GREYHAWK: The Ghost Tower of Inverness Redux
Publisher: Dungeon Masters Guild
The Ghost Tower of Inverness Redux
A Greyhawk Adventure for 4–6 Characters, Levels 5–7 Published by Fairmaiden Wargaming
There are places that exist more in legend than on any map — places that the world keeps trying to forget, and keeps failing to. The Ghost Tower of Inverness is one of them.
Built by the archmage Keraptis as a vault for his most terrible prize, the tower has spent centuries drifting through the Ethereal Plane, appearing in the material world only when the stars conspire to pull it back. The legends say it last appeared during your grandfather's time. The legends are almost right. The Grand Conjunction is approaching again — and this time, two very different groups of people know about it.
The Circle of Eight needs the Soul Gem, the crystalline artifact imprisoned at the tower's summit, for reasons they are being deliberately vague about. The agents of Iuz the Evil need it too, for reasons that are considerably less vague and considerably more catastrophic. Your characters are caught in the middle, sent in ahead of everyone to do what adventurers do: walk into the place that every rational instinct says to walk away from.
This adventure does not hold your hand. It gives you a tower with seven distinct floors, each with its own logic, its own hazards, and its own inhabitants — then it lets you figure out how to get through them. The Sentinel Armours in the Entry Hall can be fought, but they can also be reasoned with, if you can manage to be honest. The Lich-Knights on the fourth floor respect courage above all things. And the whispers on the Bridge of the Sixth Floor are not just atmosphere — listen carefully, because some of them are telling you things you genuinely need to know.
The encounter with Iuz's High Inquisitor Vorreth the Ashen at the summit is designed to be the kind of moment your players will talk about for years, because it doesn't have a clean solution. He's not a fool. He's not a pushover. And the most interesting thing about the mission isn't getting the Gem — it's deciding what to do with it once you have it, and whether the Circle's explanation for why they want it intact actually satisfies you.
What you get in this 25+ page module: a complete adventure playable in two or three sessions, seven detailed encounter areas each with read-aloud text and multiple resolution paths, full stat blocks for all new monsters and significant NPCs, four pregenerated 6th-level characters ready for convention play, a random encounter table for the road to Old Inverness, a magic item reward suite, and extensive Dungeon Master guidance on maintaining the adventure's distinctive ethereal atmosphere.
The World of Greyhawk has never looked quite like this. The tower is waiting.
: $1.99