Amber Temple
From Hayashi Park Potterverse for 5th ed. Dungeons and Dragons (5e)
Revision as of 13:38, 10 July 2018 by ZFMnii6Vb9xna LM -ge (Talk | contribs)
Contents
- 1 Minimum PC Level
- 2 Phase 1: The Cold and the Arcanaloth
- 3 Phase 2: The Hallways of DEATH
- 4 Phase 3: Puzzles and Death Traps
- 5 Phase 4: OH YEAH, THE LICH
- 6 Phase 5: The Lower Level
- 7 Phase 6: The Dark Vestiges
- 8 The Cold
- 9 The Arcanoloth Fight
- 10 Group Stealth Rolls
- 11 The Staff of Frost
- 12 The Amber Sarcophagi
- 13 Special Events
Minimum PC Level
(Level 9) The Amber Temple: Page 181 ([1])
Phase 1: The Cold and the Arcanaloth
The first thing that you have to decide upon whether or not you want to focus on is the weather. The book details the “Extreme Cold” of the location as being -10 degrees Fahrenheit. It states that if characters don’t have heat sources, warm gear, or magic to protect them then they are subject to the effects of extreme cold as detailed in the “Weather” section of the “Adventure Environments” chapter of the Dungeon Master’s Guide. (Source)
Now, I’ve talked about this very condition in a previous post of mine, and I still tend to think that this extreme cold causing effects like levels of Exhaustion is just too much for the player-characters to handle, especially given all the other things they’ll be facing in the Amber Temple. I feel like something like this was put here specifically to kill player-characters. (Source)
Yes, it makes sense in the narrative of the world – Mount Ghakis (where the Amber Temple is located) is freezing cold. I get it. But, why make this so much more difficult than it already is? Allow me to elaborate a little further on this with the next thing that characters encounter within the Amber Temple. (Source)
Almost as soon as the characters enter the temple, they’re attacked by an impossibly hidden Arcanaloth that hurls its spells across a huge, 90-foot room at them. Spells like fireball, and chain lightning. Plus, it has Truesight, so going invisible won’t help the characters. Not only that, but because it’s nearly pitch black inside the temple AND because the Arcanaloth is hidden within an orb of magical darkness, the players have no hope of properly defending themselves. So that’s kind of messed up. (Source)
After just two spells, two of my characters were down, and an NPC nearly bit the dust. (Source)
Thanks to their quick thinking, the party managed to slip into one of the annexes on either side of the balcony at the temple’s entryway. (Source)
X6 and X15 are the annexes
But, here’s where things get tricky. Both of the annexes have their own problems for the player-characters. X6 has a hole in the floor that leads to one of the rooms downstairs. In this room are three flameskulls. So, if the characters make any noise, they may alert the flameskulls, causing them to fly up through the hole and attack. Now, depending on how much damage the characters took from the Arcanaloth’s spells, and depending on how many of the three flameskulls immediately cast fireball on the unsuspecting party (hint, it’d be all three of them), this may just instantly kill them all right there. (Source)
Sound fair?
X15, now, has inside of it 5 berserkers, 1 gladiator, and 1 dire wolf. That’s 7 enemies. Depending on your party’s size, the odds could be against them. Remember about 5E’s Bounded Accuracy mechanic as well as how the size of a group of enemies can outnumber a party and put them at a great disadvantage? (Source)
And, beyond X15 is the hallway X17 to the north, and that has another three flameskulls in it. More on X17 later. (Source)
So right at the start of the Amber Temple, the characters will be attacked and surrounded by a large number of dangerous enemies. The TPK could happen all within twenty minutes of gameplay, and before they’ve even explored two or three rooms. That’s intense. (Source)
Phase 2: The Hallways of DEATH
Next are the two hallways that branch north off of areas X6 and X15. X8 is the northeast hall, and X17 is the northwest hall. (Source)
Let’s talk about X8 first, since that’s the direction my players ended up choosing while under fire from the Arcanaloth. Luckily, they quickly discovered the flameskulls in the room below, so were careful not to make any noise. (Source)
Down hallway X8, though, there’s a chance the players will attract the attention of a huge amber golem, using the stone golem monster stats but with only 145 hit points. My party actually slipped into the Lecture Hall, area X9, as the golem came tromping down toward them. Here, they met the wizard apprentice Vilnius. Vilnius is a shady, evil character who just wants to survive long enough to escape the Amber Temple. His master, the wizard Jakarion, brought him here and promptly died. (Source)
Or maybe Vilnius has gone mad, and so the mage attacks the party, and that’s one more threat to deal with. (Source)
Let’s talk about X17, though, and how this one area of the Amber Temple can potentially send your party into a downward spiral of madness and evil. Ready? Let’s go. (Source)
The hallway X17 contains the charred remains of Jakarion the wizard. First of all, he’s dead and charred thanks to the three flameskulls in this area. So if the party hasn’t dealt with them yet, they probably should. I had a way around this when I ran the game. However, that’s not the worst part. Lying next to Jakarion’s corpse is his staff of frost. When a player-characters picks this up, they immediately gain a new flaw – no saving throw. (Source)
“I crave power above all else, and will do anything to obtain more of it.”
This is a very interesting flaw, and one that may not have a severe impact on the player-character who gains it…oh, that is until you remember what the Amber Temple houses: Power, with a capital P. (Source)
If the characters make it through X17, they then can find their way to X22, X24, X26, and X27 – a veritable gauntlet of making your players distrust you, the DM, and possibly die. (Source)
Phase 3: Puzzles and Death Traps
So we’re moving right along here. Assuming the characters just went down X17, they’ll eventually reach X22, which contains a huge, lavish, delicious-looking and delicious-smelling feast of glistening meats, fresh fruits, tantalizing wine, and enough seats at the table for all. (Source)
Haha, wait, it’s a programmed illusion. (Source)
In fact, the only things that are real in this room are the table and a green copper ewer sitting atop it. Not even the chairs and torches on the walls are real. As soon as somebody picks up the ewer, all the illusions immediately fade – plunging the room into darkness, mind you – and SEVEN SPECTERS APPEAR to attack he-who-holds-the-ewer. (Source)
JESUS. …Remember, these things drain maximum hit points. Until you’re dead. (Source)
However, if your group is smart enough to NOT touch anything in this room because perhaps they ALREADY don’t trust you, they may move right along and eventually reach area X24 (also please note that the crumbly balcony area X23 could also collapse under too much weight, causing characters to plummet 30 feet and take 3d10 fall damage). (Source)
Lich Lair
X24 is unassumingly sinister. There is a statue here that resembles the giant one in the main temple area. This statue has upon it the sympathy effect of an antipathy/sympathy spell. That is to say a character must succeed a Wisdom saving throw or be drawn to the statue and sit there until it dies of exhaustion and starvation. There’s also, seemingly, no way out – so if your party cannot discover the secret door leading to area X26, then they may become discouraged and turn around. (Source)
If they do find X26, they’re going to wish they hadn’t. (Source)
Once the door opens, hundreds of skulls come pouring out of it. The entire 30x20x20 room is packed full with them. The book says it takes one character 5 minutes to wade a path through them to the other side (another secret door, remember – so, at first glance, it’s just a dead-end room full of skulls). Further, there’s an iron chest stuck upside-down to the ceiling of this room with sovereign glue. The chest is sealed with an arcane lock. (Source)
Should the characters desire to open it, and are able to get it open… well, then, the floor just disintegrates and whichever poor schmuck is standing in the room plummets 30 feet to the room below (again, 3d10 fall damage) – a room in which four poltergeists wait to fight whoever disturbs them. Again, the poltergeists use the specter stat block! Jeez! Oh, AND the iron chest turns out to be empty. HA. HA. (Source)
But let’s say none of that happens, and they find the secret door to area X27. (Source)
Phase 4: OH YEAH, THE LICH
Liches are saved usually for use as a BBEG in an entire adventure or campaign. They are extremely powerful. It’s very unlikely a party of 8th-9th level characters who have made it thus far into the Amber Temple with all its dangers will be able to face off against one. Or, at least, it’ll be a harrowing encounter with probably a death or two. (Source)
Btw did you know Adventure Time is based on D&D? (Source)
Area X27 is the home of such a lich, namely Exethanter. He is the guardian and keeper of the knowledge and power within the Amber Temple. Now, luckily, the book states that the lich has no design for Barovia, nor does he desire an alignment with or the deposing of Strahd von Zarovich. He merely exists here, and the Amber Temple is the most important thing for him. (Source)
Also luckily, he’s lost much of his memory. I feel like this is the narrative’s way of making him somewhat less of a threat to the party, should a battle commence. He doesn’t remember much of his spells, or even his own name. In fact, the lich doesn’t remember the passwords to the various books in his library or vaults containing the dark vestiges. So… he’s kind of useless. And pathetic. Based on the book’s information alone, I feel like the encounter would be sad and almost meaningless – simply a reminder to the party of the pure hopelessness of Barovia, and how its darkness can even snuff out the power of a creature such as an immortal lich. (Source)
However, when I ran this section of the Curse of Strahd adventure, I took some inspiration from Chris Perkins and how he ran it for the Waffle Crew in “Dice, Camera, Action!” In his Amber Temple, Exethanter was still somewhat aloof, but was in fact friendly and helpful to the party. I thought this was an interesting idea – and a great way to turn a trope onto its head. The ever-evil lich creature now acting friendly and accepting of the adventurers? Now that’s interesting. And it was fun, too! (Source)
This also allowed me to direct the adventurers through the Amber Temple without having to face off against all the severely powerful monsters. With Exethanter guiding them, no creature would touch them (it even says so in the book). Exethanter was able to chase off the Arcanaloth, move past the obedient flameskulls, and evict the berserkers camping out in X15. He also banished a death slaad that was hiding inside on of the amber vaults! I didn’t want my lower-level party to have to face all of these things and have this area of the campaign adventure take SEVERAL sessions because of all the combat they’d be enduring. That felt too distracting to the narrative, to the tone of Curse of Strahd. (Source)
The Amber Temple is literally a dungeon-crawl stuck in the middle of a gothic horror. (Source)
Phase 5: The Lower Level
Above is the northern half of the lower level of the Amber Temple. You can see X39, where the four poltergeists wait for people to fall through the floor of the trapped X26, as well as area X40, which serves as a treasure room and is guarded by another amber golem – and this one is at full hit points. (Source)
X36 is the western hallway – thankfully unguarded. The room X38 is haunted by another poltergeist (specter). X35 on the eastern side of the lower level, however, contains a deactivated shield guardian. If a player-character has already found the amulet that goes with it, they can control this beast! So that’s pretty cool. (Source)
X5a on the main floor is where the statue of the faceless god stands. Its head is hollow, and full of a spell of magical darkness. This is where the Arcanaloth lairs. From within the darkness, it casts its spells at creatures who cross into its line of Truesight. It’s a nasty fellow. (Source)
Here’s the other half of the lower level. X31 is a giant tomb that contains (amazingly) no threats. However, the eastern hallway of X32 has a coven of 3 Barovian witches (!!!) and their 3 brooms of animated attack. Holy cow! (Source)
Phase 6: The Dark Vestiges
Okay. Whew. There are SEVEN areas that contain amber sarcophagi, which each house a dark vestige of a god – power that the player-characters can obtain. Remember Jakarion’s staff of frost and the flaw it bestows its wielder from earlier? Yeah, here’s where that causes things to go downhill fast. (Source)
If a character gains Jakarion’s flaw of craving power, then it makes absolute sense that that character would then want to get most if not all of these powers that the Temple offers. That’s what the character in my campaign did. He had picked up Jakarion’s staff, and started gathering all of the dark vestiges as soon as he heard about them. (Source)
Here’s the issue, though. When a character accepts a dark vestige, it must then succeed on a DC 12 Charisma saving throw, or have its alignment shift to evil. (Source)
So, even a character that didn’t get Jakarion’s staff could still technically go to one of these sarcophagi and accept a dark gift, and turn evil. (Source)
I’ll go ahead and detail all TWENTY of the dark vestiges offered within the Amber Temple so that you can see how insane this place is. I’ll also list out which of the various vaults contain further threats to the party foolish enough to seek them out. (Source)
X33a. Vault of Shalx
Three flameskulls occupy this room.
Dark gift of Fekre, Queen of Poxes
Cast contagion as an action.
Can be used a total of 3 times.
The beneficiary reeks of filth.
Dark gift of Zrin-Hala, the Howling Storm
Cast lightning bolt as an action.
Can be used a total of 3 times.
One side of the beneficiary’s face sags and goes numb.
Dark gift of Sykane, the Soul Hungerer
Cast raise dead as an action.
Can be used a total of 3 times.
Beneficiary’s eyes glow sickly-yellow.
Gains the flaw, “If I help someone, I expect payment in return.”
X33b. Vault of Maverus
Dark gift of Savnok the Inscrutible
The beneficiary gains benefits of the mind blank spell.
FOR A YEAR.
Beneficiary’s eyes melt away, leaving empty eye sockets that can still see.
Dark gift of Tarakamedes, the Grave Wyrm
Beneficiary grows skeletal wings, and a fly speed of 50 ft.
Beneficiary must consume at least 1 pound of bones or grave dirt daily by dawn or DIE.
Dark gift of Shami-Amourae, the Lady of Delights
Cast suggestion as an action.
Saving throws against it have disadvantage.
Can be used a total of 3 times.
Beneficiary grows an extra finger on each hand, and the flaw, “I can’t get enough pleasure. I desire others to create beauty for me at all times.”
X33c. Ghastly Vault
Seven ghasts with the spider climb ability guard this room.
Dark gift of Drizlash, the Nine-Eyed Spider
Beneficiary gains benefits of spider climb ability.
Beneficiary grows an extra eye somewhere on its body, which is blind and ever open.
Dark gift of Dahlver-Nar, He of the Many Teeth
Beneficiary instantly reincarnates when it dies, a new body appearing within 10 feet of the previous one.
Can be used a total of 3 times.
Beneficiary loses all of their teeth until it reincarnates for the 3rd and final time.
Dark gift of Zantras, the Kingmaker
Beneficiary’s Charisma score increases by 4, to a total of 22.
Gains the flaw, “I won’t take no for an answer.”
X33d. Breached Vault
Four nothics guard this room, but don’t attack unless provoked.
Dark gift of Delban, the Star of Ice and Hate
Cast cone of cold as an action.
Can be used a total of 7 times.
Beneficiary gains benefits of a ring of warmth.
Gains the flaw, “Fire terrifies me.”
Dark gift of Khirad, the Star of Secrets
Cast scrying as an action.
Can be used a total of 3 times.
Beneficiary’s voice becomes a low whisper, and its smile becomes cruel and evil.
X33e. Vault of Harkotha
A death slaad waits in this room, invisible.
Dark gift of Yrrga, the Eye of Shadows
Beneficiary gains truesight for 60 feet.
Lasts for 30 days.
Beneficiary’s eyes become starry voids.
Gains the flaw, “I believe that all life is pointless and look forward to death when it finally comes.”
Dark gift of Great Taar Haak, the Five-Headed Destroyer
Beneficiary gains benefits of a belt of fire giant strength (STR score to 25).
Lasts for 10 days.
Gains the flaw, “I like to bully others and make them feel weak and inferior.”
Dark gift of Yog the Invincible
Beneficiary’s hit point maximum increases by 30.
Lasts for 10 days.
Oily black fur covers the beneficiary’s face and body.
X33f. Vault of Thangob
Dark gift of Norganas, the Finger of Oblivion
Cast finger of death as an action.
Can be used 3 times, after which beneficiary must succeed a DC 15 Constitution saving throw or drop to 0 hit points.
Beneficiary’s blood turns black and viscous, like tar.
Dark gift of Vaund the Evasive
Gains benefits of an amulet of proof against detection and location and a ring of evasion.
Lasts for 10 days.
Beneficiary becomes twitchy and nervous, gains the flaw, “I can’t give a straight answer to any question put to me.”
Dark gift of Seriach, the Hell Hound Whisperer
Can summon and control 2 hell hounds as an action, both appearing at once.
Can be used only once, gift vanishes when they die.
Beneficiary can speak Infernal, and a sulfurous smoke issues from their pores when they speak it.
X42. Amber Vault
6 vampire spawn rest within crates in this room, bursting out to attack if they hear intruders.
Dark gift of the Vampyr
A humanoid of evil alignment must accept this gift.
Beneficiary becomes aware of the following conditions to be met in order to gain this gift:
Slay another humanoid that loves or reveres him/her, then drinks the dead humanoid’s blood within 1 hour of slaying it.
Die a violent death at the hands of one or more creatures that hate it.
Beneficiary then instantly becomes a vampire (under the DM’s control by the book’s instructions).
Gains the flaw, “I am surrounded by hidden enemies that seek to destroy me. I can’t trust anyone.”
Dark gift of Tenebrous
A humanoid of evil alignment that can cast 9th-level wizard spells must accept this gift.
Beneficiary becomes aware of instructions to perform in order to gain this gift:
Craft a phylactery and imbue it with the power to contain the beneficiary’s soul.
Takes 10 days.
Concoct a potion of transformation that turns the beneficiary into a lich.
Takes 3 days.
Items cannot be crafted concurrently.
Upon drinking the potion, beneficiary immediately turns into a lich (under the DM’s control by the book’s instructions).
Gains the flaw, “All I care about is acquiring new magic and arcane knowledge.”
Dark gift of Zhudun, the Corpse Star
Can cast resurrection on a dead creature, no matter how long it’s been dead.
Can be used only once.
Beneficiary gains a corpselike appearance, and is easily mistaken for an undead.
And that’s it. That’s the Amber Temple, summed up and explained. If you’d like to read further, and see how I handled my party’s experience with this dark, cold, and hellish place, then please do. If not, the you can skip to the end. Please leave a Like on this post, and share it if it was useful to you!
The Cold
This is actually possibly the most deadly part about this place. Particularly if the party is teleported here from Ravenloft. The rules for extreme cold are on page 110 in the DMG. You know, as a DM, you can tell your party that where they are going is cold. You can say "You can see the mountain in the distance, peaked with snow and ice. Cold, cold snow. It's made of frozen water. Do your characters want to buy anything before they head out?" and they will buy replacement javelins. If you are a soft DM, you can give the players a Survival check to remember to buy cold weather gear. That's up to you entirely. ([2])
The cold means that short rests could end with some of the party being exhausted. A long rest could end with them freezing solid. If they find something to burn for heat (say, a big block of amber), you could allow them to rest normally next to the fire. ([3])
The Arcanoloth Fight
If I played this fight straight like it was in the book, it would have wiped the party out. They were completely spent from Castle Ravenloft, and then the Vampire Spawn, and then the Golem. Lets just look at the math here. There are three Flameskulls who can each fire off a Fireball. Then there is an Arcanoloth with Chain Lightning. In one round, together they can dump 24d6 fire damage and 10d8 lightning damage on to 4 targets. Even if they make every single Dex save, it is still an average of 42 fire and 22 lightning damage. If you have really experienced players and optimized characters, they might be able to take the fight. The only saving grace in this is that it's relatively easy to escape from the encounter. By now your players will probably be used to running from stuff, so let them get away here too. ([4])
As I said I didn't play the fight straight. My players entered the Temple from the back, and as such they came into area X5 from the north. One of the players wasn't able to make it for that session, so I told the players that the absent player's character offered to make a distraction to allow the rest of the party to make break for it and get outside. The character assured them that she would be able to meet back up with them later. The party went for it, making stealth rolls to get out during the distraction (Giving them advantage). ([5])
Group Stealth Rolls
So I've looked at a few methods of doing group stealth rolls. Of all the methods I've tried, the best one I can come up with is this: Determine the passive perception of the detector. Multiply the passive perception by the number of characters trying to sneak. This is the target number. Every sneaking character rolls a stealth check, adding relevant modifiers. The characters stealth checks are added together and compared to the target number, as if it were a normal stealth check. ([6])
For example, you have a party of 5 sneaking by a Bugbear guard. The Bugbear's passive perception is 10, and there are 5 sneaking characters, putting the target number at 50. The players all roll a stealth check. The rogue gets a 18, the fighter gets a 7, the wizard gets a 16, the Cleric gets a 9 and the ranger gets a 9. More than half the party failed the check individually, but because the rogue and wizard did so well, added together they get a 59 which is greater than 50 so they pass. This system has been really well received by my groups for stealth. I think it may have more applications than that though. ([7])
The Staff of Frost
This innocuous staff might be one of the most dangerous items in the campaign. It is found in X17 and the flaw it gives its user is really dangerous. "I crave power above all else, and will do anything to obtain more of it" is absolutely a killer in this dungeon. Each Amber Sarcophagi encountered is another opportunity to gain power. Sooner or later the player will fail a Charisma save and turn evil. ([8])
The Amber Sarcophagi
I actually love this part of the Temple. It really pleases the DM in me that it presents real mechanical ways for a Lich and Vampire to be created. These vestiges were really fun to roleplay as well. Each one will have an evil voice and a different personality. This type of encounter is the stuff that I really look forward to when I DM. It also really gives you an opportunity to separate your "DM Voice" from your "NPC Voice". As a DM, I am telling the players the dire consequences of taking a vestige. As an evil vestige, I am saying whatever will get the player to accept my boon. Pretty fun stuff. Take your time and savor it. ([9])
What if one of the Player Characters turns evil?
This is going to vary a lot from DM to DM, and from player group to player group. An ounce of prevention is worth a pound of cure, so I let the players know that if they accepted a vestige, there is a chance that they could turn evil, and that would mean they wouldn't always have control over their character. To most players, the loss of control over their character is a fate worse than character death and typically most players will stop right there. For those that don't however, this is how I suggest you deal with it: Take them aside and tell them that you are going to allow them to finish out the session with their character. After that, they need to make a new character because you are going to reserve the right to take full and complete control of their evil character at any time. Some people won't like that, but you did warn them. ([10])
Special Events
I'm not really sold on Rahadin's Prayer being that compelling of an event. Kasimir's Dark Gift is also an odd event because so many things need to line up for it to work out. If you really want to run Kasimir's Dark Gift, you have to be really lucky, or have put in a lot of work prior to The Amber Temple to get everything to line up perfectly. Kasimir's Dark Gift is actually a really good example of why you want to read the book cover to cover before you start DMing - this storyline starts at Vallaki, and will need to be cultivated to have a chance of the special event actually coming to pass. I would love to hear from someone who used this special event. ([11])
Instead of the ones in the book, I made my own special event. I had the Bonegrinder Hags meet the exhausted party when they got out of the Temple. I wanted to get the party back to Ravenloft to finish the campaign quickly, and wanted to skip the boring part of journeying back across Barovia to Ravenloft. I had the Hags offer a "Bargain" (Hags love bargains). They would allow the adventurers to rest, and then teleport them back to Ravenloft. In return they would play a game of "Truth or Dare". Each PC got to choose Truth or Dare. Truth meant that the DM could force their character to tell the truth about something (This was dangerous, since the party killed Lady Wachter unbeknownst to their ally, Nikolai Wachter) at any point in the future. Dare meant that the DM could change one word that the PC spoke at some time in the future. The campaign ended soon after this Bargain, so I only got to use this one time, but boy it was a doozy. ([12])