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Castle Amber - your experiences?

That was (and is) one of my favorite, which I DMed approx. 20 years ago. But opposite to Kid I remember a lot of context, but that might have something to do with the additional stuff for D&D which appeared in the Gazeetter-Series for Mystara. Ok, first my PC wondered what I had last night to think of so many lunatics, but the Boxing fight was fun and the bankett, too. Since most of the D'Ambervilles curse Stefan for placing the castle with them in it under that curse, the PC became aware that they have to lift the curse, ro get out of it. After finding the 2nd golden key, there was hunting hoo! We played it through to the end, the PC mastered Stefans tomb with the elemental themed rooms and were sucked back to where they started.
But the most eery thing was, when the PC eventually visit the Magocracy of Glantri and discovered that their was a province called New Averoigne (the world they travelled in the module was called Averoigne), a leader of the ruling council called Stefan D'Amberville and meet some of the ex-lunatic other D'Ambervilles. Creepy!
 

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One of my all time faves that I have run many many times in 1E and 2E.

I have totally re-written it to run in 3E and have it fit into Aquerra's history.
 

My fears about this module:

That it is difficult to run. Even with straight forward modules, I often feel I don't do them justice. With the wacky NPCs & other features of this module, I fear I really couldn't do it justice.

That the inspired-by-CAS aspects will seem out of place & under-appreciated by those who don't know the author or his works (including me!).

Can anyone speak to those fears. (I hope you don't consider this off-topic for your thread, Quasqueton.)
 


RFisher said:
My fears about this module:

That it is difficult to run. Even with straight forward modules, I often feel I don't do them justice. With the wacky NPCs & other features of this module, I fear I really couldn't do it justice.

That the inspired-by-CAS aspects will seem out of place & under-appreciated by those who don't know the author or his works (including me!).

Can anyone speak to those fears. (I hope you don't consider this off-topic for your thread, Quasqueton.)

This is why I bring up the Fey thing. All the wackiness seems much more palatable to me if you tie it into a Fey curse, or a Faerie-related land. I forget who places the curse in the original module, but if you make it clear that a Prince of the Unseelie Court, or something like that, did this to them, then the wierdness fits better.
 

I remember playing this. Specifically, I remember looking at him with disbelief as the DM explained that, in the mysterious forest glade, we found a river with a small bridge, and a billy goat disappearing into the woods just beyond.

I told him, "OK, then we cross the bridge, chanting "trip-trap, trip-trap" as we go, and when the troll jumps up, I fireball him."

His response was, "OK, the troll burns to ashes and you move on."
 

Savage Wombat said:
I remember playing this. Specifically, I remember looking at him with disbelief as the DM explained that, in the mysterious forest glade, we found a river with a small bridge, and a billy goat disappearing into the woods just beyond."

When we got to this point, things had become so silly that we sent each PC over the bridge in order of height, spaced out over 10 minutes or so: the halfling first, the dwarf next, the elf following...each promicing that the next guy would be a much better target. :D
 

I ran this twice. A certain room with a couple of throne like chairs was the death of both parties, and my character when I got to play through it.

I tried to download the conversion from ENWorlds downloads area and I can't get the link to work.

Anyone willing to e-mail me a copy of the conversion? If so borzoi addict @ yahoo . com, just be sure to remove the spaces and be sure to put in the header what you are e-mailing me, thanks!
 

This module is high in the running for my favorite ever. I definately prefer more high-magic, madcap fantasy to the grim n gritty stuff, and X2 definately qualifies as the former. I even used it to open my Glantri campaign, tying it into the setting enough that it served as an intro for the players who didn't know it (which was all of them).

Essentially, each of the PCs individually on the road to wherever, and went to sleep. They woke up in the foyer of the castle, surrounded by these other "strangers". Getting trapped in a cursed castle surrounded by strange beasts and lunatic wizards was a great bonding experience. :p

Favorite moments (spoilers below):

1. The party is attempting (but failing) to get information from an ogre who thinks it's an aristocractic lady, during it's rather odd "tea party". The party is getting irritated because the ogre can't understand them, while the ogre keeps getting mad because it's doing things like breaking cups, spilling tea, and other sorts of things that you'd expect when an ogre tries to host tea. Finally, the elven wizard/rogue sits back and lights a smoke to think things through. Whereupon the ogre, already in a bad mood, hits her with the tea tray, because she hadn't asked permission to smoke.

2. When the party met the evil priest, he managed to worm his way into their confidence despite the presence of the paladin in the party, who bought the priest's story of being a good guy without checking. The priest hangs around waiting for his moment to strike, which comes in the basement after the party crosses the magic square. The paladin (also the party's main tank) was struck blind by the square- this poor guy continually got the worst of things throughout the campaign.

Anyhow, the party thinks they have no means of curing him (in fact the druid had a rod of healing, but the player wasn't exactly on the ball), and gets into a rather nasty encounter with the brain eater to the north. Meanwhile, the evil priest hits the paladin with a hold spell, trusses him up with chains from the conveniently nearby jail cells, and hauls him up the secret route to the chapel for a quick sacrifice to the forces of darkness. So the party takes some pretty heavy losses from the brain eater, then comes back and finds that both the paladin and their "new friend" have vanished. They did save the paladin in time, fortunately.

3. In Old Averoigne, one of the items the party needs to find to open the gate is a potion of Time Travel, a Mcguffin item that is never even statted. They'd actually found on on an assassin that they'd killed, but neither of the wizards knew identify at the time (which made trying magic items rather interesting). Later, they run in to an NPC potion maker who says that she has one, and finally settles on a trade for the rogue/wizard's manual of Magen creation, which the PC was very reluctant to part with. When she later found out that they had an extra potion of time travel (which of course was totally useless in the "real world"), the curses spewed out would'v made a sailor take off running...
 


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