Wednesday, January 7, 2026

Thoughts Occasioned by Castle Amber

This post is not, strictly speaking, a Retrospective, since I've already done one on Tom Moldvay's 1981 module, Castle Ambertwo, actually, if you count the repost as well. Nevertheless, in honor of The Ensorcellment of January, I thought it more than appropriate to take another look at the only old school Dungeons & Dragons module to take explicit inspiration from the works of Clark Ashton Smith. While I'll endeavor not to repeat much of what I said in my original Retrospective, there will inevitably be a few points to which I'll return, though I hope I'll offer some additional insights to justify doing so.

Despite my repeatedly thinking otherwise, the name of Clark Ashton Smith does not appear anywhere in Appendix N to Gary Gygax's AD&D Dungeon Masters Guide nor does he appear in the expanded list of "favorite authors [and] inspirational sources" in his 1992 Mythus Magick bonus. On one level, it's a very odd omission, as Gygax was quite well read when it came to fantasy and science fiction literature – including lots of early pulp fantasy authors, like Robert E. Howard and H.P. Lovecraft, both of whom he considered "among the most immediate influences" on his conception of the game he co-created. 

The fact that Gary Gygax, of all people, could seemingly have either not known or not cared about CAS suggests that, compared to many of his literary contemporaries, he has always been, if not necessarily obscure, something of an acquired taste. Speaking even as an avowed devotee of Smith, I can’t really blame anyone who finds his mellifluous prose, sardonic demeanor, and detached misanthropy a bit much, particularly when set beside the more muscular storytelling of Howard or the raw imaginative urgency of Lovecraft. Smith demands patience and a willingness to luxuriate in language for its own sake. His stories often feel less like adventures than like jeweled relics to be contemplated from a respectful distance.

Consequently, Smith’s fiction is not easily mined for gameable elements in the way Conan’s swordplay or Lovecraft’s Mythos can be. Howard offers clear models for heroic action and conflict. Lovecraft provides a cosmology of forbidden knowledge, cults, and monsters that can be lifted almost wholesale into play. Smith, by contrast, traffics in mood, decadence, and fatalism. His stories often lack conventional heroes, hinge on ironic or poetic reversals, and end not with triumph or revelation but with extinction, transformation, or bitter resignation. These qualities make his work harder to translate into D&D and that difficulty is probably at the root of why Gygax took little notice of him. Smith does not easily become a list of monsters, spells, or magic items.

Fortunately for me, Tom Moldvay did notice him. Although I’m still not absolutely certain that it was Castle Amber that first introduced me to Smith – it may well have been Call of Cthulhu, released the same year as module X2 – I can say with certainty that it was this adventure that solidified Smith’s hold over my imagination. Castle Amber suggested that roleplaying games could evoke not just action or terror, but a sense of dreamlike estrangement and baroque melancholy. It suggested that play could feel uncanny rather than merely dangerous, strange rather than merely challenging, and that those feelings could linger long after the dice were put away.

That lingering quality is a large part of why I still love Castle Amber four decades later. It is, above all else, unsettling. On the surface, it is just another dungeon for characters of levels 3 to 6, complete with monsters, traps, and treasure. Dig a little deeper, though, and the dungeon in question reveals itself as a kind of fun house, governed less by internal logic than by a warped, almost oneiric sensibility. Its 70 keyed locations feel less like rooms in a coherent structure and more like fragments of half-remembered stories stitched together by madness and decay.

One chamber hosts a boxing match against magical constructs; another contains the lair of spellcasting spiders imported from The Isle of Dread (itself another Moldvay creation); elsewhere, there is a kennel of hellhounds. None of these elements really belong together, at least not in a naturalistic way and that disjunction might be the point. The titular Castle Amber resists easy categorization. It feels wrong in a way that is difficult to articulate, as if it obeys a set of esthetic or even metaphysical rules that the players can sense but never fully grasp. Layered on top of this is the grotesque parade of the Amber family themselves – decadent, deranged, and occasionally tragic figures who are, unsurprisingly, closer to characters out of Smith’s own stories than to standard fantasy villains.

Castle Amber thus has a very strange vibe, one that I picked up on even as a twelve-year-old. It made me uneasy in a way that very few D&D modules ever have. How much of that vibe is intentional and how much of it is something I've been projecting onto it is difficult to say, especially after so many years of reading and playing it. I assume at least some of it must have been intentional, because Moldvay was adapting elements of Smith's Averoigne stories for use with D&D and those stories have a similar ambience. 

This brings to mind another question that has longed dogged me about this module: why was this particular module was ever released. Though not a close adaptation of the Averoigne tales, it's close enough that special thanks are given to CASiana Literary Enterprises, Inc. (the estate of Smith) "for use of the Averoigne stories as inspirational material." It's unclear whether TSR acquired or sought out a license from CASiana for use of the stories or not, but, even if it didn't do so formally, Castle Amber is an unusual early example of an RPG product published by TSR explicitly derived from a pre-existing intellectual property. 

Regardless, I count Castle Amber as one of my favorite adventure modules for any edition of Dungeons & Dragons. Not only did it play a role in making me a lifelong Clark Ashton Smith fan but it also forever affected my sensibilities when it comes to fantasy and fantasy adventures. It was, for example, one of the primary inspirations behind my own The Cursed Chateau (an adventure that I am, not coincidentally, in the process of revising for re-release). It's a weird, fun, disconcerting scenario and I think it still holds up today.

14 comments:

  1. Haven't read through Castle Amber but now I'm going to have to do that. Thank you!

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  2. Jim Hodges---
    Possibly my favorite module, or at least the one of which I have fondest memories. (The Lost City being a close contender.) Just seeing that cover zooms me back over forty years. For about a week we were off school after a blizzard and this was what kept us occupied in one magical school-less stretch of days, no jobs, few responsibilities, no girls yet in our lives, just some teenage boys wandering through a fantastic setting in one of the grandest, weirdest adventures we'd found in all of D&D. A time to treasure.....

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  3. I don't know the status of a formal license, but Moldvay does say "CASiana Literary Enterprises, Inc., has graciously given its permission to base this section of the adventure upon the Clark Ashton Smith Averoigne stories (for a complete listing of the stories, consult the bibliography at the end of Part 7)."

    Speaking of which, I have to admit to a little disappointment at the lack of any mention of said bibliography here. After all, in a discussion of CAS and his influence on gaming, we have here a module built specifically around CAS's tales that includes a listing of the tales used and where to find them! I don't know of any comparable EGG module that includes a list of the Vance or Howard tales that went into its making. Moldvay really is trying to get the word out on CAS, it's a labor of obvious love. It worked, too, as I know for a fact that this listing was the gateway to CAS for myself and not a few of my friends at the time, and I'm certain this was the case for many others as well. Moldvay did the work for us in those pre-internet days, and with the help of a few friendly librarians, I was in no time able to have the whole of the CAS Averoigne stories laid before me. Here's the section from the module:

    "A bibliography of the Averoigne stories is included here for anyone who wants to read the original material or for DMs seeking ideas for further adventures in Averoigne. All the stories and books are by Clark Ashton Smith. The books are published in hardback in the United States by Arkham House Publishers, Inc., and in paperback in the United Kingdom by Panther Books, Ltd.

    “The Enchantress of Sylaire” in The Abominations of Yondo
    “The Colossus of Ylourgne,” “The Disinterment of Venus” and “The Satyr” in Genius Loci
    “The Beast of Averoigne” and “The Holiness of Azedarc” in Lost Worlds
    “The Mandrakes” in Other Dimensions
    “The End of the Story” and “A Rendezvous in Averoigne” in Out of Space & Time
    “The Maker of Gargoyles” and “Mother of Toads” in Tales of Science and Sorcery"

    Moldvay crams everything but the kitchen sink into this module, but somehow it manages to work. CAS isn't the only writer represented; for some reason, Poe's "Fall of the House of Usher" makes an (uncredited?) appearance with the Amber siblings, as if a sizeable helping of the Averoigne tales weren't enough. Truthfully, X2 is really a mini-campaign, since Part VII (!) requires the party to adventure across the province, providing the DM a chance to flesh out almost every corner of Averoigne. This is really where the module shines I think, since it essentially allows (requires) the PCs to experience some of the best CAS Averoigne stories in the guise of finding three artifacts and a time-travel potion: The Sword of Sylaire ("The Enchantress of Sylaire"), the Viper Mirror ("The Colossus of Ylourgne" - long a favorite CAS story of mine), the Ring of Eibon ("The Beast of Averoigne") and the potion ("The Holiness of Azedarc"). This can (and should) take a bit of time, so the PCs best make themselves at home in the forests and hills and hamlets of Averoigne. The quest for the potion alone requires the party to meet, confront, and possibly expose Bishop Azedarc of Averoigne as a black magician - this is a chance for some serious role-playing, not a simple dungeon romp.

    As a final note, Moldvay mentions high-level play and the as-yet-unpublished (and in the Mentzer form as we know it, unwritten) long-promised D&D Companion Set when introducing Stephen Amber (25th level MU), "but the details are not necessary for the DM to run Stephen Amber as an NPC." Good thing too!

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  4. I find it difficult to read most of Clark Ashton Smith’s stories and not see D&D in it. Many are very close to if not literally classic dungeon adventures. The Hyperborea, Lost Worlds, and Zothique stories in A Rendezvous in Averoigne, for example, and they even sometimes feature multiple protagonists. “Tale of Satampra Zeiros” starts in a bar, for crying out loud.

    I can almost hear the roll of dice as the characters see or miss seeing something dangerous in all of those weird underground crypts and caverns.

    L. Sprague de Camp’s The Spell of Seven anthology is practically an appendix n get-together; only Clark Ashton Smith isn’t in the list, and his contribution, “The Dark Eidolon”, about a wizard’s tower that arises overnight next to the king’s castle, could have been the start of any D&D adventure in my youth or today.

    I have a vague recollection that Gygax wrote later that the list was just a list of what happened to be on his bookshelf next to him as he wrote it. It’s typical Gygax in that it is both unbelievable and (if my memory is correct) probably true. If so, my tongue-in-cheek-but-not-really theory is that Smith wasn’t on that shelf because he was on Gygax’s perpetual re-read pile or was perpetually out on loan.

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  5. Clark Ashton Smith (Xiccarph, Lost Worlds, Genius Loci) does appear on Moldvay's Basic Set Inspirational Source Material list, which I found to be far more useful, in every way, than Appendix N:

    I could be very wrong, but I vaguely sense that I read somewhere that Gygax was first introduced to CAS (either by Rob Kuntz or Tom Moldvay) as late as 1981, that he enjoyed his stories but didn't particularly connect them to D&D. Castle Zzygyg had a whole bunch of CAS references, after all, but I don't know if those were posthumous adds or not.

    As for CAS' obscurity possibly factoring in Gygax's exclusion, I can attest to this in a new way:

    I was definitely introduced to CAS by way of X-1...but somehow, I immediately mixed him up with Roger Zelazny, as I had seen Nine Princes in Amber at Waldenbooks, I believe very near to where I picked up X-1 from the rack. (This must have been in '83/'84 or so - modules before then were only sold at hobby shops.)

    So, I delved into Zelazny, looking for Avergoine, then assuming that Avergoine was simply "inspired" by Amber, and - for years - believed that Castle Amber was simply a (horribly) loose homage to Zelazny's Amber.

    All this to say: even when people are introduced to CAS...they don't necessarily learn a darn thing about his elusive and opaque majesty. I for one, fell for a completely unintended counterfeit! Moreover, I know at least one of my friends from the group did the exact same thing.

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  6. Huh. I never read X2, so I always assumed that it was based on Roger Zelazny's "Chronicles of Amber" series. That had Castle Amber as a central location and was far more famous than Clark Ashton Smith's work, which I had never heard of until now.

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    1. To me, Moldvay's Amber family feels like a funhouse mirror version of Zelazny's Amber family. I would have a hard time believing it wasn't deliberate.

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  7. Castle Amber has long been my avowed favorite D&D module.

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  8. Excellent discussion James - I haven't (yet) led an adventure in Castle Amber, but based on your other discussion about The Cursed Chateau, I may place it in my Dwimmermount campaign as well.

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  9. Any thoughts on the Goodman Games hardback of this? Is it an improvement?

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    1. The Goodman Games hardback is mostly just a reprint and conversion to 5e, with an expansion adventure that's ... fine, I guess, but nothing special.

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  10. This one escaped me back in the day, probably because it was billed for the Expert set, while we all played AD&D. (I did buy a copy of the Expert set, with the included X1, but it didn’t see any use.)

    How sandboxy is it? The mention of a Part VII sounds like a linear structure, but the module gets lauded, so I’m wondering whether I should pick up an old copy.

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    1. The Part VII is about collecting several artifacts the party needs to escape the pocket realm (unless you just want to place it somewhere) of Averoigne. It can be as sandboxy as you want it to be, especially if you're not in a hurry to leave, the DM knows Averoigne and wants to develop it, or the DM doesn't but wants to mess around with it anyway. We sandboxed the hell out of it once, ended up settling in Vyones and running errands for the Witch of Sylaire for a bit. Another time we ran it straight, collected them, and left. Once you get out into the province, it's really a potential mini-campaign (you can tell I'm a fan).

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  11. Thanks. I was wondering about the implied Parts I through VI, which makes the module sound like it has a sequential structure.

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