Amber Temple
Amber Temple
Amber Temple
My first and most general recommendation regarding the Temple is this: split it into two narrative
halves.
This harkens straight back to one of my first posts on Death House. Think about it. Death House is,
essentially, split into the non-hostile house segment and the very hostile basement segment. While
yes, some narrative spills into the basement and some fighting spills into the main house, the split is
still pretty even.
The Amber Temple suffers the most because, in my opinion, it's written as long, murderous
dungeon with very little story importance. So what we do instead is split it.
• The Battle Inward
• Opposite to Death House, we should first move almost all the fighting to the
beginning of the dungeon. At this point in the campaign, the players have come here
for a reason. They don't need on-site narrative hooks to lure them in. Instead, they're
fighting for answers. And what a fight it shall be.
• You'll want to make the beginning of this dungeon as openly hostile as possible
without outright killing your party. You need to make it very obvious why no one
braves the Temple. It is dangerous. Remember that your players shouldn't be fighting
everything and that they totally can sneak past encounters. That's perfectly okay.
Encouraged even. But as the DM, you need to be prepared for the various encounters
depending on what path they'll take.
• If they keep to the upper floor, the hardcore battles/attacks could include:
• The Flameskulls in areas X17 and X6 (Hallway and hole-in-the-floor room)
• The Amber Golem in X8 (marching up the right hallway)
• The deceitful Vilnius in the Lecture Hall
• The Specters in X22 (the fake banquet)
• If they decide to go downward into the giant area of X5 and beyond, they'll
encounter:
• The Arcanaloth firing spells from the blackness
• The Flameskulls firing down from X17 (That upper left hallway again)
• The Nothics in X36 (the left downstairs hallway)
• The Specters in X39 (The trashed room left of the treasure room)
• Exethanter and the Inner Sanctum
• Once players get past all the fighting, they'll find themselves in the back Library
area, including Exethanter's rooms. This area should be totally battle free (unless the
players instigate something of course) and instead provide them with all the story and
answers they've been seeking all campaign.
• Exethanter is a friendly NPC, which I've rewritten to an extent and the Library is
everything the players could ever dream of. Within the Inner Santum, the PCs can
and will learn about the Demiplanes of Dread, the Dark Powers, the Fanes of
Barovia, and possibly any personal secret you've kept hidden from them to
incorporate their backstories into the world. The Library is an almost mythical
bastion of knowledge and Exethanter serves as their guide.
• Monsters/Battles I Totally Removed
• Just like Death House, I felt like there were a few pointless battles put it just to make
the area more dungeon-y. Bleh. So I took them out.
• The Barovian Witches - Honestly, I don't see why halloween cliched witches
have any business being here. The Temple is thematically undead and high
wizardry, which leaves little room for these gals. And with all the cold, where
are they gonna catch all their newts? ;P
• The Death Slaad - Hell *clap* to *clap* the *clap* no *clap*. An Arcanaloth
and a Slaad within 50 ft of one another? Let's not.
• The Vampire Spawn - Alright, these guys totally actually do fit here RAW.
But because I edited the narrative of Exethanter and the inner sanctum, that
changed and they no longer belonged. Plus, the party has plenty of chances to
fight vampires elsewhere in the campaign, so it's not like they're missing
anything with me taking them out of the Temple.
Barbarian Allies
Because the Amber Temple is already so deadly, I figured some fun, light-hearted NPCs would go a
long way for any party. I changed the gaggle of barbarians in Area X15 into non-hostile allies.
• Mountain Folk
• If you've been going through all my posts, you'll remember how I changed the druids
and barbarians at the Winery and Yesterhill into "Forest Folk." I did so simply for the
sake of world building and conversation with NPCs, so that the wild peoples of
Barovia could have a little bit more background than "evil druids just cause."
• This barbarian tribe is actually an offshoot of the Forest Folk, eloquently referred to
as the Mountain Folk. There are actually only a handful of tribes of Mountain Folk
living in the snowy terrain, each no bigger than ten or so people. Helwa's group is
one of those tribes.
• First Meeting
• When the party first meets the Mountain Folk, either through the amber doors or
through the crack, they'll be met with battle shouts of warning. However, the
Mountain Folk will not attack first under any circumstances. There should be a
Mexican stand off sort of situation, where the Folk stand on alert with weapons
raised, but are also actively backing away from the party. The Mountain Folk are
used to battling animals, not humanoids, and so don't attack outright. After all, it
could just be another tribe of Mountain Folk. Best not to shed blood on possible
friendlies.
• Role-playing
• The Mountain Folk are almost comically caveman-like. They speak Druidic and
Common, but horrifically broken, and prefer to communicate with small words and
grunts.
• "Helwa strong warrior! Best warrior! Helwa never cold! Always win!"
*dramatically throws off her fur coat*
• "No! No go! Fire spirits there. Fire spirits baaaaaad. Make you dead!"
• The Mountain Folk will automatically gravitate towards the biggest/strongest looking
PCs, assuming they have leadership roles in the party. Helwa is a mountain of a
woman to begin with. Think Brienne of Tarth from Game of Thrones, but more
barbaric.
• The dire wolf is an adorable giant husky baby. The Mountain Folk have named him
Snow-Snow and he's basically their family pet. Once the Folk accept the PCs as
friendlies, Snow-Snow will turn into the most lovable giant doggo Barovia has to
offer.
• Views on Magic
• As cavemen-like people, the Mountain Folk are extraordinarily superstitious. They
don't like magic and any PC that uses magic in front of them will frighten them. To
the Mountain Folk, such a person must be possessed in some way.
• If the party manages to pacify the Folk after using magic, the Folk will assume the
big, strong PC is somehow controlling the magic user, like a very impressive pet. The
Folk will then consider that strong PC as a mighty chieftain.
• Helping the Party
• Because of their natural fear of the Temple and the evil spirits within, the Mountain
Folk will not accompany the party beyond their den. However, so long as the PCs
remain friendly, the Mountain Folk are happy to share their fire, meals, and bed matts
with the players. This is effectively a totally safe place for the party to take a long
rest within the Temple without threat of assault or extreme cold.
• The party can, however, convince the Mountain Folk to accompany them elsewhere
on the mountain. For instance, if they want guides back down the mountain through
Tsolenka Pass, the barbarians will happily oblige.
• One Last Change
• Remember the dead wizard in the flameskull hallway nearby? I took him out
completely. Like the vestiges and their implemented flaws, I felt like the wizard and
his evil staff were a bit of a cop out, forcing character change on players instead of
letting it occur naturally. If you really want to keep the staff of frost in game, I'd
recommend moving it to the treasure room.
• Instead, the charred dead man in the hallway is one of the Mountain Folk. When
Helwa's gang first discovered the hideout, one of their own tried to open the amber
doors and scout further into the temple, only to die from the flameskulls.
Overview
• After battling flameskulls and golems and whatever else, you're party will inevitably find
themselves in the back area of the Amber Temple, which I've dubbed, "The Inner Sanctum."
The Inner Sanctum includes the following rooms:
• X40 - the Treasure Room
• X42 - The Amber Vault
• X30 - the Library
• X27, X28, X29 - Exethanter's Rooms
• Fewer Secret Doors
• After taking a second and third look over the Amber Temple, it occurred to me that
the only visible way into the Inner Sanctum is through the crack in the Treasure
Room. And even the doors to the Treasure Room are locked to begin with. Given the
size of the Temple, I'm not sure that's entirely fair.
• Now, I don't know about the rest of you, but my players are absolutely shit at finding
traps and even worse about finding hidden doors. In order for the Temple to go well,
I knew for a fact that I'd have to replace some of the secret doors with normal doors,
just so they can even find the Inner Sanctum without dying.
• Here are the few doors I would change:
• The doors flanking the long staircase between the giant god statue and the
library, between X5 and X30. If this Temple was once a home to a whole
brotherhood of mages, it makes sense they'd want direct access to their library
anyway. If you want, go ahead and lock the doors similarly to the amber
doors on the Treasure Room (Arcane Lock with a password. DC 25 Strength
to break open).
• The doors flanking X26, going from the main Temple into Exethanter's room.
This is the room with the chest glued to the ceiling. As far as I'm concerned,
Exethanter's room is technically the living quarters of the high mage in the
old circle of mages who built the temple. You should be able to access your
own bedroom without all the fanfare of pulling hidden levers or searching for
the switch brick, I'd say.
Exethanter's Background
Like Vilnius, I actually ended up reworking Exethanter almost completely. He has the potential to
be such an interesting character, but the book simply gives us the bones of a NPC and little else. So,
here's what I've come up with.
• One of the Old Mages
• Instead of arriving at the Temple much later, Exethanter used to be one of the mages
that helped construct the Amber Temple. He was a good and powerful wizard who
dedicated his life to studying and sealing away various Dark Powers.
• After the Temple's construction and the gathering of the Dark Powers began, the
mages slowly began to submit to the darkness they sought to imprison. Just like the
book says, the mages turned on one another and all ended up dying. All, save
Exethanter.
• Exethanter was actually one of the last of the mages to submit to the darkness. He
tried desperately to save the other mages, but watched them all fall and die. And, as
their numbers dwindled, Exethanter looked around him and feared that all the mages
had accomplished would be lost. All their gathered knowledge would be wiped away
and the strides they'd made against darkness forgotten. The thought terrified him.
And that's how the Dark Powers ended up finding him.
• The Dark Power, Tenebrous
• The one thing the book absolutely does give us is this: Exethanter made a deal with
Tenebrous, a Dark Power, in order to become a lich. But how does that connection
work? This is my take on it.
• Tenebrous' Lure
• In order to gain pawns and a possible champion, Tenebrous seeks out a very
specific individual: Those obsessed with knowledge and terrified of death.
Exethanter fit this bill perfectly. Latching onto the poor mage's desperation,
Tenebrous promised Exethanter a way to preserve the library and the Temple
as a whole.
• Exethanter succumbed and became a lich.
• Tenebrous' Wants
• Like most Dark Powers, Tenebrous feeds off the souls of mortals, drinking
life energy to increase his power. However, since he can't actually exist on the
mortal plane for an extended period of time, he uses pawns and champions to
collect those souls for him.
• Ideally, he wants to find a strong, worthy champion so that he may claim a
demiplane for his own, ripe with souls. Exethanter was incredibly worthy.
• Tenebrous and the Power of Names
• Each Dark Power has their own way of collecting power/souls. Vampyr feeds
on the blood of the damned. Fekre, the souls of those who die from plague.
Tenebrous takes souls by collecting mortals' true names. In a way, Tenebrous
knowing someone's true, full name means that he owns you. And your soul.
• This goes beyond knowing your name is Fiona Wachter, though. Most people
have a collection of minor titles or nicknames that they don't even know
about. Learning these extended nicknames is part of knowing someone's true
name. So, in this example, the name would be something along the lines of,
"Lady Fiona Wachter of Vallaki, beloved wife and mother, devout follower of
daylight, and harbinger of prophesy."
• Tenebrous in other DnD
• I did a tiny bit of light research and saw somewhere that Tenebrous is
somehow linked to Orcus? I'll admit right now that I totally derailed from
that, as you just read. If this change to Tenebrous bothers you, remember that
you certainly don't have to use what I've written here. If you do want to use it
but still hate that it's not very Orcus, just change Tenebrous' name. Call him
Thinathmel, Name Eater or something. ¯\_(ツ)_/¯
• How Exethanter Outsmarted Tenebrous
• As Champion
• As the chosen champion of Tenebrous, Exethanter carries around a thin, black
ledger within which he is meant to collect names for Tenebrous to feed upon.
With his magic, endless lifespan, and incredible knowledge, Exethanter
should be able to meet people, get to know them and devise their true names
and titles, which he then records in the journal for his Power. However, he no
longer remembers the purpose of the journal, so it sits unused in his room.
• Under normal circumstances, Exethanter would have been pretty much forced
to write names. Tenebrous has Exethanter's name, after all, and can therefore
control him.
• Memory Loss
• Exethanter figured out a loophole in his servitude to Tenebrous. If Exethanter
didn't recognize his name as his own, then technically Tenebrous couldn't
force him to do anything.
• So Exethanter cast some magic on himself, effectively breaking his own
mind. He shattered his own memory so that he quite literally can't recall his
name.
• No Trace
• As an added safety measure, Exethanter took the time to get rid of any written
trace of his name within the Amber Temple prior to zapping himself.
• In other words, he no longer has a spell book and the password into his
phylactery isn't his own name. In fact, the only one left who likely knows his
name is Neferon. And Neferon is much too smart to share such a thing. Oh,
and Tenebrous knows of course. But he's still locked inside his amber prison,
unable to talk to any mortals and silently fuming about Exethanter.
Role-Playing Exethanter
• First Meeting
• If the PCs enter the Inner Sanctum through Exethanter's room or through the Library
(upper or lower level), Exethanter is already in that room and greets them
appropriately. Just place him wherever he's needed.
• If the PCs come across the vestiges before meeting Exethanter and they interact with
the amber sarcophagi in any extreme way (connecting with a Dark Power, destroying
a sarcophagus and freeing a Dark Power, ect.) Exethanter feels the disturbance and
rushes to the appropriate location. When he rounds the corner, he shouts, "No! What
have you done?!"
• If your campaign turns this direction, it's possible that Exethanter might be
openly hostile, especially if the PCs knew what they were doing and/or show
signs of connection with a Dark Power. He might try to attack them to stop
that darkness from escaping.
• If the PCs show that they are contrite and simply didn't know any better,
Exethanter can certainly be reasoned with and forgives their ignorance. He
invites them to library to discuss their deeds so that they understand the
dangers of the Dark Powers.
• Lastly, because I've overall reworked Exethanter into being a friendly guy, I
let him keep his entire spell list. If PCs get into a a fight with him, they're in
for one hell of a battle.
• Mr. Forgetful
• Unlike the Mad Mage, Exethanter is actually wholly sane. He's reasonable and can
have a solid conversation without having extreme mood swings or delusions or
anything like that. The only real problem he has is his memory.
• Exethanter does not remember his name. He has several other lapses in memory and
information, but those can all come and go. For a moment, he'll remember all his
friends among the old mages and then the next assume he never had mage friends. It
comes and goes. His name is the only thing that stays actively gone.
• Frequently during conversations with the PCs, he'll ask them if they know
what his name is. Exethanter honestly has no idea why he can't remember his
own name and why it isn't recorded anywhere. It's a puzzle he can't figure
out. And each time he decides he's going to dedicate himself to its discovery,
he forgets that dedication moments later.
• Exethanter knows that he is a lich, but only because he's quite educated and
can compare his symptoms to various notes. Technically, he's not 100% sure
he's a lich, he doesn't know about his own phylactery, and he has no idea how
he came to be in his present state. He doesn't remember Tenebrous at all,
either.
• Exethanter effectively has some short term memory loss. He can remember just
about every long term bit of information relatively well. However, new information
is much harder for him to process. When dealing with the PCs, he'll forget their
names every few minutes and need gentle reminders on why they're there in the first
place.
• Exethanter Knows Everything Else Though
• This is the party's opportunity to have just about any question answered. Exethanter
has quite literally read every book in the library and has just about all the knowledge
that we, the DMs, have. Anything short of present day politics (Vallaki stuff, for
example) Exethanter knows. Sometimes, he'll need to ride the elevator ladders to get
the right book and check himself. But yeah, you can basically just throw down the
lore through this NPC, so long as your PCs ask the right questions.
• He's also pretty kind and personable, when you get right down to it. Exethanter
should be super excited (in his own old man way) that he has visitors and dives
headfirst in his efforts to answer the party's questions.
• He'll even repeatedly remark that his friend, Neferon, doesn't visit nearly as
much as he should. (This is false. Neferon visits often enough, but Exethanter
simply can't remember).
• Exethanter will also remark that he had another good friend for a time, but
said friend fell into darkness. He was a man called, Strahd...
I recently did a little research and discovered that the vestiges and the Dark Powers are technically
not the same thing RAW. I fully and willingly admit that I had no idea. lolololol oopsie.
So, in an effort to be super clear, throughout my Fleshing Out guides, they are indeed one and the
same for me. The vestiges are just trapped Dark Powers. Heck, it makes things a little bit simpler
anyway, so it all works out I'd say. ¯\_(ツ)_/¯