|The Great Seer of Urnst|
|The Ghost Tower of Inverness|
What I will say is that this is a classic funhouse dungeon. It’s not for the sort of PCs who enjoy breaking down doors and sending evil monsters to their just rewards.
As my party was when we played it. Three letters. T. P. And K. We rushed in, and tried to muscle our way through it. We failed. But we were young, and we lived by the sword. And died by it. We learned the limitations of living by the sword, and the folly of brazen sorties, cutting our teeth on modules like The Ghost Tower of Inverness.
Okay, I lied.
|A Game of Chess|
I’m sure they will figure it out as they rise ever higher into what was a mere 20’ high heap of rubble.
Still with me?
|The Key to Success...|
The Adventure League sequel aside, I have to ask: Why does the Duke need the Soul Gem? The Duchy of Urnst is predominately Lawful Good and Neutral Good. What possible good could come from his possessing it?