  (objectives 
  plus
  roleplaying) to each character.
  Encounter Four:
  Defeating the Humanoids
  100
  Encounter Seven
  Area Eight: Defeating the guards
  50
  Area Nine: Defeating the undead
  75
  Area Ten: Defeating Kaezarg
  75
  Area Eleven: Defeating the Undead
  100
  
  The Splintered Cudgel
  Page 17
  Conclusion:
  Returning the Cudgel and the Notes
  50
  Total experience for objectives
  450 xp
  Discretionary roleplaying award
  0-50 xp
  Total possible experience
  500 xp
  TTTTrrrreeeeaaaassssuuuurrrreeee    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  Player 
  characters 
  may keep items 
  from 
  the
  scenario that are listed on the treasure list below
  or which meet the following conditions:
  1. 
  The 
  item 
  must 
  be 
  non-magical 
  and
  specifically listed in the text of the adventure
  (e.g armor on foes). If it is not listed in the
  text, the characters cannot keep it. Items of
  this nature can be sold for 50% of book value,
  or recorded on a log sheet.
  2. 
  Animals, followers, monsters, henchmen, and
  so forth (any living being, basically) may not
  be kept from a scenario for any reason unless
  the 
  treasure 
  summary 
  lists 
  the 
  being
  specifically. 
  It 
  is 
  okay 
  for 
  the 
  player
  characters to form relationships with NPCs,
  but these will not be certed and cannot bring
  material benefit to the character. Contacts
  (sources 
  of extra 
  information) 
  must 
  be
  specifically certed.
  3. 
  Theft is against the law, but may be practiced
  by some player characters. Items which are
  worth more than 250 gp that are of personal
  significance to the owner (including family
  heirlooms), and all magical items, will be
  discovered in the possession of the character
  by one means or another. The character must
  return the item and pay a fine equal to three
  times 
  the value 
  of the item 
  stolen. 
  In
  addition, the PC caught receives campaign-
  decided penalties for being known as a thief.
  For other stolen 
  items 
  which 
  meet 
  the
  criteria in #1 above, use your judgment and
  the 
  circumstances 
  within 
  the 
  game 
  to
  determine whether a PC thief gets away with
  the theft or not.
  Any item retained according to these rules, which
  does not have a certificate, will not ever have a
  certificate issued for it.
  The campaign staff reserves the right to take
  away any item or gold acquired for things which
  it later 
  finds 
  unreasonable 
  but 
  which 
  were
  allowed at the time.
  Encounter Four:
  Creature’s mundane equipment:
  200 gp
  Encounter Seven:
  Area 8: Guard’s mundane equipment
  200 gp
  Encounter 8
  • 
  2 potions of cure light w o u nd s (50 gp each, *,
  liquid and glass, common).
  Potion of cure moderate w o u n d s (value, *, liquid
  and glass, common).
  [e t c]
  
  The Splintered Cudgel
  Page 18
  AAAAppppppppeeeennnnddddiiiixxxx    oooorrrr    DDDDM
  M
  M
  M    AAAAiiiidddd
  CCCCoooom
  m
  m
  mbbbbaaaatttt    M
  M
  M
  Maaaapppp    ffffoooorrrr    EEEEnnnnccccoooouuuunnnntttteeeerrrr    FFFFoooouuuurrrr::::
  
  The Splintered Cudgel
  Page 19
  DDDDM
  M
  M
  M    M
  M
  M
  Maaaapppp                                
  TTTThhhheeee    UUUUppppppppeeeerrrr    SSSShhhhrrrriiiinnnneeee::::
  6B.
  6C.
  6A.
  T
  
  The Splintered Cudgel
  Page 20
  CCCCoooom
  m
  m
  mbbbbaaaatttt    M
  M
  M
  Maaaapppp    ffffoooorrrr    AAAArrrreeeeaaaa    9999::::
  
  The Splintered Cudgel
  Page 21
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    AAAArrrreeeeaaaa    11110000::::
  
  The Splintered Cudgel
  Page 22
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    AAAArrrreeeeaaaa    11111111::::
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Furyondy/591/Normal Scenarios/FUR1-07 - The Splintered Cudgel (APL 2-6)/FUR1-07 - The Splintered Cudgel.pdf