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{{Italic title}}
{{Source
{{Source| fgcolor=|
|name            =  
image=[[Image:Ghost Tower01.jpg|250px]]|
|image           = [[Image:Ghost Tower01.jpg|250px]]
caption=|
|caption         = The cover of ''The Ghost Tower of Inverness''(1979). The artwork by [[Jim Roslof]], depicts two adventurers encountering a creature.
|type             = Adventure
name=''The Ghost Tower of Inverness''|
|code             = C2 (TSR 9038)
type=Adventure Module|
|edition         = First edition
code=C2|
|author           = [[Allen Hammack]]
edition=1st edition ''Advanced Dungeons & Dragons''|
|editor          = Stephen D. Sullivan
author=Allen Hammack|
|cover_artist    = [[Jim Roslof]]
first published=1979|
|inter_artist    = [[Jeff Dee]], [[David S. LaForce|Dave "Diesel" LaForce]], [[Erol Otus]], [[David C. Sutherland III]], [[Bill Willingham]]
series=|
|series          = [[The Hidden Shrine of Tamoachan|C1]], C2, [[The Lost Island of Castanamir|C3]], [[To Find a King|C4]], [[The Bane of Llywelyn|C5]]
class=Canon
|publisher        = [[TSR]]
|first published = 1979
|pages            = 20
|isbn            = 0-935696-24-5
|class            = Officially published content
|setting_date    =  
}}
}}
:''This article is about the module. For the tower of the same name, see [[Ghost Tower of Inverness]].''
:''This article is about the adventure. For the tower of the same name, see [[Ghost Tower of Inverness]].''


'''''The Ghost Tower of Inverness''''' is an AD&D first edition adventure module, set in the game's ''[[World of Greyhawk]]'' campaign setting. The [[Ghost Tower of Inverness|edifice]] to which the module's title refers is an ancient magical tower located in the southern [[Abbor-Alz]] Hills.  The "C" in the module code represents the first letter in the word "competition," the name of C1 - C6 module series.
'''''The Ghost Tower of Inverness''''' is an adventure for ''D&D'' first edition, set in the {{smallcaps|[[World of Greyhawk]]}}™. The adventure's title refers to an ancient magical tower located in the southern [[Abbor-Alz]] Hills.  The "C" in the adventure code represents the first letter in the word "competition," the name of C1 C6 adventure series.<ref>{{cite web |url=http://www.wizards.com/dnd/dnddefinitivefaq.asp |archive-url=https://web.archive.org/web/20010429183820/http://www.wizards.com/dnd/dnddefinitivefaq.asp |url-status=dead |archive-date=April 29, 2001 |title=Dungeons & Dragons FAQ |access-date=2007-03-29 |publisher=wizards.com}}</ref>


The adventure was written by [[Allen Hammack]] and originally used in November 1979 as a tournament module for Wintercon VIII in Detroit, Michigan. A printed version bearing a green monochrome cover without the "C2" designation was made available for sale at the convention, although that version was never published for general distribution.  his version of the module is quite rare and is highly prized by collectors.[http://www.acaeum.com/ddindexes/modpages/c2.html]
The adventure was written by [[Allen Hammack]] and originally used in November 1979 as a tournament adventure for Wintercon VIII in Detroit, Michigan. A printed version bearing a green monochrome cover without the "C2" designation was made available for sale at the convention, although that version was never published for general distribution.  his version of the adventure is quite rare and is highly prized by collectors.[http://www.acaeum.com/ddindexes/modpages/c2.html]


In 1980, the adventure was officially published as ''AD&D'' module C2 with a red cover and color cover art by [[Jim Roslof]]. Interior artists included Jeff Dee, Greg K. Fleming, David S. LaForce, [[David C. Sutherland III]], and Erol Otus. As module "C2", it was the second in the C series of modules, a group of unrelated adventures originally designed for competition play.
In 1980, the adventure was officially published as ''AD&D'' adventure C2 with a red cover and color cover art by [[Jim Roslof]]. Interior artists included Jeff Dee, Greg K. Fleming, David S. LaForce, [[David C. Sutherland III]], and Erol Otus. As adventure "C2", it was the second in the C series of adventures, a group of unrelated adventures originally designed for competition play.
 
==Plot summary==
The player characters go on a quest to find the fabled Soul Gem, a legendary artifact of great power.<ref name="WD40"/> They must gather the four parts of a key granting them entrance to the Ghost Tower.<ref name="HW"/>
 
Inverness was the fortress of the great [[:Category:Wizards|wizard]] Galap-Dreidel, whose magic raised a great stone tower within a formidable keep. The tower was built to house Galap-Dreidel’s most prized possession, an eldritch jewel called the Soul Gem, which could steal life from any creature. The monsters and magic of the tower kept the gem safe for many years, but when Galap-Dreidel vanished, Inverness was seized and its tower was destroyed.
 
No sign of the Soul Gem was ever found, but local folk talk of seeing a ghostly vision of the tower of Inverness on fog-shrouded nights. Seeking to discover where the Soul Gem was hidden, the characters descend beneath the ruined tower, discovering four pieces of magical metal that bond together to form a key. The key opens the doors to the central chamber beneath the tower, which holds a time portal that takes the characters back to the age when the tower of Inverness was still standing.
 
Each level of the tower is a deadly gauntlet meant to destroy intruders. Passing through levels of air, earth, fire, and water (the latter featuring reversed gravity) eventually leads the characters to the top of the tower. The Soul Gem is there, but its magic tries to steal the souls of the characters even as they try to claim it.
 
===Tournament version===
Players may choose from one of five pre-determined characters listed in the adventure.  All of the characters are in the dungeon of the [[Justinian|Duke Justinian Lorinar]] of [[Duchy of Urnst|Urnst]] for various crimes and charged with the task of recovering the Soul Gem for the Duke:
:'''Hodar'''—A sorcerer practicing forbidden magic specifically outlawed by the Duke
:'''Zinethar'''—A priest who led a temple revolt against the Duke's citizens
:'''Lembu'''—A fighter who killed the palace guard captain and 11 of his men in a barroom brawl
:'''Discinque'''—A thief who attempted to steal jewels from the crown, only to fall off the wall on top of the guard patrol
:'''Li Hon'''—A monk indentured into the Duke's service by her monastery in lieu of tax payment
 
The Duke, after providing gold for the characters to equip themselves, also provides a magic item (the Amulet of Recall) which teleports the party back to the Duke, no matter where they are.  After equipping is complete, the palace guard escort the characters to the ruined site of the ghost tower, where players must then figure out actions on their own how to best enter the tower and recover the gem.  Tournament Points are added, or deducted, from both team and individual scores depending on how characters choose to handle the situations they encounter.  These include a chess room, a "frozen bugbear" room, a "tunnel" room, and others.
 
When the proper keys from this level are gathered and activated, the party (unbeknownst to them) travel back in time within the Tower, where more challenges await, among them elemental levels of the newly restored tower.
 
The final level of the tower houses the Soul Gem, which is behind a force field that must be broken before the characters can claim it.  Should the characters survive, they use the amulet to return to the Duke and keep all treasure they find (subject to 20% tax).  The "twist" at the end is that any character that was killed by the gem can be restored to life by the Duke's Seer.
 
===Published version===
The characters are hired by the Duke to recover the gem, but are not provided starting gold nor subject to the 20% treasure tariff of the spoils.  Also, unlike the tournament version, which often specifically states how much damage characters take from certain actions, in the non-tournament version characters are subject to normal random damage rolls.  Additional encounters and traps are also added, which are marked "Not for Tournament Use" in the adventure.
 
==Publication history==
The adventure was written by [[Allen Hammack]], with art by [[Jim Roslof]] and [[Erol Otus]]. The adventure was originally used for the ''AD&D'' tournament at Wintercon VIII<ref name="HW">
{{cite book
| first=Lawrence | last=Schick |author-link=Lawrence Schick | year=1991
| title=Heroic Worlds: A History and Guide to Role-Playing Games
| publisher=Prometheus Books | page=87
| location=Buffalo, New York | isbn=0-87975-653-5 }}</ref> which took place on November 1979 in [[Detroit, MI]].{{citation needed|date=November 2010}} The adventure had an original print run of 300 numbered copies for sale at the convention in 1979 as a set of 40 loose-leaf pages and a zip-lock bag.<ref name="HW"/> This version included illustrations by Erol Otus that were not reprinted later.<ref name="HW"/> A printed version bearing a green monochrome cover without the "C2" designation was made available for sale at the convention, but was never published for general distribution. The version is quite rare and highly prized by collectors.<ref>
{{cite web
|url=http://www.acaeum.com/ddindexes/modpages/c2.html
|title=C2
|publisher=www.acaeum.com
|access-date=2008-01-05
}}
</ref>
In 1980, the adventure was officially published as ''AD&D'' adventure C2 as a 32-page booklet with an outer folder.<ref name="HW"/> This printing featured a red cover with color cover art by [[Jim Roslof]]. Interior artists included [[Jeff Dee]], Greg K. Fleming, [[David S. LaForce]], [[David C. Sutherland III]] and [[Erol Otus]]. As adventure "C2", it was the second in the C series of adventures, a group of unrelated adventures originally designed for competition play.
 
''The Ghost Tower'' was also printed as #2 of the Advanced Dungeons & Dragons Adventure Gamebooks line.


==Reception==
==Reception==
''The Ghost Tower of Inverness'' was ranked the 30th greatest ''Dungeons & Dragons'' adventure of all time by ''[[Dungeon (magazine)|Dungeon]]'' magazine in 2004, on the 30th anniversary of the ''Dungeons & Dragons'' game.
''The Ghost Tower of Inverness'' was ranked the 30th greatest ''Dungeons & Dragons'' adventure of all time by ''[[Dungeon (magazine)|Dungeon]]'' magazine in 2004, on the 30th anniversary of the ''Dungeons & Dragons'' game.


==Bibliography==
''The Ghost Tower of Inverness'' received good reaction on its first release, with Jim Bambra of ''[[White Dwarf (magazine)|White Dwarf]]'' rating it 8/10 overall and calling it a "thought provoking adventure" in which the final encounter "will have the players sweating in their seats as they struggle to overcome the final obstacle between them and their goal!"<ref name="WD40"/> In particular, Bambra praised its emphasis on problem solving skills rather than hack and slash combat, noting that "Encounters in the tower are interesting and increase in intensity the nearer players get to their goal." He did recommend that, although the adventure was recommended for characters level 5–7, higher levels may be needed if the party does not contain eight to ten characters.<ref name="WD40">{{cite journal |first=Jim|last=Bambra|author-link=Jim Bambra|title=''The Ghost Tower of Inverness'' |journal=[[White Dwarf (magazine)|White Dwarf]] |volume=40 |date=April 1983}}</ref>
*[[Erik Mona]], [[James Jacobs]], ''et al''. "The 30 Greatest D&D Adventures of All Time." ''[[Dungeon (magazine)|Dungeon]]'' #116. Bellevue, WI: Paizo Publishing, 2004.
 
[[Lawrence Schick]], in his 1991 book ''Heroic Worlds'', called the Ghost Tower "a topsy-turvy dungeon full of interesting (and deadly) problems".<ref name="HW"/>
 
The adventure's reputation has stood up in the years since its release, and it was ranked the 30th greatest Dungeons & Dragons adventure of all time by ''[[Dungeon (magazine)|Dungeon]]'' magazine in 2004, on the 30th anniversary of the Dungeons & Dragons game.<ref>{{cite journal |last=Mona| first=Erik|author-link=Erik Mona|first2=James|last2=Jacobs|author-link2=James Jacobs|title=The 30 Greatest D&D Adventures of All Time|journal=[[Dungeon (magazine)|Dungeon]]|publisher = Pazio |volume=116 |year=2004}}</ref>
 
Ken Denmead of ''[[Wired (magazine)|Wired]]'' listed the adventure as one of the "Top 10 D&D Modules I Found in Storage This Weekend".<ref name="Wired"/> According to Denmead, "this dungeon has some real consequences, and it’s easy to see why it suggests experienced players. If you didn’t have a passing familiarity with the ways to deal with little things like, say, resurrection, or anti-gravity, you’ll learn the definition of fail real fast. All in all, a rousing little adventure, though it would have been nice to find a few more magical weapons before the end."<ref name="Wired">{{cite web|url=https://www.wired.com/geekdad/2007/12/top-10-dd-mod-5/|title=Top 10 D&D Modules I Found in Storage This Weekend|last=Denmead|first=Ken|date=December 31, 2007 |publisher=[[Wired (magazine)|Wired]]|access-date=August 12, 2009|archive-url=https://web.archive.org/web/20090822040011/http://www.wired.com/geekdad/2007/12/top-10-dd-mod-5|url-status=live|archive-date=August 22, 2009}}</ref>
 
===Legacy===
''The Ghost Tower'' was also mentioned by full name and location in the 2005 movie ''[[Dungeons & Dragons: Wrath of the Dragon God]]''. The hero of the movie, Berek, mentions that another character, Dorian, a cleric, had helped him there.<ref>{{cite AV media| people = Lively, Gerry (director), Kimmel, Robert and Rundick, Brian (writers)| title = Dungeons & Dragons: Wrath of the Dragon God| url = https://www.imdb.com/title/tt0406728/| medium = Movie (DVD)| publisher = Warner Brothers| date = 2005}}</ref>
 
''The Ghost of Inverness'' has also been adapted into a setting mod<ref>{{cite web| last = SirOtus| title = IGN Neverwinter Nights Modules: C2 – The Ghost Tower of Inverness| publisher = IGN Entertainment Games| date = January 14, 2007| url = http://nwvault.ign.com/View.php?view=Modules.Detail&id=5309| access-date = January 18, 2008}}</ref> for the ''[[Neverwinter Nights (2002 video game)|Neverwinter Nights]]'' online game and less successfully as a [[Super Endless Quest]] book.<ref>{{cite book| last = Blashfield| first = Jean|author-link=Jean Blashfield Black| title = The Ghost Tower| publisher = [[TSR, Inc.]]| date = May 1985| isbn = 0-88038-215-5| page = 189}}</ref>


*[[Hammack, Allen]]. ''The Ghost Tower of Inverness''. Lake Geneva, WI: TSR, 1980.
In 2003 the [[RPGA]] [[Living Greyhawk]] campaign released the adventure ''Return to the Ghost Tower of Inverness''. Written by Creighton Broadhurst and Steve Pearce, the four-hour adventure advanced the story several years and featured encounters based on what would remain in the tower after the original expedition. Some background elements, such as the motivations of the Seer of Urnst, were expanded upon to fit the Living Greyhawk campaign's plot and regional system.<ref>Broadhurst, Creighton and Pearce, Steve. ''Return to the Ghost Tower of Inverness''. Living Greyhawk adventure scenario by Wizards of the Coast. 2003</ref>


== External links ==
==External links==
{{External link disclaimer}}
*''[http://www.acaeum.com/ddindexes/modpages/c2.html Ghost Tower of Inverness] at The Acaeum
*''[http://www.acaeum.com/ddindexes/modpages/c2.html Ghost Tower of Inverness at the ''Acaeum''].
*''[http://www.tsrinfo.net/archive/dd1/c2.htm The Ghost Tower of Inverness]'' at the TSR Archive
*''[http://www.greyhawkonline.com/grodog/gh_c2.html Commentary about the impact of this adventure] on [[Greyhawk]]


*''[http://home.flash.net/~brenfrow/dd1/c2.htm The Ghost Tower of Inverness'' at the ''TSR Archive''].
== References ==
=== Notes ===
<references group="note" />
=== Citations ===
<references />
=== Bibliography ===
* [[Erik Mona]], [[James Jacobs]], ''et al''. "The 30 Greatest D&D Adventures of All Time." ''[[Dungeon (magazine)|Dungeon]]'' #116. Bellevue, WI: Paizo Publishing, 2004.
* [[Allen Hammack|Hammack, Allen]]. C2 ''[[The Ghost Tower of Inverness]]''. Lake Geneva, WI: TSR, 1980. Item code TSR9038.
{{wikipedia}}
{{index|title=Ghost Tower}}




{{DEFAULTSORT:Ghost Tower}}
[[Category:Canonical sources|Ghost Tower of Inverness, The]]
[[Category:Canonical sources|Ghost Tower of Inverness, The]]

Latest revision as of 21:03, 26 December 2024

Greyhawk Source
The Ghost Tower of Inverness
The cover of The Ghost Tower of Inverness(1979). The artwork by Jim Roslof, depicts two adventurers encountering a creature.
Type: Adventure
Code/Abbreviation: C2 (TSR 9038)
Edition: First edition
Author(s): Allen Hammack
Editor(s): Stephen D. Sullivan
Cover Artist(s): Jim Roslof
Interior Artist(s): Jeff Dee, Dave "Diesel" LaForce, Erol Otus, David C. Sutherland III, Bill Willingham
Series: C1, C2, C3, C4, C5
Publisher: TSR
First Published: 1979
Pages: 20
ISBN: 0-935696-24-5
Class: Officially published content
This article is about the adventure. For the tower of the same name, see Ghost Tower of Inverness.

The Ghost Tower of Inverness is an adventure for D&D first edition, set in the World of Greyhawk™. The adventure's title refers to an ancient magical tower located in the southern Abbor-Alz Hills. The "C" in the adventure code represents the first letter in the word "competition," the name of C1 – C6 adventure series.[1]

The adventure was written by Allen Hammack and originally used in November 1979 as a tournament adventure for Wintercon VIII in Detroit, Michigan. A printed version bearing a green monochrome cover without the "C2" designation was made available for sale at the convention, although that version was never published for general distribution. his version of the adventure is quite rare and is highly prized by collectors.[1]

In 1980, the adventure was officially published as AD&D adventure C2 with a red cover and color cover art by Jim Roslof. Interior artists included Jeff Dee, Greg K. Fleming, David S. LaForce, David C. Sutherland III, and Erol Otus. As adventure "C2", it was the second in the C series of adventures, a group of unrelated adventures originally designed for competition play.

Plot summary

The player characters go on a quest to find the fabled Soul Gem, a legendary artifact of great power.[2] They must gather the four parts of a key granting them entrance to the Ghost Tower.[3]

Inverness was the fortress of the great wizard Galap-Dreidel, whose magic raised a great stone tower within a formidable keep. The tower was built to house Galap-Dreidel’s most prized possession, an eldritch jewel called the Soul Gem, which could steal life from any creature. The monsters and magic of the tower kept the gem safe for many years, but when Galap-Dreidel vanished, Inverness was seized and its tower was destroyed.

No sign of the Soul Gem was ever found, but local folk talk of seeing a ghostly vision of the tower of Inverness on fog-shrouded nights. Seeking to discover where the Soul Gem was hidden, the characters descend beneath the ruined tower, discovering four pieces of magical metal that bond together to form a key. The key opens the doors to the central chamber beneath the tower, which holds a time portal that takes the characters back to the age when the tower of Inverness was still standing.

Each level of the tower is a deadly gauntlet meant to destroy intruders. Passing through levels of air, earth, fire, and water (the latter featuring reversed gravity) eventually leads the characters to the top of the tower. The Soul Gem is there, but its magic tries to steal the souls of the characters even as they try to claim it.

Tournament version

Players may choose from one of five pre-determined characters listed in the adventure. All of the characters are in the dungeon of the Duke Justinian Lorinar of Urnst for various crimes and charged with the task of recovering the Soul Gem for the Duke:

Hodar—A sorcerer practicing forbidden magic specifically outlawed by the Duke
Zinethar—A priest who led a temple revolt against the Duke's citizens
Lembu—A fighter who killed the palace guard captain and 11 of his men in a barroom brawl
Discinque—A thief who attempted to steal jewels from the crown, only to fall off the wall on top of the guard patrol
Li Hon—A monk indentured into the Duke's service by her monastery in lieu of tax payment

The Duke, after providing gold for the characters to equip themselves, also provides a magic item (the Amulet of Recall) which teleports the party back to the Duke, no matter where they are. After equipping is complete, the palace guard escort the characters to the ruined site of the ghost tower, where players must then figure out actions on their own how to best enter the tower and recover the gem. Tournament Points are added, or deducted, from both team and individual scores depending on how characters choose to handle the situations they encounter. These include a chess room, a "frozen bugbear" room, a "tunnel" room, and others.

When the proper keys from this level are gathered and activated, the party (unbeknownst to them) travel back in time within the Tower, where more challenges await, among them elemental levels of the newly restored tower.

The final level of the tower houses the Soul Gem, which is behind a force field that must be broken before the characters can claim it. Should the characters survive, they use the amulet to return to the Duke and keep all treasure they find (subject to 20% tax). The "twist" at the end is that any character that was killed by the gem can be restored to life by the Duke's Seer.

Published version

The characters are hired by the Duke to recover the gem, but are not provided starting gold nor subject to the 20% treasure tariff of the spoils. Also, unlike the tournament version, which often specifically states how much damage characters take from certain actions, in the non-tournament version characters are subject to normal random damage rolls. Additional encounters and traps are also added, which are marked "Not for Tournament Use" in the adventure.

Publication history

The adventure was written by Allen Hammack, with art by Jim Roslof and Erol Otus. The adventure was originally used for the AD&D tournament at Wintercon VIII[3] which took place on November 1979 in Detroit, MI.[citation needed] The adventure had an original print run of 300 numbered copies for sale at the convention in 1979 as a set of 40 loose-leaf pages and a zip-lock bag.[3] This version included illustrations by Erol Otus that were not reprinted later.[3] A printed version bearing a green monochrome cover without the "C2" designation was made available for sale at the convention, but was never published for general distribution. The version is quite rare and highly prized by collectors.[4] In 1980, the adventure was officially published as AD&D adventure C2 as a 32-page booklet with an outer folder.[3] This printing featured a red cover with color cover art by Jim Roslof. Interior artists included Jeff Dee, Greg K. Fleming, David S. LaForce, David C. Sutherland III and Erol Otus. As adventure "C2", it was the second in the C series of adventures, a group of unrelated adventures originally designed for competition play.

The Ghost Tower was also printed as #2 of the Advanced Dungeons & Dragons Adventure Gamebooks line.

Reception

The Ghost Tower of Inverness was ranked the 30th greatest Dungeons & Dragons adventure of all time by Dungeon magazine in 2004, on the 30th anniversary of the Dungeons & Dragons game.

The Ghost Tower of Inverness received good reaction on its first release, with Jim Bambra of White Dwarf rating it 8/10 overall and calling it a "thought provoking adventure" in which the final encounter "will have the players sweating in their seats as they struggle to overcome the final obstacle between them and their goal!"[2] In particular, Bambra praised its emphasis on problem solving skills rather than hack and slash combat, noting that "Encounters in the tower are interesting and increase in intensity the nearer players get to their goal." He did recommend that, although the adventure was recommended for characters level 5–7, higher levels may be needed if the party does not contain eight to ten characters.[2]

Lawrence Schick, in his 1991 book Heroic Worlds, called the Ghost Tower "a topsy-turvy dungeon full of interesting (and deadly) problems".[3]

The adventure's reputation has stood up in the years since its release, and it was ranked the 30th greatest Dungeons & Dragons adventure of all time by Dungeon magazine in 2004, on the 30th anniversary of the Dungeons & Dragons game.[5]

Ken Denmead of Wired listed the adventure as one of the "Top 10 D&D Modules I Found in Storage This Weekend".[6] According to Denmead, "this dungeon has some real consequences, and it’s easy to see why it suggests experienced players. If you didn’t have a passing familiarity with the ways to deal with little things like, say, resurrection, or anti-gravity, you’ll learn the definition of fail real fast. All in all, a rousing little adventure, though it would have been nice to find a few more magical weapons before the end."[6]

Legacy

The Ghost Tower was also mentioned by full name and location in the 2005 movie Dungeons & Dragons: Wrath of the Dragon God. The hero of the movie, Berek, mentions that another character, Dorian, a cleric, had helped him there.[7]

The Ghost of Inverness has also been adapted into a setting mod[8] for the Neverwinter Nights online game and less successfully as a Super Endless Quest book.[9]

In 2003 the RPGA Living Greyhawk campaign released the adventure Return to the Ghost Tower of Inverness. Written by Creighton Broadhurst and Steve Pearce, the four-hour adventure advanced the story several years and featured encounters based on what would remain in the tower after the original expedition. Some background elements, such as the motivations of the Seer of Urnst, were expanded upon to fit the Living Greyhawk campaign's plot and regional system.[10]

References

Notes

Citations

  1. Dungeons & Dragons FAQ. wizards.com.
  2. a b c Bambra, Jim (April 1983). "The Ghost Tower of Inverness". White Dwarf 40.
  3. a b c d e f Schick, Lawrence (1991) Heroic Worlds: A History and Guide to Role-Playing Games, Buffalo, New York⧼colon⧽ Prometheus Books, p. 87 ISBN: 0-87975-653-5.
  4. C2. www.acaeum.com.
  5. Mona, Erik (2004). "The 30 Greatest D&D Adventures of All Time". Dungeon 116. Pazio.
  6. a b Denmead, Ken. Top 10 D&D Modules I Found in Storage This Weekend. Wired, December 31, 2007.
  7. Lively, Gerry (director), Kimmel, Robert and Rundick, Brian (writers) (2005). Dungeons & Dragons: Wrath of the Dragon God (Movie (DVD)). Warner Brothers.
  8. SirOtus. IGN Neverwinter Nights Modules: C2 – The Ghost Tower of Inverness. IGN Entertainment Games, January 14, 2007.
  9. Blashfield, Jean (May 1985) The Ghost Tower, TSR, Inc., p. 189 ISBN: 0-88038-215-5.
  10. Broadhurst, Creighton and Pearce, Steve. Return to the Ghost Tower of Inverness. Living Greyhawk adventure scenario by Wizards of the Coast. 2003

Bibliography

This page uses Creative Commons Licensed content from Wikipedia (view authors).

Encyclopedia Greyhawkania Index

The Encyclopedia Greyhawkania Index (EGI) is based on previous work of Jason Zavoda through '08, continued by numerous other fans. The EGI article has a list of sources, product names, abbreviations, and a link to the full, downloadable index.

Topic Type Description Product Page/Card/Image

C2 Ghost Tower of Inverness Adventure Located in: Abbor Alz, C2 the Ghost Tower of Inverness All
C2 Ghost Tower of Inverness Adventure Located in: Abbor Alz, Dragon magazine #358 49
C2 Ghost Tower of Inverness Adventure Located in: Abbor Alz, Into The Unknown: The Dungeon Survival Handbook, D&D 4e 101
C2 Ghost Tower of Inverness Adventure Located in: Abbor Alz, From the Ashes: Atlas of the Flanaess 72
C2 Ghost Tower of Inverness Adventure Located in: Abbor Alz, Slavers, AD&D 2e 60
C2 Ghost Tower of Inverness Adventure Located in: Abbor Alz, WGR3 Rary the Traitor 25
C2 Ghost Tower of Inverness Adventure Located in: Abbor Alz, World of Greyhawk boxed set (1983) 30
Ghost Tower of Inverness Settlement Defensive Structure, C2 the Ghost Tower of Inverness 2, 5, 6
Ghost Tower of Inverness Settlement Defensive Structure, LT2 Crypt of Lyzandred the Mad 33
Ghost Tower of Inverness Settlement Defensive Structure, Into The Unknown: The Dungeon Survival Handbook, D&D 4e 100-102
Ghost Tower of Inverness Settlement Defensive Structure, Ghost Tower of Inverness 9
Ghost Tower of Inverness Settlement Defensive Structure, Slavers, AD&D 2e 7, 14, 60
Ghost Tower of Inverness Settlement Defensive Structure, The Adventure Begins 3, 4
Ghost Tower of Inverness Settlement Defensive Structure, LT1 The Star Cairns IC
Ghost Tower of Inverness Settlement Defensive Structure, WGR3 Rary the Traitor 25
Ghost Tower of Inverness Settlement Defensive Structure, World of Greyhawk boxed set (1983) 30