Returning the Am’ver’nat Plot in Konthra | World Anvil
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Returning the Am’ver’nat

Abstract

Adventurers are lured to an abandoned church, that has been taken over by Goblins, who are abducting passers by and sacrificing them to their god, Maglubiyet. They are doing this at the behest of an oversized, imposing hobgoblin called Ves’Nil but unbeknownst to them, this is a doppleganger in disguise, duping the goblins in order to get all the gold and belongings that the sacrifices leave. Meanwhile, the 3 high priests at the head of the cult are fully aware of this plan, but plot to utilise the sacrifices to increase their own power and turn the tables on Ves’Nil.  

Opening

  Our adventurers are returning triumphant from their latest mission, to retrieve the Am’Ver’Nat, a magical amulet for the mage Yanrish, who resides in the capital. After celebrating late into the night, they took rest and broke their fast with a hearty luncheon. Setting off later than they expected, they’re on the road back to the capital, some 3 days journey away. Despite it being late in the afternoon, the travellers are content to push on for a little while, before searching for camp. From left to right, we have…? Everyone rolls a d20, and the highest team member is deemed to have won when drawing lots the previous night. As such, they are attuned to and wear the amulet. The golden amulet has an inlaid ruby that now pulses as it confers +2 to AC. As the group continue, the sun starts to set.  

Event 1

  A scream is heard in the distance, and on the horizon vague outlines can be seen. Perception check >12 – what looks like two smaller figures run further into the distance until they disappear. As the party approach, one of the outlines sees them and rushes over to ask for help. This human woman, dirty and with torn clothes from the recent struggle, explains that her children have been taken by some goblins, who ran off towards the abandoned church a mile away. Note that the woman is a doppleganger (Garsh’Nit) in disguise. If the party choose to help the woman and head to the church, go to Event 2 Else, if the party continue on, goblins will continue to watch the party, and try to steal from them when they set camp. This should be enough to persuade the party to head to the church.  

Map 1 – Church interior

  It’s getting dark by the time the party approach the church. There’s an obvious front entrance, with the door ajar, but by circling around, a second locked entrance can be found.
Church Entrance
As darkness approaches, an abandoned church reveals itself from the mist
  Entering in the front, the vestibule/entryway is lit, but the main interior is dark.
Perception with Darkvision>15 – Can see the trap laid out
 

Trap with 3 goblins, 1 direwolf holding up a chain net, Chain net falls with Dex save >12 to escape, otherwise restrained. A hidden Hobgoblin Shadowcaster waits in the pulpit, and on battle start will attempt to steal the amulet. A Perception greater than his stealth is needed to see him, otherwise he’ll steal it and either use expeditious retreat and/or use his ability to teleport away. If seen, he’ll still try and steal it with a contested strength check. This will be his main aim throughout, and on success he will leave via the staircase. 3 potential reinforcement goblins from the floor below will assist in this.

One of the goblins’ remains will contain a note, needed for the floor below.
  Big statue of Maglubiyet, either identified via bedroom book or religion check >12 Big pile of gold and jewels, worth easily over 1000GP.
Investigation >14 also finds 4 normal healing potions and a potion of invisibility (Arcana >15 to identify).
Entering the church via the side entrance requires lock to be picked (Sleight of hand >12), gives rise to a small entry way with two doorways. One open to the church and one closed/locked, leading to the bedroom.  

Bedroom

(Occasional stealth checks needed, <10 alerts the goblins in the church) Book on the history and teachings of multiple gods, open at the goblin god Maglubiyet. Readable as in Common. A religion check >12 will confirm that it’s a basic retelling of his background, written for study purposes. This isn’t some sort of Goblin bible. Notable that it’s written by an elf. Drawers on table trapped, investigation >12, Sleight of hand >14, Dex save >12 – 1d6 piercing.
Papers inside:
Maglubiyet - lots of other names, Fiery-Eyes, the Mighty One, the High Chieftain, Lord of Depths and Darkness, the Battle Lord
  Enemy of the elven gods, but you'd expect that from a book written by a tree hugger. Damn, but they have a lot of gods!
  As if we didn't already have enough problems with the human Lathander 'army'.
  The holy day is the new moon, when's that??
  His holy weapon is the battleaxe - that explains the use of axes by the priests at least!
  ...goblin worshipers are referred to as the "sons of Maglubiyet". I'll have to remember that term, should buy me extra credibility.
  Need to get all coin collected up here somehow in case I need to make a quick exit. Good job they’re more focussed on their god than coin.
Ves'Nil,
This is quite possibly your most audacious plan yet, and I can certainly see why you would reach out to me for help. Given the returns you're talking about, then yes, I can be there in a week, but I warn you that twenty percent will not be enough, I expect a thirty five percent share. The last time we infiltrated a group together I don't need to remind you, I was the one who had to buy my way out of the stockade. I still consider that you are in debt to me for that one. And if you want me to be out there on the roadside to lure people in, every new target is a risk of me being found out, and I'm out there alone.
  Goblins is a risky business too. I get that their greed is a useful way to leverage them and likely to overcome suspicions, but they're not stupid, at least the Hobgoblin priests won't be. Especially when it's their own god you're talking about. Just because you have some children's book on gods of the world, doesn't mean that you can convince priests who worship said god, that you're his messenger, prophet or whatever.
  No matter how profitable this is, I suggest that we don't drag this out longer than we have to.
— Garsh'Nit
 
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  Chests and other drawers around the room reveal rich clothing, and (investigation >14) some jewels worth around 100GP. Optionally, magic items may be found, stolen from previous sacrifices. Cloak of invisibility etc. Main battle may need to increase in difficulty if so. In the corner, some old books describe the history of the church. Originally built to worship Lathander, it sits on top of a large set of burial chambers, where nobles are interred.   Another door leads to a separate mini hall with an open hatch leading downstairs. Door is latched (only openable) on the bedroom side, but another doorway in the hall leads to the main church area.    

MAP 2 – Lower level 1

Church Lower Level 1
A series of burial chambers have been ransacked and had walls knocked through to create two rooms. One is a mess with 3 goblins sleeping in it currently (unless used in the church entrance battle). Food lies half eaten on the floor, with crude beds up against the walls. Players may try and persuade one of the goblins to show them the way across the grates, 'Mach'kin' the goblin will be keen to escape, but likely scared enough to co operate, depending on how players treat the other two goblins (for example, in one session i ran, players cast silence in the room, killed two of the goblins, then used that scene to intimidate Mach'kin into helping).   Another room, across the hallway is more ostentatious and houses three reasonable beds, desks, religious books. This is the living area for the three high priest hobgoblins. Investigation will find papers (detail below). If the goblin note was not found above, it is found here.
Investigation check >12 will find papers indicating mistrust of Ves’Nil. Investigation >14 will find amulets and jewels worth ~200GP.
The rest of the hallway contains intact burial chambers, but with excess coffins transported from the converted rooms. Investigation will reveal skeleton pieces and a couple of pouches with ~20GP total.
The Shadowcaster hobgoblin is also hiding here. Investigation or perception check > his stealth check to find him.  
Standard Investigation
Praise be to Maglubiyet, and his herald Ves'Nil! Ves'Nil brings forth the Message that His time is near. With praise and sacrifice, Fiery Eyes will walk upon this realm again! In the name of the High Chieftain, the Mighty One, we cleanse this ground formerly dedicated to the heretic's god, Lathander, and claim it in His worthy name! The tombs below shall be cleared to create a sacrificial sacrarium. Blood will be spilled in His name and for His honour. All glory to Maglubiyet!
Investigation >12
Preparations go well, with everything in place to be complete for the New Moon in three days' time. If we can just get the workers to stop falling in the grates! We chose a pattern that works the same forward as backward for a reason, and our numbers are depleted enough after the recent attack. Gold is placed above as an offering at the altar at Ves'Nil's request, though the more valuable individual items are safely secured. The halfling and the gnome family are to be presented at the Eve, with the remaining human heretic to be our final offering. Ves'Nil still labours under the belief that we serve him, and little suspect our intentions. Maglubiyet be praised, this will remain so until the New Moon reveals itself.
  After making it past the grate, the adventurers make their way through a cave network. The stones emit light green fog, and some pipework is also emitting this. If the party breathe any of this in, they will take 1d4 necrotic damage each time. The caves can be home to rats, giant spiders, or other creatures that may attacked if confronted, but will generally seek easier prey.  
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Map 3 – The Sacrificial Chamber

Church Lower Level 2
  The opening area has caved in somewhat, but there is a path through. The adventurers pass by a cell with a near-death human Paladin.
  On speaking with her, she’ll wonder that she was found, and explain that there were at least two dozen goblins when her team tried to retake the church for Lathander after hearing rumours of it being corrupted. She’s the only one left, others were either killed in the battle or sacrificed afterwards. A halfling and a gnome family were taken to be sacrificed hours ago – maybe a day?
She’ll also inform the group about the font further on. Drink from it for Lathander’s blessing, but drink only once.
  On reaching the font, a 1d4 rolltable allows for differing boons. Once a boon is taken, it cannot be had again (i.e. duplicate rolls are re-rolled). An attempt by any character to drink from the font more than once, will result in 1d4 poison damage every round until that character makes a successful constitution saving thrown of greater than 14.  
1. The character is considered Blessed for ten minutes
2. The character has a +1 to AC for ten minutes
3. The character gets to roll a hit die for healing, and recovers a spell slot
4. The character is considered to have taken a long rest, with the associated benefits
   

The FINAL Battle

On entering the sacrificial chamber, the room feels oppressive in heat, mainly thanks to a huge brazier (grate with hot coals) in front of the group.
The area is split in two, the first is a sort of staging area, with a cage and stocks to hold captives in place.
The rear area holds a furnace, a rack of large axes and an altar with a basin that is mostly filled with blood (though on initial entrance it is unlikely that the group will perceive that far).
  Awaiting them in the middle of the room is a large, red cloaked hobgoblin (Ves’Nil) and 3 goblins, who immediately attack.
On Ves’Nil’s turn, he threatens the group and starts to weave a spell before grunting three times as the High Priests hit him in the back with their ceremonial axes.
As he falls to the floor, the goblins stop to watch as he reverts to his doppleganger form and dies.
At this, the High Priests exclaim that they’ve ‘done it’ and are enveloped in flame. Once the flames recede, the group are left facing a Hobgoblin Captain, Warlord and Devastator.
  Now, the real battle begins.
  As the battle rages, the Shadowcaster Hobgoblin may enter the fray to support the other Hobgoblins. Alternatively (or additionally), Garsh’Nit, the human who originally waylaid the group will enter, realise the game is up and attack the hobgoblins who killed her companion – effectively aiding the group. As she attacks, she will drop her disguise and revert to Doppleganger form.
At any time, the party can try and retrieve the amulet from the Shadowcaster Hobgoblin as an action. It does not add +2AC to the Hobgoblin as she has not attuned to it.
  As the battle progresses, columns are taken out, and if the party survive, they then have to race through the church back to the top to escape, as it collapses around them. They can choose to try and rescue the Paladin but will incur an extra DC check as they make their escape.
 
DC10 Dex to escape the lower floor
DC12 Dex to escape the goblin/hobgoblin quarters floor
DC14 Dex to escape the church
Failures incur a strength saving throw >12 to shrug off falling rocks. Further attempts are available, but the DC increases by 1 each turn as more rock falls.
  Any surviving members watch on as the church collapses, then slowly make their way back to the road to try and find a safe place to camp.
All maps made using Dungeon Alchemist software
Dungeon Alchemist .dam files, Foundry imports including wall and lighting placement available on request

Comments

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Apr 30, 2022 21:23 by Michael Chandra

Neat plot with a few interesting twists, such as being bamboozled into entering. I also like the supplied method to help the players organically if they're running into trouble.


Too low they build who build beneath the stars - Edward Young
May 6, 2022 19:26

Thanks, much appreciated!