Once a place of containment for dead gods and malevolent entities known as vestiges, the temple has long since succumbed to the corruption it was designed to contain. Now, it serves as a crucible of temptation, power, and ruin.
This chapter introduces adventurers to one of the most thematically rich and morally complex locations in Curse of Strahd. The Amber Temple is where the vampire lord Strahd von Zarovich made his pact with the Dark Powers β the source of his curse and eternal torment. Within the temple, players encounter powerful beings, hidden lore, and the seductive lure of the Dark Gifts, each offering immense abilities at devastating cost.
The temple's layout is sprawling and perilous. A crumbling facade carved into the mountainside leads to an enormous, statue-lined hall. From there, numerous side chambers branch out β housing ancient sarcophagi sealed in amber, undead guardians, forgotten wizards, and demonic interlopers. Each corner of the temple challenges players not only with physical threats but with moral dilemmas and irreversible choices.
The Amber Temple stands as a turning point in the campaign. It offers answers to Baroviaβs darkest mysteries, but nothing within comes without a price. For those who dare explore it, the temple offers power, knowledge β and the chance to fall forever into the same shadows that claimed Strahd himself.
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Argynvostholt, a ruined mansion once home to a noble silver dragon and his knightly order. Now haunted by undead revenants led by the vengeful Vladimir Horngaard, the stronghold holds the key to restoring hope in Barovia.
The Wizard of Wines, Baroviaβs only source of comfort, stands on the brink of destruction. A fanatical group of druids have overrun the vineyards, turning them into a battleground of blights and despair.