Tuesday, December 23, 2025

Erase-Rewind X2 Castle Amber

 When we last left Rety and the gang, I promised an adventure to X1 Isle of Dread

Erase and Rewind, because I've been changing my mind. 

The problem with X1 following B2 Keep on the Borderland is that my party lost nearly all of its resources in exchange for survival. They have no means to get a ship, short of some divine intervention. I could just make it so because it's my solo game, but I really don't want to do it. It seems like cheating. 

I have been replacing all of the modules and books I lost over the years. X2 Chateau d'Amberville was next on the list, and by providence, it arrived today. I've spent 3 hours poring over it. It's as good and crunchy as I remember it. I have to say, this was massive good luck. I don't think I waited more than 12-14 days for the POD to arrive. 

Thank you, DriveThruRPG. 

This module shaped my DM style. It's one of those modules you MUST read to understand. It has some warts, but if you're a good DM, you can make those sticky points pure magic. This is why you must read and re-read the whole module to understand where you are going. 

I want to write a review of this module so bad, but I will have to wait until I have some time off. In the meantime, check out Tim Brannan's The Other Side Blog post on Castle Amber. Tim covers all of the various iterations and many of the source materials, which are just as good as this module. 

Today, I will share how this one module changed my DM style. 

I purchased this at Kay-Bee Toys in the mall. The X2 came out in 1981. It was years before I saw it in the mall. I would guess the summer of 1985. At the time, I played in three very different groups. Group one was older players, like my parents' age. They focused on tactics and combat like a wargame. The second group consisted of all my friends' older brothers and sisters, who were familiar only with D&D, not wargaming. And then there was my Kiddie Table D&D group, us tweeners who were still learning how to play. 

The first time I played this module, it was a disaster. In the first two encounters, three-quarters of the party died. And they didn't understand what was happening. This is a 44-year-old module; you're getting spoilers. So if you don't want that, "Please stop reading now," as the good book says. 

The party wandered into John-Louis Amber's Salon. One character died of blunt force trauma, and two more were knocked out.  

I didn't know that could happen. That wasn't really an option in previous sessions or modules. I should have read the whole thing through. But I didn't. I figured the textboxes would be enough. It worked before.  

Magic in a Bottle
In the next room, the killing really began. As the party ate, they dropped like flies without ever really knowing why. They didn't know I was secretly rolling saving throws, and the food was the cause. They were baffled because I simply read the text to them, and they accepted everything I said without really making choices. No agency is deadly in and of itself. 

Confused, they wandered back to John-Louis and questioned him. This ended up in a brawl where most of the rest of the party died. The 3 survivors wander back to the foyer, desperate to find a way out. 

No one was happy, but no one was exactly angry. I muttered something like, "Next time, let's do something different." 

In the next session, I declared that events in Castle Amber had been a dream, and everyone was still alive. However, I also took the time to read the whole damn module. I was going to be a great DM, and this was the module that would make it happen. I could feel it.  

The party went on a side quest or four. At the end of each session, the characters found themselves dreaming about fog hemming them in. In the follow-up session, I never mentioned the odd dreams but ended again with the dreams of fog. I kept this up for a while. 

Through this series of adventures, the older kiddos were watching. Sometimes mocking, sometimes helping, but hardly very interested. They weren't intentionally mean. They were just 18 to 20-year-olds watching 12 to 13 play a game they had mastered to the point of near boredom. They probably would have quit playing D&D to move on to all of the things young adults do when they hit college age. 

Stuff, I was trying very hard to learn myself. I worked up the courage to introduce X2 again. 

First, I told my players I wanted to replay X2 Chateau d'Amberville. But this time, I wouldn't screw it up. They nodded in assent or maybe agreement that I had screwed it up.   

I gave them a piece of paper that looked similar to the one below and ducked outside for a cigarette. 


My five friends examined the paper, perplexed. Perplexed because no one in the 80s would smoke outside, not even a 13-year-old kid. They were left to stew for a few minutes. Just outside, below the window, were the older kids. I grabbed my bag out of the garage and pulled out a rope. 

I asked my friend's older brother to pull the rope when I opened the window. He thought it was odd but agreed. 

Back inside, I suspect the players had been going through my notes, as I planned. I adjusted my notes and handed my would-be girlfriend the end of the rope and took my place. I didn't have a screen. I just had the seat next to the window because I smoked. 

Maybe this is how Castle Amber looks.
I described the approach to Castle Amber, with the fog and darkness that they had all dreamed of closing in for real. One of the mules wandered off into the mist. 

I lit a cigarette. I used the smoke to describe the fog hemming the foyer in. As the smoke got too thick, I opened the window. 

The rope jerked. 

Howls erupted from the table. Followed by laughter from outside. The rope jerked again. 

"Something has the mule," I said calmly. 

Evil cackles came from the window as the rope jerked again and again. Who couldn't resist going overboard? Older teenagers, tormenting younger siblings and their friendss, that's who. 

I told the party something evil was in the fog, mocking and laughing. 

Before long, the gang outside had to see what was happening and came in to watch. 

The party advanced to the Salon and the makeshift boxing ring. I lit up the table by having John-Louis remember them. He mentioned it was not that odd for the dead to walk the halls of Castle Amber. 

That's when I had everyone. 

The older siblings and friends wanted to play this, and there was a mad dash for paper, pencil, and dice. Suddenly, I had 11 people at my table, hanging on my every word. I didn't just hook the kids at the table. I had adults wanting to play my game. 

The party boxed again, but under slightly different rules. 0 HP would not kill you. I declared it was non-lethal damage that could turn deadly if they were too injured. Being forewarned, the party was more careful. 

John-Louis tutted at them when one of the Clerics healed a downed fighter. "Cheaters never prosper," he said. 

I knew what I missed before. I needed to paint pictures with words, and nothing drives that home like making an NPC step out of the pages. 
A Boxer, Demos Magen.

More fireworks went off in the next boxing session. The players had lost most of their money to John-Louis, and they combined all of their cash and resources to fight again, this time with a magically enhanced fighter. Bless and Strength gave the fighter the win. 

Then poof! It happened. A cleric cast cure light wounds on the Demos Magen, and it rose again. 

"Why would you want to do that?" asked John-Louis. "I wouldn't waste my time if I were you." 

The table went silent. My friend's older sister hissed and ran from the table, grabbing her bag from the closet. She pulled out a book, Zen and the Art of Motorcycle Maintenance. (This is a link to Amazon.com and the book in question. As an Amazon Associate, I earn from qualifying purchases.)

"You have got to read this!" she said. 

When you are 13 and an 18-year-old woman hands you a book, you accept. She dog-eared several pages and took us all on a tangent about "Quality". I had brought Quality to my game.  

"This is so cool," her boyfriend said. "What happens next?" 

I agreed, it was cool. I was being praised by adults. Not for the first time, but in the most high-quality, public way. 

John-Louis was not impressed. He ordered the defeated, but healed Demos Magen to the corner and had it switch places with one of the guardian Magens. Two more fights, and the party was better than even with John-Louis. Pleased with the gold they won, they made their goodbyes. 

Knowing what would happen next, I gave the party a cruel parting gift. John-Louis ordered the two defeated Demos Magen to go with the party, as if they were somehow damaged, less than what they were. He was throwing them away. 

Bastard. 

The party encountered a wandering monster in the halls, a half-dozen Rakasta. The party ran to the study and crashed through the door. 

The lead Rakasta bellowed, "Get out!" 

Before the party could act, the six Rakasta from the hallway came in and ejected them. Now, I didn't roll reactions. I just thought the whole idea was intriguing and so did the players. 

Not everything has to be super deadly here, especially the still living creatures. They could be dangerous, but they are because the world they live in is dangerous. Why take needless risks? 

The party just left John-Louis and his totally dismissive attitude towards kindness, mercy, and compassion. Why couldn't the next room have people who were gruff but not cruel? 

It certainly piqued the party's interest. They were looking for the next challenge, the next would-be villain, the next hook. We played this one module for months. 

We played this one module for months. I could go on forever, but I won't. When I come back, I will have that review and a series of solo sessions in Castle Amber. 

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