Dungeons and dragons ghost tower of inverness
So what do the dungeon master do once your party of adventurers has conquered the Temple of Elemental Evil and had the audacity to take over The Keep on The Borderlands? Well you stick them into the dungeons of the Duke of Urnst and have the Seer of Urnst have visions of their greater destiny conquering the Ghost Tower of Inverness! Its former lair of the legendary wizard, Galap-Dreidel whose tower spies out from the mists of Woolly Bay. There's also lots of potential for sword and sorcery action! C2 has a reputation as somewhat of a 'fun house' dungeon with lots of interesting tricks and puzzles inside of it.
#DUNGEONS AND DRAGONS GHOST TOWER OF INVERNESS HOW TO#
This adventure was meant for tournament play and in fact its the second in the series that shows how to run a convention set for a game. That's right you can shove ten friends through this adventure and it has the potential to grind their character sheets into confetti. This adventure centers around an adventure for 5-10 PCs, levels 5-7.
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Right out of the gate this isn't a light weight module, once again the C here stands for competition and that's exactly what the Ghost Tower of Inverness was meant for. Now he has convinced theĭuke that an expedition should be organized to go to the ancient keepĪnd recover its greatest treasure - the fabled Soul Gem. And so begins one of the more troubling and controversial modules for Advanced Dungeons and Dragons or so it would seem. Larger in the mind of the great Seer of Urnst.
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A shadow from the past, the Ghost Tower of Inverness has loomed ever