The Hotness
Games|People|Company
Tales from the Loop
The Quiet Year
Misspent Youth
Doctor Who Roleplaying Game
Mythic Game Master Emulator
Pandamoneum in Pharam
Fate Accelerated
Star Trek Adventures Core Book
The Yellow King
Ruins of Zhentil Keep
The Savage World of Solomon Kane
Masks of Nyarlathotep Companion
The Burning Wheel Fantasy Roleplaying System (Gold)
Beyond the Wall and Other Adventures
Hot Guys Making Out (First Edition)
Ten Candles
The GameMaster's Apprentice
Event Horizon Adaptation for Dread
Paranoia (Mongoose Edition)
Book 01: Flight from the Dark
The Great Pendragon Campaign
Twilight: 2000
The Bestiary
DC Adventures Hero's Handbook
Microscope
Horror Companion Explorer's Edition
Marvel Heroic Roleplaying: Basic Game
Book 2: The Heart of Fire
Dungeon World Roleplaying Game
Star Wars: Edge of the Empire Beginner Game
Far Trek
Torchbearer
Little Wizards
Dark Heresy Second Edition Core Rulebook
The One Ring Roleplaying Game
Blades in the Dark
Shadow of the Demon Lord Core Rulebook
SagaBorn Roleplaying Game
Expedition Cards
Coriolis: The Third Horizon
Dresden Files Accelerated
Alarums & Excursions (Issue 500 - Jun 2017)
Index Card RPG Core
Genesys Core Rulebook
Pyramid (Volume 3, Issue 105 - Jul 2017)
Players Handbook (AD&D 1e)
Monster Manual (AD&D 1e)
The Adventures of Indiana Jones
Rolemaster Companion III
Empire in Flames
Recommend
16 
 Thumb up
 Hide
4 Posts

C2: The Ghost Tower of Inverness» Forums » Reviews

Subject: The Tower in Time rss

Your Tags: Add tags
Popular Tags: [View All]
Merric Blackman
Australia
Waubra
Victoria
flag msg tools
designer
Ramping up my reviewing.
badge
Happily playing games for many, many years.
Avatar
mbmbmbmbmb
My reviews of old AD&D adventures have recently hit a block, and that block has been caused by this adventure. Regarded as one of the classic AD&D adventures, The Ghost Tower of Inverness is a very strange module that is the second of the Competition series. In addition to the scenario, it also contained pregenerated characters and rules for scoring if you actually want to run it as a tournament. It was debuted at the Wintercon VIII in Detroit during November 1979.

Part of my dissatisfaction with the module can be linked to its artwork: from a very disappointing cover work by Jim Roslof, through some other substandard works throughout. It's not all bad, but it's definitely poor even for the era.



The background for the adventure is set in the World of Greyhawk, with a substantial amount of text being given over to the legend of the Tower and for why you're investigating it: The Seer of Urnst had urged the Duke of that land to hire (or better, geas) a group of adventurers together to recover the Soul Gem that is held at the top of the Ghost Tower. Eventually, the Duke gets together a group of criminals (err... adventurers) to do the job for him, lest they be executed otherwise. I seem to remember a similar start to the Giant series...

The adventure is full of a variety of challenges, including one of the early examples of a chess-board puzzle (where the adventurers must move across the chequered floor as if they were chess pieces, lest the monsters attack them). Despite the admonition that it isn't a "hack'n'slay" module, there's certainly a lot of combat to be found here - although there's little that is "simple" combat, with the environment and creature abilities combining to provide some interesting situations.

In an interesting twist, the tower itself is ruined, but when you access the tower from the dungeon, you travel back in time to when it was still standing. If the players realise this when they climb a tower that shouldn't be there, all the better!

The adventure itself is extremely linear: you get some choice as to which order you find the keys to the tower, but apart from that you'll be following one encounter after another. The adventure doesn't really make much sense and relies very much on the trope of "a mad wizard built it", although you probably should add "paranoid" to that description. Some encounters - like the reverse gravity level or the sea of fire level - are likely to rather amuse the DM and challenge the players.

Ultimately, the module reminds me a lot of White Plume Mountain, but where that module entertains me greatly with its format and encounters, The Ghost Tower of Inverness manages to be dark and forgettable. Despite its extensive background, it has never really impinged on my vision of Greyhawk - unlike the Giants, Slavers and even WPM! It's a competent enough adventure, but not one I admire.
15 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Andrew Young
United States
Wellesley
Massachusetts
flag msg tools
badge
And if you never have, you should. These things are fun and fun is good.
Avatar
mbmbmbmbmb
Wow, I love these reviews.

As kids we loved every module that came out except Expedition to the Barrier Peaks which was a "Jump the Shark" moment for us.

4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Brandon Holmes
Canada
Caledonia
Ontario
flag msg tools
Avatar
mbmbmbmbmb
Love these series too and that was a great way to describe our reaction to Expedition to the Barrier Peaks as well. As an adult I could probably enjoy it for what it is but at the time I thought the module was ridiculously stupid.
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Eric Dodd
New Zealand
Martinborough
flag msg tools
designer
badge
I'm at Mini-Wellycon - Oct 22 - 23, 2016
Avatar
mbmbmbmbmb
The climax with the Soul Gem can be memorable, but much of the lead up is forgettable.... This was the first AD&D module I bought and ran, so I loved it at the time.
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.