Mystara Monday: Module X2 – Castle Amber

Today we're having a look at the second of the D&D Expert level modules, Module X2: Castle Amber, written by Tom Moldvay. X2 is a weird module both in style and content. In many ways it's similar to Gary Gygax's later Wonderland-inspired Dungeonland and The Land Beyond the Magic Mirror, drawing both directly and indirectly from multiple literary sources including Zelazny, Poe, and most strongly, Clark Ashton Smith. Castle Amber also introduces a character who goes on to become incredibly important to the ongoing Mystara setting, Etienne d'Ambreville.

Mystara Monday: Module X2 - Castle Amber
That's a 100 foot tall colossus formed of corpse flesh,
just so you're aware.

Castle Amber is split between a dungeon crawl (through the eponymous castle) and a more loosely describe adventure through the lands of Averoigne. Averoigne is described as a province of an alternate earth, based on the French province of Auvergne. Averoigne was the setting for a number of stories by the writer Clark Ashton Smith, four of which become mini-adventures in this module. Before reaching Averoigne, however, the adventuring party must brave Castle Amber and make it out intact.

The Amber family were originally the d'Ambreville's of Averoigne until they were forced to flee across dimensions and found refuge on Mystara in Glantri, a magocracy briefly described in The Isle of Dread. Being a family of powerful mages, the Amber family rose in power to the point that the head of the family was made a Prince of Glantri. The seventh Prince of the Amber family, Stephen Amber (or Etienne d'Ambreville) was one of the most powerful mages in history. Then the entire family and their mansion (Castle Amber) vanished. That was over a century ago.

The party goes to sleep one night on the road and wake to find themselves in the foyer of Castle Amber, penned in by a choking mist that prevents their leaving. To escape, they have to explore the mansion, encountering numerous members of the Amber family of varying levels of sanity, and ultimately find a gateway that transports them to Averoigne. In Averoigne, more adventuring is required to find a way back to the adventurer's home world.

Mystara Monday: Module X2 - Castle Amber
The first of the Amber family the players meet is Jean-Louis.
He likes to put on boxing matches using artificial people.
He's one of the relatively sane ones.

Many of the encounters in the mansion draw from the stories of Edgar Allan Poe, with clear references to Hop-Frog and The Fall of the House of Usher for example. Many of the Amber family have been cursed in some manner, often transformed into animal men. Even the encounters with normal monsters tend to be written in keeping with the off-kilter feel of the mansion, such as an ogre who killed Janette d'Ambreville and has been enchanted to believe it is her.

Mystara Monday: Module X2 - Castle Amber
Also there's a woman and a unicorn sleeping in the garden.
Spoiler: She's a gold dragon. Don't touch her chest.

In the course of exploring the mansion, the party can learn that the family was cursed when Prince Etienne was murdered by his brother, Henri, and Henri's wife, Catharine. To escape, they will have to travel to Averoigne through a portal in the castle dungeon and find Etienne's tomb. This leads to the second portion of the adventure where the party must explore Averoigne to find four magical items which can be used to summon the tomb. Each of those items is a reward from a short adventure drawn directly from one of Clark Ashton Smith's stories.

On reaching the tomb the party discovers that Etienne is not truly dead, but was trapped within his tomb waiting for the adventurers to free him. He teleports them all back to Glantri, resurrects up to four characters that died during the adventure (there are a lot of save or die opportunities in this module), gives everyone a magic item, and vanishes. Adventure over.

This is a module that I've never had the opportunity to run, but have always wanted to. In a lot of ways it feels like something that might better fit in Ravenloft than Mystara; it has a gothic weirdness feel throughout that would be right at home in the Demiplane of Dread. I'd probably modify the hook so that the characters are actively seeking the home of the Amber family so that it's less of a railroad, and I'd definitely want to turn a lot of the save or die encounters into less fatal punishments. Overall though, it's a really neat module with a lot to recommend it.

As I mentioned before, Etienne becomes a key player as Mystara develops. We'll see that more in depth when we get to the Glantri Gazetteer and later the Wrath of the Immortals boxed set. In short though, after being freed from his state of living death he goes on to ascend to immortality through the use of the Nucleus of the Spheres, a nuclear reactor buried deep beneath Glantri in the remains of crashed spaceship. Mystara can be weird, y'all.

Mystara Monday: Module X2 – Castle Amber

Today we're having a look at the second of the D&D Expert level modules, Module X2: Castle Amber, written by Tom Moldvay. X2 is a weird module both in style and content. In many ways it's similar to Gary Gygax's later Wonderland-inspired Dungeonland and The Land Beyond the Magic Mirror, drawing both directly and indirectly from multiple literary sources including Zelazny, Poe, and most strongly, Clark Ashton Smith. Castle Amber also introduces a character who goes on to become incredibly important to the ongoing Mystara setting, Etienne d'Ambreville.

That's a 100 foot tall colossus formed of corpse flesh,
just so you're aware.

Castle Amber is split between a dungeon crawl (through the eponymous castle) and a more loosely describe adventure through the lands of Averoigne. Averoigne is described as a province of an alternate earth, based on the French province of Auvergne. Averoigne was the setting for a number of stories by the writer Clark Ashton Smith, four of which become mini-adventures in this module. Before reaching Averoigne, however, the adventuring party must brave Castle Amber and make it out intact.

The Amber family were originally the d'Ambreville's of Averoigne until they were forced to flee across dimensions and found refuge on Mystara in Glantri, a magocracy briefly described in The Isle of Dread. Being a family of powerful mages, the Amber family rose in power to the point that the head of the family was made a Prince of Glantri. The seventh Prince of the Amber family, Stephen Amber (or Etienne d'Ambreville) was one of the most powerful mages in history. Then the entire family and their mansion (Castle Amber) vanished. That was over a century ago.

The party goes to sleep one night on the road and wake to find themselves in the foyer of Castle Amber, penned in by a choking mist that prevents their leaving. To escape, they have to explore the mansion, encountering numerous members of the Amber family of varying levels of sanity, and ultimately find a gateway that transports them to Averoigne. In Averoigne, more adventuring is required to find a way back to the adventurer's home world.

The first of the Amber family the players meet is Jean-Louis.
He likes to put on boxing matches using artificial people.
He's one of the relatively sane ones.

Many of the encounters in the mansion draw from the stories of Edgar Allan Poe, with clear references to Hop-Frog and The Fall of the House of Usher for example. Many of the Amber family have been cursed in some manner, often transformed into animal men. Even the encounters with normal monsters tend to be written in keeping with the off-kilter feel of the mansion, such as an ogre who killed Janette d'Ambreville and has been enchanted to believe it is her.

Also there's a woman and a unicorn sleeping in the garden.
Spoiler: She's a gold dragon. Don't touch her chest.

In the course of exploring the mansion, the party can learn that the family was cursed when Prince Etienne was murdered by his brother, Henri, and Henri's wife, Catharine. To escape, they will have to travel to Averoigne through a portal in the castle dungeon and find Etienne's tomb. This leads to the second portion of the adventure where the party must explore Averoigne to find four magical items which can be used to summon the tomb. Each of those items is a reward from a short adventure drawn directly from one of Clark Ashton Smith's stories.

On reaching the tomb the party discovers that Etienne is not truly dead, but was trapped within his tomb waiting for the adventurers to free him. He teleports them all back to Glantri, resurrects up to four characters that died during the adventure (there are a lot of save or die opportunities in this module), gives everyone a magic item, and vanishes. Adventure over.

This is a module that I've never had the opportunity to run, but have always wanted to. In a lot of ways it feels like something that might better fit in Ravenloft than Mystara; it has a gothic weirdness feel throughout that would be right at home in the Demiplane of Dread. I'd probably modify the hook so that the characters are actively seeking the home of the Amber family so that it's less of a railroad, and I'd definitely want to turn a lot of the save or die encounters into less fatal punishments. Overall though, it's a really neat module with a lot to recommend it.

As I mentioned before, Etienne becomes a key player as Mystara develops. We'll see that more in depth when we get to the Glantri Gazetteer and later the Wrath of the Immortals boxed set. In short though, after being freed from his state of living death he goes on to ascend to immortality through the use of the Nucleus of the Spheres, a nuclear reactor buried deep beneath Glantri in the remains of crashed spaceship. Mystara can be weird, y'all.

Mystara Monday: Module X1 – The Isle of Dread

It's time to explore one of the most famous D&D adventure modules of all time, and very likely the single most played adventure module ever, Module X1: The Isle of Dread.


Mystara Monday: Module X1 - The Isle of Dread

Originally published in 1981, The Isle of Dread was included in every Expert Rules boxed set as an introductory wilderness adventure. The copy I have is the second version, revised to match up with the Mentzer revision of the Expert Rules. Mostly this involves a number of monsters being replaced due to being left out of the new rules (giant squids were replaced with water termites, a sea dragon with a hydra, and so forth.)

At its core, The Isle of Dread is an adventure inspired by Skull Island from King Kong. The party come into possession of pages from a ship's log describing the discovery of a mysterious island, the natives of which live on a small peninsula separated from the main island by a massive protective wall. The natives claim an ancient city in the center of the island holds great treasure, and the adventure assumes the lure of both exploration and profit will be enough to get the players hooked (a reasonable assumption.)

Mystara Monday: Module X1 - The Isle of Dread
I suspect every D&D player above a certain age
recognizes this map.

On reaching the island the party finds an island of jungles and hills populated primarily by giant animals and dinosaurs (no giant apes, however.) The adventure itself consists of exploring the island, fighting monsters for their treasure, and ultimately reaching the island's central plateau where a temple ruin provides a short dungeon delve. It's less about the individual encounters on the island and more about the overall feel of exploration in uncharted wilderness far from civilization.

The Isle of Dread is also the adventure module that first provides a map of Mystara (though it's not called that yet, the map is simply of 'The Continent') and details each of the major countries shown on the map. One full page at the front of the adventure consists of a paragraph or two for each country, and is where things are established such as Glantri being a magocracy, Darokin's status as a merchant republic, or the Heldann Freeholds' resemblance to ancient Ireland. All of this information would be expanded on in later adventures and in the Gazetteers, but this is where it all started.

Mystara Monday: Module X1 - The Isle of Dread
It's not even the Known World yet at this point.

A number of important creatures are introduced in this module as well, including nearly a dozen dinosaurs and other prehistoric creatures, including giant ground sloths and giant elk. There's a definite 'land that time forgot' feel to the whole thing. Also, a few new sentient races make their debut here, such as the aranea (giant spell-casting spiders), the phanaton (halfling-sized racoon / flying squirrel people), and the kopru (evil amphibious beings with mind control powers). This is also where the rakasta, a race of cat people, first appear; they go on to become an important race in Mystara, with other rakasta tribes showing up elsewhere in the world, as well as on the moon. Not the one you can see, the invisible moon. The moon rakasta ride flying sabertooth tigers and are patterned on feudal Japan. Rakasta are awesome, is what I'm saying.

I'm pretty sure this is the adventure I've run more than any other over the years; I can think of at least four separate campaigns that have visited it. I actually made a point of not using The Isle of Dread at level in one campaign since I knew many of the players had experienced it already. Instead I planned to have the party visit it much later, well after it had been discovered and explored by others. In more than one campaign players have planned to claim the island and make it their domain once their characters were high enough level and sufficiently wealthy to build strongholds.

Next week we'll move on to Module X2: Castle Amber, one of the weirdest adventure modules you'll ever see, and another that turns out be important to the development of Mystara. Also, part of it is set in France.

Mystara Monday: Module X1 – The Isle of Dread

It's time to explore one of the most famous D&D adventure modules of all time, and very likely the single most played adventure module ever, Module X1: The Isle of Dread.



Originally published in 1981, The Isle of Dread was included in every Expert Rules boxed set as an introductory wilderness adventure. The copy I have is the second version, revised to match up with the Mentzer revision of the Expert Rules. Mostly this involves a number of monsters being replaced due to being left out of the new rules (giant squids were replaced with water termites, a sea dragon with a hydra, and so forth.)

At its core, The Isle of Dread is an adventure inspired by Skull Island from King Kong. The party come into possession of pages from a ship's log describing the discovery of a mysterious island, the natives of which live on a small peninsula separated from the main island by a massive protective wall. The natives claim an ancient city in the center of the island holds great treasure, and the adventure assumes the lure of both exploration and profit will be enough to get the players hooked (a reasonable assumption.)

I suspect every D&D player above a certain age
recognizes this map.

On reaching the island the party finds an island of jungles and hills populated primarily by giant animals and dinosaurs (no giant apes, however.) The adventure itself consists of exploring the island, fighting monsters for their treasure, and ultimately reaching the island's central plateau where a temple ruin provides a short dungeon delve. It's less about the individual encounters on the island and more about the overall feel of exploration in uncharted wilderness far from civilization.

The Isle of Dread is also the adventure module that first provides a map of Mystara (though it's not called that yet, the map is simply of 'The Continent') and details each of the major countries shown on the map. One full page at the front of the adventure consists of a paragraph or two for each country, and is where things are established such as Glantri being a magocracy, Darokin's status as a merchant republic, or the Heldann Freeholds' resemblance to ancient Ireland. All of this information would be expanded on in later adventures and in the Gazetteers, but this is where it all started.

It's not even the Known World yet at this point.

A number of important creatures are introduced in this module as well, including nearly a dozen dinosaurs and other prehistoric creatures, including giant ground sloths and giant elk. There's a definite 'land that time forgot' feel to the whole thing. Also, a few new sentient races make their debut here, such as the aranea (giant spell-casting spiders), the phanaton (halfling-sized racoon / flying squirrel people), and the kopru (evil amphibious beings with mind control powers). This is also where the rakasta, a race of cat people, first appear; they go on to become an important race in Mystara, with other rakasta tribes showing up elsewhere in the world, as well as on the moon. Not the one you can see, the invisible moon. The moon rakasta ride flying sabertooth tigers and are patterned on feudal Japan. Rakasta are awesome, is what I'm saying.

I'm pretty sure this is the adventure I've run more than any other over the years; I can think of at least four separate campaigns that have visited it. I actually made a point of not using The Isle of Dread at level in one campaign since I knew many of the players had experienced it already. Instead I planned to have the party visit it much later, well after it had been discovered and explored by others. In more than one campaign players have planned to claim the island and make it their domain once their characters were high enough level and sufficiently wealthy to build strongholds.

Next week we'll move on to Module X2: Castle Amber, one of the weirdest adventure modules you'll ever see, and another that turns out be important to the development of Mystara. Also, part of it is set in France.