Castle Amber is a Dungeons & Dragons module, coded X2, designed by Tom Moldvay for use with the Expert D&D set. Castle Amber (Château d'Amberville) is actually one of several subtle literary adaptations among D&D modules, which draws from the Averoigne stories of Clark Ashton Smith. The main NPCs of the module, the Amber family, are not actually in any of Smith's stories, and were created by the designer to provide a link to Averoigne. A selected bibliography is included at the rear of the module.
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rdfs:label
| - Castle Amber (Dungeons & Dragons)
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rdfs:comment
| - Castle Amber is a Dungeons & Dragons module, coded X2, designed by Tom Moldvay for use with the Expert D&D set. Castle Amber (Château d'Amberville) is actually one of several subtle literary adaptations among D&D modules, which draws from the Averoigne stories of Clark Ashton Smith. The main NPCs of the module, the Amber family, are not actually in any of Smith's stories, and were created by the designer to provide a link to Averoigne. A selected bibliography is included at the rear of the module.
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module rules
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dcterms:subject
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dbkwik:annex/prope...iPageUsesTemplate
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module campaign
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module character levels
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module first published
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module title
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module authors
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module code
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module image
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abstract
| - Castle Amber is a Dungeons & Dragons module, coded X2, designed by Tom Moldvay for use with the Expert D&D set. Castle Amber (Château d'Amberville) is actually one of several subtle literary adaptations among D&D modules, which draws from the Averoigne stories of Clark Ashton Smith. The main NPCs of the module, the Amber family, are not actually in any of Smith's stories, and were created by the designer to provide a link to Averoigne. A selected bibliography is included at the rear of the module. Castle Amber was ranked the 15th greatest Dungeons & Dragons adventure of all time by Dungeon magazine in 2004, on the 30th anniversary of the Dungeons & Dragons game and was fondly remembered in Dragon Magazine the same year. This contrasts with an early review in Issue 35 of White Dwarf magazine; reviewer Jim Bambra rated it 6 out of 10 and felt the adventure chaotic, and that success depended more on luck than on skill.
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