Deadly mists, mad nobles, buried horrors, and weird fantasy await inside one of old-school D&D’s strangest adventures.
Adventurers, today we’re stepping through the deadly gray mist and into one of the strangest places old-school Dungeons & Dragons ever sent us.
X2: Castle Amber (Château d’Amberville) was designed by Tom Moldvay for the D&D Expert Set and published by TSR in 1981. But this isn’t your typical dungeon crawl.
Behind its mad Amber family, bizarre encounters, medieval-French fantasy, and general atmosphere of what in the Nine Hells is going on here? lurks another fantasy legend: Clark Ashton Smith.
Much of the adventure draws inspiration from Smith’s Averoigne stories — a cycle of weird tales set in an imaginary, sorcery-haunted version of medieval France. Castle Amber eventually sends its adventurers there themselves.
And accompanying all that glorious weirdness is exactly what we’re here for today:
. . . the ART
So grab a torch, Adventurers. The mist has already closed in behind us...
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THROUGH THE MISTS TO AVEROIGNE
🏰 Welcome to Château d’Amberville
Published in 1981, X2: Castle Amber was the second adventure designed for use with the D&D Expert Set. Tom Moldvay’s adventure strands the characters inside the mansion of the bizarre Amber family, surrounded by a deadly gray mist. Escape eventually leads beyond the château and into Averoigne, the fictional medieval-French setting created by weird-fiction author Clark Ashton Smith.
Smith’s influence wasn’t hidden, either. The original module gives special thanks for the use of his Averoigne stories as inspiration and even includes a bibliography pointing DMs toward stories including “The Enchantress of Sylaire,” “The Colossus of Ylourgne,” “The Beast of Averoigne,” “The Holiness of Azédarac,” and others.
🎨 The Artists Behind the Amber
The module credits artwork to Jim Holloway, Harry Quinn, Jim Roslof, Stephen D. Sullivan, and Erol Otus, with Otus responsible for that wonderfully bizarre front cover.
THE SECRET KEY TO YOUR QUEST (Shhhh!)
THE MAD HOUSE OF AMBER
CHARTING THE CHÂTEAU
THE WEIRDNESS ENCASED IN AMBER
This time around, I’ve left more of the surrounding adventure text in my artwork photographs.
Because with Castle Amber, that’s half the fun.
These strange little black-and-white illustrations become even better when you discover why that woman is apparently trying to throttle a man in the library - or what horrible fate awaits the adventurers just beyond the edge of the picture.
So feel free to linger over the fine print. There are some wonderfully weird bits of old-school D&D hiding in there.
Forest of Doom?
Considering Fighting Fantasy’s “Forest of Doom” was published in April of 1983, could this have been a titular inspiration?
(You can read more about The Forest of Doom from the Rediscovered Realms archive: The Forest of Doom - 40 Years of Fighting Fantasy Fun)

There’s something wonderfully untamed about Castle Amber.
The artwork isn’t polished into submission. The encounters aren’t afraid to get strange. And lurking behind the whole adventure is an older vein of weird fantasy stretching back through Clark Ashton Smith and Averoigne.
It’s exactly the sort of artifact I love rediscovering — not simply because it’s old, but because opening it again reminds us just how weird, imaginative, and unpredictable fantasy can be.
Until next time, Adventurers...
Keep the Adventure Going Strong!
(. . . and watch out for strange mist.)
💬Tavern Talk
❓Have you ever adventured inside Castle Amber? Would you be willing to explore this bizarre château?
❓What do you think of this style of early D&D black-and-white interior artwork? Does its simplicity leave more room for your imagination — or do you prefer the elaborate fantasy art of modern RPG books?
❓Had you heard of Clark Ashton Smith or his Averoigne stories before encountering Castle Amber? And has a D&D adventure ever led you backward to discover the fiction that inspired it?
Your next piece of fantasy fun is calling.
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You love “THE ART of” editions, and I can’t blame you. Click on any old-school picture below to be magically teleported to your next adventure:
You are not only brave, but a Generous Adventurer whose love of Discovery, Imagination & Fun transcends our mere mortal coils . . .
. . . and for that, I thank you!
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(Featuring artwork from Clyde Caldwell & Luke Eidenschink!)
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I've only 'played' this module once. That was my first experience with D&D.
I've since DM'd it a couple of times and it's a great module to run but it definitely needs a DM to read through the module thoroughly and do some extra preparation work, if you want to truly get the most that's on offer within the module.
IMO, the thing feels like it should be two modules. There's so much going on with the story that's been barely covered, just a few sentences to give a hint and that's it. There's scope for running an open world sandbox as well as a fun-house dungeon if a good DM can be bothered to put the effort in.
I would say this could also be seen as a prequel to Ravenloft. The Grey Mist, the spooky, strange setting, being portaled to other realms, well that's what Ravenloft did but Castle Amber did it first.