What can I possibly say about
Castle Amber?
This adventure had always been something of a Holy Grail quest for me. I was a huge fan of Tom Moldvay, I had heard this adventure took place in Glantri and it was full of horror elements. As time went on and I still never found a copy I began to hear more; that it was a crazy dungeon full of crazier NPCs. That it is was more of a thinking module and not a hack and slash one and finally, it was heavily influenced by Clark Ashton Smith, whom I always felt was superior to Lovecraft in many respects.
I did finally get a copy from my FLGS, paid a lot for it, and I also got a copy from DriveThruRPG. The module lives up to the hype. It is not a particularly easy module to run and you better spend a lot of time with it. But for me at that time (the mid-90s when I finally got a copy) it became a great addition to my growing Ravenloft collection. It was not officially part of Ravenloft mind you, but so much of it feels the same that it would have been a crime not to bring them together.
Later I ran it for my family under D&D 5e rules and it quickly became one of their most favorite adventures ever. I started a trend in my family's games; they love anything done by Tom Moldvay.
For this review and retrospective, I am considering my original Castle Amber module, the PDF and POD from DriveThruRPG, and the Goodman Games hardcover of the Original and 5e update.
X2 Castle Amber
Castle Amber is an adventure for characters level 3 to 6 for the D&D Expert Set. It was written by Tom Moldvay, who gave us D&D Basic set half of the B/X D&D line. This adventure shows that. While the Expert set was more focused on wilderness adventures, this is a romp through a "haunted house." For many gamers of a certain age this became the template for all sorts of Haunted House dungeons that are still being published today.
Physically the original adventure was a 28 page book with color covers by Erol Otus with the maps of the titular castle in old-school blue on the inside covers. The art inside is black and white and done primarily by Jim Holloway. The art has a duel effect here. Otus was the prime B/X cover artist, so the feel here is 100% his weird fantasy vibe of B/X. Jim Holloway was also at this time the primary artist for the Horror game Chill. Come for the weirdness, stay for the horror.
The adventure is overtly an homage to the tales of Clark Ashton Smith. The area where it all takes place, Averoigne, is used right out of the works of CAS. The Amber family would fit right-in in one of his tales and that is the Colossus of Ylourgne, or rather his D&D counterpart, on the cover. The adventure even includes a reading guide for those that want to read up on the tales of CAS, and I highly recommend doing so.
CAS, and his contemporary H.P. Lovecraft, were no strangers to the D&D world by 1981. Indeed Molday's pulp sensibilities shine throughout in this adventure as much as they did with X1 The Isle of Dread and B4 The Lost City. All three adventures have also been updated by Goodman Games for 5e in their hardcover Original Adventures Reincarnated series, making Moldvay their most reprinted designer. Even more than Gygax himself who as of this writing only has 1, soon to be 2.
There is a lot to love about this adventure too. There are monsters to kill yes, but this is not a kick in the doors and kill the monster sort of deal. There is a mood and atmosphere here. In fact this is the prototype for the horror adventures of later date, in particular Ravenloft (which I will discuss).
On one hand, we have a haunted house filled with the not-quite-dead members of the Amber family. This can be a pulpy nightmare or even a Gothic tale. The room with the Tarot cards and their abilities gives us a sneak peak of some the things we will see in Ravenloft. On the other we have creatures from beyond that are quite Lovecraftian. The Neh-Thalggu, or the Brain Collector, is a creepy ass aberration that can give the Mi-Go a run for their money.
There is travel to other worlds via some strange mists and 16 new monsters. Some of these monsters also appeared in The Isle of Dread, but here they feel a bit different. Plus what other B/X D&D book can you name that has "Demons" and "Pagans" in it.
The background of this is rich enough that you want more of it. More on Averoigne and its connection to Glantri, more on the Amber family, and more on the world that this adventure implies. It is no surprise really that much of this adventure and what it all implies found welcome homes in the BECMI version of Glantri.
For me though the best connection is the one to Ravenloft. I have to admit the last time I ran this adventure I made the tie-ins to Ravenloft more specific, but I did not have to do much. I have to admit I was rather gleeful inside at the scene where they have to run from the "Grey Mists" to get into the castle.
Classic Modules Today & Revisited
I mentioned the Goodman Games hardcover above, but it really is a gem of a product. With it, you get the original adventure and a 5e version of the adventure (where was that when I needed it!) as well as some fantastic comments about the adventure itself. I wish Tom Moldvay had still been alive to give us his thoughts on this. The 5e version expands on the Castle and those within. There are a lot more monsters included and there are full NPC stat writeups for members of the Amber family.
Most of all this new version expands Averoigne in ways I would have loved to have had years ago.
Additionally, there is the Classic Modules Today version published on DMsGuild by Chris Nolen. This one is a straightforward conversion. You need the original adventure but it is a fraction of the cost of the Goodman Games version. I have both and have used both to great effect.
Plays Well With Others
Castle Amber is a fantastic adventure and I am a big fan if you can't tell. What I enjoy the most about it is that by the nature of the adventure itself and how it is written it can easily be added to any world and slotted into any sort of campaign. For me it was a no-brainer for my Come Endless Darkness campaign. While that campaign is overtly a "Greyhawk" again the nature of it allowed a side trip to Mystara/The Known World. I would later use it as the "front door" to my Ravenloft adventure. It was something I have wanted to do for so long and it worked so well I want to do it more. A lot more. While I gladly mixed and matched Basic, AD&D, 3e and 5e in my games, it is now much easier now that everything I want speaks the same, 5e, language.
Castle Amber & Ravenloft 5e
I have long postulated that not only is Castle Amber a Proto-Ravenloft, but Barovia is from Mystara/The Known World. These connections are made more explicit with the D&D 5e adventure Curse of Strahd. With the 5e Curse of Strahd, 5e Van Richten's Guide to Ravenloft, and Goodman Games 5e Castle Amber this is now a trivial effort.
In fact, using the same process from Chapter 2 of Van Richten's Guide to Ravenloft you could easily make the Averoigne of Castle Amber into a Domain of Dread.
Averoigne is Gothic Horror and Dark Fantasy, with some Cosmic Horror and some Folk Horror. I could turn up the horror elements a little, but I would not need to do much, to be honest. Thinking back to my original running of X2 Castle Amber and I6 Ravenloft using the then-new 5e rules I had great fun. If I had tied them closer together then it would have been fantastic.
Black Rose
Back in the early days of this blog I discussed a game I wanted to run; Black Rose, a combination of Blue Rose and Ravenloft. Now with the 5e version of Blue Rose out, it would be a lot easier.
I will have to write my review of the new
Blue Rose Adventurer's Guide.
This also begs for a good (or Goodman) version of B3 Palace of the Silver Princess for 5e.
Castle Amber is easily one of my favorite adventures and the appeal of it has only grown for me over the years.
Links
The Black Gate ran a fantastic series on Clark Ashton Smith. I won't link all of them here, just ones that are germane to this discussion, but they are all good.