Showing posts with label Bright Desert. Show all posts
Showing posts with label Bright Desert. Show all posts

Friday, 3 March 2023

On Rary of Ket, Part 2

 

“…machinations, hollowness, treachery,
and all ruinous disorders,
follow us disquietly to our graves…”
― William Shakespeare, King Lear

Rary the Traitor
The Circle of Eight had been betrayed, by one of their own, no less. Rary of Ket, the once patient peacekeeper, had murdered Tenser and Otiluke. He and his co-conspirator, Lord Robilar, himself once a famed and celebrated member of Mordenkainen’s Citadel, had failed in their attempt to usurp the Circle and destabilise the Nations of Weal.
In the agonizing aftermath of the Greyhawk wars, when conflict touched virtually every corner of the continent, few gained more infamy than Rary of the Circle of Eight. Once considered a quiet, peaceful man with few ambitions, the great mage instead was corrupted to the ways of evil [.] [WGR3 Rary the Traitor – 4]
Inconceivable! But true!
[B]rooding upon his decades of ceaseless toil and frustration and his lack of success in the path of neutrality, Rary finally and irrevocably fell under evil's sway. Returning to Greyhawk, Rary enlisted the aid of Lord Robilar, a powerful if somewhat unstable nobleman with a substantial household guard, and together the two formulated a plan to put themselves into a position of power in the Flanaess. [WGR3 – 7]
To what end? There were more questions than answers.
Magical scrying and the strenuous efforts of sages have not availed to give the full story of what happened that day. [FtAA – 9]
Truly, all that can be said is that Rary's treachery that day […] gained the Archmage of Ket everlasting infamy. [LGJ#0 – 7]

584 CY
Rary's Betrayal
All that is known for sure is that, within the Grand Hall where the treaty was to be signed, a fierce magical battle erupted and spread havoc through the Old City.
[FtAA – 9]
Rary, turned traitor on the city, […] immolating several blocks of the city in magical fire. [LGJ#5 – 8]
Afterwards, two members of the famed Circle of Eight, the great mages of Greyhawk, lay dead; Otiluke and Tenser were no more. [FtAA – 9]
One would expect that they would have “survived” their ordeal, though. Right? Steps had been taken, in that regard. Right?
Following a near-tragedy at the hands of Vecna’s followers, all members of the Eight kept a number of active clones. [PGtG – 23]
But Rary’s treachery was deep, deeper than anyone could have imagined. It would seem that he had planned to murder them … for all time.
In the ensuing confusion and shock, Lord Robilar's own troops struck, destroying every one of the dead wizards' hidden clones, assuring the permanent death of both Tenser and Otiluke. [WGR3 – 7]
Their magical clones likewise shrivelled and perished, and their own bodies could not be resurrected. It is also known that Rary of Ket, another Circle member, was last seen fleeing with Lord Robilar into the Bright Desert, and that Rary had turned traitor and had slain his old friends. [FtAA – 9]
The motive behind Rary’s treachery remains clouded. According to many who knew him, the wizard probably saw an opportunity to seize power and land in the confusion that would follow the assassinations. Others suggest Rary was a pawn of the Scarlet Brotherhood. [Wars – 24]
Many suspected that Rary wished to hold the ambassadors hostage, but instead, he fled to the Bright Desert to form his own kingdom. [WGG 3e – 4]

The Eight were now Five:
In the last two decades, the Circle has seen members come and go, but its dedication to Mordenkainen's goals and methods remains steadfast. Current members include Bigby of Mitrik (N male human Wiz19), once Mordenkainen's apprentice and now an archmage in his own right; the rotund and jovial Otto (N male human Wiz15/Clr3 of Boccob), who favors the kitchen over the laboratory; Jallarzi Sallavarian of Greyhawk (NG female human Wiz15), one of the most dynamic wizards in a city of mages; the reclusive Drawmij (N male human Wiz18), who oversees Keoland and the south from his undersea lair near Gradsul; and Nystul (N male human Wiz17), a Tenha expatriate who wishes to expand the Circle, beyond eight if need be, to combat the growing threats presented by Iuz, Turrosh Mak, and the consolidating factions of the former Great Kingdom. [LGG – 156]

Need less to say, the surviving members of the Circle were shocked.
The treachery left the Eight (now Five: Bigby, Drawmij, Jallarzi Sallavarian, Nystul and Otto) reeling. [Rot8 – 2]
Never did the view of those scrying crystals turn inward, however, toward the plans of the single individual who could do the most harm to the delegates' cause. [LGJ#0 – 7]
Their reactions were mixed, to say the least:
Once timid and cautious, Bigby now acts as an ambassador for the Circle, traveling the Flanaess in search of new contacts or information. [LGJ#0 – 8]
Drawmij met the news of the treachery of Rary with classic dispassion. Indeed, the nascent archmage appears to have been the Circle member least affected by the events of the Greyhawk Wars and Reconstruction. [LGJ#0 – 8]
[Drawmij] is affable, and given his profession, little attention is paid to what Rary once termed "troubling inconsistencies." [LGJ#0 – 8]
Jallarzi Sallavarian] has sworn vengeance against Rary, though she has not taken any public action against her one-time comrade. [LGJ#0 – 8]
She wasn’t the only one filled with rage. Or in need for revenge. Tenser had many friends and allies. And a vast network of confidants and collaborators.
Schinus Balint, Commander of the Cairn Hills Force
Schinus has a secret ambition: he wants to hunt down Robilar and Rary and kill them. Schinus had his own life saved from a dragon turtle by Tenser, and has been an escort to Jallarzi Sallavarian, and he hopes to track down the renegades, revenge his old friend Tenser, and present himself covered in glory to Jallarzi, whom he admires and desires greatly. [FtAC – 30]
Otto’s views on the betrayal have never been made public.
Nor Mordenkainen’s. He appears to have paid far closer attention to “his work” than he had prior, though.
In the years since the close of the Greyhawk Wars, much has been done to restabalize the Flanaess' balance of power. Much work remains, however, and Mordenkainen and the Circle have resolved to ensure that it is completed. [LGJ#0 – 7]

Nystul
Most curious is Nystul’s response:
It has been suggested that all is not as it seems here. Rary was renowned for his complex plotting in the Circle of Eight, and some of his former associates refuse to believe that he has turned to evil of his own accord. [LGG – 38]
Alone among the other members of the Circle of Eight, Nystul holds the belief that Rary's so-called traitorship is nothing but a ruse perpetrated either by the Archmage of Ket himself or some greater enemy of the Circle, with the archmage as a dupe. [LGJ#0 – 10]
Rary may have turned evil on his own, through tampering with an evil artifact, or he may be possessed by fiends, a clone of the original, charmed, and so on. He may wish to attack the Circle of Eight, the City of Greyhawk, the Duchy of Urnst, or some other state or power. [TAB – 38]
To this end, he has contacted Rary's old companion, Torik Redaxesson of Highfolk, who has been pushing for an investigation into the cause of the archmage's alleged corruption. [LGJ#0 – 10]
If there ever was a soul who could doubt that Rary could succumb to Evil it was Torik.
Torik Redaxesson
Torik Redaxesson of Highfolk
[C12][NPC]
Torik [was] a companion to the venerable mage Rary. Rary often stopp[ed] by for news of the Vesve Forest or share[ed] what he [knew] of events in the Yatil Mountains or Ket. More than once Torik [had] gone adventuring on some special mission for the old mage. [WGA4 Vecna Lives! – 94]
Nystul and Torik were not alone in their incredulity.
Each year on the anniversary of the tower’s departure some flowers and simple gifts are left by citizens who refuse to believe that Rary is evil. Some think an external force must have taken control of him. Many of the generous souls hide their identities for fear of reprisal. [Living Greyhawk Ket Gazetteer – 25]
Torik’s investigations have raised curious questions, in that regard, concerning a curious tome penned by an even more curious and malevolent mage, the Murq’s Magica.
[W]hile the tome’s whereabouts remain unknown as of the past year, frightened whisperings have begun to surface, and they speak one infamous name: Rary the Traitor. [Dragon #269 – 65]

Since his brother betrayed the Circle of Eight and the City of Greyhawk and fled into the Bright Desert, Arkalan [Sammal of Ket] has fallen into despair. He publicly disowned his brother in 584 CY, but is still suspected of being in league with Rary by less informed and less forgiving persons in the city. [TAB – 97]
Poor Arkalan. This distrust would drive him to drink, eroding whatever confidence those who refused to believe he was in league with his treacherous brother might still have had in the hapless sibling.

So, what exactly did happen to Rary and Robilar in the wake of their failed bid for power?
Spurned from his family by his brother and banned from Greyhawk itself by Mordenkainen, Rary fled to the Bright Desert, to uncover its secrets and inaugurate an empire. [LGJ #0 – 7]
But not before engaging in what can only be described as a bit of petty thievery.
When Robilar's troops sacked Otiluke's and Tenser's citadels, they carried off several of the dead mages' magical items [.] [WGR3 – 11]
Quij was once a henchman of the notorious Lord Robilar[.] Quij took part in the sacking of the castle of the slain Archmage Tenser, but the orc became separated from his comrades after the raid. [TAB – 98]
Quij has deserted his master and Iuz cannot see him either. Perhaps he has become part of Turrosh Mak's Pomarj armies, or fled to the Bone March or even farther afield. [WGR5 Iuz the Evil – 5]

The search was on for the two turncoats even as the smoke was clearing and the dust yet to settle!
In the weeks that followed. as Greyhawk slowly recovered from its shock. Rary was condemned from every quarter. Expeditions scoured the vicinity of the city. searching for Rary and his co-conspirator. [WGR3 – 7]
Robilar’s manor was burned and his lands are becoming wilderness; few go here for any reason, though it is said the dungeons below the manor were sealed without being explored. [TAB – 76]
A diplomatic mission to Ket returned with the astonishing news that not only was Rary missing, but his entire tower, which had so long graced Lopolla's skyline, had abruptly and inexplicably vanished overnight. Rumors began to circulate that Rary had fled the Flanaess and possibly Oerth altogether. [WGR3 – 7]

Months later, the duo and the tower surfaced in the Bright Desert.
[LGG – 38]
The Abbor Alz barbarians, who sometimes traded with the desert nomads, reported that a mysterious tower had appeared in the Brass Hills in the heart of the desert, and that the master of this tower had proclaimed himself "Monarch of the Bright Lands." [WGR3 – 7]
Abbor-Alz: The rocky, granitic hills that ring the Bright Desert are known as the Abbor-Alz. In the west, the highlands are actually a small mountain range joining the Cairn Hills to their north. Enclaves of dwarves and gnomes remain in the west, many having shifted from a life of mining to the perfection of craftwork. The hills of southern Urnst are rich with gems and mineral wealth, as well as bandits, manticores, wyverns, and worse in abundance. The hillfolk of the region surrounding the Bright Desert repel all attempts to learn more about them; the rare giants and ogres here are barely more dangerous. It is known that the hillmen abhor Rary […] and actively hunt down and slay his agents. [LGG – 143]
And it would appear that Rary and Robilar were settling in for good.
Many nomads, it was reported, had fallen under his sway, and those who had not were swiftly persecuted and pressured to do so. The desert centaurs, previously known only by rumor and second-hand reports, were said to be resisting the new rulers, but their struggle seemed doomed. The new king was said to be a mage of unsurpassed skill, and had a host of strange (some said unearthly) warriors at his command. Clearly, Rary the traitor had at last appeared.
But finding Rary and bringing him to justice were two entirely different matters. Long unexplored and treated by many with suspicious dread, the Bright Desert, or the “Bright Lands” as Rary now called his new domain, was considered a place of savage tribesmen, harsh conditions, and dangerous creatures. Now it was home to Rary the Traitor, and neither Greyhawk nor any surrounding power had the strength or the inclination to venture into the desert and dig him out of his hiding place. Many favoured simply leaving him to rot in self-imposed exile. [WGR3 – 7]
Mordenkainen and Bigby, who had been wounded by the renegade, did not agree. [WGR3 – 8]
Rary and Robilar must pay for their crimes!
But Rary and Robilar remained impervious to scrying. And not just to Mordenkainen:
In the Bright Desert, Robilar is over a thousand miles from Iuz and cloaked by magic which prevents his scrying. Since Iuz has no spies there to report to him, information on Robilar is scant. [WGR5 – 5]

585 CY
Rary and Robilar were carving out their own little empire, it would seem.
WGR3 Rary the Traitor (TSR #9386, 1992). This presents the current status of the archmage Rary, his evil henchman Robilar, and their realm in the Bright Desert about 585 CY. [TAB – 4]
[F]leeing south with his co-conspirator and their loyal troops, he has carved out an empire in the wilderness, and threatens to inflict more harm and chaos on a world long grown weary of war and strife. [WGR3 – 4]
Robilar led his fanatically loyal men from desert village to desert village, systematically defeating the local warlords and incorporating their warriors into an ever-growing army. Rary, too, had transported several bands of Paynim horsemen from the west, who promised glorious death in service to the mage they called "The Rider." Early victories against nonhumans and the Tukim, the most powerful human tribe in the desert, bolstered the armies. Few openly defied this powerful force. [LGG – 38]
Next to nothing is known of his activities and domain, though some say he has a fortress in the Brass Hills in the desert’s center, where he and his treacherous partner, Lord Robilar, are forging an empire with aid from native folk. [TAB – 37]
Wherever the armies went, so too ventured immoral adventurers in Rary's employ. These humans, mostly sages and enchanters, scoured the desert, paying particular attention to local ancient ruins. Rary seldom left his tower, but all knew that he sought some object rumored to be terrible and powerful. [LGG – 38]

“The Empire of the Bright Lands” is Rary of Ket’s name for his new-found realm, hidden in the Brass Hills of the Bright Desert. After his betrayal of the Circle of Eight, his castle was magically moved from its location in Ket to its new position here. Now it serves as a local power base for evil. Officials of the City of Greyhawk are concerned that this new “empire” might choose to attack the Domain at some point. [PGtG – 51]
Bright Lands
Proper Name: Empire of the Bright Lands
Ruler: His Percipient Magnificence, the Archmage Rary, Monarch of the Bright Lands (NE male human Wiz20*)
Government: Dictatorship; realm functions as a minor city-state surrounded by barbaric nomad tribes
Capital: No capital; "empire" administered from Rary's tower in the Brass Hills and through military leaders at outposts throughout the Bright Desert [LGG – 37]
Brass Hills: Little is known of the massif at the center of the Bright Desert, for ages called the Brass Hills. The region's current inhabitant, Rary of Ket […], seems to have chosen the site for the excellent overview of the desert provided from its heights, rather than some inherent quality of the hills themselves. Rary has cleansed the hills of any dangers other than his own men and (if rumors are to be believed) fiendish servants. [LGG – 144]

Rary and Robilar were unsuccessful in their cleansing. They remained harried by centaur and nomad alike and would be for years to come. The rebels will never surrender; this is their land, and ever shall be.
Varthis (the Transfixed) hero god of Anguish, Lost Causes, and Revenge.
The Flan dervishes [of the Bright Desert] who worship Varthris are broken into two factions. […] The more militant dervishes, often warrior priests, venerate Varthis as the Great Talion who writes wrongs perpetrated upon the tribes by local monsters, northerners from Urnst, and (increasingly) the forces of Rary of Ket. [LGJ#3 – 15]

Mordenkainen
Mordenkainen did not tire in his pursuit of revenge, or “Balance” as he continued to call it. But he was rarely seen; and when he was, his motives were as shadowed as his eyes were, from that fateful day on, clouded by guarded intent.
In all things, Mordenkainen prefers to maneuver behind the scenes, subtly manipulating events to ensure that no side gains the upper hand. As a result, the archmage is trusted little, even among the likewise-neutral Hierophants of the Cabal, who find his vision of Balance wholly self-centered and somewhat arbitrary.
This philosophy has gained the archmage a virtual army of enemies, not a few of whom once considered him a good friend. Among these last can be counted Evard the Black, Terik and, of course, Rary. [LGJ#0 – 9]
There were enemies everywhere, Mordenkainen realised. Thus, the Circle must be whole again, he decreed.
3rd week of Goodmonth
Events of Return of the Eight
Tenser was returned to life in 585 CY […], but chose not to return to the Circle of Eight. [PGtG – 21]
Tenser, chafing at Mordenkainen's agenda, left the group in disgust after his rescue. [LGG – 156]
Otiluke is still dead. Three new members were appointed in 585 CY: Alhamazad the Wise, Theodain Eriason and Warnes Starcoat. […] [PGtG – 21]
“The Circle has long been weakened by Rary’s evil, at a time when we need all our powers to maintain balance in the Flanaess. And so I have rebuilt the Circle of Eight.” – Mordenkainen [Rot8 – 53]

[Tenser’s] next goal is the complete destruction of Rary and Robilar, if this has not already been accomplished [.] [Rot8 – 54]
Tenser will fight to the death without quarter against his most hated enemies: Iuz and his followers and Rary the Traitor. [Rot8 – 58]
Rary was no fool. He already knew he had powerful enemies, each as eager as the next to extract revenge on him, for whatever reasons. What was one more?

586 CY
Arkalan Sammal
Rary’s betrayal of the Circle and Free City took its toll, though. He lived in exile, cloaked, shielded, surrounded by his Paynims and nomads. But he was not the only one living under the shadow of reproach and recrimination.
The Directing Oligarchy believes Arkalan is trustworthy and has hired his services a number of times, but he lost his teaching position at Grey College and now works on commission for adventurers (a task he feels is as degrading as cleaning sewers or slavery). Arkalan is an alcoholic and is deteriorating physically, though bis mind is d shup. He knows he can do nothing abut his fate and that his brother is beyond redemption, and he knows Rary could turn against him in a vicious way. Still, he hopes to find someone who can restore his brother to his former self, as the two had been very close before Rary's treachery. [TAB – 97]

The Flanaess had suffered the presence of fiends for far too long, the Powers proclaimed. Iuz had armies of them. The Malachite Throne took council from them; indeed, devils walked Rauxes’ boulevards as honoured citizens. And Rary, too, it would seem, had gathered them to his bosom.
Still, rumors that the former Archmage of Ket now consorts with fiends have caused most of his family and friends to brand [Rary] a traitor forevermore. [LGG – 38]
We must be rid of this scourge, the Hazen declared.
In Coldeven 586, Canon Hazen of Veluna employed the Crook of Rao, a powerful artifact, in a special ceremony that purged the Flanaess of nearly all fiends inhabiting it. [LGG – 16]
Canon Hazen of Mitrik used the Crook to stunning effect, banishing thousands of demons, devils, yugoloths, and other outsiders from all parts of the Flanaess [.] The assistance of nearly every priest of Rao in Mitrik as wall as the aid (some say manipulation) of the archmage Bigby, certainly played an important role in the effort’s success. [Dragon #294 – 93,95]
Others aided: Tenser, the Despotrix of Hardby…
[Despotrix of Hardby] Ilena [Norbelos]’s illness began after the Striking of the Crook, and extensive ritual led by the priests of Rao in Mitrik which resulted in the Flight of Fiends. She had been persuaded by Tenser (despite warnings sent to her from the archmage Rary) to join in an arcane conjunction intended to augment the ritual. Unfortunately, many of the participants in Tenser’s rites have since suffered illness or other misfortune – with the notable exception of Tenser himself. [LGJ#1 – 27]
What warnings? Did Rary threaten “do this and die,” or did the once aged and wise sage try to tell her that use of the Crook might have some dire price that required payment? Or penance?

Fiends or no fiends, Rary’s Bright Empire persisted. And flourished.
While few overt threats presented themselves in the aftermath of war, the emergence of Rary the Traitor, in the Bright Desert, is a cause of great concern. [LGG – 126]
Rary's forces have grown significantly since 584 CY. [LGG – 38]
In the Bright Desert, Rary the Traitor and Robilar are said to be subduing the savages and raising a force which might yet beset the Free City of Greyhawk. [FtAA – 10]
More than ninety percent of the desert nomads now swear fealty to the Monarch of the Bright Lands. [LGG – 38]
Warnes Starcoat
His neighbours were growing concerned.
Warnes Starcoat, Chief Mage to the Joint Courts of Urnst and a member of the Circle of Eight, warns that Rary's diabolical plans could soon lead him to covet the ancient knowledge of House Maure. Lord Robilar once spent his summers in Pontyrel, in Urnst's Maure Lands, and many suspect that it is only a matter of time before his soldiers cross the Knife's Edge Pass, making their way to Maure Castle. In anticipation of this event, the village of Kelefane, near the Knife's Edge, has become a prominent military outpost, and is personally administered by Karll's nephew, Ellis […], a bitter man who looks for enemies at every corner. [LGG – 126]
Sparse traffic from Urnst arrives through Knife's Edge Pass, though the duke has forbidden all trade with those who fly the banner of [Rary] the archmage. [LGG – 37]

The Despotrix did not share Warnes’ concern, it would seem.
Hardby, however, is not so moralistic. Despite strict instructions from Greyhawk, the despotrix of Hardby personally (though secretly) authorizes trade with Rary's go-betweens in the neutral village of Ul Bakak, on the eastern end of Hardby Pass. [LGG – 37]
Why might that be? Remembrance of his prior warning? Gratitude? Or might it be something as simple as the Bright Desert held sundries worth trading for, regardless the peril of the Free City’s and the Circle’s potential retaliation and ceinture?

589 CY
Rary and Robilar never tired in their desire to “cleanse” their desert.
Despite the centaur attacks and certain stubborn native tribes, Rary's searches continue, often with frustrating consequences. [LGG – 38]
{P]atrols of Rary’s soldiers [:]
Light horsemen (2d6): AC 7 (studded leather); MV 24; HD 1; hp 6; THACO 20; #AT 1; Dmg 1 d6 (light lance) or 1 d6 (short bow); SZ M (5‘6’ tall); ML 12; AL N(E); XP 15. [LT1 The Star Cairns – 38]

Sometimes they were “successful.”
In 589 CY, Chief Strongbow, an influential leader and strong proponent of balancing the nomads against Rary and staying out of the conflict, was found murdered in his quarters. Though there was very little proof, the young bucks among the centaurs called for a guerilla war against the westerners—a plan that has met with some success. [LGG – 38]
Sometimes not.
The native desert centaurs, who remained neutral immediately after Rary's arrival, now bitterly oppose Robilar's armies. [LGG – 38]

One wonders what lurks in their Bright Desert, doesn’t one? Besides centaurs and nomads and all manner of things adapted to its perplexing brightness…
Manscorpion
Desert centaurs are a warlike but surprisingly civilized variant of the familiar sylvan centaur. They have inhabited  the Bright Desert of the Flanaess for centuries, and survive today as fiercely independent nation-tribes. [WGR3 – 63]
Manscorpions are a horrific race created by an ancient curse. The scourge of the Bright Desert, manscorpions possess a deep hatred of other living things, and attempt to slay anyone they encounter. They fight constantly with the human and centaur nomads of the desert, and are a major thorn in the side of Rary the Traitor’s soldiers. [WGR3 – 65]
A small group of doppelgangers, fleeing the so-called “Empire of the Bright Lands” of the archmage Rary, recently came across one of the legendary Star Cairns. [LT1 The Star Cairns – 5]

590 CY
Rary still covets “new” magic: I imagine he always will. He is always on the lookout for relics and artifacts, for books, rods, rings, and stones … the older the better.
Rary has become especially interested in the powerful magical energies found in ioun stones after he stole Otiluke’s pale green stone from the dead arch-mage’s smoking robes. [Dragon #249 – 93]
The Horned Lands are unique in having very rare deposits of a unique magical gem: dweornite. […] These are similar to the dweomer-stones of the Cairn Hills, and some sages suggest a common origin for both these and the reputed ioun stones Ray seeks in the Bright Desert. [WGR5 – 37]

This comes as no surprise, as [i]n all of Oerth, it may be that there has never been a wizard alive who could rival Rary’s passion and love for enchanted items. [Dragon #249 – 90]
But with the world in pursuit of justice, his prospects of requiring them had been somewhat curtailed. It should come to no surprise that Rary chose his new home where he did: There was a great deal to be discovered beneath the shifting sands of long-buried Sulm…
In late 590, an entire company of Robilar's best Paynim and nomad guards vanished while investigating an abandoned necropolis. Rary's response, ordering Lord Robilar's own personal guard after the lost soldiers, so enraged the warrior that he left his post for a week, not returning until he single-handedly slew an old blue dragon that had been considering an alliance with the archmage. The two have patched up their differences, but tensions between them remain strong. [LGG – 38]
But long-lost Sulm was only a taste of what was out there.
Having adventured across the Flanaess as a young mage, Rary knows the most fantastic of magic items are often found in the possession of seasoned adventurers. [Dragon #249 – 90]
To that end, Rary knew that if he could not go out often into the wide world, the world must then come to him.
Rary and his Spellbook
[Rary] created a powerful agent that would pass from adventurer to adventurer in the simple guise of a spellbook, plucking magical items from their current owners and teleporting them back to Rary in the Bright Desert.
[Dragon #249 – 90]
Every three or four months, the Lost Spellbook teleports itself back to Rary’s Tower. There it meets with its creator to pass along any pertinent information it has learned and to receive new instructions should the wizard have any. After these brief meetings, the Lost Spellbook leaves Rary’s Tower via vanish, appearing in another part of the Flanaess to continue its quest for magical items. [Dragon #249 – 93]
It was only a matter of time, though, that Mordenkainen and the Circle would become aware of Rary’s bid to acquire his greatest desire, and might take steps to use his little lure against him.
A hero in possession of the Lost Spellbook of Rary might find herself in a dangerous situation politically. A wary hero having the tome might want to keep the knowledge of it to herself. The recently reformed Circle of Eight […] would be but one group among many on Greyhawk who would actively work to acquire one of Rary’s Spellbooks. Should the owner decide to keep the book for herself, she might soon expect a personal visit from Bigby, Otto, or one of the other members of the Circle. [Dragon #249 – 93]
Not all are as “high-minded” in their quest to get their hands on Rary’s little toy, though.
Ket leaders, Paynim raiders, and loyalists to Rary learning of the book’s existence might seek to return the Lost Spellbook to the archmage to curry favor with him. After all, they would believe that the book had been stolen from Rary. [Dragon #249 – 93]

592 CY
Rary in His Tower
One imagines that the Bright Desert is a very small space, indeed, for two such titanic personages as Rary and Robilar. One expects that they would have parted ways, soon afterwards, if not for the Circle’s pursuit and vigilance; one even expects they might have parted ways, despite the Circle’s desire for vengence – the Circle are but eight, a paltry number to surveil the entire length and breadth of the Flaneass, let alone the whole of Oerik, endlessly. Alas, [Robilar] still serves Rary, using a wide variety of magical weapons and devices such as an artificial silver horse. [PGtG – 26]
Rary's armies are commanded by the doughty Lord Robilar (NE male human Ftr20). They range far and wide, seeking out enemies of the state, protecting emissaries to enclaves in the Abbor-Alz, or causing trouble for local tribes and desert centaurs, who resent claims of empire upon their sovereign homelands. The independent and reclusive dwarves of the Abbor-Alz have not yet been troubled by Rary or Robilar's forces. [LGG – 37]
While Robilar fights all comers, Rary appears content to sift the sands of the desert and explore the nearby caves of Abbor-Alz, though he will never divulge to what end.
To this day, the archmage eagerly acquires and examines all manner of scrolls, rings, amulets, bracers, and blades hoping to unlock a forgotten piece of arcane lore or to discover a long-lost artifact. His army scours the Brass Hills and surrounding Bright Desert for magical items for their lord. [Dragon #249 – 90]
Thousands of desert folk have suffered under Rary's armies. Many fear that he is close to achieving or finding that for which he searches; few believe the result will benefit anyone but him. Robilar, though a villain, has a soft spot for adventurers, and he is tired of playing catch-up with Rary's schemes. [LGG – 38]

Regardless their presumed lack of love for one another, they remain steadfast, keeping one and all from their shores of their tiny patch of the Flanaess.
Within the past month, no fewer than five ships have come to grief on the notoriously treacherous southern coast of the Bright Desert. […] The attacks have led many to fear that Rary the Traitor has allied himself with a powerful druid using weather magic to accumulate wealth and life energy from these grim harvests. [LGJ#3 – 26]

But every now and again, the inexplicable happens on and off their bright and decidedly inhospitable shores.
Jian Destron was the only son and heir of Szek Ewerd Destron. […] He was raised a professional sailor, and from a young age served in Onnwal’s navy. [Dragon #299 – 98]
On the Night of Scarlet Knives, when Onnwal fell to the Brotherhood [,] [Dragon #299 – 98] the Brotherhood closed in on young Jian’s ship.
Few can explain the strange mist that hid Jian’s vessel from its pursuers and enabled the loyal Onnwalons to subdue the traitors and reach the relative safety of Nyrond.
The credit for Jian's escape was claimed by a mysterious visitor of Baklunish extraction, who appeared during a court at Sornhill in early 592 CY. This man was a representative of the Empire of the Bright Desert who said that his unnamed master (doubtless Rary the Traitor) would someday require a favor in return. [Dragon #299 – 99]
Ought Jian Destron to worry? Or might this be a clue to Rary’s true self?
One wonders. Nystul does. So too Torik Redaxesson of Highfolk.
And I wonder if I do not, as well.



One would never wonder whether Rary was prolific. Or esoteric. He was. And most certainly is, still.
Arcane Puissance of the Memory” by Rary [BK]
(Rary’s mnemonic enhancer, forget, mind blank, hypnotic pattern)
[Dragon #82 – 58]

We can only wonder, though, what else he might have written while in exile, besides his most infamous and perfidious spellbook, that is.
Lost Spellbook of Rary the Traitor [BK]
The Lost Spellbook of Rary contains the following spells: Rary’s empathic perception*, unseen servant, invisibility, Rary’s mind scan*, Rary’s mnemonic enhancer, wizard eye, Rary’s hesitation*, telekinesis, Rary’s protection from scrying*, Rary’s urgent utterance*, true seeing, vanish, Rary’s vicious missiles*.
[Dragon #249 - 90,91,93,94,95,96]

He has, like most of the Circle, penned a spell or two in his time:
Level One
Rary’s Empathic Perception
Level Two
Rary’s Aptitude Appropriater
Level Three
None
Level Four
Rary’s Memory Alteration
Rary’s Mind Scan
Rary's Mnemonic Enhancer
Rary’s Spell Enhancer
Level Five
Rary’s Hesitation
Rary’s Mind Shield
Rary’s Replay of the Past
Rary’s Superior Spell Enhancer
Rary’s Telepathic Bond
Level Six
Rary’s Protection From Scrying
Rary’s Urgent Utterance
Level Seven
Rary’s Plane Truth
Level Eight
Rary’s Viscous Missiles
[PHB 1e – 78/ GA – 128/ Dragon # 249 –  92,93]

A great many of Rary’s spells relate to the mind, it would seem.
One can only wonder, then, if Rary had had this trinket on him on that fateful day, whether he would have had need to flee into the Desert on that fateful day.
Ray's Ring of Memories:
This tarnished silver ring was enchanted by the archmage Rary, but lost when his tower was sacked after he attacked the Circle of Eight. The ring gives the wearer the ability to cast Ray's memory alteration three times per day. It also grants a +4 bonus to saving throws vs effects that target memories (such as a forget spell) and a +1 bonus to saving throws against any Enchantment/ Charm spells. (Ray’s memory alteration can be found in TSR2175, Wizard’s Spell Compendium Volume 3.)
[Slavers – 127]


What have we learned?
We’ve, or I’ve, learned that Rary, as written, is a Traitor. He killed Otiluke and Tenser. And he most certainly intended to kill a great many of the leaders and delegates of the world at the Greyhawk Peace Conference that ended the Great War, thereafter referred to as the Greyhawk Wars.
But we also learned that Rary was, is, curious, perhaps to a fault. And it may be that his insatiable curiosity was his downfall.
Moreover, we learned that Rary was kind, and patient, a peacekeeper and peacemaker, respected by all, prior to his fall. He may have been the most independent of the original Circle of Eight; that stands to reason, as he was the only archmage not entirely of the Flanaess: He was, is, Kettite, a Westerner, not an Easterner. Indeed, his only real connection to the East and the Free City was, and is, his brother, poor besotted Arkalan, who bears the mantle of guilt for his elder brother’s murderous betrayal.
Rary of Ket
So, is Rary a traitor? Is Rary evil? He is as written. But is he irredeemable? Perhaps not. Perhaps Rary is only a victim of his own arrogance, and should he be rid of Murq’s mysteriously malicious tome, Rary would be cured of his evil ways and brought back to “balance.”
Should he be rid if it, could, should, justice be meted out upon “The Traitor,” if he were not responsible for his forced conversion? Early D&D was replete with such legerdemain, so such things must have occurred from time to time. Who, then, would be his judge? His executioner? Mordenkainen? Bigby? Tenser? Could they be unbiased? Prejudice is unreasoning, hatred blind, vengeance deaf. I might ask: Are their hands so clean? Are they without sin, they who’ve tasked others to do their bidding in pursuit of undisclosed ends, sometimes unto death, without their ever having divulged the reason why?


“Yet each man kills the thing he loves
By each let this be heard
Some do it with a bitter look
Some with a flattering word
The coward does it with a kiss
The brave man with a sword”
― Oscar Wilde, The Ballad of Reading Gaol


“Betrayal is the only truth that sticks.”
― Arthur Miller





One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargent, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable.
Special thanks to Jason Zavoda for his compiled index, “Greyhawkania,” an invaluable research tool.


The Art:
Rary the Traitor, by Ben Wooten, 2011
Bright Desert map, by Steve Beck, from WGR3 Rary the Traitor, 1992
Mordenkainen, by Michael Komarck, from Expedition to the Ruins of Greyhawk, 2007
Warnes Starcoat, by Gary Williams, from WG6 Isle of the Ape, 1985
Manscorpion, by Ken Frank, from WGR3 Rary the Traitor, 1992
Rary and his Spellbook, from Greyhawk Adventures, 1988
Sage, from Dungeon Masters Guide 1e, 1979

Sources:
1015 World of Greyhawk Boxed Set, 1983
1068 Greyhawk Wars Boxed Set, 1991
Greyhawk Wars Boxed Set, 1991
2011 Players Handbook 1e, 1978
2011A Dungeon Masters Guide, 1st Ed., 1979
2023 Greyhawk Adventures, 1988
9025 World of Greyhawk Folio, 1981
9309 WGA4 Vecna Lives! 1990
9386 WGR3 Rary the Traitor, 1992
9576 Return of the Eight, 1998
9577 The Adventure Begins, 1998
9578 Player’s Guide to Greyhawk, 1998
9579 LT1 The Star Cairns, 1998
11621 Slavers, 2000
11742 World of Greyhawk Gazetteer 3e, 2000
11743 Living Greyhawk Gazetteer, 2000
Living Onnwal Gazetteer
Dragon Magazine #82, 249, 269, 294, 299
OJ Oerth Journal, appearing on Greyhawk Online
LGJ #1,1,3
Greyhawkania, Jason Zavoda

Friday, 28 May 2021

Thoughts on C2 The Ghost Tower of Inverness

 

“This used to be a funhouse but now it's full of evil clowns.”
― P!nk

A shadow from the past, the Ghost Tower of Inverness has loomed ever larger in the mind of the great Seer of Urnst. Now he has convinced the Duke that an expedition should be organized to go to the ancient keep and recover its greatest treasure - the fabled Soul Gem. [C2 The Ghost Tower of Inverness - 1]

Most adventures begin long before the PCs get involved. They powerful wheel and deal, plot and plan; and it is only when they see a clear and present danger to their own wellbeing do they involve others.
For many years legends of the Soul Gem persisted. And so it happened that one day, not long ago, while researching in some ancient tomes, the great Seer of Urnst discovered the strange account of the Soul Gem and the legend of its master. He recognized the power of the stone and through further research unlocked the secret of its control. Armed with this knowledge he took it upon himself to recover the gem and went so far as to investigate the ruins of the keep. But even with all his power he was turned back from his quest by several unfortunate encounters in the upper ruins.
The Great Seer of Urnst
Turning to Justinian Lorinar, Duke of Urnst for aid, the Seer recounted to him the story of the Soul Gem and of the magician's own unsuccessful attempt to recover it. He convinced the Duke that the gem could be both a very powerful protection from one's enemies and a great tool with which to battle the forces of evil. He confided that he, the Seer, knew how to use the gem's power and could teach Duke Lorinar this knowledge, if he could but obtain the jewel.
The Seer advised Lord Justinian that a small band of powerful and experienced adventurers might succeed where he alone had failed. He assured the Duke that with the power of a geas, or means of more subtle persuasion, he could insure that the quest would be properly carried out. [C2 - 2] 

It is only then that they gather the bold and foolhardy to do what need be done, be it foil the foe, save the damsel, or retrieve the McGuffin; after all, no one truly knows what powerful adventurers might do. They may abscond with the prize, if unchecked, unless presented with an obvious reason not to.
You don't know what time it was when you were awakened, for the room stayed in had no windows. All you know is that you have been roughly d ragged from your cot by the palace guard, and that you now find yourself walking down a long, dimly-lit corridor. With you are four people whom you have never met before, each escorted by several heavily-armed guards similar to the ones who walk by your side. You wonder what the others could have done to deserve so dubious an honor.
In front of you a great iron door swings open, filling the corridor with an almost blinding light. Before you stretches a huge room ornately decorated with elaborate columns and finely detailed wall hangings. One of your group, a simply clad woman steps out onto the finely polished floor before you and into the throneroom ahead of her guards. The rest of you follow behind her, urged forward by the spears which the guards impatiently press into your backs. Across the chamber sits Duke Justinian Lorinar of Urnst. To his right, partially shrouded in shadow stands his advisor, the mysterious magician known only as the Seer. At a motion from the Duke your party is urged forward to stand before the ducal throne.
A smile creeps across the Duke's face as he speaks to your small band. He seems strangely pleased with the turn of events. "I imagine you are wondering why you have been brought to appear before me today." His eyes sweep approvingly over the five figures in your group; none of you betray any apprehension about what is to come. "Most of you," he continues, "have been convicted of crimes for which you should spend the greater part of your lives in my dungeons." [C2 - 4]

The miscreants?
Hodar, a mage who dared dabble in forbidden sorceries.
Lembu, a warrior of high skill, and high temper, who killed a captain of the guard while deep in his cups, then 11 others, resisting arrest.
Zinethar, the religious leader of a Temple Coalition revolt.
Discinque, a skilled cat burglar, if an unlucky one, caught absconding with the Crown Jewels.
The only innocent is Li Hon, a monk of a monastery, there to settle a debt.
Their task? Brave the ruined tower of Inverness, and collect the Soul Gem the Seer could not.
But they were “assured that your former stations shall be awaiting you if you return without the gem." [C2 - 5] 

So begins C2 The Ghost Tower of Inverness. It’s a classic adventure. Truly thousands have braved it. I imagine quite a few have not survived the experience. But such is the way of tournament modules. They were meant to challenge the very best players. And they were meant to be lethal.

The Ghost Tower of Inverness
High on a hilltop above the trees and mists that surround Woolly Bay, there stands the ruined Keep Inverness. The Keep's four towers pierce the dark clouds above, its massive walls anchored deep in the living rock upon which they rest. It must have been potent forces, indeed, that brought his once-proud Keep to destruction.
The walls of the Keep are 50' tall and 8' thick, with numerous large crumbling holes piercing them at various places. The four towers are each 150' tall. A large, rusty portcullis blocks the 15' wide tunnel-like entrance. [C2 - 6] 

The remains of the tower walls are in bad shape. They are centuries old, after all. So too the tower. It has long since collapsed, and is a no more than a pile of rubble. It’s a wonder that the walls have not, or the towers, for that matter. One would think that narrow spans, anchored by tall, spindly towers would have been the first to succumb to the ravages of time, but such was not the case.
An enormous pile of rubble, 20' tall, lies in the center of the courtyard. It consists of old but worked stones which range in size from pebbles to 6' boulders. Ancient carvings are visible on some stones. They are now worn but clearly show traces of ancient magic. [C2 - 6]

Did it come under attack? Was it deliberately pulled down?
If this does not inform the PCs of the need for caution, one wonders what will. 

Shall I detail what follows? Could my doing so reveal the plot? The riddle? The key to success? Could I? It’s an old module, after all, written and initially played and published in 1979. I’m sure Allan Hammack wouldn’t mind, sure that everyone of a certain age is familiar with its contents.
But I shall not. Why spoil the surprise for those who have not braved its wonders and horrors.

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.

Be aware that there will be spoilers. Then again, this is a 40-year-old adventure, and unless you’ve been out of the game for decades, never ran or played this, lived under a rock, or are new to the hobby and only invested in 5e, I cannot imagine how I can spoil anything.
But you never know, do you?
Forging ahead, I have to say something, or all these module “reviews” will amount to a few introductory passages, an invitation to buy it, read it, and come to your own conclusion as to whether they have withstood the test of time.
Does The Ghost Tower of Inverness?
That depends.
That sounds like a copout, but bear with me.
Consider the design. The Tower is a failure in its context as a seat of power. Granted, the Upper Ruins are vast, and could presumably have once housed far more than just the Tower. But there’s no mention of what might have been within the confines of the walls. Therefore, we must assume that Galap-Dreidel suffered no other presence there. The introduction goes so far as to assume that Inverness was his very home and seat of power.
The walls of this castle were said to be proof against enemies and all things magical or natural. Know you also that here was said to dwell the great wizard Galap-Dreidel at the height of his power and glory, and that he did lift the Castle Inverness from the very foundation of rock upon which it rested. [C2 - 2]

Inverness is not even a castle. Indeed, its design is not fit for habitation, as shown. There are no living quarters, no kitchens, no hall, no stores, no privies. Fail!
Inverness is “little more” than a dungeon. And a death trap. A place to stow a prized possession.
Does it withstand the test of time as an adventure? Maybe not. It has no plot beyond its initial set-up. It is an elaborate riddle and trap, whose only purpose is to secure a McGuffin. Does the McGuffin deserve such a secure vault? Probably not. It’s not an artifact; but it does other things that an evil sorcerer might value.
Does it succeed as a riddle and trap? Sure; so long as you enjoy classic funhouse modules. Do you? Or are you the sort that loves long, epic, adventure paths. If you prefer those, then you may not appreciate a funhouse. 

What is funhouse dungeon, you ask? It’s a wild, crazy, ride; that’s what it is. Think Conan, and swords and sorcery; think of mad, wizened, wizards in crystal towers; and ever more dangerous monsters round every corner. Do they make sense? No. Why should they? They were built by mad wizards of a bygone age, wielding power the likes of which have never been seen since. That is likely to bend one’s perspective a little.
Galap-Dreidel was no different.
Know you that in the elder days before the Invoked Devastation and the Rain of Colorless Fire, when the ancient peaks of the Abbor-Alz still thrust skyward sharp and majestic and the Flan tribesmen were but newcomers to the land, there existed between the Bright Desert and the mouth of the river Selintan a great fortress called Inverness. The walls of this castle were said to be proof against enemies and all things magical or natural. Know you also that here was said to dwell the great wizard Galap-Dreidel at the height of his power and glory, and that he did lift the Castle Inverness from the very foundation of rock upon which it rested.
Most grand and terrible of all Galap-Dreidel's work was the keep's great inner tower; for it was there that the wizard's most prized possession, an eldritch jewel known only as the "Soul-Gem", was said to rest. Legend says that it was like a great white diamond and that it glowed with the brilliance of the sun. In years long past it had fallen from the sky and landed in the foothills of Abbor-Alz where Galap-Dreidel discovered it as it lay in the fires of its glory. Through magicks most arcane and knowledge forbidden to mortal men he d id bend its power and shape the stone to his will. Stories say that the light of the gem dragged the souls of men screaming from their mortal flesh and trapped them within its many facets. Galap-Dreidel, it was said, harnessed this power and used it against those who opposed his will. They also say that he who controlled the gem could call forth the stolen souls of men and make them do his bidding.
For the stone Galap-Dreidel raised up the great central tower and filled his castle with many horrible creatures and deadly traps and, using a great incantation, he did wrest the tower from the very fabric of time and set it apart so that those within would not be affected by the passage of years. Thus it was that his traps never faltered nor did his guardians age or need food. Townsfolk whispered that Galap-Dreidel would, at times, set a prisoner free in the tower merely for the sport of his beasts. Some legends tell that his power was so great that he even taught the gem to protect itself from those who would take it from him.
Guardians
But despite his great power there came a time that Galap-Dreidel did leave on a journey northwest, over the river Selintan, and did not return. At this time there came a great multitude of superstitious peoples from surrounding lands who laid siege to the castle and threw down the great tower. And it came to pass that despite this seeming victory over their feared former master the people did shun the area and it was said that on fog-shrouded nights the great central tower of the Fortress Inverness could still be seen.
[C2 - 2] 
What can we infer from this passage?
Galap-Dreidel is Ur-Flan. He carved his kingdom in the elder days before the Twin Cataclysms, when the Flan tribesmen were but newcomers to the land. He raised his tower, and he did wrest the tower from the very fabric of time. [C2 - 2] Good luck doing that now.
I suppose one might be able to accomplish this with a number of Wish spells, and a few Permanent spells, but I wonder. Only magi as powerful as Vecna, and Keraptis, and Acererak…and Galap-Dreidel have been able to pull off magic this powerful. And those notable few were “contemporaries” of Galap-Dreidel. 

His is a funny name: Galap-Dreidel.
Galap is an American surname, founded in the 1880s, most in or about Texas.
A dreidel is a four-sided spinning top, played with during the Jewish holiday of Hanukkah. I might add that Galap-Dreidel’s tower looks a little like a dreidel.
I digress. Other than mention of a game within a game, I find no wisdom from so curious a name.
 
The party arrives. They gain entry.
A Game of Chess
What follows is what one would expect from a tournament module: Tricks, traps, and the odd monster. Not many. Too much combat can bog tournament play down; and this, like all tournament modules, was designed to fit into a neat 4-hour time slot.
What is the goal? Descend into the dungeon proper, find and combine the keys, and advance to the truly dangerous part, the tower, itself. Where the McGuffin awaits.
Simple.
I might add that although Wandering Monsters are not part of tournament play, tables are included for non-tournament play. 

In regards to encounters, one stands out: a human male Illusionist.
(AC 4, Lvl 10, hp 35, Algn LE. S 10, 1 17, W 9, D. 18, C 15, CH 7, cloak of protection +2, dagger + 1).
Spells:
First level: color spray, darkness, detect Invisibility, hypnotism, wall of fog
Second level: blur, hypnotic pattern, improved phantasmal force, Invisibility
Third level: fear, paralyzation, spectral force
Fourth level: improved invisibility, phantasmal killer
Fifth level: shadow magic
[C2 - 5]
Unnamed. Lawful Evil. 7 Charisma. Seems like quite a piece of work.
The question begs asking: Why is he there? Is he a guardian left by Galap-Driedel; or is he too searching for the Soul Gem?
The role of guardian fits: Thus it was that [Galap-Driedel’s] traps never faltered nor did his guardians age or need food. [C2 - 2] It’s a scary thought, to my mind: trapped within a dungeon, doomed to road its passages for millennia, oblivious to the passage of time.
One could have fun with this. A rival? A survivor of another adventuring party a century before. Or one from not so long ago. This will likely end in combat, but he might be an opportunity for exposition, too. And betrayal. 

Moving on, the players find the keys, and apply them to any of the four doors leading to the central room of the dungeon.
When the indentation is filled, a line appears in the center of the blank wall and the door divides into two halves which spring swiftly apart. Beyond the door is a 40' x 40' room with a 10' high ceiling. The walls, floor, and ceiling are all made of the same smooth, blue-gray metal that the KEY and doors are fashioned of. The room is bare except for 8 thickly padded reclining chairs. [C2 - 11]

The doors slam shut behind them, and they feel the room hurled aloft. They are thrown to the floor, if not seated.
Colors swirl before your eyes. Your stomachs churn, and suddenly the pressure stops. You notice that a 5' diameter hole has appeared in the center of the ceiling; it was not there before. [C2 - 11] 

It is here that The Ghost Tower of Inverness becomes the promised surreal ride it was meant to be.
And it is here that to delve to deeply into the PCs fate would be to ruin what is to come.
Although the players don't know it, [the central dungeon room] is a time portal which, due to the arcane magicks which created the tower, transports those within back to the days when the great central tower was still standing. Moving upwards through the Tower, the party will discover 5 levels, one for each of the four elements (Air, Earth, Fire, and Water) and finally the great domed Jewel Room in which the Soul Gem is kept. [C2 - 12]

I’m sure they will figure it out as they rise ever higher into what was a mere 20’ high heap of rubble. 

What awaits them in each elemental layer? That would be telling.
Seriously, this is where you stop reading unless you really want the spoil the surprise.
Skip to the end. 

***

Still with me?

Should the party survive the “elemental” levels, they will come face to face with the Soul Gem in the Jewel Room.
You see a 120' diameter circular chamber with a domed ceiling 50' high at the apex. In the center of the room, about 4' off the floor, floats a multi-faceted, opaque white diamond about the size of a melon - the Soul Gem!! Suddenly part of the room is lit with an intense, dazzling white light. As the spots before your eyes fade (it takes but a moment or two), the room seems exactly the same. The object of your quest is before you!  [C2 - 16] 

The strategy is simple. Beat it with a stick until it breaks.
The Key to Success...
The Gem is surrounded by a 2' diameter invisible force sphere. Although the sphere has only 20 hit points, it can only be hit by hand-held weapons or hand attacks – no spells will have any effect on it. An adjusted roll of 10 or better is necessary for any character to hit the sphere, and up to eight characters can strike at the sphere in any given round (one character in each section of the room). For each point of damage a character Inflicts on the sphere, that character will sustain one point of damage. This is true even if the sphere is "overkilled" in one round (for example. if 25 points are inflicted on the sphere. 25 points must be sustained by those doing the damage). When 20 or more points have been delivered to the sphere, it will become visible, fracture, and fall to the floor in glassy shards.
Once the force sphere is destroyed, the Gem may be seized. After the Gem is grasped by a character, it will not fire any more rays. The Gem can be destroyed by rolling a natural 20 with a magic weapon, but if this is done the Gem will shatter and release the millions of souls trapped inside, who will insanely slay all living creatures in the Tower (unless the Amulet of Recall is used immediately).
If the Amulet of Recall is grasped and activated, the following are instantly teleported back through time and space to the Seer's lab: the character grasping the amulet, all of his or her possessions, and anyone or anything else he or she is touching (including soulless bodies). [C2 - 16]

Honestly, members of the party are going to die should events play out as written:
When the Gem's ray blasts the sector a character is in, any persons within the affected sector must make a saving throw vs Petrification (include only wisdom adjustments). If the saving throw is successful, the character's skin, clothes, possessions, and so forth, are all bleached a ghostly white color, and all magic items (except for the Amulet of Recall) are drained completely of magic. (In non-tournament play, the DM may wish to give magic items a saving throw against being drained.) If a character fails the saving throw vs Petrification, however, the other characters will see the following:
When the white light strikes the victim, he (or she) screams horribly – a long, drawn-out wailing scream. As your vision clears, an image of the character, pale and ghostly, streams out of the body and toward the Soul Gem getting smaller the nearer it gets. As the image shrinks in size, the volume of its screams diminishes. When it reaches the Gem, there is a burst of radiance, and the image is gone. The character's form lies motionless on the floor; the body is dead white, as are all the character's possessions. [C2 - 16]

Which sector lighting up is random. Totally random! Unless you use the tournament sequence: 6, 7, 1, 4, 7, 6, 2, 2, 8, 6, 5, 1, 2, 3, 4, and then random, if more are needed. [C2] And that too is random.
I hate that. The players will too.
Unfair, they will cry.
And they would be right to, in my humble opinion.
Might I suggest an alternative sequence?
Begin with sector 2, and then advance three sectors for each subsequent burst: thus, 2, 5, 8, 3, 6, 1, 4, 7, 2…. A pattern gives the PCs a fighting chance.

It is obvious to me that they knew players would be pissed, so a little deus ex machina is applied at the very end of the module:
If the party successfully teleports back to the Seer, they will be congratulated on their success and then told that (because of his familiarity with the Soul Gem) the Seer can locate the exact facet where the souls of the party members are, and return them to their own bodies (if they were recovered) or, less happily, to other bodies if necessary. [C2 - 16] 


Is this the end? No.
This is a familiar scene. Shackled. Bound. The same faces surround you as the last time you were in this dark, dank cell. Your friends, your party members. You’ve been told that your actions have led to death and destruction near and far, but you were only doing what was demanded of you from those who hold you captive again now. A looming figure goes over your crimes and holds out a glowing gemstone, offering a trade for your lives. “You must undo what you have done and put this back,” he whispers. “You must return to the Ghost Tower.”
DDALCA‐01 Return to The Ghost Tower of Inverness, by Elisa Teague.
(There was another, earlier, sequel of the same name {CORS3-03} written by Creighton Broadhurst and Steve Pearce in 2003, but the one quoted is the Adventure League module for 5e. I don't have a copy of the Living Greyhawk tournament module, so I can't comment on it.)
All but Li Hon return, replaced by a certain bard by the name of Phineas, a braggard and charlatan who claimed that it was he who stole the Soul Gem in the first place.
It seems that the Duke of Urnst found the Soul Gem more trouble than it was worth.
Unbeknownst to our heroes, since completing that task and delivering the Soul Gem to Justinian Lorinar, Duke of Urnst, it has brought death and doom to the entire realm. The governing council, insistent on not taking the blame for the devastation, have turned back to the heroes for help once again. [RttGToI]

***

Do I like this classic module?
I do. But I'm biased. I played it, as noted. It was fun. It was thrilling.
However, it was the first to kill one of my characters. Serves me wright for not being cautious and blundering into the reverse grav area while being pelted by flung boulders. No clue what I'm talking about? Read the module, and you'll understand.


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?
However, it is not the Duke who covets it, is it? It was the Seer who recognized the power of the stone and through further research unlocked the secret of its control [C2 - 2]; and presumably only brought the Gem’s existence to the Duke’s attention after he had failed to get his hands on it.
He cuts a mysterious visage: Across the chamber sits Duke Justinian Lorinar of Urnst. To his right, partially shrouded in shadow stands his advisor, the mysterious magician known only as the Seer. […] His features are indistinguishable beneath the long robe which hides all but his gnarled hands from view. [C2 - 4] 

I wonder… 

 

You may also wonder, why am I looking at C2 at this time when I’ve been knee deep in the A series and its prequels and sequels? Because it happens to be something of a sequel to the Slavers series.
Not so, you say! Indeed, it is, I counter.
Hodor makes a return within Sean K. Reynolds’ and Chris Pramas’ much celebrated adventure/gazetteer; so, I thought I might slip this in, just to be exhaustive.

 

 

 

 

One must always give credit where credit is due. This post is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable.
Very special thanks to Allan Hammack, without whose imagination, this adventure, and this review, could not have been possible.

 
 
The Art:
Cover Art detail, from C2 The Ghost Tower of Inverness, by Jeff Easley, 1980
The Great Seer of Urnst, from C2 The Ghost Tower of Inverness, by Jeff Dee, 1980
The Ghost Tower, from C2 The Ghost Tower of Inverness, by Erol Otus, 1980
Bugbear, from C2 The Ghost Tower of Inverness, by Jim Roslof, 1980
Cartography, from C2 The Ghost Tower of Inverness, 1980
Guardians, from C2 The Ghost Tower of Inverness, by Jim Roslof, 1980
A Game of Chess, from C2 The Ghost Tower of Inverness, by Jeff Dee, 1980
Vusual Aid #3, from C2 The Ghost Tower of Inverness, by Jim Roslof, 1980
Back Cover Art detail, from C2 The Ghost Tower of Inverness, by Jeff Dee, 1980



Sources:
1015 World of Greyhawk Boxed Set, 1983
9038 The Ghost Tower of Inverness, 1980
11621 Slavers, 2000
DDALCA‐01 Return to The Ghost Tower of Inverness, Adventure League
Greyhawkania, Jason Zavoda
The map of Anna B. Meyer