Showing posts with label C Series. Show all posts
Showing posts with label C Series. Show all posts

Friday, 18 February 2022

Thoughts on C1 The Hidden Shrine of Tamoachan


“We live in the flicker – may it last as long as the old earth keeps rolling! But darkness was here yesterday.”
― Joseph Conrad, Heart of Darkness

“Yeah. I guess I gotta find my own way.”
– Luke, ‘Cool Hand Luke’


C1 The Hidden Shrine of Tamoachan
Your party is lost! You should never have abandoned the ship and struck out into the marshes, but your pursuers were closing on your trail, and it seemed the only way. Stumbling onward through the fens, your party makes for higher ground ahead. As you cross the ridge, the sun sinks below the horizon and night comes. Breathless, the party drops to the ground, and you try to catch your wind with the welcomed rest. Somewhere behind you comes the sound of distant shouts. Scrambling back to your feet, you force your way further into the brush, past great carved stones which lie overturned on the ground.
A full moon rises, sending moonbeams and ghostly shadows to flicker through the branches. Ahead in the woods a light glows and seems to beckon – perhaps a shelter for the night. Though thorns tear and impede your progress the source of illumination is reached at last. Before you is a clearing. There is an ancient ruin – a worn and overgrown pyramid fills the courtyard, shining in the moonlight, seeming almost brighter than the moon itself. A refuge? Perhaps; tomorrow with daylight the party may explore, but tonight you must have rest. [C1 The Hidden Shrine of Tamoachan – 2]

Lost! Breathless! Chased by distant shouts! One wonders what the PCs must have done to warrant the dire straits they find themselves in at the onset of The Hidden Shrine of Tamoachan.
Sadly, few experienced the events leading up to the beginning of the adventure. They were never meant to, either, as this was an early tournament module, first unveiled at the 1979 Origins International Game Expo (Origins ’79), and designed for play in a set timespan, to accommodate the needs of the convention hosting it and not the adventure itself.
I’m of mixed mind concerning tournament modules. They serve a purpose: So many encounters, so many traps, so many puzzles. Most tournaments seem forced to me, but this one doesn’t. It’s supposed to feel rushed, for reasons I will cover later.
It does not have to be, of course. There is an extensive backstory, easily (if laboriously) fleshed out into a far larger campaign, if you would prefer that. Imagine Cool Hand Luke, First Blood, and Heart of Darkness for inspiration. I feel excited just thinking about it. However, that possibility is not within the scope of this review.

As far as the published module is concerned, its introduction far more cinematic than most, and it has pre-gens that have a fully realized backstory. That is/was unusual. Most pre-gens were mere stat blocks with the unlikely, and whimsical, names of Fonkin Hoddypeak, Beek Gwenders, and Gleep Wurp the Eyebiter. Their backstories were no more detailed than the vague: a party of the bravest and most powerful adventurers has been assembled and given the charge to punish the miscreant giants. [G1- 2]

Rhialle, Cair, and Myrrha
Let’s look at our heroes’ backstories, shall we?
There are three: Cair, a magic-user and thief by trade, with a price on his head: Myrrha, a banished cleric who seeks escape from her former colleagues: and Rhialle, a barbarian fighter, outcast of his people. In recent weeks past, Rhialle and Myrrha helped Cair escape the clutches of bounty hunters, and thus became fair prey as accomplices. Taking passage on a ship faring south the party had thought to evade the hunters, but the persistent trackers followed in a hired ship. In final desperation the party had abandoned their vessel for the wild jungles of the savage land. [C1 – 2]
If that wasn’t enough for you, they are presented in far greater detail at the end of the module (where most pre-gens usually reside.

Cair
CAIR
is the child of a strange union. His father was a human sailor, and his mother, a sea elf. Abandoned by his mother and orphaned by his father, he grew up alone in the streets and alleyways of the seaport Scant in the country of Onnwal, with only a masterless mongoose as his friend and companion. From observing the mongoose, Cair learned the value of the lithe dodge and quick thrust. He began to undertake thievery on a small scale.
Rittorch, a kindly scholar, noticed the quick hands and wits of Cair and took him into service as a helper and apprentice. Rittarch was a dabbler in the lesser arcane arts of low magic, and Cair learned certain skills and arts that a noble's formal education could not have afforded him. In fact, he learned more than Rittorch thought he was teaching the young lad. Meanwhile, Cair continued his stealthy thieving at night.
Rittorch grew careless as he grew old, and one evening he omitted one-and-a-half crucial passes from the Rite of the Winds of Time and was filled with the spirit of a crazed devil. The old man attacked Cair in a maniacal frenzy, and the young thief was forced to kill his master in self-defense. Unfortunately, the city guard, who wanted to ask Cair some questions about a missing necklace, took that moment to enter and find him standing over Rittorch's crumpled form with a dripping blade. Though pierced by two crossbow bolts, Cair managed to make good his escape, and now flees the bounty hunters who pursue him for the price on his head. [C1 – 29]

 Myrrha, Rhialle, and Cair
MYRRHA
is from the city of Pontylver, which is a loyal daughter to the See of Medigia, where she was a cleric in the lawful neutral Temple of the Correct and Unalterable Way. Myrrha had always been faithful and obedient, following the orders of her superiors and competently completing all tasks. Her good service was noted and she rose in levels within the church, assuming more difficult tasks as her power and skill Increased. Always she was firm and faithful in her allegiance to Stern Alia, goddess of the order.
Eventually a new Archon mounted the throne in Pontylver, one who claimed Alia as her patron. The Temple of the Correct and Unalterable Way grew in followers and prestige, and as time passed, Myrrha noticed that her peers and superiors were becoming increasingly arrogant and arbitrary. Their pronouncements came to be regarded as law, and they began to see themselves as the ultimate arbiters of justice. Myrrha saw that they were falling into the heresy of believing that law is concentrated in the individual and not the community. Investigating, she discovered a well-kept secret: many members of the ecclesiarchy were no longer able to cast high-level spells, thus proving their estrangement from their deity! At last, Myrrha attempted to speak out against the heterodox clergy and reveal their fall from divine grace, but the forces of the ecclesiarchs prevented her from doing so, and she was fortunate to escape the city with her life.
Now she serves Stern Alia alone, until she can locate other faithful disciples or somehow find the money to finance a parish of her own. A landless barbarian is now her only companion, on exile from his own people too, and a kindred, if misguided soul. [C1 – 27]

RHIALLE is a native from the barbarian tribes of the Olman Islands, where he was trained as a youth in the arts of war. His training was cut short at the age of 15 when he was determined to be a Chosen One by the shamans of his tribe. Each year, the Olman nations select one youth of perfect body to be the Guesa, the Chosen One of the Sky Gods. However, Rhialle did not care to meet the Sky Gods by way of the shaman's sacrificial knife, so he fled the Olmans and the wrath of his deities.
Rhialle came to the mainland cities and took up the profession of sellsword; a bodyguard to nobility or a mercenary in wars. He does not stay in one place too long, because he doesn't care for civilization, and because wherever he goes, bad luck seems to follow. Superstitiously, Rhialle believes this ill luck to be the work of the Sky Gods, and so he continues to wander, searching far a place where he can be free from their vengeance.
On one occasion he struck up a surreptitious friendship with an urchin thief in a port town. Years later, he stumbled upon his old friend hanging onto his life by a thread. Without a second thought, he charged to the rescue. Now he finds himself fleeing to save his own life.
Rhialle has never told anyone about his ordeal with the shamen, but has let it be believed that he was exiled because of his desire to taste the pleasures and wealth of civilization. Still he misses his people and longs to be reunited with them. [C1 – 27]

That is a ton of exposition for a tournament module.
What can we glean from all this?
The characters are not evil. Cair the Apprentice is True Neutral; Myrrha the Disgraced is Lawful Neutral; and Rhialle the Wanderer is Neutral Good.
It appears that Myrrha and Rhialle have chosen to stand by their friend, when they could have stood aside and let Cair meet his fate. They didn’t. They’ve shown unparalleled loyalty and have even gone on the lam with him.
The Amedian Shore
They escaped Scant, and have made landfall in the Amedio. One might imagine they ought to be free and clear; but the powers-that be-of Scant are so incensed by Rittarch’s “murder” that they are willing to chase Cair to the ends of the oerth to apprehend him. Rittarch must have been more than just a kindly old scholar; he must have been a notable of Scant, despite his advanced years and apparent senility, for the city guard to have gone to this much effort to apprehend Cair. I have my doubts that they dispatch teams of bounty hunters after every criminal.
The Pyramid-Temple
Which brings us back to our beleaguered heroes, waking from their less than restful night at the foot of a crumbling ziggurat.
The sun has risen, and after hasty counsel and preparation the party gathers up their equipment and starts towards the pyramid-temple. You tread carefully across cracked and overgrown flagstones, stepping over fallen and shattered pillars, pushing aside vines and briars. As the party approaches the temple the sound of crashing through the underbrush comes from behind you. Turning around, the party glimpses men moving through the woods towards the clearing. Then the earth shudders and gapes open beneath the party's feet and you are falling amidst the roar of collapsing masonry. Dust fills the air and the sunlight disappears as the darkness swallows you. [C1 – 2]

Some might consider their unexpected plunge a stroke of good luck. The stern Onnwallian bounty hunters were within sight of them then, at the break of dawn, and our heroes would surely have had to put their pursuers to the sword to escape their clutches, something Lawful Myrrah might take exception to. However, fate had intervened, at a crucial moment, I might add. Perhaps Stern Alia had taken a hand, after all.
Nevertheless, I wouldn’t count my lucky stars, yet, if I were our heroes….

For Tournament Use Only:
Breathing heavily, you find that the wand has stopped tumbling and you now sit on cold, damp stone. The coughing and wheezing of your companions can be heard nearby, hidden in the darkness. To your back are rough rocks and broken earth. As you sit, the rumble and clatter of rocks diminishes to the occasional rattle of pebbles and the shush-shush of sliding dirt. [C1 – 4]
Rhialle, the barbarian, sits quietly, nose raised, sniffing carefully: after a moment, his fears confirmed, he informs the other two: "The air in this place is bad, poisonous. I fear that if we are still entombed in this place an hour from now, we shall never leave." [C1 – 4]

Our heroes have gone from the frying pan to the fire, it would seem.
[The] lower levels are filled with poisonous gas. This includes the rooms and passages from encounter areas #1 through #38. A character will suffer 1-6 hit paints of damage for every turn spent in the gas. A neutralize poison will reduce damage fa hall for 1 turn. II the character remains in the gas the next turn, normal damage will accrue. A slow poison will reduce damage to 1 point per turn for the duration of the spell. II the characters are still exposed to the gas when the spell ends, they will suffer the remaining damage accumulated from past turns. […] The gas is a thick amber color and affects name, causing it to sputter and glow redly only a pale ember of itself. Any light source caused by fire will have an effective range of only 10'. [C1 – 3]
That is one way to light a fire under the players.
You don’t have to poison the PCs, if you would rather not. It was only for tournament use, after all; but I would recommend leaving it in play, albeit toned down some to only 1 hp damage per turn, negated on a save. Even with that level of reduced poisoning the players will feel pressured to press on, and they may get sloppy in their panic to be free of certain death because of it. Nothing motivates players more than certain death. They will certainly not dally, spending what precious little time left to them searching rooms for treasure.
Tick tock, tick tock, tick tock….
By the way, the PCs had better have some sort of light available to them at the onset, or this will be a real short adventure.

Rhialle is invaluable. These are a tomb of his Olman ancestors—think Mesoamerican, the Greyhawk equivalent—and in that regard, if he is not present, and no character reads and writes Olman, or has a lot of read/comprehend language spells handy, much of the story will be lost. I suppose that is why it’s preferable that the pre-gens be played. After all, who speaks Olman, anyway? Rhialle does, that’s who. I doubt most PCs will have “wasted” a language on it, unless the campaign was always centered on the Amedio.
It speaks the old native tongue, Olman. [C1 – 6]
The ancient glyphs are scribed in Olman and it anyone in the party can comprehend this tongue, or if the message can be understood by other means, the glyphs will translate as… [C1 – 6]

Insofar as it being a part of a larger campaign, there is a list of potential wandering monsters, all within the scope of believability: rats, bats, fire beetles, vipers, killer frogs, and spiders, with mandrills (apes), margays (cats), will-o-wisps, and zombies thrown in for good measure (it is a tomb, after all). All believable in tomb buried deep under a jungle.
Descriptions are as one might, and should expect, considering its locale. The walls are dripping with lime, and burn to touch. The floors slimy and slippery, the water brackish. Doors swelled, seized by the silt. All in all, passage will be a challenge.
The walls are wet and slimy and mud covers most of the floor in a thin coating. [C1 – 3]
The bottom of the stairwell is filled with silt which blocks the door. [C1 – 6]
A muddy stream trickles tram beneath the north side of this door and flows down the hallway. [C1 – 6]
The walls of this corridor are wet and slimy. The stucco covering has become saturated with water and is decomposing and sloughing off in spots on the southern wall, exposing the seams alone of the large stone blocks from which this structure was built. [C1 – 6]
Water beads collect upon the walls of this narrow passage and the flooring is cold and damp. [C1 – 8]

The Sacred Offspring of Chitza-Atlan
What can the player expect? What would you expect? Tricks, traps, and a combat of two. To tell would be to spoil the fun if you were to play the module.
I have to say that the rooms have evocative names, few declared unless someone can read Olman:
The Sepulcher of Tloques-popolocas Yohualli-Ehecatl; The Court of Cemanahuac; The Child of Zotzilaha; The Spirit Guard of Ayocuan; The Chamber of the Nacehual. The list goes on. They’re just window-dressing, though, tongue twisters to amuse and little else.

It takes a few reads to understand some of the text, or should I say, it took me a while to digest all that was written. I found a fair bit of it confusing, so, I would recommend quiet while doing so, and no distractions.
Point in case:
In room 9: Once the statue has fallen it will reveal a narrow passage hidden behind it, 4' above the floor. [C1 – 8]
Yet the same secret passage is written thus in room 10: The western entrance, hidden by the statue, will appear to be a blank wall from within the passage. This portal may only be opened from the inside by releasing a concealed catch at the intersection of the wall and ceiling. [C1 – 8]
You’ll have to refer to the map given often, when it becomes obvious that the passage is only accessible from room 9.


Is there a story here? There might be one, hidden in the mind of the designer, but I cannot fathom it. I expect most encounters are adapted from Mesoamerican mythology, but I only have passing familiarity with it, so I cannot comment one way or the other. The Hidden Shrine feels less like a shrine than a tomb, one with more monsters than were in Tomb of Horrors, to say nothing of the inexplicable, and sometimes impossible things in the adventure. You may brush my complaint aside, and say, magic, or it’s D&D, but I expect better reasoning now in my middle years, even if all modules used to be peppered with such things back in the day, when I took those things for granted, and didn’t bat an eye at how ridiculous they could be. I’ve aged since then. I’m far more critical. My suspension of disbelief comes at a higher price now.
Take this passage as an example:
Xipe, the Ogre Mage
The statue is an ogrish figure, outfitted in flayed skins and many skulls, with a gaping mouth wide enough to swallow a horse whole, seated atop a huge basin of redhot coals.
[C1 – 16, 17]
These days, I would wonder, shouldn’t this creature be an efreet? And, who lit the coals? Have they been burning forever?  in this sunken, and sealed, tomb. Other questions that come to mind are, why should they be lit, and why have they not been consumed in the prior 500 years?  It turns out the ogrish creature is an ogre mage. The question becomes, how has he survived in this desolate place?
They normally seek uninhabited places in which to lair - typically in a fortified dwelling or some secure cavern complex below ground. From this location, the ogre magi will foray to capture treasure and humans for slaves and food. [MM1e – 76]
Yet this ogre magi doesn’t seem to crave either.
Anything tossed into this "Well of Wisdom" will cause flaming lights to roar upwards and a voice (in ogre) will make an inquiring speech. The voice belongs to Xipe, of course, and he is asking who it is and what they want. Nothing more will happen other than the inquiring voice, for Xipe will not be bothered to leave his lair in the ceiling to investigate. [C1 – 17]
A great many other creatures exist in the Shrine without possibility of sustenance.

Another is the CHAMBER of the NACEHUAL, where two monks repose in suspended animation. Lord knows how they got there, or why, except insofar as they desired their long/glorious … end/sleep. They are perturbed if disturbed, and you must pay/repent for having done so. Apparently, the cost is payment of 500 g.p. or one magic item of value as forfeiture. If the two monks are not paid or if the party attempts to harm them while they lie on the couches the monks will attack in return. If questioned about the ruins, they know nothing to tell, save the message concerning the rain of fire, for their sleep has been long indeed. [C1 – 12]
Lethargy seems to have erased their memory.

The heroes don’t need to enter the tomb in the traditional tournament method in campaign play. They could stumble upon the ruined city and discover the temple in due course, and, presumably, find the Temple Ruin (room 54) and play the module in “reverse.”
Most of the city is toppled and almost completely covered in undergrowth. Intruders into the ruins will discover that the ancient streets now make overgown "valleys" between the debris of the crumbled buildings. The largest of these valleys all lead to the central clearing of the pyramid. [C1- 2]

Welcome to the Jungle....
The Hidden Shrine is part of the ancient ruined city of Tamoachan, once the northernmost capitol of the, Olman empire, which covered much of the southern continent centuries before current history began. Tamoachan is located in the savage lands south of the Olman islands, southeast of the Holds of the Sea Princes. The climate is sub-tropical and very damp: it rains nearly every afternoon.
[C1- 2]

I1 Dwellers of the Forbidden City would be an excellent template for fleshing out the ruined city if you were inclined to doing that. Tomb of Annihilation [5e] might be equally useful. Come to think on it, so would X1 Isle of Dread and WG6 Isle of the Ape.
Other resources include:
The Bullywug Gambit, Dungeon #140
The Sea Wyvern’s Wake, Dungeon #141
Here There Be Monsters, Dungeon #142
Tides of Dread, Dungeon #143
City of Broken Idols, Dungeon #145

Am I a fan of this module? Not particularly. I like aspects of it: the ruined city, the tomb beneath the temple, the Olman Mesoamerican alien-ness of it. I do like a lot of the rooms. But I think it ought to be more Tomb of Horrors-esque. It is somewhat teeming with undead, as it should be. The edition of Tloques-popalocas is brilliant, in my opinion. So too the mummified sacred offspring of Chitza-Atlan, the guardian of the gateway to the underworld.
I am not a fan of the Roost of the Conch. I’m not a fan of any encounter that invalidates the sacred guardian’s vigil.
This mummy has two functions: to prevent any but the dead from entering these ruins, and to keep those creatures in the ruins confined within. [C1 – 22]
How did they get in there?
Granted, you could repopulate it. I would, but I would likely remap it, too; but that’s me. I prefer campaign play to tournament play. 



And, don't you see, the terror of the position was not in being knocked on the head - though I had a very lively sense of that danger, too - but in this, that I had to deal with a being to whom I could not appeal in the name of anything high or low.”
― Joseph Conrad, Heart of Darkness


“What we’ve got here is failure to communicate.”
– Captain, ‘Cool Hand Luke’




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.


The Art:
C1 The Hidden Shrine of Tamoachan cover, by Erol Otus, 1981
C1 The Hidden Shrine of Tamoachan monochrome cover, by Erol Otus, 1980
C1 The Hidden Shrine of Tamoachan back cover, by Gregory K Fleming, 1981
C1 The Hidden Shrine of Tamoachan monochrome back cover, by Erol Otus, 1980
Map detailby Mike Schley, from Dungeon magazine # 209, 2012
Dungeon #209 map detail, by Mike Schley, 2012
Giant Spider, by Erol Otus, from C1 The Hidden Shrine of Tamoachan1980
The Sacred Offspring of Chitza-Atlan, by Scott Altmann, from Dungeon magazine # 209, 2012
Map detailby Mike Schley, from Dungeon magazine # 209, 2012

Sources:
1015 World of Greyhawk Boxed Set, 1983
9038 C1 The Hidden Shrine of Tamoachan, 1980,1981
Dungeon Magazine 209, 2012
Greyhawkania, Jason Zavoda
The map of Anna B. Meyer

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