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The Amber Temple
The Amber Temple
The Amber Temple
Artwork
• Maps of Barovia and Krezk: u/Expert-Use
• Other images from Pixabay.com
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Curse of Strahd, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand,
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Page ii | Intro
The Amber Temple priate that it is hidden deep underground.
T
Instead of finding the entrance to the temple itself,
he Amber Temple is an odd location that your players find a more unassuming building.
doesn’t seem to fit very well into the overall
module. Due to the lack of quest hooks lead- As your steps lead you up the icy path of the mountain,
ing players there, it feels tacked on. you see before you a sheer wall of granite, fifty feet wide
This chapter aims to help you make the Amber Temple and surrounded on either side by treacherous slopes.
a pivotal location within your campaign, and the key to At the base of the wall you can see a door, its normal
defeating Strahd von Zarovich once and for all. Along size made tiny in comparison to the stone in which it
stands. Thick ice covers the door, indicating its age and
the way, this guide will also help you enhance the story
disuse. Despite that, the snow at the foot of the door has
of the Amber Temple by making various changes to its been swept away, indicating that someone has been here
physical location, its rooms, and its inhabitants. recently.
Video Companion This monastery served as the general quarters for the
Watch the companion video for this chapter on YouTube.
wizards who originally built the Amber Temple. It’s
where they ate, slept, and it also served as their base of
operations during the excavation of the temple further
Getting to the Temple underground.
Unless your Tarokka reading has placed an item of When the players enter into the monastery, they find
power within the Amber Temple, or your players are it to be empty. Several rooms split off from the main
traveling with Kasimir Velekov, the module provides no hallway, each containing the ruins of what used to be
incentive to venture up the slopes of Mount Ghakis. simple wooden furniture.
There are three key NPCs within Curse of Strahd that In the corner of one room sits a corpse.
would have access to information about the temple. Any
one of these could point your players in the direction of Sitting up against the corner of the room is a dead body,
the temple, and tell them at least a little about Strahd’s covered in tattered robes. You can tell from its mummi-
ink to it. fied features that it has been here for a great number of
years, preserved by the cold climate of the mountain.
A close inspection reveals that the corpse was likely a
The Abbot - He’s been in Barovia long enough, and
young man when he was alive. In one hand, he clutches
has learned enough about Strahd, that he’s bound to an iron hammer. In the other, a dulled iron chisel.
know at least something about the Amber Temple and
its relation to the lord of the land.
Ezmerelda d’Avenir & Rudolph van Richten - The A DC 10 Intelligence (Investigation) check reveals that
two monster hunters always come to a fight well-pre- the robes were likely those of an apprentice wizard. Be-
pared. As such, they’re bound to have done as much yond the hammer and chisel, no other items are found
research on Strahd and his history as possible. During on the body.
their respective researches, one or the other may have If the party explores the back reaches of the mon-
turned up information on Strahd’s link to a temple astery, they will find a large wooden door with iron
somewhere in the southern mountains. banding. Carved into the wood, over and over again
Madam Eva - In addition to using the Tarokka reading in various languages, is a message. A DC 10 Wisdom
to tell your players where to go during their adventure, (Perception) check reveals that the message was likely
Madam Eva can give them cryptic hints about the tem- carved by the apprentice wizard with his chisel.
ple. “The final nail in the Dark Lord’s coffin lies beyond When your players examine the message, read the
gates of Amber.” following aloud:
The essence of a dark god can be drawn out of the void and imprisoned in a solid block of amber on the material
plane. The casting of this ritual requires two individuals: a summoner and a binder.
Using the salt, mark out a 50 foot wide circle, whose perimeter the summoner will walk. Mark
a smaller circle inside and connected to the outer perimeter, within which the binder will
kneel. Place the block of amber in the center of the large circle, and at its base place the
material representation of the entity to be bound.
The two casters take their place. The summoner just inside the large perim-
eter, and the binder inside the smaller circle. The summoner sets alight the
herbs within the censer and begin a clockwise march inside the circle’s pe-
rimeter while chanting the true name of the entity they wish to summon.
While the entity is being summoned, the binder reads aloud a sacred
text and pours the blood upon the saint’s bones.
If properly laid, the salt will confine the entity to the immediate
area and protect the binder from harm. The barrier is not impervi-
ous, however. It has an AC of 10 and 100 hit points. As such, dis-
tractions and bodyguards are recommended to keep the entity
occupied.
At the end of the ritual, the bones and the blood are used up
and the entity is bound within the block of amber.