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Ghost Tower of Inverness

The Ghost Tower of Inverness
C2GhostTowerInvernessCover.jpg
The cover of The Ghost Tower of Inverness, with art by Jim Roslof. The artwork depicts two adventurers encountering a creature.
Code C2
TSR Product Code 9038
Rules required 1st Ed AD&D
Character levels 5–7
Campaign setting Greyhawk
Authors Allen Hammack
First published 1979
Linked modules
C1, C2, C3, C4, C5

The Ghost Tower of Inverness is an adventure module for the Dungeons & Dragons fantasy roleplaying game, set in the game's World of Greyhawk campaign setting. The module's title refers to an ancient magical tower located in the southern Abbor-Alz Hills. The "C" in the module code represents the first letter in the word "competition," the name of C1 – C6 module series.

The player characters go on a quest to find the fabled Soul Gem, a legendary artifact of great power. They must gather the four parts of a key granting them entrance to the Ghost Tower.

Players may choose from one of five pre-determined characters listed in the module. All of the characters are in the dungeon of the Duke Justinian Lorimnar of Unst for various crimes and charged with the task of recovering the Soul Gem for the Duke:

Hodar - A sorcerer practicing forbidden magic specifically outlawed by the Duke

Zinethar - A priest who led a temple revolt against the Duke's citizens

Lembu - A fighter who killed the palace guard captain and 11 of his men in a barroom brawl

Discinque - A thief who attempted to steal jewels from the crown, only to fall off the wall on top of the guard patrol

Li Hon - A monk indentured into the Duke's service by her monastery in lieu of tax payment

The Duke, after providing gold for the characters to equip themselves, also provides a magic item (the Amulet of Recall) which teleports the party back to the Duke, no matter where they are. After equipping is complete, the palace guard escort the characters to the ruined site of the ghost tower, where players must then figure out actions on their own how to best enter the tower and recover the gem. Tournament Points are added, or deducted, from both team and individual scores depending on how characters choose to handle the situations they encounter. These include a chess room, a "frozen bugbear" room, a "tunnel" room, and others.

When the proper keys from this level are gathered and activated, the party (unbeknownst to them) travel back in time within the Tower, where more challenges await, among them elemental levels of the newly restored tower.

The final level of the tower houses the Soul Gem, which is behind a force field that must be broken before the characters can claim it. Should the characters survive, they use the amulet to return to the Duke and keep all treasure they find (subject to 20% tax). The "twist" at the end is that any character that was killed by the gem can be restored to life by the Duke's Seer.


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