TEXT: Return to the Ghost Tower of Inverness 
   
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  CORS3-03 
   
  RETURN TO THE GHOST 
  TOWER OF INVERNESS 
   
  A One-Round DUNGEONS & DRAGONS® LIVING GREYHAWK™ 
  Core Special Event 
   
  A companion to the Absolute Power series by Erik Mona 
   
  By Creighton Broadhurst and Steve Pearce 
  Additional Material by Erik Mona 
  Cartography: Jason Bulmahn, Stephen Radney-MacFarland and David C. Sutherland III 
   
  “Willing” Victims 
  Simon Butler • Christopher Dyer • Jared Evans • Stuart Kerrigan • Paul Looby • Andrew Maguire • Jon Slack • Pieter 
  Sleijpen • Chris Spray  
   
  Based on the original module C2 The Ghost Tower of Inverness by Allen Hammack and a smidgeon of inspiration 
  from UK2 The Sentinel by Graeme Morris 
   
  Legends have ever clustered thickly around the ghostly keep of Inverness. Many have entered the ruins in 
  search of riches and eternal fame. Some few have managed to win free from the terrors lurking within but all 
  have failed to retrieve the Soul Gem - a glowing white bauble as thick as a man's head! Dare you brave the 
  dangers of Inverness in search of its legendary treasure? 
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without permission of 
  the author.  To learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ©2003 Wizards of the Coast ALL RIGHTS 
  RESERVED. This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network. 
  
  Return to the Ghost Tower of Inverness 
   
  Page 2 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A five-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three hours. The rest of the time is spent in 
  preparation before game play, and scoring after the game. 
  The following guidelines are here to help you with both the 
  preparation and voting segment of the game. Read this 
  page carefully so that you know and can communicate to 
  your players the special aspects of playing an RPGA 
  scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than seven players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the Monster 
  Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and DM 
  score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill in 
  the top of the grid. That is all. No one is rated. This 
  method is used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the event 
  coordinator wants information on how the game 
  masters are performing, or the game master wants 
  feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the “best” amongst the group, or when the 
  adventure is run in tournament format with winners 
  and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
   
  After scoring, give the Scoring Packet to your event 
  coordinator.  
   
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. It players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
   
  LIVING GREYHAWK  
  LEVELS OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  
  Return to the Ghost Tower of Inverness 
   
  Page 3 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the 
  PCs participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue of a class ability (i.e. animal companions, 
  familiars paladin’s mounts, etc) use the 
  following chart to determine the number of 
  levels you add to the sum above. Add each 
  character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, 
  and animals with different CRs are added 
  separately. 
  3. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number.  
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
   
  CR 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLs are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are three things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1st level 
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level 
  characters to play at that table.  
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs 
  are considered trained to attack. PCs who want 
  their dogs to attack must succeed at a Handle 
  Animal or Charisma check (DC 10). Failure 
  indicates that the animal will not attack that 
  round. This is a free action (spoken command) 
  that may be attempted each round. If an animal 
  loses half or more hp in a single round it flees, 
  unless another check is successful. 
  3. 
  A group of APL 1 characters that desires an extra 
  hand can “enlist an iconic.” The stats for the 1st 
  level versions or Tordek, Mialee, Lidda, and 
  Jozan are included at the end of this adventure. 
  The group may pick one of these characters to 
  accompany them on the adventure. The DM 
  controls that NPC. 
   
  TIME UNITS AND UPKEEP 
  This is a one round special adventure set in the Abbor-
  Alz. All characters pay 2 Time Units to play this event. 
  Adventurers Standard Upkeep costs 12 gp per Time Unit. 
  Rich Upkeep costs 25 gp per Time Unit. Luxury Upkeep 
  costs 50 gp per Time Unit. 
   
   
  ADVENTURE BACKGROUND 
  The seed of the events contained herein stretch back for 
  millennia.  
   
  The Elder Days 
  In the elder days before the Invoked Destruction and the 
  Rain of Colorless Fire, when the peaks of the Abbor-Alz 
  still thrust 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 and it was here that the great wizard Galap-
  Dreidel dwelt. A powerful wizard and the last custodian 
  of a dying culture that predated that of the Flan, Galap-
  Dreidel is reputed to have raised the Castle Inverness 
  from the very foundations of the rock upon which it 
  rested. The fortress’s fell inner tower was said to hold the 
  wizard’s most prized possession, an eldritch jewel known 
  only as the Soul Gem. He filled this inner sanctum with 
  fierce creatures and deadly traps, and, using a great 
  enchantment, wrested the tower from the very fabric of 
  time so that the passage of the years would not affect his 
  guardians.  
   
  Feared by the primitive Flan, it was rumoured among 
  them that Galap-Dreidel would occasionally loose a 
  prisoner within the tower to test his traps and to provide 
  sport for his sentinels. Disappearances among the 
  surrounding tribes further heightened the Flan’s fear of 
  the wizard so much so that when it became known that 
  Galap-Dreidel had disappeared Inverness was besieged 
  and, after a long siege, laid low. Much of the fortifications 
  were reduced to rubble and many valuables were carried 
  away. However, the place quickly became shunned as on 
  
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  fog-shrouded nights several folk reported seeing the 
  ghostly image of the inner tower standing as it had before 
  its destruction.  
   
  The Seer and His Machinations 
  Throughout his long career, the Seer has gathered many 
  artifacts steeped in ancient lore in an attempt to garner 
  personal power. Since he was a nearly pureblooded Suel 
  with strong ties to the nobility of the Suloise Duchy of 
  Urnst, the Seer soon became fixated with the mythical 
  Power Magic wielded by the Suel wizards of old. 
  Studying fragments of histories official and forbidden, 
  the Seer discovered that the migrating Suel brought the 
  secret of Power Magic with them on their great 
  migration, even though they knew that power had the 
  potential to annihilate empires. 
   
  The Seer eventually discovered that a cabal of 
  apprentices of the Suloise Power Mage Slerotin held the 
  key to Power Magic, and that they divided those secrets 
  into eight parts, which in turn were hidden in 
  demiplanes located off the reality axis of Maure Castle, 
  one of the earliest settlements in what would become the 
  Duchy of Urnst. Each demiplane could be reached by 
  using an Octych, one of eight colored triangular metal 
  wedges that could be placed in a star pattern on the floor 
  of Maure Castle's dungeons, thus opening a trans-
  dimensional gate. After elevating himself to the position 
  of Court Wizard to House Lorinar, the Seer managed to 
  secret his way into Urnst's treasury, where the forgotten 
  Octych sat amid piles of treasure. He, of course, stole the 
  Octych. 
   
  The trouble was he didn't know how to use it. He 
  enlisted the help of a comrade, Eli Tomorast, a fellow 
  Seeker of dubious character. Tomorast had stumbled 
  across the Tome of the Black Heart in 565 CY in a curio shop 
  in Greyhawk City and within its fell pages had discovered 
  much lore regarding the Octychs and their uses. Other 
  passages also contained additional information regarding 
  Inverness and the Soul Gem. Sharing his knowledge with 
  the Seer the two plotted to activate the Octych they 
  possessed and open a gate to the demiplane beyond. 
   
  Combining his knowledge with that of the Seer, Eli 
  had discovered and prepared the chamber featuring the 
  star pattern, and all seemed in readiness. Then, disaster 
  struck. Tomorast was killed by Mordenkainen and the 
  Citadel of Eight, and Eli’s lair was sacked and his servants 
  slain. With such fearsome foes as Mordenkainen and 
  Bigby exploring the castle, the Seer reluctantly turned his 
  attention elsewhere, hoping that the interest of the 
  Citadel would eventually fade. 
   
  During his research into Suel Power Magic, he 
  learned that the Maure Suel had stopped at a ruined castle 
  of pre-Flan origin on the shores of Woolly Bay. Passages 
  within the Tome of the Black Heart recounted how as the 
  Suel explored the fortress, Ontovar, one of Slerotin's 
  apprentices, was allegedly trapped inside a powerful 
  magical artefact known as the Soul Gem. The Seer 
  ventured to the Castle himself, intent to wrest Ontovar 
  from the trap of the Soul Gem, hoping to gain more 
  information about the mystery of the Octychs. 
   
  The Seer made easy work of the tower's lower levels, 
  but came to quite a surprise when he finally reached the 
  water level, the highest level in the tower. There he 
  encountered a wizard named Forbitan, who had come to 
  the Ghost Tower of Inverness hundreds of years ago 
  searching for the Soul Gem but was trapped. 
   
  Forbitan was a Silent One of Keoland whose 
  adventuring group had come to grief upon entering the 
  chamber of the Soul Gem. All five of his companions were 
  struck by strange white beams that completely drained 
  them of color, trapping their souls in the gem. Forbitan 
  realising that the tower had some way of disposing of the 
  bodies of the soul-drained, gathered the bodies of his 
  friends and retreated to the water level. 
   
  He slew a water-breathing dinosaur that had laired 
  there and constructed a magical demesne above the 
  level’s solitary island. He set up his whitened companions 
  at a table, as if they were dining, and prepared to 
  formulate a plan to return the souls of his friends to their 
  bodies. 
   
  Time does not pass in Inverness. Forbitan knew that 
  the bodies of his companions would not decompose, that 
  he would never starve, and that he could, theoretically at 
  least, live forever. He began to study the gem, mostly by 
  questioning other adventurers who came to best it, and 
  formulated several theories about how best to defeat the 
  gem and restore his friends to life, souls and all. 
   
  In 570 CY or so, the Seer came upon Forbitan during 
  his exploration of Inverness. The Silent One instantly 
  distrusted the Seer, and the two engaged in a powerful 
  magical struggle. During the battle, Forbitan learned that 
  the Seer sought a soul known as Ontovar, who had been 
  captured during the time of the Great Migrations. 
  (Forbitan did not know of Ontovar's relationship to 
  Power Magic or Slerotin--had he known, he would have 
  attempted to destroy the Soul Gem on principle, 
  sacrificing his friends to prevent the spread of Power 
  Magic). Forbitan defeated the Seer, who parleyed his 
  Octych in return for his freedom. Forbitan didn't know 
  what the item was, but he knew that it was extremely 
  valuable to the untrustworthy archmage. 
   
  His plans in disarray, the Seer retreated to Leukish to 
  assume a more central role in court life and to perhaps 
  seek out a patron able to further his ambition. Appointed 
  Chief Magical Councillor to the Duke he trained many 
  minor nobles in the magical arts. Two of his most famed 
  pupils however, Warnes Starcoat and Jallarzi Sallavarian, 
  discovered their teacher’s predilection for dark, forbidden 
  rituals and removed themselves from Urnst so shocked 
  were they by what they witnessed. Their dire warnings 
  fell on deaf ears and so the Seer was left to whisper his 
  dreams of power into the ears of the new duke. 
   
  In 570 CY Justinian Lorinar, the current Duke’s elder 
  brother ascended to the throne of Urnst. An adherent to 
  the philosophy of Scepticism he did not believe in the 
  divinity of the gods and as a consequence tripled temple 
  taxes throughout his lands. The subsequent razing of 
  Zilchus’s temple in Leukish triggered the Temple 
  Coalition Revolt. During the ensuing riots many were 
  slain by the duke’s guardsmen before order was final 
  restored over three months later.  By 571 CY most 
  
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  religious groups had retreated from the duchy, branding 
  the duke and his close advisors heretics. Later that year 
  Justinian was sorely wounded in battle against Bright 
  Desert raiders disrupting the duchy’s southern trade 
  routes and found that no cleric would heal him. His 
  wounds were severe and began to fester placing the 
  duke’s very life in peril.  
   
  Seeing his chance the Seer acted, whispering to 
  Justinian that the Soul Gem had the power to heal, or at 
  least to place the duke in stasis, until a cure could be 
  found. The Seer recounted some of the details of his 
  failure to gain the bauble but theorised that a small band 
  of experienced adventurers could penetrate the ruins of 
  Galap-Dreidel’s redoubt and recover the Soul Gem. 
  Casting about for a trustworthy group of such individuals 
  the Seer assured the duke that he could guarantee 
  through enchantments or more subtle means the group’s 
  loyalty. Discovering that in the duke’s own dungeons 
  languished several such individuals he coerced them into 
  carry out his orders, promising them their freedom if 
  they were successful. The only such exception to this was 
  a young monk, serving the duke in place of taxes owed by 
  her monastery who accompanied the miscreants.  
   
  The quest failed and with it failed Justinian’s health. 
  The adventurers did indeed penetrate the Tower itself but 
  encountered Forbitan. Lembu was stoned by the medusa 
  on the earth level and Discinque was slain by Forbitan 
  himself. The survivors – Zinethar, Li Hon and Hodar fled 
  using the amulet of recall loaned to them by the Seer.  
   
  In 572 his younger brother Karll gained the throne, 
  although many thought him ill suited to rule. Again the 
  Seer sought ducal sponsorship for an expedition to regain 
  the Soul Gem but sensing the Seer’s innate evil Karll 
  banished him from court. Thus knowledge of the Soul 
  Gem was lost to the Lorinar dynasty.  
   
  Recent Happenings 
  When banished from the duke’s court the Seer traveled 
  westward, returning to Maure Castle. Surrounded by fens 
  and bogs this strange castle is a foreboding place; little is 
  known of the denizens that lurk within. Few dare to 
  approach too closely and he was left in peace to pursue 
  his aims. The Seer returned his servant Eli Tomorast to 
  life and together they sought any scrap of knowledge 
  regarding Galap-Dreidel, his fortress or the elusive Soul 
  Gem. 
   
  In the chaos that ensued during the Greyhawk Wars 
  the Seer and the Soul Gem were largely forgotten by Karll 
  and his advisors – simply put matters of greater import 
  beset Urnst.  
   
  By this time of the original explorers who braved the 
  terrors of the Ghost Tower only three still draw breath. 
  The warrior Lembu and the rogue Discinque were slain 
  by the denizens of the tower. Hodar drifted south into 
  the Wild Coast, where the unscrupulous wizard fell in 
  with the resurgent Slave Lords. Only Li Hon escaped the 
  attentions of the Seer for all his scrying failed to locate 
  her and he has assumed her slain. Of all the companions 
  only Zinethar openly spoke of returning to the duchy 
  with the intent to rebuild the devastated church of the 
  Great Guildmaster. On a dark night however in the 
  winter of 583 Zinethar disappeared from his lodgings, 
  never to be seen again. Kidnapped and brought to Maure 
  Castle, Zinethar’s mental defences soon crumbled before 
  the puissance of the Seer’s enchantments.  
   
  It transpired that after their initial foray into the 
  tower Zinethar had penned a short account of the search 
  and Hodar’s theories regarding the nature of the tower 
  and its prize. Zinethar hid his treatise within his 
  chambers, perhaps gambling that the information it 
  contained could one day be of use to his church. Learning 
  of this The Seer despatched Tomorast to retrieve the 
  journals, which he did, slaying several innocents in the 
  process. With Zinethar’s usefulness over, The Seer gifted 
  the unfortunate cleric to his fiendish servants and began 
  to plot his next attempt on the Soul Gem.  
   
  Although armed with a better understanding of the 
  challenges presented by the ruins the Seer was unwilling 
  to brave them again. Thus, he hit upon the following plan 
  to use unwitting pawns in his quest. 
   
  He rewrote Zinethar’s journals removing all hints of 
  his collusion. Cloaking himself in many guises he 
  haunted the various inns and establishments of Urnst 
  telling all who would listen of the Ghost Tower and the 
  wondrous treasures it surely contained. To complete the 
  illusion he even sold the particularly gullible copies of 
  Zinethar’s writings reasoning that even if the individual 
  himself didn’t explore the tower someone else eventually 
  would.  
   
  593 CY 
  Four years have passed since the Seer spread his rumors 
  of the treasures awaiting the brave in the Ghost Tower. In 
  that time several groups have explored the ruins, 
  although none have successfully retrieved the Soul Gem.  
   
  Since the dissemination of Zinethar’s works Forbitan 
  has encountered several groups of adventurers who have 
  penetrated the tower. He has been forced to slay most, 
  although a few were permitted to attempt to reach the 
  Soul Gem. The last group who entered the water level 
  would not listen to reason and Forbitan was forced to slay 
  them. By chance their copy of Zinethar’s diary survived 
  the fight and Forbitan is now fully aware of its contents. 
   
  Although his plans have not yet reached fruition The 
  Seer is patient; he has plotted and schemed for over 
  twenty years to reach this point. He knows that 
  eventually a group of sufficiently powerful or lucky 
  adventurers will happen upon Zinethar’s journals and try 
  their luck in the Ghost Tower of Inverness. 
   
   
  SYNOPSIS 
  In Return to the Ghost Tower of Inverness, the PCs have 
  unwittingly come across one of the Seer's false journals 
  and have decided to try their luck in the infamous ghost 
  tower. 
   
  Play within this adventure is split into two basic 
  parts: the upper ruins and Dungeon Level and the Ghost 
  Tower itself. If a party progresses to the Ghost Tower they 
  must proceed to the final encounter or be trapped in the 
  tower until rescued by subsequent adventurers.  
  
  Return to the Ghost Tower of Inverness 
   
  Page 6 
   
  Note: it is perfectly possible for a group of 
  adventurers to spend their whole time within the 
  adventure exploring the dungeon level if they wish. 
   
  The Dungeon Level 
  Play starts outside the upper ruins of the Ghost Tower, 
  wherein they may encounter a group of phase spiders and 
  discover the first part of the key that they need to enter 
  the Ghost Tower itself.  
   
  As they prepare to go down into the dungeons below 
  the tower, a storm out of nowhere presages the arrival of a 
  figure from the past. An individual who calls himself, 
  Galap-Dreidel, speaks with the PCs and offers clues to his 
  tower. He is accompanied by a hound, which may inflict a 
  terrible curse on the PCs. He gives them the Old Amulet. 
  This is the means to leave the tower. 
   
  The PCs quickly discover that they have only one 
  route down which takes them past room of curtains and 
  the famed chessboard trap. They have four separate 
  means of exploration. The denizens and traps that they 
  will encounter will depend upon which path they walk. 
  Eventually they discover the central room of the level. 
  Once they have gained access to the room the door slams 
  shut behind them and a small hole opens in the ceiling 
  above them. When they explore this they are transported 
  through space and time to the Ghost Tower. They then 
  come across the body of several slain adventurers while 
  exploring this level. Each carries an identical copy of 
  Zinethar’s journal; perhaps a clue that all is not right 
  here? 
   
  The Ghost Tower 
  Transported into the lowest level of the tower the PCs 
  must then traverse four levels, each keyed to a separate 
  element. First the Air Level is encountered; after that the 
  Earth Level, then the Fire Level and finally the Water 
  Level. Once the challenges in each of these levels have 
  been overcome the PCs can discover the repository of the 
  Soul Gem. Once they have secured the gem the only way 
  to escape from the tower is by bargaining with Forbitan 
  or to use the Old Amulet they may have received from the 
  Galap-Dreidel. 
   
  Air Level: A new monster, the Presence, waits here, 
  its vision unimpaired by the mists that foul the Air Level. 
  The Presence attacks by creating wisps. See Appendix 5 
  for information on this creature. 
   
  Earth Level: In the Earth Level the PCs may meet 
  the medusa-druid Sithensis, who, dependant on the PCs’ 
  actions, may help or hinder progress. 
   
  Fire Level: Here the PCs must slay or avoid the 
  umbral fire giant Kartur and his Shadow Dragon mount 
  before proceeding to the Water Level via the reverse 
  gravity area. 
   
  Water Level: In the Water Level PCs meet the Silent 
  One, Forbitan, and learn of the Soul Gem in the chamber 
  above. 
   
  Jewel Room: Here the PCs have reached their goal 
  but must defeat the Soul Gem itself to be ultimately 
  successful. 
   
   
  UNIQUE ITEMS 
  The following unique items play a part in this adventure: 
   
  � The Key: Smoother than glass and crafted from 
  blue-gray metal harder than steel, each side of the key is 
  six-inches long, one-inch wide and a quarter-of-an-inch 
  thick. The whole forms a square, roughly eight inches in 
  width that glows with a strong blue light. 
   
  Such are the enchantments laid upon the key that if 
  they are taken away from the ruins of Inverness they are 
  magically return to their original resting places as soon as 
  they are left unattended. The PCs lack the craft to 
  dissemble this device. 
   
   
  All four pieces of the key must be put together to 
  gain access to the Ghost Tower. Each part of the key 
  radiates powerful Transmutation magic. 
   
  For more information regarding the key and its uses 
  refer to Encounter 12: The Central Room. 
   
  � The Old Amulet: About 3 inches in diameter and 
  perhaps a quarter-inch thick, this gold amulet was created 
  with the sole purpose of penetrating the barriers that 
  protect the Ghost Tower. It has a number of magical 
  runes engraved on its surface set around a central pearl.  
   
  It will work only once. It transports its bearer and 
  anyone who is in physical contact with the bearer. 
   
  The Old Amulet is constructed so that it takes those it 
  transports to the Seer’s old teleport chamber in the 
  Throne Room of Duke Karll of Duchy of Urnst. The 
  characters sudden appearance causes an unsurprising 
  reaction by the court guards and their powerful masters. 
  The characters are arrested and taken down to the 
  dungeons of the Castle (which completes their revisit of 
  the original adventure!). After a day of questioning and 
  investigation, they are freed.   
   
  The amulet was made by the Seer of Urnst prior to 
  his falling out of favour in the duchy. He has since made 
  more. These new amulets are keyed to return to the Seer’s 
  dungeons under Castle Maure where many fiends await. 
   
  � The Soul Gem: Legend describes the Soul Gem as a 
  great white diamond that glows with the brilliance of the 
  sun. Far in the past it fell from the sky and landed in the 
  foothills of Abbor-Alz where Galap-Dreidel discovered it 
  “lying in the fires of its glory.” Employing arcane magicks 
  and forbidden knowledge he bent its power and bent 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 and that he 
  taught it to protect itself against would be thieves. 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. 
   
  The PCs are not able to keep the Soul Gem after the 
  completion of this module. 
   
  For more information regarding the gem’s specific 
  abilities refer to The Jewel Room. 
   
  
  Return to the Ghost Tower of Inverness 
   
  Page 7 
  NOTE REGARDING PLAY 
  WITHIN THE GHOST TOWER 
  This event takes place in a five-hour slot. Only truly 
  exceptional groups will manage to defeat all the 
  challenges found within and reach the Soul Gem. The DM 
  needs to make the players aware of this but it is up to the 
  players how quickly they proceed. 
   
  PLAYER INTRODUCTION 
  When the players are settled, you have answered any 
  initial questions they might have and they have 
  introduced their characters to each other, read or 
  paraphrase the following: 
   
  It was incredible luck that you stumbled upon that old faded 
  manuscript in that curio shop in Greyhawk City. At first it 
  seemed to be a mildly interesting account of an adventure 
  undertaken by one Zinethar, who was a follower of The Great 
  Guildmaster in the early 570s.  
   
  Leafing through it however you quickly realised that the 
  stained and crumbling pages detailed large parts of a legendary 
  place – The Ghost Tower of Inverness.  
   
  The ruins of the place squat just north of the Bright Desert 
  and are easily visible from the many vessels plying the eastern 
  reaches Woolly Bay. 
   
  The rumors and legends surrounding the citadel are 
  legion. It is whispered that an ancient wizard of unsurpassed 
  might used the fortress to house his many treasures and 
  experiments. Chief among these treasures was the Soul Gem. 
  Said to be a diamond the size of a man’s head, it was purported 
  to gave magical abilities of its own and be able to defend itself 
  (or its master). 
   
  Countless adventurers have no doubt sought this 
  legendary treasure, but none are thought to have so far been 
  successful. To your way of thinking though, none had such a 
  diary in their possession. It details many of the traps and 
  guardians of the tower and should give you the edge you need to 
  gain the Soul Gem for your own. 
   
  Two weeks ago you gathered together and laid your plans 
  with the utmost care and secrecy. Your travels through the 
  Plains of Greyhawk were pleasant enough but it was 
  considerably more difficult to find a trustworthy captain in 
  Hardby to transport you down the coast in secrecy. Eventually a 
  combination of gold and quick talking bought you passage 
  south.  
   
  Now you stand before your ultimate goal - ahead of you 
  the tumbled ruins of the fabled Ghost Tower sprawl across a 
  high hilltop. The stark hilltop upon which the castle stands rises 
  above the coniferous trees that thickly cluster upon its lower 
  slopes. Mists cloak the lower slopes giving the whole area an 
  almost ethereal quality. A massive causeway snakes toward the 
  castle from the seaward side of the knoll.  
   
  It is time to ready spell or weapon for adventure awaits 
  you in the Ghost Tower of Inverness. 
   
  For those characters that ask what they know regarding 
  the tower and its owner from legends, relate the 
  following according to the various DCs. 
   
  Knowledge (arcane) 
  DC 10: He created Tower to keep the Soul Gem safe from 
  others who would use for evil purposes.  
   
  DC 15: He was guarded by a hound of fearful aspect. 
   
  DC 20: Galap-Dreidel coveted immortality and is 
  rumored to have transformed himself into a lich. 
   
  Bardic Knowledge 
  DC 15: All of the above, plus he created the Ghost Tower 
  to have sport with those unfortunate to be let loose 
  within it. To hear his hound howl was to become a dead 
  man walking. 
   
  DC 20: The Ghost Tower whispers in folks’ dreams 
  and leads them to death, madness, or great rewards. 
   
   
  When the PCs are ready proceed to Encounter 1: The 
  Causeway and Gatehouse. 
   
  ENCOUNTER 1: 
  THE FORTRESS INVERNESS 
  The fortress of Inverness stands high above the Woolly 
  Bay in the Abbor-Alz about ten leagues north of the 
  Bright Desert. Easily visible from vessels hugging the 
  coastline as they sail between Hardy and points south the 
  lands around the fortress are shunned by most sane 
  persons. 
   
  Four great towers stand at the corners of the curtain 
  wall and on mist shrouded nights the Ghost Tower itself 
  can be seen squatting in the centre of the citadel like 
  some ethereal giant. 
   
  Read or paraphrase the text below.  
   
  You stand at the head of a massive causeway that has snaked its 
  way toward the massive gates of this once mightily fortress. An 
  iron-shod but rusty portcullis still wards the gateway but 
  elsewhere the walls of this citadel are pierced by immense holes. 
  The walls themselves are fifty feet tall and judging from the 
  holes about ten feet thick. 
   
  Four lofty towers, reaching 150 feet into the air, still stand 
  at each corner of the fortress. Birds cluster thickly around the 
  nearest towers – obviously they nest here. 
   
  Perceptive PCs who make a successful Spot check (DC 
  21) may notice that the birds avoid one of the towers (see 
  Encounter 5 for more information). 
   
  Gaining Access: The PCs can gain access to the 
  fortress by either flying over the walls, clambering 
  through one of the gaps in the wall or by passing through 
  the gatehouse. Once the PCs have gained access to the 
  fortress proceed to Encounter Two. 
   
  Flying: PCs entering the fortress by flying can do so 
  without incidence (unless they stray too close to The 
  Occupied Tower. In this case refer to Encounter Five for 
  more information. 
  
  Return to the Ghost Tower of Inverness 
   
  Page 8 
   
  The Walls: Several large rents in the wall can easily 
  be reached without any major difficulties. Traversing 
  these occur without incidence however describe to the 
  PCs the stones shifting under their feet and the clouds of 
  dust disturbed by their passage. Alternative the PCs could 
  attempt to scale the walls. 
   
  � Exterior Walls: 8 ft. thick; hardness 8; hp 730; AC 
  5; break DC 35; Climb DC 20. 
   
  The Gatehouse: Fifteen feet wide although rusty the 
  portcullis still wards the gateway. Those passing through 
  the gatehouse will do so without incidence however 
  describe to them the cavernous size of the passageway 
  and the numerous arrow slits and murder holes that 
  pierce this space. 
   
  � Rusty Portcullis: 2 in. thick; hardness 10; hp 60; 
  AC 5; break (DC 28); lift (DC 25). 
   
   
  ENCOUNTER 2: 
  RUBBLE OF THE GHOST 
  TOWER 
  This area is first be encountered once the PCs have 
  gained access to the castle. Read or paraphrase the 
  following: 
   
  A vast mound of rubble and shattered masonry dominates the 
  courtyard within the fortress. The heap, easily twenty feet high 
  and two hundred feet across, hints at the awesome scale of the 
  tower that once stood here.  
   
  If the PCs investigate the rubble further read or 
  paraphrase the following: 
   
  As you get closer the immense rubble mound towers above you. 
  Up close you can easily make out that the pile is made up of 
  many different shapes and sizes of stones some over six feet 
  across. Some bear arcane runes carved into their surfaces, their 
  meanings dulled by time. Weathered by the ages, moss grows 
  over much of the mound making the footing slippery and 
  treacherous. 
   
  Most of the rubble is perfectly safe and the PCs can 
  explore this area to their heart’s content. Several areas 
  however are prone to collapse (these are marked on the 
  map). If a PCs strays into any of these areas refer to the 
  collapsing rubble statistics below. 
   
  � Collapsing Rubble (20 ft. deep): CR1; no attack 
  roll necessary (2d6); Reflex save (DC 20) avoids; Search 
  (DC 20); Disable Device (DC 20). 
   
  Encounter 3 follows directly on from this encounter. 
   
   
  ENCOUNTER 3: 
  EXPOSED PIT 
  PCs giving the rubble even a cursory search quickly 
  discover an exposed pit containing the desiccated body of 
  an unfortunate adventurer. Read or paraphrase the 
  following: 
   
  Huddled at the bottom of this exposed pit lies the skeleton of 
  some unfortunate explorer who seems to have perished years 
  ago. “His” left leg is twisted at an unnatural angle and a 
  thighbone has thrust itself through the mouldering woollen 
  trousers. Skeletal arms still clutch a fungi-infested backpack 
   
  Scattered about the body lie the remnants of what seems to 
  be mundane adventuring gear, now rusted, pitted, rendered 
  useless by long exposure to the elements. 
   
   
  What Has Gone Before: The unfortunate in the pit is 
  an adventurer who came to this area several years ago. 
  The last survivor of his group (who were slain below by a 
  colony of bugbears who used to dwell here) his body has 
  lain here for half a decade. Adventurers attempting to use 
  speak with dead will be able to gain some general 
  information about the layout of the place. The deceased is 
  named Gharvenn, a half-elven thief from the Wild Coast. 
  He knows that there are four entrances to the dungeons 
  below – one in each of the towers (of course three of 
  these are now blocked with debris and are unusable). He 
  knows little else as time has dulled his memory. 
   
  Denizens: None. The fungi are harmless.  
   
  Treasure: Most of the adventuring gear has been 
  rendered useless by exposure to the elements. If the PCs 
  investigate the body they will discover some minor coins 
  and trinkets and a faded journal which appears an exact 
  copy of the party’s own journal. 
   
   
  APL All: Loot 15 gp; Coin 69 gp. 
   
  Development: A Forgery check at DC 10+APL shows 
  that the journals are identical and it is likely that neither 
  is the original. Exceeding the required DC by 5 or more 
  produces the insight that it looks like the work of a 
  halfling forger who plied his trade around the Duchy of 
  Urnst.  
   
  The rogue Gharvenn had made his own annotations 
  within the journal. The journal has an indentation about 
  3 inches round and a half an inch deep in the back cover. 
  At this point give the players, Player’s Handout Two. The 
  annotations are made opposite the indentation:  
   
  “As I sit here condemned to die by my broken leg, I wonder how 
  quickly my emotions have changed. I escaped; the others are 
  surely dead at the hands of those bugbear statues. I was within 
  an inch of my life but I got free. To then fall down this hole and 
  break my leg was bad but to find my curative potions seeping 
  out of my backpack was worse. I have the journal for comfort 
  but not the teleport trinket. I don’t know what possessed me to 
  let that dwarf talk me into splitting the Amulet from the 
  journal. I was mad. I know the sage said that it would only 
  work with the Gem but I could tell he was lying then. Damn 
  sages, you should never trust them. If by some miracle I get out 
  of this then I’m retiring.”   
  
  Return to the Ghost Tower of Inverness 
   
  Page 9 
   
   
  ENCOUNTER 4: 
  THE UNOCCUPIED TOWERS 
  At each of the corners of Inverness’ curtain wall stands a 
  partially ruined tower. Towers “A” and “B” are unoccupied 
  and the stairways within are choked with debris. The 
  downward staircase in Tower C however is still clear, 
  allowing exploration of the depths.  
   
  For the three unoccupied towers use the following 
  description. Read or paraphrase the following: 
   
  A partially open iron door with a lock set in the center stands 
  before you. About the doorframe have been carved an intricate 
  series of decorative designs. 
   
  Once PCs have entered the interior read or paraphrase 
  the following: 
   
  The door opens easily, swinging inwards of three rusted hinges 
  set into the stone doorframe to reveal a circular room. Set in the 
  centre of the chamber is a wrought iron spiral staircase leading 
  downwards. At the far end of the room stands a stairwell 
  choked with boulders, rubble, rotting timbers and other debris 
  that has fallen from above.  
   
  The stairway leading upwards is impassable. If the PCs 
  attempt to clear it describe to them ominous creaks from 
  above and the shifting of timbers and boulders. If they 
  persist in attempting to clear the stairs any PC directly in 
  front of the stairway will be engulfed by a mass of falling 
  debris. 
   
  � Falling Debris: CR -; no attack roll necessary (8d6 
  or 3d6); Search (DC 10); Reflex save (DC 15) for half 
  damage; Note: those failing their save are also pinned. All 
  those within five feet of the front of the stairs are caught 
  in the bury zone. Those within a ten feet cone at the foot 
  of the stairs are caught in the slide zone.  
   
  Nothing of interest lies in the tower above. The 
  interior is a mass tumbled mass of rubble. Small birds 
  nest in the upper reaches of the tower. In several of the 
  lower levels small enclaves of (harmless) bats can be 
  found. At night these bats hunt for small rodents and 
  other prey within the castle precincts. 
   
  The Descending Stair: In two of these towers 
  (Towers A and B) the downward stairs are also choked 
  with rubble and are impassable. However the third 
  tower’s (Tower C) stairway is still clear allowing 
  exploration of the depths. 
   
  When the PCs indicate they will descend the stairs 
  proceed to Encounter Six: Staircase. 
   
   
  ENCOUNTER 5: 
  THE OCCUPIED TOWER 
  Three of the towers are unoccupied, however the tower to 
  the northwest houses a small group of stirges and half-
  dragon stirges. Read, or paraphrase the following: 
   
  A partially open iron door with a lock set in the centre stands 
  before you. About the doorframe have been carved an intricate 
  series of decorative designs. 
   
  Once PCs have entered the interior read or paraphrase 
  the following: 
   
  The door opens easily, swinging inwards of three rusted hinges 
  set into the stone doorframe to reveal a circular room. Set in the 
  centre of the chamber is a wrought iron spiral staircase leading 
  upwards. At the far end of the room stands a stairwell going 
  downwards choked with boulders, rubble, rotting timbers and 
  other debris that has fallen from above. On the floor in the 
  centre of the room lies the partially decomposed body of what 
  appears to have once been a human male. 
   
  For more information regarding the body discovered in 
  this area refer to the Treasure section below. 
   
  Denizens: The upper level of this tower survived the 
  raising of Inverness relatively intact and several years ago 
  a small group of stirges established themselves here 
  attracted in part by the extra-planar nature of the Tower. 
  They survive by preying on the birds and bats that infest 
  the ruins. Occasionally they also prey upon weak or 
  injured adventurers either camping or trapped in the 
  ruins. Groups attempting to explore the upper levels of 
  the tower however will certainly draw a reaction from 
  them. 
   
   
  APL 2 (EL 3) 
  � Stirges (6); hp 9,7; see Appendix One. 
   
  APL 4 (EL 5) 
  � Stirges (4); hp 9,7; see Appendix Two. 
  � Half-green dragon/stirge (2); hp 13 each; see 
  Appendix Two. 
   
  APL 6 (EL 7) 
  � Stirges (6); hp 9,7; see Appendix Three. 
  � Half-green dragon/stirge (3); hp 13 each; see 
  Appendix Three. 
   
  APL 8 (EL 8) 
  � Stirges (8); hp 9,7; see Appendix Four. 
  � Half-green dragon/stirge (4); hp 13 each; see 
  Appendix Four. 
   
  
  Return to the Ghost Tower of Inverness 
   
  Page 10 
  Tactics: If combat occurs here the half-dragon stirges 
  attack before their normal brethren. They will seek to 
  disable and weaken the party using their breath weapons 
  before their lesser kin also attack. Once aroused, they will 
  fight until slain. 
   
  Treasure: The stirges have made their lair atop one of 
  the towers. There is nothing of interest there for the PCs 
  except for the many drained bodies of birds and bats 
  caught by the stirges.  
   
  However, the PCs may find items of interest 
  amongst the possessions of the unfortunate who died 
  here. Slain by the stirges during his solo exploration of 
  the area the body has lain here undisturbed ever since. 
  Much of his equipment has rotted away by now, however 
  a leather backpack has resisted the onslaught of the 
  elements well. 
   
  If the PCs choose to investigate the backpack further 
  they will discover The Key and the mouldering remains of 
  a yet another copy of Zinethar’s Journal identical to their 
  own containing The New Amulet.  
   
  Relate to any PC within five feet of the body the 
  following information: 
   
  Barely visible in this light 
  you 
  notice 
  a 
  strange 
  unearthly 
  blue 
  light, 
  emanating 
  from 
  the 
  backpack lying atop the 
  dead explorer’s midriff.  
   
  Once the PCs investigate 
  The 
  Key 
  read 
  the 
  following: 
   
  Lying in the pack you find a 
  strange semi-square device 
  radiating a soft blue light. 
  Roughly eight inches to a 
  side each of the arms of the 
  device are one inch wide 
  and two inches in diameter. 
  Each corner ends in a semi-
  circle. The metal is incredibly smooth and cold to the touch. 
   
  Also within the backpack is a journal similar in style to 
  the one that lead you here. Though there is one difference bound 
  into the back cover is a talisman of some sort. 
   
  A successful Forgery check at DC 10+APL shows that the 
  journals are identical and likely neither is the original. 
  Exceeding the required DC by 5 or more produces the 
  insight that it looks like the work of a halfling forger who 
  plied his trade around the Duchy of Urnst.  
   
  Treasure: The following treasure can be gained here: 
   
  APL 2: Loot 15 gp; Coin 32 gp; Magic the key (200 gp). 
   
  APL 4: Loot 15 gp; Coin 46 gp; Magic the key (200 gp). 
   
  APL 6: Loot 15 gp; Coin 58 gp; Magic the key (200 gp). 
   
  APL 8: Loot 15 gp; Coin 72 gp; Magic the key (200 gp). 
   
  � The New Amulet detects of weak Transmutation magic 
  and no longer works within the Tower. It was 
  programmed to return those who use it to Maure Castle 
  and to the tender mercies of the Seer. This Amulet 
  though is clearly broken as a great rent runs across its 
  surface.  It still is valuable and bears the symbol of the 8-
  pointed triangle which some may recall from one of the 
  first LIVING GREYHAWK modules, River of Blood 
   
  � 
  The 
  Key: 
  This 
  item 
  radiates 
  powerful 
  Transmutation magic if checked for. This is the item 
  needed by the PCs to gain access to the Ghost Tower. 
   
  Development: The stairway leading upwards is 
  impassable. If the PCs attempt to clear it describe to them 
  ominous creaks from above and the shifting of timbers 
  and boulders. If they persist in attempting to clear the 
  stairs any PC directly in front of the stairway will be 
  engulfed by a mass of falling debris. 
   
  � Falling Debris: CR -; no attack roll necessary (8d6 
  or 3d6); Search (DC 10); Reflex save (DC 15) for half 
  damage; Note: those failing their save are also pinned. All 
  those within five feet of the front of the stairs are caught 
  in the bury zone. Those within a ten feet cone at the foot 
  of the stairs are caught in the slide zone 
   
  Aerial Combat 
  The stirges and the half-green dragon 
  stirges possess the following aerial 
  movement traits: 
   
  Minimum Forward Speed: Half 
  Hover: No 
  Fly Backward: No 
  Reverse: - 
  Turn: 45�/5 ft. 
  Turn in Place: +45�/-5 ft. 
  Maximum Turn: 90� 
  Up Angle: 60� 
  Up Speed: Half 
  Down Angle: Any 
  Down Speed: Double 
  Between Up and Down: 5 ft.  
   
  For more information regarding aerial 
  movement, consult the DUNGEON 
  MASTER’s Guide page 69. 
  
  Return to the Ghost Tower of Inverness 
   
  Page 11 
  THE DUNGEON LEVEL 
  Features of the Dungeon Level 
  The 
  following 
  entries 
  represent 
  the 
  standard 
  characteristics of various features found throughout the 
  dungeon level of the Ghost Tower of Inverness. It should 
  be remembered however that the dungeon level is 
  extremely old and has not stood the test of time well. 
  Review the end of this section for rules governing 
  possible cave-ins. 
   
  Ceilings: Unless otherwise noted ceilings are fifteen 
  feet high and are not vaulted.  
   
  � Ceilings: 1 ft. thick; hardness 8; hp 90; AC 5; break 
  (DC 35); Climb (DC 25). 
   
  Floors: Floors in the tower are uniformly flat and 
  paved.  
   
  � Floors: 1 ft. thick; hardness 8; hp 90; AC 5; break 
  (DC 35). 
   
  Walls: Constructed of interlocking stone blocks 
  these walls have not resisted the onslaught of time well.
   
   
   
  � Exterior Walls: 2 ft. thick; hardness 8; hp 90; AC 5; 
  break (DC 35); Climb (DC 15). 
   
  � Interior Walls: 1 ft. thick; hardness 8; hp 60; AC 5; 
  break (DC 35); Climb (DC 20). 
   
  Doors: Originally the doors in this tower were of 
  strong construct but time has weakened them.  
   
  � Wooden Doors: 2 in. thick; hardness 5; hp 15; AC 
  5; break (DC 18). 
   
  Light: Unless otherwise noted in the text the interior 
  of the tower is unlit. PC without darkvision require a 
  light source. 
   
  Time: The ruins and the dungeon level of the Ghost 
  Tower exist within the normal flow of time. 
   
  Ventilation: The dungeon level is well ventilated 
  with odour and smoke being dissipated rapidly. 
   
  Falling Debris: The use of fireball, lightning bolt or 
  other similarly destructive spell in the dungeon level will 
  cause the ceiling to collapse in a twenty-foot radius from 
  the point of impact. 
   
  � Cave-Ins: CR -; no attack roll necessary (4d6 or 
  2d6); Search (DC 10); Reflex save (DC 15) for half 
  damage; Note: those failing their save are also pinned. 
  Digging out individuals who are pinned will take 24 
  rounds. 
   
  ENCOUNTER 6: 
  STAIRCASE: GALAP-DREIDEL 
  APPEARS 
  This chamber is above the downward staircase in Tower 
  C. It leads down to the dungeon level. In this encounter 
  the PCs meet a strangely dressed old man and his canine 
  companion. The man claims to be Galap-Dreidel. PCs 
  however should gain the distinct impression that he is 
  more than a little odd and perhaps a little mad. No doubt 
  this man has power (or powerful friends) but his true 
  identity (if indeed he is not Galap-Dreidel) is not revealed 
  here. 
   
  As the characters stand on the brink of going down, 
  read the text below: 
   
  As you stand within the tower looking at the staircase that 
  proceeds down without beams and rubble blocking it, there is a 
  sudden booming sound like thunder from the courtyard and 
  you can smell the heady scent of raw magic in the air. Your toes 
  and fingertips are tingling. 
   
  Ask whose characters look toward the courtyard. Anyone 
  who doesn’t is branded an overcautious cowardly cove by 
  Galap-Dreidel. He will not accept that character as an ally. 
   
  Looking back across the courtyard, you see a figure strides over 
  towards you. He came from the wall of the centre Tower. 
  Neither secret door nor magical opening was in effect – he 
  simply walked out from the stone of Inverness. His appearance 
  is of a man of perhaps 40 years with bright green eyes and Flan 
  features. His hair is braided in an odd rather dated style that 
  matches his clothes – jerkin, kilt and sandals. He looks as much 
  a warrior as a wizard. He walks with an ornate walking stick 
  that would serve as a club or rod. Beside him is a large 
  wolfhound with steel grey eyes. Its manner betrays intelligence 
  greater than any animal as it appears to take stock of you.  
   
  Though he walked more than one hundred feet from the 
  centre tower, you have had no time in which to do anything.  
  He stands confidently amongst you. The man’s voice is an 
  unnerving whisper that carries such menace: 
   
  “I am Galap-Dreidel, creator of the Tower of Inverness. I 
  give you a free choice, be my ally, be my enemy or perhaps 
  straddle the line between the two. Whatever your choice, I 
  expect nay demand your respect. If I were a polite man I would 
  ask who you all are but in truth I care not – your names are 
  irrelevant. Already I feel the sands move and the call is upon 
  me. Be quick and yet be slow. You have no time and yet you 
  have all the time you need.  I always hated to hear the 
  obscurantic doggerel that some mages used but now it gives me 
  pleasure to look upon your faces as you hang on my every 
  word.”  
   
  Characters may now act. Any who begin a spell must 
  evade the vision of Galap-Dreidel and his hound. Note 
  the Hound has exceptional senses and is unlikely to be 
  fooled. It understands magic and is angered by any spells 
  including detections cast upon its master.  
   
  APL All (EL 19) 
  � Galap Dreidel: hp 88; see all APL Appendices. 
  � Galap Dreidel’s Hound: hp 24; see all APL Appendices. 
   
  Relate the following to any character that starts to cast a 
  spell upon Galap-Dreidel.  
   
  The Hound of Galap-Dreidel stares straight at you. You are in 
  the midst of using your spell upon Galap-Dreidel. You have a 
  terrible foreboding of something very bad happening. The hairs 
  on the back of your neck stand to attention as a low growl 
  grows in the hound’s throat. For some reason, your thoughts 
  
  Return to the Ghost Tower of Inverness 
   
  Page 12 
  turn to the image of your throat being ripped out and your life’s 
  blood draining from it as your friends look on frozen in time.  
   
  Give the character five seconds to say whether they 
  complete their action or not.  
   
  The growls of the hound have attracted your attention and that 
  of Galap-Dreidel. He looks severely at the character, the Hound 
  is growling at.  
   
  If the spell is not completed, 
   
  “You began as a fool, became a coward thereafter but at least 
  ended a wise man. I suggest you make no more mischief.” 
   
  If the spell is completed and is a divination-type spell 
  (detect magic, detect evil, detect thoughts, true seeing and so on), 
   
  “I value my privacy. You clearly show me no respect. You have 
  crossed the line and can no longer be my ally. Choose carefully 
  your next action. My patience wears thin.” 
   
  If the spell is completed and is an attack spell (such as 
  charm), 
   
  “You are a fool and bring doom to yourself. So be it.”  
   
   Every character sees the Hound howl to the moon but 
  only those who took offensive actions can hear it. You feel 
  marked for death.  
   
  Resolve combat normally after that. Galap-Dreidel 
  unsurprisingly does not answer any questions.  
   
  Assuming characters don’t initiate combat Galap-
  Dreidel continues to address the party. At this point they 
  have ten minutes within which to hear his answers. After 
  that, whether he is dead or alive, he is dragged back by 
  the winds of time towards the Tower. No oerthly magic 
  can prevent that. The only item to remain is the Old 
  Amulet.  
   
  He will provide the Old Amulet first and then allow 
  each character one or two questions. Particularly 
  unintelligent characters are dismissed by him and get to 
  ask nothing. Any character, which said they would be his 
  ally, is permitted two questions. All others gain one. Rude 
  or disrespectful characters also gain the same response as 
  the unintelligent and thus no questions are permitted 
  from them.  
   
  “First I have a gift for one who will fall under my banner. Who 
  will accept the favour of Galap-Dreidel? You need it so one of 
  you best take it.”  
   
  Galap-Dreidel offers a small amulet about three inches in 
  diameter and perhaps a quarter inch thick. It is plain gold 
  with a pearl in the centre. Around the pearl, there are a 
  number 
  of 
  arcane 
  symbols. 
  It 
  radiates 
  strong 
  Transmutation magic. 
   
  “This is an old toy. I was impressed when it saw it. Its maker 
  was decidedly clever. Beware its brothers, as they are not as kind 
  as this one is. There are worse places to be than in the Ghost 
  Tower. Activate it by pressing the central stud. It will carry all 
  of you to safety as long as you’re in physical contact with one 
  another. ” 
   
   “Each of you may choose a small clue from my miscellany 
  of meaning laden musings. Choose wisely for your lives, nay 
  your souls, might just depend upon it. Would you like to know 
  about me, my dog, the tower, the traps, the monsters, the keys or 
  the way out?”  
   
  “Or do you have your own particular subject that you 
  wish to pose a question on? Thus showing your rude 
  presumption that you know better than Galap-Dreidel? I am 
  all ears.” 
   
  [To any character INT 8 or less] What does a duck say? 
  A duck says quack remember that.  That it is as much as your 
  poor little head might hold. 
   
  [To any character who has been disrespectful] What 
  does a cow say? A cow says moo remember that.  That it is as 
  much as your ignorant, ill-mannered head might hold. 
   
  What Galap Dreidel reveals on specific topics: 
   
  Me: I was here before the Invoked Devastation and 
  the Rain of Colourless Fire. I was Master of the Soul Gem. 
  I raised the Tower of Inverness. But then I asked myself a 
  simple question. Who wants to live forever? I do! All was 
  bent to that aim. And it would be on my terms. 
   
  My Hound: It sees and understands so much. It 
  protects me and ensures that those, who would oppose 
  me, suffer a most terrible fate. Vengeance is slow but 
  inevitable.  
   
  The Tower: The Tower is timeless of sorts. There is 
  no reason at all to hurry. You have all the time in the 
  world. 
   
  The Tower is a tomb to those who enter. You can go 
  forward but you cannot go back. It may be wisest never to 
  enter. But that way lies cowardice and disgrace – better to 
  be dead. 
   
  You may have your own resources as to what lies in 
  the Tower. But I wouldn’t believe it.  
   
  [At this point a successful Innuendo check (DC 15), 
  allows a PC to notice his glance to a journal if one is in 
  view.] 
   
  Soul Gem: The Soul Gem is much akin to the Tower in 
  microcosm. You can get sucked in. Like the Tower, the 
  Soul Gem has teeth and it will bite. 
   
  The Soul Gem has languished in the Tower for far too 
  long. It is time for it to return to the World’s Stage. 
   
  The Monsters: They are creatures of spectacular 
  beauty. The ones that remain are the very best of their 
  kind. The greatest of which is the Kartur the fire giant 
  who was and perhaps is triumphant in death. In defeat, 
  he gains victory. 
   
  And what would be the perfect steed for a fire giant 
  … what indeed.  
   
  Some of the creatures have been defeated but evil 
  returns. Sometimes there is no defence. The hope is to 
  eradicate it. You must defeat evil totally or not at all.  
   
  Given time, some have found new ways. I am not 
  unhappy with that. 
   
  The Traps: It saddens me to say that many are now 
  broken and useless. However the chess board still 
  
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  Page 13 
  punishes the stupid, rewards the clever and the 
  resourceful simply move on.  
   
  The Keys: There were four but now only one is 
  needed. The rest are in place. But without the one key, 
  there is no way in. Once in, you remain in, as the door is 
  one way. 
   
  [A successful Innuendo check (DC 15) allows a PC to 
  spot his glance over to the Occupied Tower if party does 
  not have the key yet.] 
   
  The Way Out: There is no way out. That was the 
  whole point of the Tower. I could leave but no one else 
  could. I made the walls proof against teleportation, plane 
  shift and other such trifling magicks.  
   
  But I could leave so others found a way to copy me. It 
  takes a truly exceptional wizard though to do that and 
  usually they’d need some trinket to enhance their power.  
   
  [A successful Innuendo check  (DC 15) allows a PC 
  to spot his glance over to bearer of the Old Amulet.] 
   
  There is only one topic on which Galap-Dreidel 
  answers and commends the questioner for their 
  intelligence. If asked about the Old Amulet, either what it 
  is or how to work it or similar, then he relates the 
  following. 
   
  “That is a clever question. You [are/would be] a worthy ally. 
  This trinket is your way out of the Tower. It will take you to a 
  pre-determined safe location. It will work once. Those that wish 
  to travel need clasp hands.  
   
  [A successful Innuendo check (DC 15) allows the PC to 
  catch the stress on the word, “This trinket”. This indicates 
  the subtext that it is, “This and only this particular trinket”.] 
   
  If the question can be answered by one of the above, then 
  relate the following, 
   
  “Your question could have been put more simply. In truth it 
  concerns the [insert topic]. [Relate above answer for that topic].  
   
  All other topics or attempts to gain information beyond 
  what is above will gain the same answer, 
   
  “That is a question for another time. You should not expect all 
  the answers. Time weighs heavy on me. It is too short for I to 
  answer such or it would spoil the mystery. A question wasted.” 
   
  After the questions have been asked, 
   
  You watch as Galap-Dreidel begins to be pulled back towards 
  the Tower by a warm breeze. His face shows his resistance for a 
  moment and then he relents as he looks wistfully back. He 
  returns to the Tower and disappears within its stone once more. 
  Again Time appears to have stopped for the characters. They 
  have no actions during this time. Galap-Dreidel says nothing as 
  he leaves.  
    
  The characters now stand alone once more in the 
  chamber with the stairs beckoning. They may now 
  proceed unhindered.  
   
  The wrought iron staircase spirals downward into the darkness. 
  After many revolutions you stand at the foot of the stairs in the 
  centre of a large seemingly circular room. The roof of the 
  chamber is shrouded in cobwebs that seem to ripple under the 
  influence of some unseen force. 
   
  There is but one exit from here.  
   
  If the PCs think to check they will discover a slight 
  breeze coming down the staircase, and it is this that is 
  causing the cobwebs to move. There is nothing of interest 
  here. 
   
  The chamber is sixty feet in diameter and twenty feet 
  high. 
   
  When the PCs indicate they wish to continue 
  proceed to Encounter Seven. 
   
   
  ENCOUNTER 7: 
  A BROKEN CURTAIN 
  This is the first notable encounter area the PCs come 
  across after they descend the stairs in Encounter 6. 
   
  Roughly twenty feet ahead of you, hanging from the ceiling of 
  the corridor are the remnants of some kind of curtain or net. 
  Beyond this lie at least a dozen skeletons of various sizes, 
  although you cannot make out any exact details from your 
  vantage point. 
   
  When the PCs examine the area further continue:  
   
  Remnants of the curtain hang down several feet from the 
  ceiling. The shattered remnants of the rest of the curtain lie 
  scattered throughout the area.  
   
  Bizarrely the curtain seems to have originally consisted of 
  hundreds of multi-coloured beads now faded by the remorseless 
  onslaught of time. 
   
  Beyond this area lie the scattered remains of at least a 
  dozen creatures, including several large humanoids and three 
  smashed gargoyles.  
   
  What Has Gone Before: originally Zinethar and his 
  companions tore down the curtain warding this area 
  before doing battle with the creatures summoned by the 
  sounds this created. All were slain and looted. Their 
  corpses lie beyond. 
   
  Denizens: Six gnolls, six bugbears, four ogres and 
  three gargoyles lie here. None will animate (although 
  they PCs may suspect that they will). 
   
  Treasure: There is nothing of value here – all the 
  fallen’s equipment is tarnished and rusted. 
   
  Development: There is nothing else of interest or 
  value in this area. Once the PCs have investigated this 
  area proceed to Encounter 8.  
   
   
  
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  Page 14 
  ENCOUNTER 8: 
  THE FIVE CUBICLES 
  This chamber can be reached from The Chess Room or 
  through The Bead Curtain. 
   
  The twenty-foot wide corridor that you have been following 
  suddenly ends in wall pierced by the remains of five narrow 
  passageways that seem to continue onwards into the dark. 
  Intricate carvings of obvious ancient origin once surrounded the 
  entranceway to each of these cubicles. Now however much of 
  the carvings have been destroyed or defaced. Great wholes have 
  been smashed into the cubicle wall through which can be seen 
  the glint of much metal. 
   
  Rubble is strewn about the floor here as if someone has 
  systematically attacked each of these doorways. 
   
  What Has Gone Before: Many adventurers have in the 
  past been transported long these narrow passageways to 
  The Chess Room beyond. One group however destroyed 
  the mechanisms hidden in the walls after suffering 
  grievously at the hands of the trap beyond. 
   
  Development: If the PCs investigate the glints of 
  metal coming from within the walls describe to them a 
  network of iron rods, wheels and other devices. A 
  successful Disable Device check (DC 20) reveals that this 
  network of pistons and wheels was probably used to 
  convey individuals along the narrow passageways. A 
  detect magic cast in this area reveals lingering 
  Transmutation magic. A Spellcraft check (DC 24) 
  however allows the individual checking to ascertain that 
  the level of magic present poses no danger to the 
  explorers. 
   
  Once the PCs have finished here it is likely that they 
  will proceed to The Chess Room. 
   
   
  ENCOUNTER 9: 
  THE CHESS ROOM 
  This encounter follows directly on from Encounter 8. 
  Read or paraphrase the following when the PCs first 
  enter this room: 
   
  The first thing you notice about this room is its floor. The floor 
  seems to have been dubbed seemingly at random with a 
  number of colors of once bright hue. Gray, blue, green and 
  yellow squares can be seen here as well as many black squares. 
   
  In the centre of one wall is a ten-foot wide opening in 
  front of which stand the shattered remains of a statue. Its 
  remains, a four-foot high jagged stump hints that once it may 
  have represented a warrior or king. Now however the truth of 
  the matter is lost, as much of the statue lies shattered upon the 
  floor. 
   
  As you look upon the chessboard puzzle, it is clear that the 
  very first row of the chessboard is flickering as it colors fail to 
  remain constant like the rest of the board. The effect is 
  disconcerting and at odds with the rest of the board. 
   
  What Has Gone Before: In the past adventurers have 
  been through this room many times and suffered at the 
  hands of the ingenious trap laid within. One group 
  partially destroyed the statue in frustration after suffering 
  grievous losses in this room and as a result the magic of 
  the trap has begun to malfunction.  
   
  Where once an adventurer’s progress through the 
  room was governed by which cubicle he entered through, 
  now it is a truly random affair. For more information see 
  the Chess Board Trap section below. 
   
  Chess Board Trap 
  This entire room is a magical trap. A PCs safe means of 
  travel through the room is generated when the individual 
  first steps into the room. When a PC first steps onto the 
  floor of the room determine randomly the manner in 
  which the PC must move across the room to escape 
  injury.  Do not reveal this information to the player. 
   
  Roll 
  Movement Type 
  1 
  PC must move like a Castle 
  2-3 
  PC must move like a Knight 
  4 
  PC must move like a King 
  5 
  PC must move like a Bishop 
  6 
  PC must move like a Pawn 
   
  Then read the following: 
  As you step on to the floor the (black/gray/blue/green or 
  yellow) paving slab glows with a soft white and you feel a slight 
  tingle. 
   
  PCs employing magic such a teleport, fly, spider climb and 
  dimension door to cross the room do so without falling 
  prey to its magical effects. Only those PCs walking on the 
  floor must move with caution. A PC may only make his 
  figure types move per round to avoid injury. For example 
  a PC moving like a King may only move one square in 
  any direction on his go. Moving a second square will 
  expose him to damage as detailed below. 
   
  Movement: The square a PC starts from is considered 
  safe in any given move. If a PC makes a move not in 
  keeping with his piece type (castle, knight, king or 
  bishop) the square will flash red and he will suffer 
  damage as detailed below. The square he moved to is then 
  considered safe and he may once again experiment with 
  moving across the room. 
   
  The PC’s figure type (castle, knight, king or bishop) 
  does not change once it has been determined no matter 
  how much time passes. 
   
  When a PC reaches either of the squares upon which 
  the statue stands he is safe from the effects of the room 
  and will never again suffer injury or hit point loss from 
  this trap. 
   
  Note: Any successful Search or Disable Device 
  checks made in this room only effect a single square. The 
  PC should be informed of this when making the relevant 
  checks. PCs employing detect magic will be able to see that 
  the floor (along with the remains of the statue) radiates a 
  faint (APLs 2-12) or moderate (APL 14) Necromantic aura. 
  
  Return to the Ghost Tower of Inverness 
   
  Page 15 
   
  APL 2 (EL 2) 
  � Chess Board Trap: CR 1; magic device; touch trigger; 
  automatic reset; spell effect (inflict minor wounds, 1st-level 
  cleric, 1 point of negative energy damage); Search (DC 
  25) Disable Device (DC 25).  
    
  APL 4 (EL 3) 
  � Chess Board Trap: CR 2; magic device; touch trigger; 
  automatic reset; spell effect (inflict light wounds, 1st-level 
  cleric, Will save [DC 12] for half damage, 1d8+1 negative 
  energy); Search (DC 28) Disable Device (DC 28).   
   
  APL 6 (EL 4) 
  � Chess Board Trap: CR 3; magic device; touch trigger; 
  automatic reset; spell effect (inflict moderate wounds, 3rd-
  level cleric, Will save [DC 13] for half damage, 2d8+3 
  negative energy); Search (DC 31) Disable Device (DC 31). 
    
   
  APL 8 (EL 5) 
  � Chess Board Trap: CR 3; magic device; touch trigger; 
  automatic reset; spell effect (inflict moderate wounds, 5th-
  level cleric, Will save [DC 13] for half damage, 2d8+5 
  negative energy); Search (DC 34) Disable Device (DC 34). 
    
  The decaying and 
  chaotic nature of the 
  magicks within this 
  chamber makes the 
  magical 
  traps 
  impregnated 
  into 
  each 
  square 
  here 
  more difficult to find 
  than would normally 
  be the case. 
   
  Denizens: 
  Dependant on the 
  APL of the party the 
  following denizen is 
  to be found herein. 
  At 
  all 
  APLs 
  the 
  gargoyles 
  lurking 
  here are immune to 
  the affects of the 
  squares. 
   
  APL 2 (EL 4) 
  � 2 HD Gargoyle (2): 20 hp; see Appendix 1. 
   
  APL 4 (EL 6) 
  � Gargoyle (2): 38 hp; see Appendix 2. 
   
  APL 6 (EL 7) 
  � 6 HD Gargoyle (2): 58 hp; see Appendix 3. 
   
  APL 8 (EL 8) 
  � 8 HD Gargoyle (2): 94 hp; see Appendix 4. 
   
  Tactics: These creatures lurk to the west in encounter 
  area ten. Any loud noises from the Chess Room could 
  alert it. If the PCs are talking in the Chess Room the 
  gargoyles must succeed at a Listen check (DC 14) to 
  become aware of them. If PCs with medium, or heavier 
  armour move through the room the gargoyles must 
  succeed at a Listen check (DC 19) to hear them. Once the 
  gargoyles are aware of the party they move to investigate. 
  Check every round in which the condition persists. 
   
  Once it discovers the party moving across the 
  chessboard it will move attack. Initially they will 
  concentrate its attacks on 
  individuals flying, climbing 
  or cut off from the rest of the 
  party. These gargoyles are 
  sadists however and instead 
  of employing its normal 
  attack modes seek to bull 
  rush PCs back across the 
  chessboard (probably setting 
  off the trap in the process).  
   
  Note: The gargoyles have 
  not worked out precisely 
  how the trap works and thus 
  could actually push PCs back 
  in ways that will not injure 
  them. 
   
  If the gargoyles are 
  seriously injured they revert 
  to attacking the PCs using its 
  standard attack modes. It 
  will not retreat from this area 
  however as it knows that it 
  possesses 
  a 
  significant 
  advantage over non-flyers 
  here. 
   
  Treasure: There is no 
  treasure to be found in this 
  room except for the amulet of 
  mighty fists that one of the 
  gargoyles wears. (At APL 2 
  this item is absent). Refer to 
  Encounter 
  10 
  for 
  more 
  information. The only item 
  of interest here is the 
  shattered statute that guards 
  the room’s main exit. Although partially destroyed it is 
  possible to make the bottom half of an extremely well 
  detailed warrior. The longest surviving broken piece is a 
  portion of out-stretched mail clad arm. The rest of the 
  statue is unidentifiable. 
   
  Development: Once the gargoyles have been 
  defeated and the chessboard trap bypassed the PCs may 
  continue onward to Encounter 10: Lair of the Gargoyles. 
   
  PCs identifying the correct means of moving across 
  the chessboard (not bypassing it) are entitled to a special 
  reward. See the Treasure section for more information 
  regarding this. 
   
   
  Aerial Combat 
  The gargoyle possesses the following
  aerial movement traits: 
   
  Minimum Forward Speed: Half 
  Hover: No 
  Fly Backward: No 
  Reverse: - 
  Turn: 45�/5 ft. 
  Turn in Place: +45�/-5 ft. 
  Maximum Turn: 90� 
  Up Angle: 60� 
  Up Speed: Half 
  Down Angle: Any 
  Down Speed: Double 
  Between Up and Down: 5 ft.  
   
  For more information regarding aerial
  movement, 
  consult 
  the 
  DUNGEON 
  MASTER’s Guide page 69. 
  Bull Rush 
  You can bull rush as an attack action or a
  charge action. You can only bull rush an 
  opponent up to one size larger than you.
  Initiating a Bull Rush:  
  1. 
  You move into the defender’s 
  square, 
  provoking 
  attacks 
  of 
  opportunity from threatening foes. 
  Attacks made by anyone but the 
  defender has a 25% chance of 
  accidentally targeting the defender. 
  Any attacks of opportunity made 
  against the defender (except yours) 
  have a 25% of accidentally targeting 
  the attacker. (Make the attack roll 
  first and then dice to see whom the 
  attack is targeted against). 
  2. 
  The attacker and defender make 
  opposed Strength checks. Modifiers: 
  +4 for each size category you are 
  above Medium-size, or –4 for each 
  size 
  category 
  you 
  are 
  below 
  medium-size; +2 bonus if charging; 
  +4 if defender has more than two 
  legs or is particularly stable. 
  3. 
  If the attacker beats the defender he 
  is pushed back 5 feet. He can be 
  pushed back an additional 1 foot for 
  each point by which the defender’s 
  check was exceeded. However the 
  attacker cannot exceed his normal 
  movement limit. Defenders and 
  attackers moving as a result of a 
  successful bull rush provoke attacks 
  of opportunity (but not from each 
  other). 
   
  If the bull rush fails the attacker moves 5
  feet straight back to the square they were
  in before moving into the attacker’s
  square. If that space is occupied, he falls
  prone in that space. 
  
  Return to the Ghost Tower of Inverness 
   
  Page 16 
  ENCOUNTER 10: 
  LAIR OF THE GARGOYLES 
  It is highly likely that the gargoyles that lairs here have 
  already been encountered in the Chess Room. When the 
  PCs enter this area read or paraphrase the following: 
   
  A partially closed door stands ahead of you. 
   
  Once the PCs indicate they will open the door continue: 
   
  This small twenty foot by thirty foot room is filled with refuse 
  and trash. Against the north wall have been set a crude sleeping 
  pallet. Against the far wall has been set a sturdy looking chest 
  above which set into the wall burns a torch lighting the whole 
  room. About the chest lie the gnawed remains of several 
  unfortunates and the mouldering remains of their gear. 
  Opposite your position stands another door, which is shut.  
   
  What Has Gone Before: A gargoyle discovered this place 
  several years ago. Discovering the unique properties of 
  the Chess Room to the east he decided to lair here, as the 
  area was relatively secure against those who could not fly.  
   
  Denizens: it is highly likely that the gargoyles lairing 
  here will have been destroyed in the Chess Board Room 
  to the east. Refer to that area for further information 
  regarding this creature if it was not encountered there. 
   
  Treasure: The main portion of the treasure to be 
  found here is locked in the chest (the key to which is 
  hidden in the sleeping pallet). A successful Search check 
  (DC 18) is required to find this key. If the PCs fail to find 
  the key they can attempt to break the chest open or to 
  pick the lock. 
   
  � Wooden Chest: 2 in. thick; hardness 5; hp 15; AC 
  11; break (DC 23); APLs 2-4 Open Lock (DC 20), APLs 6-8 
  Open Lock (DC 25). 
   
  The Coin entry and Magic entry below detail what is 
  to be found in the chest. The everburning torch is set into a 
  sconce on the wall. The Loot entry details what is 
  salvageable from the mouldering gear surrounding the 
  chest. Dependant on the APL of the table the following 
  treasure can be found herein 
   
  APL 2: Coin 25 gp; Loot 12 gp; Magic potion of cure 
  light wounds (4 gp), potion of swimming [2] (12 gp each), 
  everburning torch (7 gp) 
   
  APL 4: Coin 38 gp; Loot 19 gp; Magic potion of cure 
  light wounds (4 gp), potion of swimming [2] (12 gp each), 
  everburning torch (7 gp), +1 amulet of mighty fists (500 gp). 
   
  APL 6: Coin 48 gp; Loot 26 gp; Magic potion of cure 
  moderate wounds (25 gp), potion of swimming [2] (12 gp 
  each), everburning torch (7 gp), +1 amulet of mighty fists (500 
  gp). 
   
  APL 8: Coin 57 gp; Loot 31 gp; Magic potion of cure 
  moderate wounds (25 gp), potion of swimming [2] (12 gp 
  each), everburning torch (7 gp) +1 amulet of mighty fists (500 
  gp). 
   
  Detect Magic Results: potion of swimming (faint 
  Alteration), potion of cure light wounds (faint Conjuration), 
  potion of cure moderate wounds (faint Conjuration), 
  everburning torch (faint Evocation), +1 amulet of mighty fists 
  (faint Evocation). 
   
  For more information regarding the amulet of mighty 
  fists refer to Appendix Five. 
   
  Development: Once the PCs have exhausted their 
  interest in this chamber they can proceed to Encounter 
  Eleven: The Metal Doors 
   
   
  ENCOUNTER 11: 
  THE METAL DOORS 
  This area is reachable from Encounter 10: Lair of the 
  Gargoyles. Read or paraphrase the following: 
   
  At the very limit of your light you can just see that the twenty 
  foot wide corridor that you have been following comes to an 
  abrupt halt. Double doors of blue-grey doors that glimmer in 
  your torchlight bar any further progress here. 
   
  When the PCs move closer continue: 
   
  Once you get to within fifteen feet or so of the door you realise 
  with a start that the doors are so smooth that they actually 
  you’re your reflections! In the centre of the double doors can be 
  seen a semi-square channel cut into the surface of the door.  
   
  If the PCs investigate the channel read or paraphrase the 
  following: 
   
  Located at waist height it is about eight inches to a side, one 
  inch wide and about an inch deep. There is a circular 
  indentation at each corner of the square. 
   
  The Doors: These doors are the final guardians of the 
  approaches to the Ghost Tower itself. They are made of 
  the same metal as the key (which fits perfectly into the 
  indentation on its surface). The doors, walls of the 
  Central Room beyond are sheathed in the same antimagic 
  field that protects the Ghost Tower and thus are totally 
  impervious to any harm.  
   
  � Metal Doors: 4 in. thick; hardness 20; hp 160; AC 
  9; break (DC 70). 
   
  The only way to open these doors is to slip the Key 
  (found in Encounter Three: Exposed Pit) into the 
  indentation in the door. 
   
  Development: Once the PCs have investigated the 
  doors fully and have worked out how to open them 
  proceed immediately to Encounter Twelve: The Central 
  Room.  
   
   
   
  ENCOUNTER 12:  
  THE CENTRAL ROOM 
  This are is reached via Encounter 11: The Metal Doors. 
  When the PCs manage to open the doors read or 
  paraphrase the following: 
   
  
  Return to the Ghost Tower of Inverness 
   
  Page 17 
  As you slip the strange squarish device into the indentation in 
  the door they flash momentarily with an eerie blue light. A line 
  appears in the centre of the doors before they slide open 
  soundlessly to reveal a room beyond. 
   
  Roughly forty-foot square, the walls, floor and ceiling of 
  this room are all crafted from the same blue-grey metal. The 
  room is bare except for eight well-padded divans set into each 
  corner of the room. 
   
  As soon as all members of the party have entered the 
  room read or paraphrase the following: 
   
  As the last of you enter, the door slides shut to form a featureless 
  wall. In fact unless you knew a door was there you would swear 
  that the wall was as plain as the rest. 
   
  From this point onward until the end of the module the 
  PCs are trapped in the Ghost Tower. 
   
  In fact each of the four walls has a similar door at its 
  centre but the PCs will be unable to determine this, 
  although they could theorize this based on the 
  positioning of the divans. Once the doors have shut allow 
  the PCs two rounds of action, noting what each does. 
  Nothing happens until the outer door is shut. At the end of the 
  second round of actions read the following: 
   
  Those of you still standing are suddenly slammed into the floor 
  while those of you seated in the divans are pinned in place as 
  colours begin to wildly coalesce in the centre of the ceiling. 
  Energy seems to arch from point to point forming a latticework 
  of energy. Your stomachs churn and suddenly the force that 
  held you captive is gone. 
   
  Above you in the centre of the latticework of energy a five-
  foot wide hole has appeared. As you watch the energy 
  surrounding the hole dissipates but the hole remains.  
   
  PCs standing up at the end of the second round after the 
  doors shut must make a Reflex save (DC 15) or suffer 1d6 
  points of damage as they are slammed into the floor. 
  Those on divans are not injured by the effects detailed 
  above but cannot move until the force dissipates. 
   
  The Hole: The hole described above is the only 
  means of access to the Ghost Tower. The shaft beyond the 
  hole is seventy feet in length. The first twenty feet of the 
  passage appear to be of typical dungeon construct, 
  requiring a successful Climb check (DC 20) to traverse. 
  Twenty feet up the shaft bronze rungs have been sunk 
  into the wall. These rungs allow climbers to easily 
  traverse the rest of the tunnel.  
   
  Development: The only direction in which the PCs 
  may proceed is up into the hole. PCs climbing through 
  the shaft will emerge in The Air Level. Proceed 
  immediate to The Air Level. The doors to this room will 
  remain shut until another group of adventurers finds the 
  component parts of the key and places them within the 
  indentation on the outside of the door. Thus for the PCs, 
  rescue will come far too late. The only hope of any PC 
  being trapped here is to continue their explorations of the 
  tower in the hope of finding some other means of escape. 
   
  
  Return to the Ghost Tower of Inverness 
   
  Page 18 
  The Ghost Tower 
  Once the PCs have traversed the shaft leading up from 
  The Central Room of the dungeon level they have 
  entered the Ghost Tower itself. 
   
  Features of the Ghost Tower 
  The 
  following 
  entries 
  represent 
  the 
  standard 
  characteristics of various features found throughout the 
  Ghost Tower of Inverness. 
   
  Time: The Ghost Tower of Inverness exists in a time 
  wrinkle created by Galap-Dreidel. This time wrinkle 
  exhibits 
  the 
  characteristics 
  of 
  timelessness 
  thus 
  individuals trapped within the tower neither hunger, 
  thirst or age. Natural healing is also affected by the time 
  wrinkle and does not occur within the tower. Subjective 
  time however from minute to minute does still flow in 
  the tower and thus spell durations are unaffected by the 
  time wrinkle. 
   
  When an individual escapes the tower however 
  conditions such as hunger, thirst and aging occur 
  retroactively (although hunger or thirst cannot kill a 
  character in this instance). 
   
  Antimagic: The Ghost Tower is sheathed in an 
  intense antimagic field that prevents any individuals from 
  escaping the tower using such magics such as passwall, 
  teleport or word of recall. Movement between floors using 
  spells such as teleport, dimension door etc. is however 
  possible. If the PCs possess the resources it is also 
  possible to scry other areas of the power. Use the standard 
  rules for the item or spell they employ to carry this out. 
   
  Conjuration 
  and 
  summoning 
  spells 
  function 
  normally in the tower; any creatures summoned within 
  the tower being drawn forth from the Soul Gem itself. 
  Summoned creatures return to the gem after the spell’s 
  duration ends. 
   
  Walls: There are no internal dividing walls within 
  the Ghost Tower. External walls are for all intents and 
  purposes indestructible.  
   
  � Exterior Walls: 5 ft. thick; hardness 20; hp 310; 
  AC 5; break (DC 35); (Climb DC 20). 
   
  Windows: There are no windows or arrow slits in the 
  Ghost Tower itself. 
   
  Floors: In several layers of the Ghost Tower water, 
  molten magma or other obstacles obscure the floor. In a 
  similar fashion to the exterior walls the floor is 
  considered to be unbreakable. 
   
  � Floor: 10 ft. or 20 ft. thick; hardness 20; hp 620 or 
  1,240; AC 5; break (DC 35). 
   
  Ceilings: In a similar fashion to the floor the ceilings 
  in the Ghost Tower are considered unbreakable. They are 
  normally between 20 ft. and 30 ft. high although the 
  ceiling in on the air level is 50 ft. high. 
   
  � Ceiling: 10 ft. or 20 ft. thick; hardness 20; hp 620 
  or 1,240; AC 5; break (DC 35). 
   
  Ventilation: Each of the levels of the Ghost Tower 
  exhibits a markedly different climate to the others and 
  thus details regarding ventilation are dealt with in the 
  descriptive text of the various levels. 
   
  � Wrought Iron Staircase: 4 in. thick; hardness 10; 
  hp 60; AC 5; break (DC 25). This staircase is the only 
  means (baring magic) of proceeding from the Air Level, 
  through the Earth Level to the Fire Level. 
   
  The Air Level 
  This area is accessible from the shaft leading out of The 
  Central Room. It is the first of four elemental levels the 
  PCs must traverse to reach the Soul Gem. 
   
  Any PC looking up as he reaches the top of the shaft 
  will note that beyond the top rung of 
  the passageway a thick mist, limits 
  vision to less than ten feet. Once a PC 
  indicates that he climbs out of the 
  shaft read the following: 
   
  As you climb from the chute a thick, 
  warm mist that limits your vision to 
  around ten feet immediately surrounds 
  you. Sounds seem muffled to you. The mists seem to roll 
  throughout this place although you do not detect any wind.  
   
  The ground beneath your feet is broken and uneven with 
  many small rocks scattered about. The mist obscures sight of the 
  ceiling but the whole area does seem to be dimly illuminated by 
  some unseen light source above. 
   
  What Has Gone Before: The original guardian of this 
  place – a Hieracoshinx was slain by Zinethar and his 
  companions. However unbeknownst to all one of the 
  items in the creatures hoard contained a presence. The 
  item – broken during the fight – is now worthless but its 
  prisoner has now escaped its incarceration and has made 
  this level its home. The misty qualities of the place suit it, 
  allowing it to attack intruders with impunity. For more 
  information regarding the presence’s tactics refer to the 
  Denizens and Tactics sections below. 
   
  Denizens: Dependant on the APL of the table the 
  creatures of this place have the following statistics: 
   
  APL 2 (EL 5) 
  � 6 HD Presence (1): Spot Wisps (DC 15); wisps split 
  equally between party members; see Appendix One. 
   
  APL 4 (EL 7) 
  � 6 HD Presence (1): Spot Wisps (DC 18); wisps split 
  between two party members; see Appendix Two. 
   
  APL 6 (EL 9) 
  � 8 HD Presence (1): Spot Wisps (DC 20); wisps split 
  between two party members; see Appendix Three. 
   
  APL 8 (EL 11) 
  � 8 HD Presence (1): Spot Wisps (DC 22); wisps split 
  between two party members; see Appendix Four. 
   
  Tactics: The Presence will sense the characters as they 
  emerge onto the Air level and create Wisps to attack. It 
  will send them around behind the character so not to 
  make obvious where the Presence is. The Presence lurks 
  Fog: Fog obscures all sight, 
  including darkvision beyond 
  five feet. Creatures within 
  five 
  feet 
  have 
  one-half 
  concealment (attacks by or 
  against them have a 20% miss 
  chance). 
  
  Return to the Ghost Tower of Inverness 
   
  Page 19 
  among the old bones and broken stones of the 
  Sarcophagus at location X.  When damaged, Wisps return 
  swiftly to the Presence. They will return the most direct 
  route and so give a clear clue as to where the real foe is. 
  However in the mists, they will quickly go out of sight.  
   
  Given the speed of the Wisps and the limited 
  visibility in the mists, the party must make successful 
  Spot checks (DC varies by APL) to avoid being flat-footed 
  by the first wave of attacks. When the Wisps attack the 
  PCs read or paraphrase the following: 
   
  As you try to peer through the grey featureless mists, some of you 
  are fortunate enough to catch a brief glimpse of grey tinged with 
  green. Hence you are not caught cold by the sudden attack of 
  what at first glance look like olive green snakes writhing at 
  your feet and striking at you and your comrades. Under closer 
  inspection, these creatures float above the surface of the ground. 
  They have neither eyes nor mouth and seem little more than 
  wisps of greenish smoke. However their strikes are real and 
  painful enough. 
   
  After some of the wisps have been damaged but not 
  destroyed, 
   
  As you strike the creatures, you see some break apart completely 
  into the mist. Others however leave combat at great speed. All 
  these though have gone in roughly the same direction. They all 
  go back into the mist towards the west. 
   
  If a character heads in the general direction of the wisps 
  (allow Intuit Direction check [DC 15] to notice that it was 
  the skull of creature that the wisps were heading towards 
  not the iron staircase), 
   
  Heading west across the rough ground, you can see a large iron 
  stair case rising up into the mist while nearby it, a broken 
  sarcophagus lies amidst many, many large bones of some huge 
  winged feline predator. It skull looks like that of a huge feral 
  hawk. 
   
  Once the PCs move within twenty feet of the skull (the 
  Presence) they will begin the sense its presence. Read the 
  following:  
   
  Amidst the skull can be seen a two foot sphere of pure blackness. 
  Even as you approach you began to feel the first stirrings of 
  greed and avarice towards your fellow party members. For a 
  moment you see their heads on poles beneath a great gilded 
  throne upon which you sit. Your mind recalls the tortures you 
  made them suffer prior to their deaths. Worst still, it all seems 
  so reasonable and attractive. 
   
  Treasure: Dependant on the APL of the table the 
  following treasure can be found here. After defeating the 
  Presence and examining what is left, read or paraphrase 
  the following: 
   
  Finally the wisps of evil no longer emerge from the strange 
  black sphere. In fact rather than the pure sensuous blackness, 
  there now can be seen the first glimpse of glowing stones shaped 
  like an egg within the dull black sphere. They glint under the 
  subdued lighting from the mists.  
   
  APL 2: Magic - dusty rose prism-shaped ioun stone  (+1 
  deflection bonus to AC) (333 gp) 
   
  APL 4: Magic - dusty rose prism-shaped ioun stone  (+1 
  deflection bonus to AC) (333 gp) 
   
  APL 6: Magic –dusty rose prism-shaped ioun stone  (+1 
  deflection bonus to AC) (333 gp), clear spindle-shaped ioun 
  stone (sustains creature without food or water) (416 gp) 
   
  APL 8: Magic - dusty rose prism-shaped ioun stone  (+1 
  deflection bonus to AC) (333 gp), clear spindle-shaped ioun 
  stone (sustains creature without food or water) (416 gp), 
  dark blue, rhomboid-shaped ioun stone (grants the Alertness 
  feat) (667 gp). 
   
  Detect Magic Results: Moderate magic of an 
  interminable type. 
   
  Development: Once the PCs have discovered the 
  spiral staircase they may proceed upwards to the Earth 
  Level.  
   
  The Earth Level 
  This area is accessible from the Air Level. It is the second 
  of four elemental levels the PCs must traverse to reach 
  the Soul Gem. PCs reach this area by traversing the iron 
  staircase found in the Air Level below.  
   
  When the PCs have reached this area read or 
  paraphrase the following: 
   
  The iron staircase found below winds upward until you come 
  out into large well-lit clearing. The clearing is bordered on all 
  sides by great masses of undergrowth and thorns, which cluster 
  around many trees of varying types. The temperature here is 
  hotter than you have encounter previously and it is also 
  particularly humid here. 
   
  The ceiling towers thirty feet above you here and several of 
  the trees bounding the clearing reach to this height. You can 
  easily make out ash, oak, pine and bay trees here. Interspersed 
  with these are smaller specimens of lime, lemon and apricot 
  trees bearing ripe juicy fruits. Amongst all this are many other 
  trees of a sort that you have not seen before. Clad in rough 
  looking bark, their boughs are weighed down with fist-sized 
  fruits. Light brown in hue and spotted with pinpricks of red 
  they are oddly squarish in shape. 
   
  It is not clear where the light emanates from here, 
  although it appears to come from above somewhere. But a 
  single pathway cuts through the thickets and undergrowth 
  away from the clearing. 
   
  This level is inhabited by Sithensis a medusa with levels 
  of druid. 
   
  For more information regarding the mysterious type 
  of trees found herein refer to the Kara Trees Sidebar. 
   
  What Has Gone Before: Sithensis is one of the 
  original denizens of the Ghost Tower. Placed here over a 
  millennium ago by Galap-Dreidel she has long since lost 
  much of the natural animosity of her kind and has in fact 
  developed a deep and abiding love of nature. Thus 
  although she has in the distant past slain several 
  adventurers managing to penetrate this far she has of late 
  
  Return to the Ghost Tower of Inverness 
   
  Page 20 
  been simply avoiding, or parleying with, intruders once 
  she becomes aware of their presence.  
   
  Aware of their presence as soon as they entered the 
  level she was able to hide from Zinethar and his 
  companions using the pass without trace and/or the tree 
  shape ability of her amulet. Thus Zinethar and 
  companions were able to explore this level without any 
  interference from her. 
   
  The “Forest:” This level is dominated by a thick 
  growth of dense undergrowth and trees. Travel through 
  this undergrowth is impossible unless magic such as pass 
  without trace is employed. Those attempting such travel 
  without magic will have to resort to fire or hacking 
  through the undergrowth. This activity will be tiring, 
  slow, expose the PCs to Kara Resin and alert Sithensis to 
  their presence. If the PCs do attempt to cut or burn their 
  way through, Sithensis will immediately investigate. At 
  first she will attempt to engage the PCs in conversation 
  and get them to stop their activity. If this fails, she will 
  attack them. 
   
  Climbing trees to try to gain a better view of the 
  place will fail – the pathways are so overshadowed by the 
  undergrowth that any attempt to map this way will end 
  with failure. PCs employing fly, or other magics however 
  will be able to scout out the area fully if they so wish. 
  Unless otherwise noted, the pathways here are ten feet 
  wide with thick hedgerows.  
   
  Several monkeys also dwell in this level amongst the 
  larger trees overlooking the two clearings here. At first 
  they will silently regard the PCs (who may spot them in 
  the loftiest boughs of the larger trees). If however the PCs 
  start hacking down vegetation they will let out a fearsome 
  racket and perhaps throw small fruits and branches at the 
  transgressors (which will not harm them but may hamper 
  their progress). This noise however will alert Sithenis to 
  intruders who will come to investigate. At APLs 6+ these 
  monkeys are actually Sithensis animal companions and 
  will warn him as soon as any PCs appear on the level. 
   
  Denizens: As noted above Sithensis is not typical of 
  her kind. Although she possesses the form and 
  (dependant on APL) the abilities of a medusa, she has the 
  temperament of a follower of Obad-Hai - albeit a 
  particularly harsh one. Her first concern is the safety of 
  the fauna and flora that she has laboriously grown here 
  since her unwilling incarceration.  
   
  When Sithensis is first encountered by the PCs she 
  will be clad in a brown hooded robe such as would be 
  worn by a traveler. Initially she will attempt to mask her 
  true identity from the PCs, however if negotiations go 
  well she may reveal her true self rather than risk the PCs 
  uncovering the truth later on. If taken unawares the PCs 
  will encounter her in the clearing from which the stairs 
  are accessible tending a rose garden and singing in a soft, 
  lilting voice. 
   
  Dependant on the APL of the table Sithensis has the 
  following statistics: 
   
  APL 2 (EL 5) 
  � Sithensis, female medusa5: hp 34; see Appendix One 
  and the new rules in Savage Species pages 184 and 185 and 
  Appendix 5. 
  � Monkeys (10): hp 4; 
  see Appendix One. 
   
  APL 4 (EL 7) 
  � 
  Sithensis, 
  female 
  medusa10: hp 41; see 
  Appendix Two and the 
  new rules in Savage Species 
  pages 184 and 185 and 
  Appendix Five. 
  � Monkeys (10): hp 4; 
  see Appendix Two. 
   
  APL 6 (EL 9) 
  � 
  Sithensis, 
  female 
  medusa Drd2: hp 55; see 
  Appendix Three and the 
  new rules in Savage Species 
  pages 184 and 185 and 
  Appendix Five. 
  � Monkeys (10): hp 4; 
  see Appendix Three. 
   
  APL 8 (EL 11) 
  � 
  Sithensis, 
  female 
  medusa Drd4: hp 69; see 
  Appendix Four and the new rules in Savage Species pages 
  184 
  and 
  185 
  and 
  Appendix Five. 
  � Monkeys (10): hp 4; 
  see Appendix Four 
   
  Tactics: As noted above 
  Sithensis is not as hostile 
  as a standard medusa. 
  When she first becomes 
  aware of the party she will 
  not 
  attempt 
  to 
  immediately attack them. 
  If the PCs do not seem 
  particularly hostile she 
  will attempt to make 
  peaceful 
  contact 
  with 
  them. 
  If 
  they 
  seem 
  overtly hostile however 
  she will hide from them 
  using 
  her 
  amulet’s 
  powers. If they cause 
  widespread damage to the 
  vegetation here she will 
  attack them, using all the 
  powers at her disposal.  
   
  Treasure: 
  Any 
  treasure that was once 
  hidden here has long 
  since 
  been 
  taken 
  by 
  previous explorers. The 
  only items of interest 
  here 
  are 
  Sithensis’ 
  personal 
  possessions. 
  Kara Trees: Large fruit trees, Karas can 
  normally grow to a height of forty feet or
  so. 
  Here 
  the 
  ceiling 
  above 
  has
  interrupted their growth. They are
  clothed in rough bark that excretes an 
  irritating resin that causes itching in all
  those exposed. This effect can cause a
  temporary lose of Dexterity, which can
  be reversed by washing the effected areas
  in cold water. 
   
  They produce a fruit that is light 
  brown in colour. Spotted with yellow 
  when new these fruits are spotted with
  red when fully ripe. Karafruit as they are
  called are fist-sized and oddly squarish. 
  Ripe fruit (as the fruit here is) is very
  chewy and sweet. Unripe they can cause
  severe cramps if eaten and have a putrid 
  taste.  
   
  Druids in the party will be able to 
  easily recognise these trees for what they
  are. Other individuals can identify them
  with a successful Knowledge (nature)
  check (DC 20). 
   
  Kara Resin: Contact; Fortitude save 
  (DC 15) resists; 1d2 Dex/1d2 Dex). 
   
  Gaze Attacks 
  • 
  Sithensis can “turn off” her gaze 
  attack when desired. Thus simply 
  seeing her in her true form is not 
  enough to require a saving throw. 
  Note: At lower APLs Sithensis can 
  only use her gaze attack for a 
  limited number of times per day. 
  She is immune to her own gaze 
  attack. 
  • 
  Opponents averting their eyes 
  from Sithensis’ gaze have a 50% 
  chance of not having to make a 
  saving throw in any given round. 
  In this instance Sithensis gains 
  one-half concealment against that 
  individual (20% miss chance). 
  • 
  Opponents closing their eyes, 
  wearing a blindfold etc. do not 
  need to make a saving throw 
  against 
  Sithensis 
  gaze 
  attack. 
  However attacks against her suffer 
  a 50% miss chance from these 
  opponents. 
  • 
  Looking at Sithensis’ image does 
  not provoke saving throws. 
  • 
  Characters using darkvision in 
  complete darkness are affected by 
  gaze attacks as normal. 
   
  For more information regarding gaze
  attacks refer to the DUNGEON MASTER’S
  Guide, page 77. 
  
  Return to the Ghost Tower of Inverness 
   
  Page 21 
  Dependant on the APL of the table the 
  following treasure can be found here. 
   
  APL 2: Loot 3 gp; Magic amulet of 
  woodland stride (75 gp). 
   
  APL 4: Loot 28 gp; Magic amulet of 
  woodland stride (75 gp). 
   
  APL 6: Loot 28 gp; Magic greater 
  amulet of woodland stride (300 gp). 
   
  APL 8: Loot 28 gp; Magic greater 
  amulet of woodland stride (300 gp). 
   
  Detect Magic Results: amulet of 
  woodland stride (Faint Transmutation), 
  greater amulet of woodland stride (Faint 
  Transmutation). 
   
  Development: If the PCs make peaceful contact with 
  Sithensis she will allow them to rest in this level if they 
  so wish (although she will not offer this outright). 
  Despite any perceived goodwill between herself and the 
  party, Sithensis will not travel with them through the rest 
  of the tower. Her first priority is to Obad-Hai and the 
  tending of nature within her home. 
   
  Once the PCs have either slain, or parleyed with, 
  Sithensis they may proceed upward to the Fire Level. 
   
   
  THE FIRE LEVEL 
  PCs reach this level via the staircase leading up from The 
  Earth Level below. It is the third of the elemental levels 
  they must traverse to each the Soul Gem.  
   
  This is a very complex area and Dungeon Master’s 
  should be fully conversant with it before play begins. 
   
  When the PCs ascend the stairs read or paraphrase 
  the following: 
   
  As you ascend the spiral stairway the air begins to get hotter 
  and hotter. As you reach the top of the staircase lurid lights play 
  off the walls and ceilings. The wrought iron staircase beneath 
  your hands is warm to the touch. 
   
  Looking out from the top of the stairs a truly terrible sight 
  greets your eyes. A literal sea of fire dominates this level. 
  Flames, shooting up half the height of a grown man play across 
  its surface. Smoke and sulphurous fumes boil above it, forming 
  a foreboding cloud hanging roughly twenty feet above your 
  head. 
   
  The stairway on which you stand comes out onto a small 
  island at the edge of the fire sea. A twenty-foot pathway extends 
  from it into the sea. From it two smaller paths loop through the 
  sea before rejoining the pathway. At the very end of the wider 
  pathway two smaller pathways again loop off through the sea 
  before joining another island at the far edge of the level. A large 
  pile of boulders and what appears to be a large overturned stone 
  sarcophagus dominates this far island. 
   
  At the far end of the wide pathway lie what appear to be 
  the remains of a large suit of scorched and twisted half-plate 
  and the twisted remains of a huge greatsword. 
   
  PCs lingering in this level for more than ten minutes 
  become subject to Heat Dangers. See the Sidebar entitled 
  Heat Dangers or the DUNGEON MASTER’S Guide, page 86. 
  When the PCs first enter this level Kartur will be 
  huddling in the overturned sarcophagus desperately 
  trying to stay out of the eternal light that plagues him. 
  When he becomes aware of the PCs however he will fly 
  from his hiding place in a rage and attempt to slay them. 
  Refer to the Tactics section below for more details.  
   
  What Has Gone Before: When Zinethar and his 
  companions 
  reached this level 
  they bested Kartur, 
  the fire giant set 
  here 
  by 
  Galap-
  Dreidel to guard 
  the approaches to 
  the 
  Soul 
  Gem’s 
  repository. 
  Unbeknownst 
  to 
  him Galap-Dreidel 
  had 
  warped 
  the 
  fabric of Kartur’s 
  being adding the 
  Final Strike feat as a 
  safeguard 
  against 
  invaders breaching 
  this level. When Kartur met his doom defending the 
  reverse gravity area the feat Final Strike activated 
  destroying most of his body and severely injuring Lembu. 
  Parts of his body actually got caught in the reverse gravity 
  field and passed through to the water level. (This is how 
  the adventurers discovered this passageway). Betrayed by 
  Galap-Dreidel and trapped by the antimagic field 
  sheathing the tower, Kartur soul railed against his death. 
  The magical nature of his death and his hatred for all 
  those living combined to transform Kartur into an 
  umbral fire giant. Tied to the place of his death he now 
  attempts to slay any who invade his domain.  
   
  The Fire Sea: Much of the Fire Level is composed of 
  the fire sea. The sea itself is only five feet deep and 
  extends all the way to the outer wall of the Ghost Tower. 
  Any inflammable item touching the surface or falling 
  into the sea has a chance of catching fire (see below for 
  more information). Small wavelets course across its 
  surface, seemingly to almost overwhelm the pathways, 
  which stand only one foot above its surface. Flames leap 
  across the sea’s surface to a height of two to three feet and 
  smoke rises from it. 
   
  Exposure to the fire sea deals 2d6 points of damage 
  per round. Damage from the fire sea continues for 1d3 
  Heat Dangers: The temperature is so hot in here that just breathing the air is dangerous. Unless
  protected against heat damage by spells such as endure elements (fire), resist elements (fire) or protection 
  from elements (fire) each PCs sustains 1d6 points of damage per minute. Those failing a Fortitude save 
  (DC 15 +1 per previous check) also sustain 1d4 points of subdual damage. Those wearing heavy
  clothing of any sort of armour suffer a  –4 penalty to these checks. 
   
  In addition those wearing metal armour are affected as a heat metal spell. For more information 
  refer to the Player’s Handbook pages 183–4 and 213. However in summary: 
   
  Attended items receive a Will save (DC 13) to resist the affects, which must be made every
  round. Unattended items are automatically affected. Once affected the individual wearing metal 
  armour takes the following damage: 
   
  Round 1: Metal Temperature: warm; Damage: None 
   
  Round 2: Metal Temperature: hot; Damage: 1d4 points 
   
  Rounds 3-5: Metal Temperature: searing; Damage: 2d4 points 
   
  Round 6: Metal Temperature: hot; Damage: 1d4 points 
   
  Round 7: Metal Temperature: warm; Damage: None 
  Catching on Fire: PCs exposed to the fire sea must 
  succeed at a Reflex saving throw (DC 15) or catch on 
  fire. In each subsequent round the PC must make an 
  additional saving throw or suffer another 1d6 points of 
  damage. Success indicates that the fire has put itself 
  out. Characters on fire may automatically extinguish 
  the fire by jumping into enough water to douse 
  himself. If no water is at hand smothering the fire with 
  cloaks or the like permits an additional saving throw 
  with a +4 bonus. Characters unlucky enough to catch 
  on fire must make a Reflex save (DC 15) for their
  clothes and equipment. Flammable items that fail the 
  saving throw sustain the same amount of damage as 
  the character.  
   
  Refer to the Player’s Handbook pages 135 and 136 
  for more information about damaging objects. 
  
  Return to the Ghost Tower of Inverness 
   
  Page 22 
  rounds after exposure ceases but this additional damage is 
  only 1d6 points of damage per round. Immunity or 
  resistance to heat or fire serves as immunity to the fire 
  sea. However, an individual immune to heat or fire might 
  still drown if totally immersed in the sea. 
   
  � The Reverse Gravity Area: The reverse gravity area 
  set here is the only means of progressing further into the 
  tower. Any individual stepping into the area will be 
  affected just as if he had been targeted by a reverse gravity 
  effect. He will fall upwards into the cloud of smoke. 
  Individuals able to fly or levitate can easily arrest their 
  “fall” while individuals able to feather fall will leisurely 
  float upwards towards the smoke cloud.  PCs unable to 
  arrest their progress will fall upwards into the smoke 
  cloud assumable to strike the ceiling. The field is centred 
  on a ten-foot hole in the ceiling through which access to 
  The Water Level is gained. PCs caught in the field may (if 
  they wish) attempt a Reflex save (DC 15 + APL) to catch 
  the edge of the hole. Success indicates that the PC has 
  caught the edge of the hole but has sustained 1d6 points 
  of damage. Failure indicates that the PC has passed 
  through to The Water Level.  
   
  Refer to the Water Level text for information 
  regarding the amount and type of damage suffered by 
  falling characters. 
   
  Note: Detect magic will reveal a strong aura of 
  Transmutation magic in the reverse gravity area, perhaps 
  giving PCs a hint as to the nature of the locale.  
   
  Reverse Gravity Area: All APLs (EL 1). 
  The Smoke Cloud: Any PC breathing in the heavy 
  smoke of the smoke cloud must succeed at a Fortitude 
  check (DC 15 +1 per previous check) or spend the round 
  choking and coughing. A PC who chokes for two 
  consecutive rounds takes 1d6 points of subdual damage. 
  Smoke also obscures all vision, giving one-half 
  concealment to individuals within it. 
   
  Denizens: Kartur has been transformed into an 
  umbral creature. He hates the light and would prefer to 
  dwell in darkness. He loathes the living and is aggressive 
  and predatory toward them. Kartur appears as a squat, 
  shadowy humanoid of the relevant size with flaming hair, 
  coal-black skin and red eyes. When the PCs first see 
  Kartur read or paraphrase the following: 
   
  Suddenly from the far island, a figure of fire and shadow bursts 
  forth from the overturned sarcophagus and flies directly at you 
  babbling and screaming in some brutish language. He is a large 
  humanoid of some kind with dull, black skin and flaming red 
  hair. His face is twisted into a bestial grimace of rage and hate 
  as he swings a greatsword through the air as if it were no more 
  than an effete wizard’s wand. He wears a suit of plate upon his 
  powerful squat frame but something is not right. There is not 
  the familiar sound of metal on metal ringing in your ears; just 
  his curses as he comes towards you.  
   
  He seemed to smash his way from out of the sarcophagus 
  but there was not a single stone was thrown loose.  
   
  The final detail that you take in is on the front of the 
  ruined armour on the ground; an exceedingly detailed 
  relief of a coiled dragon whose colour straddles the line 
  between red and an opalescent black. However on the 
  strangely silent armour he wears, there is no dragon.  
   
  PCs able to speak Giant will be able to tell their 
  companions that Kartur’s rant is speaking nothing but 
  gibberish. PCs who have encountered a fire giant before 
  will be able to determine that what they face used to be a 
  fire giant but that now it is somehow changed (or more 
  precisely warped). 
   
  Dependant on the APL of the table Kartur has the 
  following statistics: 
   
  APL 2 (EL 5) 
  � Kartur, male umbral fire giant4: hp 26; see Appendix 
  One and the new rules in Savage Species pages 134 and 167 
  and Appendix Five. 
   
  APL 4 (EL 7) 
  � Kartur, male umbral fire giant9: hp 54; see Appendix 
  Two and the new rules in Savage Species pages 134 and 167 
  and Appendix Five. 
   
  APL 6 (EL 9) 
  � Kartur, male umbral fire giant13: hp 75; see Appendix 
  Three and the new rules in Savage Species pages 134 and 
  167 and Appendix Five. 
   
  APL 8 (EL 11) 
  � 
  Kartur, 
  male 
  umbral fire giant17: 
  hp 96; see Appendix 
  Four and the new rules 
  in Savage Species pages 
  134 
  and 
  167 
  and 
  Appendix Five. 
   
  Tactics: 
  Kartur 
  will 
  become aware of the 
  PCs once they have 
  encountered the reverse 
  gravity trap. (Kartur are 
  immune to the reverse 
  gravity effect due to 
  their fly ability). 
  Aerial Combat 
  Kartur possesses the following aerial 
  movement traits: 
   
  Minimum Forward Speed: None 
  Hover: Yes 
  Fly Backward: Yes 
  Reverse: Free 
  Turn: Any 
  Turn in Place: Any. 
  Maximum Turn: Any  
  Up Angle: Any 
  Up Speed: Full 
  Down Angle: Any 
  Down Speed: Double 
  Between Up and Down: 0 ft.  
   
  For more information regarding aerial 
  movement, consult the DUNGEON MASTER’s 
  Guide page 69. 
  
  Return to the Ghost Tower of Inverness 
   
  Page 23 
  Kartur’s Final Strike 
  Dependant on the APL of the module
  Kartur’s Final Strike has the following
  effects: 
   
  APL 2: Primary Damage: An explosion 
  of 3d6 points of fire damage in a 60 feet
  radius (Reflex save [DC 12] for half
  damage); Secondary Damage: A Light blast 
  for 1d6 points of damage in a 60 feet radius
  (Reflex save [DC 12] for half damage). 
   
  APL 4: Primary Damage: An explosion 
  of 7d6 points of fire damage in a 60 feet
  radius (Reflex save [DC 14] for half
  damage); Secondary Damage: A Light blast 
  for 3d6 points of damage in a 60 feet radius
  (Reflex save [DC 14] for half damage). 
   
  APL 6: Primary Damage: An explosion 
  of 10d6 points of fire damage in a 60 feet
  radius (Reflex save [DC 15] for half
  damage); Secondary Damage: A Light blast 
  for 5d6 points of damage in a 60 feet radius
  (Reflex save [DC 15] for half damage). 
   
  APL 8: Primary Damage: An explosion 
  of 13d6 points of fire damage in a 60 feet
  radius (Reflex save [DC 16] for half
  damage); Secondary Damage: A Light blast 
  for 6d6 points of damage in a 60 feet radius
  (Reflex save [DC 16] for half damage). 
   
   
  In combat Kartur 
  will seek to position 
  himself so that as many 
  of his foes can be 
  affected by his Final 
  Strike feat. Kartur hates 
  all living things and 
  will seek to slay any 
  who invade his domain. 
  Ironically 
  being 
  originally a creature of 
  fire, Kartur now loathes 
  the light but cannot 
  escape from it. This has 
  transformed 
  his 
  lair 
  into his prison and has 
  driven 
  him 
  slightly 
  mad. 
  Thus 
  he 
  will 
  throw himself at any 
  interlopers in a wild 
  frenzy, seeking to slay 
  them as quickly and as 
  violently as possible.  
   
  He 
  will 
  concentrate on one foe 
  before 
  moving 
  onto 
  another, taking great 
  delight 
  in 
  reducing 
  powerful warriors to 
  helplessness. Kartur is 
  unafraid of death, in 
  fact welcoming a chance 
  to escape his torment.  
  When 
  Kartur 
  is 
  slain 
  his 
  body 
  will 
  explode in a blast of fiery 
  elemental 
  force 
  as 
  detailed in the relevant 
  sidebar. 
  For 
  more 
  information 
  regarding 
  the feat Final Strike refer 
  to Appendix Five.  
  Note: The PC first 
  affected by the reverse 
  gravity trap will likely fall 
  through to the water 
  level, where he will be 
  safe from Kartur’s attacks. 
  It is possible that he 
  could communicate with 
  his companions if the 
  relevant Listen checks 
  are made (at a penalty of 
  –5 due to distance).  
   
  However, it should 
  take at least two rounds 
  for the “falling” to surface 
  and 
  gathering 
  his 
  bearings. It is also possible that PCs in extremis could use 
  the reverse gravity trap to escape Kartur by voluntarily 
  leaping into it. 
   
  Treasure:  The scorched and twisted remains of half-
  plate and greatsword are essentially worthless, warped as 
  they were by the explosion set off by Kartur’s original 
  death. However PCs examining the half-plate will 
  discover the remains of his coal-black torso still inside, 
  which may perhaps give them some idea as to his fate.  
   
  Searching the sarcophagus however is a bit more 
  rewarding. PCs searching here will easily find a scattered 
  pile of copper pieces within which lies a forgotten ring of 
  feathering falling and Llarendenn’s Shield. A successful Spot 
  check (DC 20) indicates that a PC scooping up the coins 
  has accidentally found the ring hidden within. If a PC 
  checks the ring using detect magic it will be discovered 
  that it radiates a faint Transmutation aura. Llarendenn’s 
  Shield glows so it is obvious that it possesses some magic. 
  Its true powers are only awakened in the hands of a good-
  aligned 
  character. 
  Any 
  PC 
  searching 
  the 
  coin 
  automatically finds it. It is therefore possible that PCs will 
  not know they have found a magic ring until the end of 
  the adventure. 
   
  Dependant on the APL of the table the following 
  treasure may be recovered from this area: 
   
  APL 2: Coin 3 gp; Magic ring of feathering falling  (183 
  gp), Llarendenn’s Shield (718 gp). 
   
  APL 4: Coin 6 gp; Magic ring of feathering falling  (183 
  gp), Llarendenn’s Shield (718 gp). 
   
  APL 6: Coin 9 gp; Magic ring of feathering falling  (183 
  gp), Llarendenn’s Shield (718 gp). 
   
  APL 8: Coin 12 gp; Magic ring of feathering falling  (183 
  gp), Llarendenn’s Shield (718 gp). 
   
  Detect Magic Results: ring of feather falling (Faint 
  Transmutation), Llarendenn’s Shield (Faint Divination and 
  Evocation),  
   
  Detect Good Results: Llarendenn’s Shield (Faint Good). 
   
  � Llarendenn’s Shield is a +2 large steel shield, which 
  glows brightly as if affected by the 0th level light spell. The 
  shadow creatures could not abide to even touch it. It was 
  hidden under rubble to stop its hurtful light. It was the 
  possession of a devout good aligned priest of Pelor. Some 
  small part of his power has remained behind. Llarendenn’s 
  Shield (also known as the Shield Indomitable) acts as a 
  permanent light spell as if cast on the shield itself. Light is 
  cast at the 5th level of ability. The use of these spells is a 
  standard action. If a non-Good aligned character picks up 
  the shield, then the light goes out. 
   
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  Craft Magical Arms and Armour, light; Market Price 8,620 
  gp. 
   
  Development: Once the PCs have slain Kartur or 
  have accidentally encountered the reverse gravity area they 
  may proceed to The Water Level. It is impossible to 
  reason or negotiate with Kartur. He only desires the PC’s 
  death and must be defeated or avoided. 
   
  Adding the Umbral Subtype to Slain PCs 
  It is perfectly possible that Kartur will slay
  one or more of the PCs in this encounter.
  Slain PCs rise 1d4 rounds later as an
  Umbral creature under the control of the 
  DUNGEON MASTER. Such PCs will seek to 
  slay their former brethren as swiftly and
  effectively as possible using their Strength
  Damage ability. Add the following abilities
  to these PCs (refer to Kartur’s stat block for
  more information): 
   
  Type: Undead (Incorporeal) 
  Hp: 12 + 7 for each level above 1st. No Con 
  bonus  
  Spd: fly 40 ft. (perfect) 
  AC: 10 plus Dex bonus plus a deflection
  bonus equal to its Charisma modifier or +1,
  whichever is greater 
  Atks: lose Strength bonus; all attacks are 
  incorporeal touch attacks 
  Damage: 1d4 Strength damage (Small 
  creatures) 
  or 
  1d6 
  Strength 
  damage
  (Medium creatures) 
  SQ: Create spawn (Su), incorporeal, turn
  resistance +2, undead traits 
  Abilities: +2 Dex, -4 Int, +2 Wis, +2 Cha. 
  NPC has no Strength or Constitution 
  score. 
  Alignment: Chaotic evil 
  
  Return to the Ghost Tower of Inverness 
   
  Page 24 
  Drowning 
  Any character can hold his breath for a number 
  of rounds equal to twice her Constitution score. 
  After this period of time, the character must 
  make a Constitution check (DC 10) every round 
  in order to continue holding her breath. Each
  round the DC increases by 1. 
   
  When the character finally fails her
  Constitution check, she begins to drown. In the 
  first round, he falls unconscious (0 hp). In the 
  following round, she drops to –1 hit points and 
  is dying. In the third round, he dies. 
   
  Swimming 
  A successful Swim check (DC 10) allows the PC 
  to swim a distance equal to one quarter of their 
  normal land move as a move-equivalent action. 
  As a full-round action the individual can move 
  one-half of the individual’s normal movement. 
  Only one check per round is required. If the 
  Swim check is failed by up to 4 he makes no 
  progress through the water. If the check is failed 
  by more than 5 the swimmer goes underwater 
  and starts to drown. Trained swimmers can take 
  10 at this check.  
   
   
  Swimmers 
  underwater 
  (whether
  drowning 
  or 
  swimming 
  underwater 
  intentionally) suffer a cumulative –1 penalty to 
  their Swim check each round. 
   
  Swimmers suffer a penalty of –1 to these 
  checks for each 5 pounds of gear they are 
  carrying or wearing. 
   
  Each hour that an individual is swimming
  they must succeed at a Swim check (DC 20) or 
  suffer 1d6 points of subdual damage due to 
  exhaustion. 
  THE WATER LEVEL 
  This level is accessible only via the reverse gravity area, 
  which the PCs will encounter on the Fire Level below. 
  Play commences immediate here when PCs fall up 
  through the reverse gravity area. Read or paraphrase the 
  following: 
   
  Your brief fall is suddenly terminated when you smash into 
  warm sea green water. Surprised by this you swallow several 
  great gulps of bitter salt water. Loudly retching you, struggle to 
  the surface and immediately see a small sandy island about 
  thirty feet away. Two fifteen feet high palms trees grow atop it. 
  Small shrubs of some indeterminable type grow at their base. 
  Between these trees stands a small hut that sits quite 
  incongruously with the surroundings. 
   
  Reverse Gravity and Falling: This whole area is under a 
  massive reverse gravity effect that affects any PC falling 
  through to here from the Fire Level.  The 
  damage 
  sustained by each PC falling depends on how far they fall. 
  Because they are falling into deep water the damage they 
  receive is less much reduced from that they would suffer 
  in a normal fall. If the PC falls all the way from the floor 
  of the Fire Level the PC takes 2d3 points of subdual 
  damage and 1d6 points of normal damage. If the PC falls 
  from the roof of the Fire Level (after grabbing the ceiling) 
  they only take 1d3 points of subdual damage. PCs 
  employing the Tumble skill can further reduce this 
  damage. 
   
  As noted in the Fire Level PCs capable of flying or 
  levitation, or who employ feather fall can escape this 
  damage. 
   
  PCs falling into the sea will literally have to sink or 
  swim. Refer to the information in the sidebar below for 
  more information. 
   
  What Has Gone Before: Forbitan was a Silent One of 
  Keoland whose adventuring group had come to grief 
  upon entering the chamber of the Soul Gem several 
  hundred years ago. All five of his companions were struck 
  by strange white beams that completely drained them of 
  colour, trapping their souls in the gem. Forbitan realising 
  that the tower had some way of disposing of the bodies of 
  the soul-drained, gathered the bodies of his friends and 
  retreated to the water level. 
   
  He slew a water-breathing dinosaur that had laired 
  there and constructed a magical demesne above the 
  level’s solitary island. He set up his whitened companions 
  at a table, as if they were dining, and prepared to 
  formulate a plan to return the souls of his friends to their 
  bodies. 
   
  Time does not pass in Inverness. Forbitan knew that 
  the bodies of his companions would not decompose, that 
  he would never starve, and that he could, theoretically, at 
  least, live forever. He began to study the gem, mostly by 
  questioning other adventurers who came to best it, and 
  formulated several theories about how best to defeat the 
  gem and restore his friends to life, souls and all. 
   
  In 570 or so, the Seer came upon Forbitan during his 
  exploration of Inverness. The Silent One instantly 
  distrusted the Seer, and the two engaged in a powerful 
  magical struggle. During the battle, Forbitan learned that 
  the Seer sought a soul known as Ontovar, who had been 
  captured during the time of the Great Migrations. 
  (Forbitan did not know of Ontovar's relationship to 
  Power Magic or Slerotin--had he known, he would have 
  attempted to destroy the Soul Gem on principle, 
  sacrificing his friends to prevent the spread of Power 
  Magic).  
   
  Forbitan defeated the Seer, who parleyed his Octych 
  in return for his freedom. Forbitan didn't know what the 
  item was, but he knew that it was extremely valuable to 
  the untrustworthy archmage. His plans in disarray, The 
  Seer retreated to Leukish to assume a more central role in 
  court life and to perhaps seek out a patron able to further 
  his ambition. 
   
  The Island: The island is covered with sand to a 
  depth of roughly three feet below which are soil and 
  stones. The palms trees growing here have reached a 
  height of fifteen feet. Some small shrubs grow at the base 
  of these trees. Sandwiched between the two palms trees 
  can be seen a small hut.  
   
  The Sea and the Coral: At its deepest the sea is 
  roughly fifteen feet in depth. However roughly a third of 
  this level is dominated by a coral reef of roughly eight to 
  ten feet in height. Thus water depth over this reef is only 
  about five feet. The 
  water is warm, but 
  not overly so and 
  salty. 
  Visibility 
  is 
  excellent. There is no 
  tide or appreciable 
  currents 
  although 
  the schools of small 
  fish dart hither and 
  thither through the 
  water. The seabed is 
  predominantly 
  composed of sand or 
  reef. Partially buried 
  in the sand roughly 
  ten feet from the 
  “eastern” shore of the 
  island can easily be 
  seen the body of a 
  huge prehistoric fish 
  over twenty feet in 
  length. (This is the 
  aquatic predator slain 
  by Forbitan).  
   
  The Hatchway: 
  The 
  hatchway 
  is 
  located in a clearing 
  amongst the coral. 
  The hatch is five feet 
  wide and constructed 
  from 
  metal. 
  An 
  unrusted wheellike device is attached to its top. The 
  wheel must be spun three times in a counter-clockwise 
  direction to unlock. This procedure takes a round to 
  complete and once unlocked the hatch is easily operable 
  
  Return to the Ghost Tower of Inverness 
   
  Page 25 
  by anyone (the water pressure on the other side is 
  identical).  
   
  A five-foot wide (water-filled) passageway continues 
  downwards. PCs following the passageway for ten feet 
  will experience an uncomfortable feeling in their 
  stomach. (This is the extent of the reverse gravity area and 
  the uncomfortable feeling is the gravity reverting to 
  normal). Five feet beyond this the PC will discover that 
  the rest of the passageway is air-filled. Set into the wall a 
  set of metal rungs lead up into The Jewel Room five feet 
  above. 
   
  Denizens: The only occupant of this level is Forbitan. 
  His statistics are the same for all APLs:  
   
  All APLs 
  � Forbitan: male human Sor9/Sil10: see all APL 
  Appendices. 
   
  Tactics: Forbitan will not seek to harm any intruders into 
  his home. Although a powerful archmage he is also 
  trapped here and will attempt to coerce the PCs into 
  assisting him to retrieve the Soul Gem, which contains the 
  souls of his adventuring companions. If asked about the 
  Seer or Zinethar's Journal, Forbitan says the following, 
  his words tinged with a strong Keolandish accent: 
   
  "Here in Inverness, time turns upon itself. The dead do not 
  wither, the living need no food, and none of us trapped within 
  know a day from a year. Interruptions, no matter how violent, 
  break the lonely monotony. While I cannot tell you when they 
  came, I remember each visitor perfectly. The one you call the 
  Seer visited me what must be several years ago. The tower was 
  quiet in those days. But this Seer had learned of it somehow, 
  knew of the secret chamber above that holds the accursed Soul 
  Gem that sucked the lifeforce from my companions when I was 
  but a stranger to this place. 
   
  "I pleaded with him to help me, swearing on my honour 
  as a Silent One of Keoland, a protector of lost magical lore, that 
  I meant him no harm and that I needed his assistance to free 
  the souls of my lost companions. He cared nothing for my 
  plight, however, speaking only of a soul trapped within the gem, 
  some lost adventurer known as Ontovar. When I denied him 
  my assistance, his countenance darkened and he lashed out at 
  me with magical energy." A thin smile crosses Forbitan's lips. 
   
  "The insolent cur actually tried to kill me. Me. I bested 
  him with little effort, trapping him in a soul rack I'd devised by 
  studying the basics of the Soul Gem. But I am not a violent 
  man, so I released him on the condition that he flee the tower 
  and never return. He left quickly, and indeed I have not seen 
  him again, though you are not the first adventurers to speak his 
  name to me since his leaving. 
   
  “Before he could leave, I relived him of this," Forbitan says. 
  He rustles through a pouch briefly before pulling out a 
  triangular plane of blue metal. "He called it an Octych, and 
  although it radiates magic related to planar gates and travel, I 
  have not been able to understand how it works or what it does. 
  The Seer seemed to think his life depended upon owning it, 
  however, so I thought it only fair to remove it from his 
  possession as punishment for working against me. It's yours, if 
  you want it, on the condition that you best the Soul Gem and 
  return that item to me." 
   
  Any character who has played the adventures "River of 
  Blood" or "As He Lay Dying" (parts 1 and 2 of the "Absolute 
  Power" module series by Erik Mona) can make a 
  Intelligence check (DC 10) to remember that NPCs from 
  those adventures sought out similar artefacts. Characters 
  who have played "As He Lay Dying" recall that Jaziadeen 
  Ambassador of the Duchy of Urnst to the Free  City of 
  Greyhawk might be interested in examining the Octych, 
  as he most likely knows of the artefacts from the PCs 
  post-adventure briefing. 
   
  If the PCs ask about rescuing the soul of Ontovar, 
  Forbitan says regretfully that a soul cannot be returned to 
  Oerth when the body has been destroyed, as Ontovar's 
  most certainly has. His studies of the Soul Gem have 
  revealed, however, that an unfettered soul could be 
  trapped within a sphere of white crystal, and he agrees to 
  calve off the soul of Ontovar from the Soul Gem and give 
  it to the PCs, again on the condition that they bring the 
  Soul Gem to the Water Level after they have defeated its 
  magic. 
   
  Under no circumstances will Forbitan travel to the 
  Jewel Room with the PCs. "If I die," he explains, "so dies 
  the hope of returning my time-lost friends to life and 
  vigour." 
   
  Treasure: The following treasure can be gained here at all 
  APLs: 
   
  Freeing Ontovar: After restoring the souls of his 
  companions (who don't believe they've been in stasis for 
  centuries), the beaming Forbitan conducts a short ritual 
  during which a beam of white energy bursts from the 
  Soul Gem and streaks into the heart of a fist-sized sphere 
  of white crystal. "The soul of Ontovar dwells within this 
  sphere," Forbitan says. "I know not how to bond the soul 
  to a human host, but perhaps such magics can be 
  discovered in the world beyond the tower walls. No 
  doubt much has progressed in the magical arts since my 
  journey here, and you may yet speak to the mysterious 
  Ontovar." If Ontovar’s soul is freed the PCs gain access to 
  the 
  below 
  item: 
   
  Ontovar’s Soul Sphere: This fist-sized sphere of 
  white crystal allegedly contains the soul of Ontovar, 
  which was carved from the Soul Gem of the Ghost Tower 
  of Inverness by Fortiban, an ancient Silent One of 
  Keoland. It's warm to the touch and radiates a strong 
  Necromantic aura when viewed by detect magic. Although 
  it provides no game rule benefit, it will come into play in 
  a future adventure.  
   
  Value: 50 gp 
   
  Retrieving the Octych: Forbitan is true to his word, 
  and hands over the Octych to the party after they have 
  successfully returned the Soul Gem to the Water Level. If 
  the PCs gain access to the Octych the following item is 
  available to them: 
   
  Octych (Deep Blue): This triangular plane of deep 
  blue metal, about the size of a garden spade's blade, emits 
  a strong Transmutation aura. While it provides no game 
  rule benefit as yet, you know it and similar items are 
  desired by powerful factions in the Flanaess, including 
  
  Return to the Ghost Tower of Inverness 
   
  Page 26 
  Iuz and the Scarlet Brotherhood. It will most definitely 
  come into play in a future adventure.  
   
  Value: 100 gp 
   
  Development: If the PCs get on well with Fortiban (or if 
  time is running short) the powerful wizard will offer to 
  transport them upwards into the Jewel Room using a 
  mass dimension door. However powerful magics reside in 
  the room above and these will slightly distort the 
  dimension door. Thus, each 
  PC using the dimension 
  door will appear in a 
  random segment of the 
  room, a random distance 
  away from the Soul Gem. 
  Determine 
  in 
  which 
  segment the PC arrives 
  by rolling a d8. They 
  arrive 1d6x10 ft. away 
  from the Soul Gem in the 
  square of your choice. Do 
  not place PCs so that they 
  straddle two segments of 
  the room.  
   
  Fortiban is aware of 
  the powers of protection 
  around the Soul Gem. He 
  will warn party that spells 
  (unless touch spells) do 
  no damage nor does 
  missile fire of any kind. 
  Damage must be done to 
  the barrier around the 
  Soul Gem by hand-to-
  hand combat only. Any 
  summoned creatures are 
  sucked back into the Soul 
  Gem when they approach. 
  The most fearful power 
  though was from the Soul 
  Gem itself. It would pull a 
  soul from the body and 
  take 
  it 
  into 
  itself. 
  Nothing wards this effect.  
   
  Alternatively, once the PCs proceed up the ladder 
  hidden beyond the hatchway proceed to The Jewel Room. 
   
   
  THE JEWEL ROOM 
  This level can only be reached via the hatchway found in 
  the Water Level. When the PCs reach this area either 
  read or paraphrase the following: 
   
  The top of the ladder exits into a huge circular room roughly 
  120 feet in diameter. Above you, the ceiling domes to a height of 
  fifty feet above the centre of the chamber. 
   
  Set into the exact centre of the room hovers a multi-faceted 
  opaque white diamond at least the size of a halfling’s head. As it 
  slowly rotates you see that its many facets have been perfectly 
  cut. Lines cut into the floor and edged with some form of white 
  marble lead away from the gem dissecting the room into 8 
  identically sized portions. 
   
  As you watch a portion of the room is suddenly flooded 
  with a great flash of brilliant pure white light. Stars dance 
  before your eyes and as the flash fades from your sight nothing 
  seems to have overtly changed. The room is as before and ahead 
  of you what can only be the Soul Gem seems to be within your 
  grasp.  
   
  As the light flashed to the ceiling for a brief moment, it 
  illuminated the hazy outline of the force shield around the Soul 
  Gem. The shield is a perfect translucent golden sphere with not 
  a mark upon it.  
   
  Denizens: The only sentient creature/object in this 
  chamber (except for the PCs) is the Soul Gem itself. A 
  force shield protects the gem, similar in effect to a wall of 
  force. The shield is two feet in diameter and perfectly 
  spherical 
   
  This force shield effect is not as tough as a standard 
  wall of force and can be broken down, however it is not 
  vulnerable to flanking, critical hits or sneak attack 
  damage. The shield is vulnerable to damage caused by 
  handheld weapons or hand attacks only (including touch 
  attack spells). Note that the force shield is not a creature 
  and Inflict spells including harm have no effect. Missile 
  weapons (excepting a whip) and all other spells cannot 
  affect it in anyway. Dispel magic and anti-magic shell has no 
  effect either on the force shield or on the beam from the 
  Soul Gem. Creatures summoned to attack are drawn back 
  into the Soul Gem without any chance to attack. 
   
  The force shield has touch AC 11. The force shield’s 
  other statistics depend on the APL of the table: 
   
  APL 2 (EL 2) 
  � Force Shield: 2 in. thick; hp 40; AC 16. Those 
  damaging the force shield may suffer damage – see below. 
   
  APL 4 (EL 3) 
  � Force Shield: 2 in. thick; hp 60; AC 18. Those 
  damaging the force shield may suffer damage – see below. 
   
  APL 6 (EL 4) 
  � Force Shield: 2 in. thick; hp 150; AC 19. Those 
  damaging the force shield may suffer damage – see below. 
   
  APL 8 (EL 5) 
  � Force Shield: 2 in. thick; hp 200; AC 21. Those 
  damaging the force shield may suffer damage – see below. 
   
  Damaging the Force Shield: When a PC strikes the force 
  shield however and causes it damage the PC momentarily 
  becomes linked to the shield by a improved version of 
  shield other. Thus, he will suffer half the damage he 
  inflicted. The force shield only suffers half damage. This 
  damage manifests itself as if the character were hit by a +5 
  melee weapon in regards of any resistances upon the 
  character to damage. 
   
  When the force shield is down to half hit points, it 
  becomes clearly visible and shows clear signs of damage. 
   
  The Soul Gem 
  The Soul Gem has the power to suck the 
  soul out of its victim’s bodies and draw it
  into itself. It does this by blasting areas of
  the chamber with a ray of pure white
  energy of an indeterminable sort. This 
  blast completely fills the portion of the
  chamber affected. This ray has different
  affects dependant on the APL of the
  table. 
   
  APL 2 
  Modified Magic Jar Ray: CR -; magic 
  device; location trigger; automatic reset;
  Atk ray (automatic hit); spell effect 
  (modified magic jar, Will save [DC 17]). 
   
  APL 4  
  Modified Magic Jar Ray: CR -; magic 
  device; location trigger; automatic reset;
  Atk ray (automatic hit); spell effect
  (modified magic jar, Will save [DC 19]). 
  Note: At this APL the magic jar has been 
  heightened to 6th level. 
   
  APL 6 
  Modified Magic Jar Ray: CR -; magic 
  device; location trigger; automatic reset;
  Atk ray (automatic hit); spell effect
  (modified magic jar, Will save [DC 20]). 
  Note: At this APL the magic jar has been 
  heightened to 7th level. 
   
  APL 8 
  Modified Magic Jar Ray: CR -; magic 
  device; location trigger; automatic reset;
  Atk ray (automatic hit); spell effect
  (modified magic jar, Will save [DC 22]). 
  Note: At this APL the magic jar has been 
  heightened to 8th level. 
  
  Return to the Ghost Tower of Inverness 
   
  Page 27 
  After your attacks, it is finally clear that the shield is 
  weakening. It has come into view with many cracks and rents 
  upon its golden surface.  
   
  If the PCs destroy the force shield read the following: 
   
  With a sickening crack the golden shield protecting the Soul 
  Gem suddenly breaks and its shards fall to the ground. 
   
  Once the force shield has been destroyed the gem may be 
  taken. Grabbing the gem is an easy matter. Once a PC has 
  grabbed it, it will stop firing rays and will lie acquiescent 
  in his hand. However if no one takes the Soul Gem it will 
  continue to fire its rays. The Soul Gem itself is 
  unbreakable. 
   
  Movement and Combat: Within this chamber all 
  movement is carried out as normal. The Soul Gem is fifty 
  feet away from the point where the ladder exits into the 
  room. PCs must reach a square adjacent to the Soul Gem or 
  possess a reach weapon to damage the force shield. 
   
  For every round that the PCs remain in the Jewel 
  Room the Soul Gem will flood one portion of it with its 
  ray attack. Determine which segment is struck each 
  round by rolling a d8. 
   
  If the Soul Gem’s ray floods a segment in which a PC 
  is standing than that individual must make a Will save or 
  be affected by the Gem’s eldritch power. For more 
  information regarding the Soul Gem’s powers refer to the 
  sidebar entitled “The Soul Gem.” 
   
  If the Gem affects the individual, read or paraphrase 
  the following: 
   
  Ghostly white light plays over your companion’s body. He (or 
  she) screams loudly – a scream of pure terror the like of which 
  you have never heard before. As the white spots clear from in 
  front of your eyes you see a translucent image of your 
  companion being drawn into the gem itself. As you watch he 
  gets smaller and smaller and his screams seem to come from 
  further and further away. 
   
  As his ghostly form touches the gem there is a brief burst of 
  light and then he is gone. At this second his body slumps to the 
  floor stone cold dead. The body and all its equipment have been 
  bleached completely white and seem utterly devoid of life. 
   
  Soul Gem drains Magic: The power of the Soul Gem is 
  such that as a PCs soul is being sucked out of his body the 
  powerful magics at play may also drain one of the 
  unfortunate’s magical items.  
   
  A PC’s items are affected in this order: shield, 
  armour, magical helmet, item in hand, magic cloak, 
  stowed or sheathed weapon, magic bracers, magic 
  clothing, magic jewellery (including rings), anything else. 
  Determine the four items most likely to be affected and 
  then randomly determine which of the items may be 
  drained. Magic items have a save bonus against all forms 
  of magic of 2 + one-half its caster level. A successful save 
  against the same DC as the soul sucking affect is required 
  to avoid this draining affect. 
   
  The Old Amulet is immune to this effect. 
   
  PCs Drawn into The Soul Gem: If the PC fails his 
  Will save, he has been drawn into the Soul Gem. For more 
  information regarding this refer to the sidebar “The Soul 
  Gem.” In this instance the PC is effectively out of play 
  until rescued by Forbitan.  
   
  PCs Resists the Soul Gem: If the PC succeeds at his 
  Will save then he is not drawn into the Soul Gem. 
  However, his skin, hair, possessions etc. are all bleached a 
  ghostly white by the experience. 
   
  Damaging the Gem: For all intents and purposes the 
  Soul Gem is indestructible – the PCs do not possess any 
  magic mighty enough to harm it.  
   
  Treasure It is not possible for the PCs to leave the 
  tower with the Soul Gem. If they attempt to flee from the 
  tower using the Old Amulet while holding the Soul Gem 
  they will manage to breach the barriers that surround the 
  tower but the Soul Gem will remain. The intense magicks 
  that surround this eldritch item are so powerful that they 
  interact with the force shield cloaking the tower; the Old 
  Amulet does not possess sufficient power to create a large 
  enough hole in the shield to draw the Soul Gem through. 
   
  Based on their actions in the Jewel Room, it is 
  possible that particular characters may gain access to the 
  following special rewards. Voices can occur whether or 
  not the characters gain the Soul Gem; the Shards need the 
  force shield to be destroyed. 
   
  � Voices of the Soul Gem: Any character who is 
  struck by the Soul Gem’s white light may take one of the 
  following benefits. This occurs whether the character is 
  drawn into the Soul Gem or not. For the moment of 
  white light and pain, the character makes a connection 
  with one of the many souls within the Soul Gem. This 
  leaves the character with a strange but knowledgeable 
  voice in their head.  
   
  A voice provides a base +5 skill ranks in a skill that 
  the character has no ranks in or a +2 bonus in a skill that 
  character has existing ranks in.   
   
  There are 4 distinct voices and each offers its own 
  particular 
  skill. 
  These 
  are 
  Knowledge 
  (arcana), 
  Knowledge (the planes), Sense Motive and Innuendo. 
  The player may choose which voice he listens to. 
   
  � Shards of the Force Shield: A few fragments of 
  the force shield around the Soul Gem remain on the floor. 
  The shard can be used to produce an effect similar to 2nd 
  level shield other spell. To be used the shards must be 
  crushed in the hand and the resulting dust sprinkled over 
  the target creature. This is a standard action that does 
  draw an attack of opportunity. The shard dust links the 
  target creature and the crusher of the shards with a shield 
  other spell cast at 3rd level.  Once crushed the shards must 
  be used within 3 rounds. Each character may only possess 
  one shard. 
   
  Development: Once play is concluded here the PCs 
  will have either successfully retrieved the Soul Gem or 
  have failed. Refer to the relevant section in the 
  Conclusion to handle the variety of results that could 
  stem from this. 
   
   
  CONCLUSION 
  There are several possible conclusions to this event. 
  However the notes below governing the special 
  
  Return to the Ghost Tower of Inverness 
   
  Page 28 
  circumstances of PCs trapped in the Soul Gem should be 
  followed. Under no circumstances will Forbitan allow the 
  PCs to leave with the Soul Gem. The only way to exit the 
  Tower is to either have Fortiban’s help or to use the Old 
  Amulet. If the adventurers leave the tower using the Old 
  Amulet the Soul Gem will not travel with them.  The Soul 
  Gem is so powerful that it will interact with the subtle 
  magicks that encase the tower. The confluence of intense 
  magical energies blocks its travel.  
   
  If permitted to study the Soul Gem Forbitan will be 
  able to devise a means of removing it from the tower. 
  Once he has been gifted the Soul Gem he will not return it 
  to the PCs. 
   
  Recovering the Slain 
  Recovering the bodies of those slain within the Ghost 
  Tower or surrounding areas should pose little problem 
  for adventurers at the end of the module. Either they will 
  have overcome the challenges therein for themselves or a 
  subsequent band of adventurers will do so. 
   
  Thus with no opposition to thwart them retrieving 
  their companion’s bodies will be a relatively simple 
  matter. In most cases a simple raise dead should be 
  sufficient however PCs slain by the Kartur’s Strength 
  drain attack require a resurrection to be returned to life. 
  Individuals slain by Kartur’s Final Strike can only be 
  revived through the use of wish, miracle or true resurrection 
  and thus are permanently slain. 
   
  PCs in the Soul Gem 
  It is possible that some PCs will be trapped in the Soul 
  Gem when they breach The Jewel Room. When the Soul 
  Gem is given to Forbitan he will be able to study it and 
  learn its secrets. As detailed below studying the gem will 
  allow him to breach the antimagic field around the tower.  
   
  It will also allow him to draw out of the gem the 
  souls of any PCs trapped within the Soul Gem and return 
  them to their dead bodies. This experience is not without 
  its cost however. The PC, his skin, hair, eyes and 
  possessions carried at the time of his imprisonment have 
  all been bleached a ghostly white in colour.  
   
  The PCs Never Enter the Ghost Tower 
  In this situation the PCs (for whatever reason) did not 
  enter the Ghost Tower. Thus at the end of the module 
  they are not trapped in there. In this case the module 
  ends as a normal event would. Read the following: 
   
  After braving the outer towers and lower dungeon of the Ghost 
  Tower, it is time to return to the boat. Some booty has been 
  gained and it is easy to just walk away unlike those fools who 
  went into the tomb that is the Ghost Tower of Inverness.  
   
  The End 
   
  The PCs Never Encounter Forbitan 
  In this situation the PCs enter the Ghost Tower but do 
  not make it to the Water Level before play ends. Thus 
  they are trapped in the tower.  
  If time prevents characters resolving the battle on a 
  particular level give them half XP for that level. At the 
  end of play, ask them how they intend to leave. Once 
  they mention the Old Amulet then read the following, 
  which summarises their departure from the Ghost Tower.  
  After battling through the outer towers, the dungeons and then 
  the renowned levels of the Ghost Tower itself, it is time to leave. 
  The bearer of the Old Amulet hears once more the whispered 
  voice of Galap-Dreidel. It is a simple message, leave.  
   
  Thus home and hearth call. Party members are gathered 
  together in a circle and the Old Amulet is activated. In a 
  blinding flash, the entire party is transported from the Ghost 
  Tower. 
   
  The arrival is not though as expected. You find yourselves 
  amidst the Royal Court of the Duchy of Urnst. In fact plumb in 
  the centre of the throne room. Unsurprisingly you see many 
  guards draw their weapons upon you and other court figures, 
  notably priests Lydia, Ehlonna and Lendor ready to cast. Any 
  Invisibility spells or similar are purged. The powerful voice of 
  the Duke Karll himself calls for your immediate surrender 
  amidst the shrieks and cries of some of the ladies of the Court. 
   
  Ask if any character wants to fight the Royal Court of the 
  Duchy of Urnst. Explain that they are the trespassers and 
  are clearly in the wrong. Any character that disobeys the 
  legitimate ruler can expect little mercy. Warn them that 
  they are preparing for serious alignment issues if either 
  lawful or good. Note that this encounter is untiered and 
  can 
  permanent 
  remove 
  characters 
  from 
  LIVING 
  GREYHAWK play. By that time, if any still resist it is 
  assumed that we just have to clear the gene pool! 
   
  The guards of the Duchy of Urnst do their duty and seize you 
  and take your weapons. As characters make their pleas and 
  speak of their journey, the Duke assures you that matters will 
  be investigated fairly. However, the party must accept their 
  appearance has caused much concern and they will be held as 
  prisoners for the moment. Duke Karll assures them no harm 
  will come to them if you cooperate.  
   
  After a night in the dungeons of the Duchy (where on the 
  wall can be found a small engraving noting that Zinethar was 
  here) and some probing questions from some of the wizards of 
  the Duchy, you are returned to Court with honours.  
   
  During a banquet in your honour as Heroes of the Ghost 
  Tower, it is clear that the Duke fells a certain embarrassment at 
  having had such stalwarts in his dungeons. However Dukes do 
  not need make apologies but by their actions they balance the 
  scales. The Duchy has an interest in things magical and they 
  were swift to make generous offers for the many magical devices 
  liberated from Inverness. However Duke Karll will ensure that 
  all items are retained and may regained at a later date by such 
  stalwart adventurers. It is the Duke’s will that you may one 
  day have them. 
   
  [Game effect: All items liberated from Inverness have 
  Frequency ANY]. 
   
  The story of the Seer and the first party to brave the Ghost 
  Tower is related to you over an impressive banquet in 
  celebration of your safe return. In particular great sport is made 
  of the fact that they started in the dungeons of the Duchy while 
  
  Return to the Ghost Tower of Inverness 
   
  Page 29 
  your journey ended there. There are many questions regarding 
  your encounters and it is clear that the tale of the Ghost Tower 
  is one you can dine on for many, many months.  
   
  The End 
   
  The Soul Gem is Retrieved 
  In this situation the PCs have successfully retrieved the 
  Soul Gem from the Jewel Room and return to Forbitan. 
  Studying the item he is able to tap into its power. This 
  allows him to do two things: 
   
  1. 
  Successfully retrieve his companion’s and any 
  PC’s souls from the gem.  
  2. 
  Reassure the characters that the Old Amulet 
  leads to a safe location somewhere in the Duchy 
  of Urnst.  
  3. 
  Calve the soul of Ontovar from the Soul Gem for 
  the PCs 
   
  Thus the characters then get to enjoy the same ending as 
  if they just used the Old Amulet to leave. Read the text 
  presented in The PCs Never Encounter Fortiban. 
   
  The Soul Gem is Not Retrieved 
  In this situation the PCs have failed to retrieve the Soul 
  Gem from the Jewel Room and have retreated back to the 
  Water Level. Thus the PCs are trapped in the Ghost 
  Tower with no hope of escape unless they have the Old 
  Amulet. If they do not have, or do not use the Old Amulet 
  however they will eventually be rescued by another 
  group of adventurers who will defeat the Soul Gem and 
  gift it to Forbitan in exchange for their escape. This will 
  allow Forbitan to do two things: 
   
  1. 
  Successfully retrieve his companion’s and any 
  PC’s souls from the gem. 
  2. 
  Breach the antimagic field that sheaths the tower 
  and to transport himself and all other trapped 
  individuals back to the ruins. 
   
  Thus the PCs are able to escape the Ghost Tower and 
  return to the Flanaess. PCs trapped in the Ghost Tower in 
  this fashion must pay an additional cost of 1 TU to 
  simulate their incarceration. 
   
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the bonus 
  experience award. Award the total value (objectives plus 
  role-playing) to each character. Different characters can 
  receive different bonus awards within the range allowed 
  by the maximum. 
   
  Encounter Five: The Occupied Tower 
  Defeat the stirges 
   
  APL 2:  
  90 XP 
   
  APL 4:  
  150 XP 
   
  APL 6:  
  210 XP 
   
  APL 8:  
  240 XP 
   
  Encounter Nine: The Chess Room 
  Survive the chessboard trap 
   
  APL 2:  
  60 XP 
   
  APL 4:  
  90 XP 
   
  APL 6:  
  120 XP 
   
  APL 8:  
  150 XP 
   
  Defeat the gargoyles 
   
  APL 2:  
  120 XP 
   
  APL 4:  
  180 XP 
   
  APL 6:  
  210 XP 
   
  APL 8:  
  240 XP 
   
  The Air Level 
  Defeat the Presence 
   
   
  APL 2:  
  150 XP 
   
  APL 4:  
  210 XP 
   
  APL 6:  
  270 XP 
   
  APL 8:  
  330 XP 
   
  The Earth Level 
  Defeat Sithenis 
   
  APL 2:  
  150 XP 
   
  APL 4:  
  210 XP 
   
  APL 6:  
  270 XP 
   
  APL 8:  
  330 XP 
   
  The Fire Level 
  Survive the reverse gravity area 
   
  All APLs:  
  30 XP 
   
  Slay Kartur 
   
  APL 2:  
  150 XP 
   
  APL 4:  
  210 XP 
   
  APL 6:  
  270 XP 
   
  APL 8:  
  330 XP 
   
  The Jewel Room 
  Secure the Soul Gem 
   
   
  APL 2:  
  60 XP 
   
  APL 4:  
  90 XP 
   
  APL 6:  
  120 XP 
   
  APL 8:  
  150 XP 
   
  Discretionary Role-playing Bonus 
   
  APL 2:  
  180 XP 
   
  APL 4:  
  270 XP 
   
  APL 6:  
  360 XP 
   
  APL 8:  
  450 XP 
   
  Total Experience Available 
   
  APL 2:  
  960 XP 
   
  APL 4:  
  1,410 XP 
   
  APL 6:  
  1,830 XP 
   
  APL 8:  
  2,220 XP 
  
  Return to the Ghost Tower of Inverness 
   
  Page 30 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information about 
  the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  Equipment. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it. Other times they may attempt to use 
  the item blindly. If the magic item is consumable (a potion, 
  scroll, magic bolts, etc.) and the item is used before the end 
  of the adventure, its total is subtracted from the adventure 
  totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a character’s total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewellery, and other valuables; Magic = Magic Items. 
   
  Special Treasure Note 
  Under no circumstances will a PC be allowed to leave the 
  table with the Soul Gem, the Key or either of the 
  transportation amulets.  
   
  Maximum Treasure Totals 
   
  APL 2:  
  800 gp 
   
  APL 4:  
  1,200 gp 
   
  APL 6:  
  1,600 gp 
   
  APL 8:  
  2,500 gp 
   
   
  Encounter Three: Exposed Pit 
   
  APL All: Loot 15 gp; Coin 69 gp. 
   
   
  Encounter Five: The Occupied Tower 
  APL 2: Loot 15 gp; Coin 32 gp; Magic the key (200 gp). 
   
  APL 4: Loot 15 gp; Coin 46 gp; Magic the key (200 gp). 
   
  APL 6: Loot 15 gp; Coin 58 gp; Magic the key (200 gp). 
   
  APL 8: Loot 15 gp; Coin 72 gp; Magic the key (200 gp). 
   
  Encounter Six: Stairway – Galap-Dreidel Appears 
   
  All APLs: Loot – 0 gp; Coin – 0 gp; Magic – the Old 
  Amulet  (200 gp). 
   
   
  Encounter Nine: The Chess Room 
   
  Special Reward: If an individual determines his 
  means of movement across chessboard he receives one of 
  the detailed rewards below. Reward type is determined 
  by movement type.  I.e. a PC moving across the board like 
  a Knight gains the Knight reward below. 
   
  Each piece provides a single one-time use reward. 
  These may be played as a free action on the player’s turn 
  and may only assist the player’s character. They may not 
  be used retroactively. 
   
  Pawn – the simplest and most straightforward of all 
  warriors: +5 insight bonus to a single attack. 
   
  Knight – the most evasive and manoeuvrable of all 
  warriors: +5 circumstance bonus to AC for one round. 
   
  Bishop - it is his will that you be well: Personal cure 
  light wounds effect (1d8+5 points healed). 
   
  Rook – the most stalwart of your defences: +5 insight 
  to a single Save. 
   
  King - the marshal of all the forces: Choose any ONE 
  of the above rewards. Choice must be indicated on the 
  AR at time it is issued. 
   
  Encounter Ten: Lair of the Gargoyle 
   
  APL 2: Coin 25 gp; Loot 12 gp; Magic potion of cure 
  light wounds (4 gp), potion of swimming [2] (12 gp each), 
  everburning torch (7 gp). 
   
  APL 4: Coin 38 gp; Loot 19 gp; Magic potion of cure 
  light wounds (4 gp), potion of swimming [2] (12 gp each), 
  everburning torch (7 gp), +1 amulet of mighty fists (500 gp). 
   
  APL 6: Coin 48 gp; Loot 26 gp; Magic potion of cure 
  moderate wounds (25 gp), potion of swimming [2] (12 gp 
  each), everburning torch (7 gp), +1 amulet of mighty fists (500 
  gp). 
   
  APL 8: Coin 57 gp; Loot 31 gp; Magic potion of cure 
  moderate wounds (25 gp), potion of swimming [2] (12 gp 
  each), everburning torch (7 gp) +1 amulet of mighty fists (500 
  gp). 
   
  The Air Level 
  APL 2: Magic - dusty rose prism-shaped ioun stone  (+1 
  deflection bonus to AC) (333 gp) 
   
  APL 4: Magic - dusty rose prism-shaped ioun stone  (+1 
  deflection bonus to AC) (333 gp) 
   
  APL 6: Magic –dusty rose prism-shaped ioun stone  (+1 
  deflection bonus to AC) (333 gp), clear spindle-shaped ioun 
  stone (sustains creature without food or water) (416 gp) 
  
  Return to the Ghost Tower of Inverness 
   
  Page 31 
   
  APL 8: Magic - dusty rose prism-shaped ioun stone  (+1 
  deflection bonus to AC) (333 gp), clear spindle-shaped ioun 
  stone (sustains creature without food or water) (416 gp), 
  dark blue, rhomboid-shaped ioun stone (grants the Alertness 
  feat) (667 gp). 
   
  The Earth Level 
   
  APL 2: Loot 3 gp; Magic amulet of woodland stride (75 
  gp). 
   
  APL 4: Loot 28 gp; Magic amulet of woodland stride (75 
  gp). 
   
  APL 6: Loot 28 gp; Magic greater amulet of woodland 
  stride (300 gp). 
   
  APL 8: Loot 28 gp; Magic greater amulet of woodland 
  stride (300 gp). 
   
  � Amulet of Woodland Stride: This amulet allows the 
  individual wearing it to cast pass without trace once per day 
  as a 1st level druid. This is a command word item 
  requiring the wearer to say the word “shalm.” 
   
  Caster Level: 1st; Prerequisites: Craft Wondrous Item, 
  pass without trace; Market Price: 900 gp. 
   
  � Greater Amulet of Woodland Stride: This amulet allows 
  the individual wearing it to cast pass without trace once per 
  day as a 1st level druid. This is a command word item 
  requiring the wearer to say the word “shalm.” Greater 
  versions of this amulet also grant the wearer the ability to 
  cast tree shape once per day as a 3rd level druid. 
   
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 
  pass without trace, tree shape; Market Price: 3,600 gp. 
   
  The Fire Level 
   
  APL 2: Coin 3 gp; Magic ring of feathering falling  (183 
  gp), Llarendenn’s Shield (718 gp). 
   
  APL 4: Coin 6 gp; Magic ring of feathering falling  (183 
  gp), Llarendenn’s Shield (718 gp). 
   
  APL 6: Coin 9 gp; Magic ring of feathering falling  (183 
  gp), Llarendenn’s Shield (718 gp). 
   
  APL 8: Coin 12 gp; Magic ring of feathering falling  (183 
  gp), Llarendenn’s Shield (718 gp). 
   
  � Llarendenn’s Shield is a +2 large steel shield, which glows 
  brightly as if affected by the 0th level light spell. The 
  shadow creatures could not abide to even touch it. It was 
  hidden under rubble to stop its hurtful light. It was the 
  possession of a devout good aligned priest of Pelor. Some 
  small part of his power has remained behind. Llarendenn’s 
  Shield (also known as the Shield Indomitable) acts as a 
  permanent light spell as if cast on the shield itself. Light is 
  cast at the 5th level of ability. The use of these spells is a 
  standard action. If a non-Good aligned character picks up 
  the shield, then the light goes out. 
   
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  Craft Magical Arms and Armour, light; Market Price 8,620 
  gp. 
   
  The Water Level 
  All APLs: Only one of each of these items is available per 
  table. 
  � Ontovar’s Soul Sphere: This fist-sized sphere of white 
  crystal allegedly contains the soul of Ontovar, which was 
  carved from the Soul Gem of the Ghost Tower of 
  Inverness by Fortiban, an ancient Silent One of Keoland. 
  It's warm to the touch and radiates a strong Necromantic 
  aura when viewed by detect magic. Although it provides no 
  game rule benefit, it will come into play in a future 
  adventure.  
   
  Value: 50 gp 
   
  � Octych (Deep Blue): This triangular plane of deep 
  blue metal, about the size of a garden spade's blade, emits 
  a strong Transmutation aura. While it provides no game 
  rule benefit as yet, you know it and similar items are 
  desired by powerful factions in the Flanaess, including 
  Iuz and the Scarlet Brotherhood. It will most definitely 
  come into play in a future adventure.  
   
  Value: 100 gp 
   
  The Jewel Room 
  � Voices of the Soul Gem: Any character who is struck by 
  the Soul Gem’s white light may take one of the following 
  benefits. This occurs whether the character is drawn into 
  the Soul Gem or not. For the moment of white light and 
  pain, the character makes a connection with one of the 
  many souls within the Soul Gem. This leaves the character 
  with a strange but knowledgeable voice in their head.  
   
  A voice provides a base +5 skill ranks in a skill that 
  the character has no ranks in or a +2 bonus in a skill that 
  character has existing ranks in.   
   
  There are 4 distinct voices and each offers its own 
  particular skill. These are Forgery, Knowledge (arcana), 
  Knowledge (the planes), Sense Motive and Innuendo. 
  The player may choose which voice he listens to. 
   
  � Shards of the Force Shield: A few fragments of 
  the force shield around the Soul Gem remain on the floor. 
  The shard can be used to produce an effect similar to 2nd 
  level shield other spell. To be used the shards must be 
  crushed in the hand and the resulting dust sprinkled over 
  the target creature. This is a standard action that does 
  draw an attack of opportunity. The shard dust links the 
  target creature and the crusher of the shards with a shield 
  other spell cast at 3rd level.  Once crushed the shards must 
  be used within 3 rounds. Each character may only possess 
  one shard. 
   
  Fame Rewards from the Ghost Tower.  
  The rewards below ALL expire at the end of the last Gen 
  Con in 2004.  
   
  For braving the outer levels of the Ghost Tower of 
  Inverness, you find that many of the common folk are 
  willing to listen to your fascinating tales of your 
  adventures. As a result, for all CORE adventures you gain 
  FREE STANDARD lifestyle.  
   
  For entering the timeless Tower of Inverness itself, 
  you find your stories are enriched by the heady truth of 
  what was in this great tower long since thought lost to 
  man. As a result, for all CORE adventures you gain FREE 
  RICH lifestyle.  
   
  For contending with the artefact of the Soul Gem 
  itself, your stories speak of one of the artefacts that 
  
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  Page 32 
  bestride the land and make the highest and lowest listen 
  raptly to your story. As a result, for all CORE events you 
  gain FREE LUXURY lifestyle.  
   
  A bard may extend the above rewards to all META-
  REGIONAL events by telling the stories by utilising his 
  skill with diverse entertainments whether in song, dance 
  or his own interpretational skills. 
  
  Return to the Ghost Tower of Inverness 
   
  Page 33 
  APPENDIX ONE 
  APL 2 
  Encounter Five: The Occupied Tower 
  �Stirge (6): CR ½; Tiny Beast (1 ft. long); HD 1d10; hp 
  5; Init +4 (+4 Dex); Spd 10 ft., fly 40 ft. (average); AC 16 
  [touch 16, flat-footed 12] (+2 size, +4 Dex); Atks +6 
  melee (1d3-4, bite); Face/Reach 2 ½ ft. x 2 ½ ft./0 ft.; 
  SA Attach, blood drain; AL Neutral; SV Fort +2, Ref +6, 
  Will +1. Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +14; Weapon Finesse (Touch). 
   
  Attach (Ex): If a stirge hits it attaches itself to its 
  opponent’s body. While attached it is AC12.  
   
  Blood Drain (Ex): A stirge drains 1d4 points of 
  temporary Constitution damage each round when 
  attached. Once it has drained 4 points of Constitution it 
  detaches and flies off. 
   
  Encounter Six: Staircase – Galap Dreidel 
  Appears 
  �Galap-Dreidel: Male Human Exp20; CR 19; HD 
  20d6+2); hp 88; Init +1 (+1 Dex); Spd 30 ft.; AC 11; Atk 
  +15/+10/+5 melee (1d6, club); AL N; SV Fort +9, Ref +7, 
  Will +15; Str 10, Dex 12, Con 12, Int 24, Wis 12, Cha 16. 
   
  Skills and Feats: Alchemy +30, Concentration +12, 
  Decipher Script +30, Diplomacy +14, Innuendo +24, 
  Knowledge (arcana) +32, Knowledge (nobility) +9, 
  Knowledge (religion) +30, Knowledge (the planes) +32, 
  Listen +24, Scry +32, Spellcraft +32, Spot +24; Great 
  Fortitude, Iron Will, Quicken Spell, Silent Spell, Skill 
  Focus: Knowledge (arcana), Skill Focus: Knowledge 
  (the planes), Skill Focus: Scry, Skill Focus: Spellcraft. 
   
  Possessions: The Old Amulet. 
   
  Personality: Haughty, old-fashioned, rude. 
   
  �Galap-Dreidel’s Hound: CR 1; Medium-size Animal; 
  HD 2d8+14; hp 20; Init +2 (+2 Dex); Spd 40 ft.; AC 16 
  (+2 Dex, +4 natural); Atk +3 melee (1d6+3, bite); AL N; 
  SV Fort +5, Ref +5, Will +1; Str 15, Dex 15, Con 15, Int 
  2, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +5, Spot +5, Swim +5, 
  Wilderness Lore +1;  
   
  The growl of this hound is particularly deep and 
  foreboding. Some who have heard it have ascribed 
  magical affects to it, but this is far from proven. 
   
  Encounter Nine: The Chess Room 
  �2 HD Gargoyle (2): CR 2; Small Magical Beast 
  (Earth); HD 2d10+8; hp 20; Init +2 (+2 Dex); Spd 45 ft., 
  fly 75 ft (average); AC 17  (touch 13, flat-footed 14) [+2 
  Dex, +4 natural, +1 size], Atk +4 melee (1d4, claw x2), +2 
  melee (1d6, bite), +2 melee (1d6, gore); SQ Damage 
  reduction 5/+1, freeze; AL CE; SV Fort +7, Ref +5, Will 
  +0; Str 11, Dex 14, Con 18, Int 6, Wis 11, Cha 7 
   
  Skills and Feats: Hide +9*, Listen +3, Spot +3; 
  Multiattack, Weapon Finesse (claw, bite, gore). 
   
  Languages: Common, Terran. 
   
  Freeze (Ex): A gargoyle can hold so still as to 
  appear as a statue. A successful Spot check (DC 20) 
  reveals the gargoyles true nature. 
   
  Skills: *Gargoyles receive a +8 racial bonus to Hide 
  checks when concealed against a background of 
  worked stone. 
   
  Possessions: None. 
   
  The Earth Level 
  �Sithenis: female medusa8 CR 5; Medium-Size 
  Monstrous Humanoid; HD 5d8+10; hp 34; Init +4 (+4 
  Dex); Spd 30 ft.; AC 17 (touch 14, flat-footed 13) (+4 
  Dex, +3 natural); Atk +5 melee (1d4 plus poison [1d4 
  Str/1d4 Str], snake-hair) or +9 ranged (1d6 [x3], 
  masterwork 
  shortbow); 
  SA 
  Snake-hair, 
  poison, 
  petrifying gaze; SQ Darkvision 60 ft.; AL NE; SV Fort 
  +3, Ref +8, Will +8; Str 11, Dex 18, Con 14, Int 14, Wis 
  19, Cha 15 
   
  Skills and Feats: Hide +5, Listen +9, Move Silently 
  +8, Profession (farmer) +6, Spot +12, Wilderness Lore 
  +10; Alertness, Irresistible Gaze. 
   
  Languages: Common. 
   
  Snakes: Sithenis has a snake-hair attack that is a 
  natural weapon. The snakes always attack as one unit 
  (the medusa cannot direct half of its snakes to attack 
  one creature and half another). 
   
  Poison (Ex): Sithenis’ snake attack injects the 
  target with poison (Fort DC 16). The poison deals 1d4 
  Str primary and secondary damage. 
   
  Petrifying Gaze (Su): Beginning at 6th level, a 
  medusa gains the ability to petrify targets with its gaze. 
  At 8th level its range extends to 30 feet, and the medusa 
  can use its gaze in this manner up to three times per 
  day as an active attack. Targets of the gaze may resist 
  with a Fortitude save (DC 19). 
   
  Possessions: Shortbow, 20 arrows, traveller’s outfit, 
  amulet of woodland stride.  
   
  �Monkey (10): CR 1/6; Tiny Animal; HD 1d8; hp 4; 
  Init +2 (+2 Dex); Spd 30 ft., Climb 30 ft.; AC 14 (touch 
  14, flat-footed 12); Atk  +4 melee (1d3-4, bite); 
  Face/Reach 2 ½ ft. by 2 ½ ft./0 ft.; AL N; SV Fort +2, 
  Ref +4, Will +1; Str 3, Dex 15, Con 10, Int 2, Wis 12, 
  Cha 5. 
   
  Skills and Feats: Balance +10, Climb +10, Hide +10; 
  Improved Evasion, Weapon Finesse (bite). 
   
  The Fire Level 
  �Kartur: male umbral fire giant4; CR 5; Medium-sized 
  Undead (Fire, Incorporeal); HD 3d12; hp 26; Init +0; 
  Spd 40 ft., fly 40 ft. (perfect); AC 11 (touch 11, flat-
  footed 11) (+1 deflection); Atk +2 melee (1d6 Strength 
  damage, incorporeal touch); SA Strength damage; SQ 
  Fire subtype, create spawn, darkvision 60 ft., 
  incorporeal subtype, turn resistance +2, undead traits; 
  
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  AL CE; SV Fort +3, Ref +1, Will +2; Str -, Dex 11, Con -, 
  Int 6, Wis 12, Cha 13. 
   
  Skills and Feats: Climb +3, Jump +3, Spot +7; Cleave, 
  Final Strike. 
   
  Note: Kartur cannot use his Cleave feat. 
   
  Languages: Giant. 
   
  Strength Damage (Su): Kartur’s touch deals 1d6 
  temporary points of Strength damage to a living foe. A 
  creature reduced to Strength 0 by an umbral creature 
  dies.  
   
  Create Spawn (Su): Any aberration, animal, 
  dragon, giant, humanoid, magical beast or monstrous 
  humanoid reduced to Strength 0 by an umbral creature 
  rises as an umbral creature in 1d4 rounds. Such a spawn 
  is under the command of the umbral creature that 
  created it and remains enslaved until its master’s death. 
  The spawn does not possess any of the abilities it had in 
  life but gains the umbral creature template. An umbral 
  creature can control a number of spawn equal to its HD 
  x2. If it creates a spawn that causes it to exceed this 
  limit, the spawn longest under its control is released. 
   
  Fire Subtype (Ex): A fire giant is immune to fire 
  damage and takes a – 10 penalty on saves against cold 
  attacks. If a cold attack does not allow a saving throw, 
  the creature takes double damage instead. 
   
  Incorporeal Subtype: An umbral creature can be 
  harmed only by other incorporeal creatures, +1 or 
  better magic weapons, spells and spell-like abilities and 
  supernatural abilities. The creature has a 50% chance to 
  ignore any damage from a corporeal source, except for 
  force effects or attacks made with ghost touch weapons. 
  An umbral creature can pass through solid objects, but 
  not force effects at will. Its attacks ignore natural 
  armour, armour and shields but deflection bonuses and 
  force effects work normally against them. An umbral 
  creature always moves silently and cannot be heard 
  with Listen checks if it doesn’t wish to be. 
   
  Turn Resistance (Ex): An umbral creature gains 
  turn resistance +2. 
   
  Undead Traits: An umbral creature is immune to 
  mind-affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects and any 
  effect that requires a Fortitude save unless it also works 
  on objects. It is not subject to critical hits, subdual 
  damage, ability damage, ability drain, energy drain or 
  death from massive damage. An umbral creature cannot 
  be raised and resurrection works only if it is willing. 
  The creature has darkvision (60-foot range). 
   
  Possessions: None. 
   
  The Air Level 
  �Forbitan: male human (Suel) Sor9/Sil10; CR 19; 
  Medium-sized humanoid; HD 9d4 plus 10d4; hp 61; 
  Init +3 (-1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 
  16 (touch 9, flat-footed 16); Atk +10/+5 melee (1d6+1, 
  quarterstaff); SA Spells, cancellation touch, spell clone; 
  SQ Summon familiar, +5 insight bonus to all saving 
  throws against spells and spell-like effects, identify, tap 
  the archive arcanum, rune of regulation, mask of 
  Cynmius; AL LN; SV Fort +10, Ref +11, Will +18; Str 13, 
  Dex 8, Con 11, Int 17, Wis 13, Cha 20. 
   
  Feats and Skills: Concentration +22, Diplomacy +7, 
  Gather Information +18, Knowledge (arcane) +25, 
  Knowledge (history) +13, Knowledge (religion) +13, 
  Scry +25, Search +7, Sense Motive +14, Spellcraft +25, 
  Spot +3, Swim +5; Craft Wand, Craft Wondrous Item, 
  Forge Ring, Heighten Spell, Improved Initiative, 
  Lighting Reflexes, Scribe Scroll, Silent Spell, Spell 
  Focus (Divination), Still Spell, 
   
  Languages: 
  Ancient 
  Oeridian, 
  Ancient 
  Suel, 
  Common, Draconic. 
   
  Tap the Archive Arcanum (Sp): A Silent One may 
  enter a meditative state to contact the Archive 
  Arcanum, 
  a 
  mysterious 
  psychic 
  repository 
  of 
  knowledge compiled since the earliest days of the 
  order. The enigmatic archivists speak in cryptic 
  phrasings, however, and an answer to a specific query is 
  seldom straightforward. This effect is identical to a 
  Silent, Still casting of legend lore, save that there is no 
  material component. As with a legend lore, physical 
  handling of an object related to the query makes for 
  speedier results. Entering the trance is a standard 
  action that may be used once per day. 
   
  Rune of Regulation (Sp): Once per day as a 
  standard action, a Silent One may trace a rune upon a 
  single magical item, nullifying all of that item’s magical 
  abilities until such time as the rune is removed. Such 
  runes of regulation, as they are known, are plainly 
  visible, and may be removed at will by any member of 
  the order (this is usually done only in the hidden 
  sanctums of the Lonely Tower). Like bestow curse, the 
  rune of regulation cannot be dispelled, but it can be 
  removed with a break enchantment, limited wish, miracle, 
  remove curse, or wish spell.  
   
  Cancellation Touch (Su): Once per day as a 
  standard action, a Silent One may drain the abilities of a 
  magical item by touch. The item touched gets a saving 
  throw (DC 19). If a creature is holding it at the time, 
  then the item can use the holder’s Will save bonus in 
  place of its own if the holder’s is better. 
   
  Mask of Cymius (Su): Sometimes, a Silent One 
  must use subterfuge to enter an enemy’s lair or escape 
  undetected from some theft of magical artifice. In these 
  cases, members of the order turn to the lessons of 
  Cymius, a great Silent One who during the Slumbering 
  managed to liberate the Talons of Athuselah from the 
  Dire 
  Conclave 
  in 
  Westkeep’s 
  fetid 
  undercity. 
  Beginning at 8th level, Silent Ones may change self at 
  will. Silent Ones of 8th level or higher can see through 
  the change self effects of other Silent Ones using this 
  ability. 
   
  Spell Clone (Su): 
  Only the most experienced 
  Silent Ones can attempt a Spell Clone. By observing 
  the completed casting of a spell in their presence, the 
  Silent One attempts to determine the magical formulae 
  used by another caster and approximate it. Upon 
  observing a cast arcane spell and making a successful 
  Spellcraft check (DC 11 + the spell’s caster level), the 
  Silent One may cast the observed spell upon his next 
  action. The caster of the original spell must be within 
  
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  30 ft. of the Silent One at the time of the original 
  casting. If the opportunity to cast the Spell Clone is not 
  taken upon the Silent One’s next action, the 
  opportunity is lost. Material components are not 
  required for a Spell Clone, but any experience point 
  cost must be spent by the Silent One. 
   
  A Silent One may Spell Clone up to 8 levels of 
  arcane spells per day. 
   
  Sorcerer Spells Known (6/8/7/7/7/7/6/6/6/4; base 
  DC = 15 + spell level): 0- arcane mark, dancing lights, detect 
  magic, detect poison, flare, disrupt undead, mage hand, 
  prestidigitation, read magic; 1st- charm person, comprehend 
  languages, detect secret doors, shield, unseen servant; 2nd-
  invisibility, knock, locate object, resist elements, see invisibility; 
  3rd-clairaudience/clairvoyance, dispel magic, fly, tongues; 4th-
  detect scrying, dimension door, emotion, scrying; 5th-contact 
  other plane, feeblemind, telekinesis, wall of force; 6th- analyse 
  dweomer, globe of invulnerability, true seeing; 7th-limited 
  wish, teleport without error, power word stun; 8th-discern 
  location, iron body, symbol; 9th- prismatic sphere, wish. 
   
  Possessions: +4 cloak of resistance, ring of blinking, ring 
  of spell turning, staff of frost (43 chgs.), +7 bracers of armour, 
  Nolzur’s marvellous pigments, wand of hold person (7 
  chgs.), wand of dispel magic (34 chgs), scroll of trap the soul. 
  
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  APPENDIX TWO 
  APL 4 
  Encounter Five: The Occupied Tower 
  �Stirge (4): CR ½; Tiny Beast (1 ft. long); HD 1d10; hp 
  5; Init +4 (+4 Dex); Spd 10 ft., fly 40 ft. (average); AC 16 
  [touch 16, flat-footed 12] (+2 size, +4 Dex); Atks +6 
  melee (1d3-4, bite); Face/Reach 2 ½ ft. x 2 ½ ft./0 ft.; 
  SA Attach, blood drain; AL Neutral; SV Fort +2, Ref +6, 
  Will +1. Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +14; Weapon Finesse (Touch). 
   
  Attach (Ex): If a stirge hits it attaches itself to its 
  opponent’s body. While attached it is AC12.  
   
  Blood Drain (Ex): A stirge drains 1d4 points of 
  temporary Constitution damage each round when 
  attached. Once it has drained 4 points of Constitution it 
  detaches and flies off. 
   
  �Half-green dragon/stirge (2): CR 2; Tiny Beast (1 ft. 
  long); HD 1d12+1; hp 13; Init +4 (+4 Dex); Spd 10 ft., fly 
  40 ft. (average); AC 20 [touch 16, flat-footed 16] (+2 
  Size, +4 Dex, +4 natural); Atks +6 melee (1d3-4, touch) 
  or + 2 melee (1d3, bite), -3 melee (1d2, claw x8); 
  Face/Reach 2½ ft. x 2½ ft./0 ft.; SA Attach, blood drain, 
  breath weapon; SQ Immunities, low-light vision 60 ft., 
  darkvision 60 ft.; AL N; SV Fort +3, Ref +6, Will +1. Str 
  11, Dex 19, Con 12, Int 3, Wis 12, Cha 8. 
   
  Skill and Feats: Hide +14, Move Silently +3½; 
  Weapon Finesse (touch). 
   
  Attach (Ex): If a stirge hits with a touch attack it 
  attaches itself to its opponent’s body. While attached it 
  is AC 12.  
   
  Blood Drain (Ex): A stirge drains 1d4 points of 
  temporary Constitution damage each round when 
  attached. Once it has drained 4 points of Constitution it 
  detaches and flies off. 
   
  Breath Weapon (Su): Cone of gas, 30 ft., once per 
  day; damage 6d6, Reflex half DC 17.  
   
  Immunities: Green half-dragons are immune to 
  acid, sleep and paralysis effects. 
   
  Encounter Six: Staircase – Galap Dreidel 
  Appears 
  �Galap-Dreidel: Male Human Exp20; CR 19; HD 
  20d6+2); hp 88; Init +1 (+1 Dex); Spd 30 ft.; AC 11; Atk 
  +15/+10/+5 melee (1d6, club); AL N; SV Fort +9, Ref +7, 
  Will +15; Str 10, Dex 12, Con 12, Int 24, Wis 12, Cha 16. 
   
  Skills and Feats: Alchemy +30, Concentration +12, 
  Decipher Script +30, Diplomacy +14, Innuendo +24, 
  Knowledge (arcana) +32, Knowledge (nobility) +9, 
  Knowledge (religion) +30, Knowledge (the planes) +32, 
  Listen +24, Scry +32, Spellcraft +32, Spot +24; Great 
  Fortitude, Iron Will, Quicken Spell, Silent Spell, Skill 
  Focus: Knowledge (arcana), Skill Focus: Knowledge 
  (the planes), Skill Focus: Scry, Skill Focus: Spellcraft. 
   
  Possessions: The Old Amulet. 
   
  Personality: Haughty, old-fashioned, rude. 
   
  �Galap-Dreidel’s Hound: CR 1; Medium-size Animal; 
  HD 2d8+14; hp 20; Init +2 (+2 Dex); Spd 40 ft.; AC 16 
  (+2 Dex, +4 natural); Atk +3 melee (1d6+3, bite); AL N; 
  SV Fort +5, Ref +5, Will +1; Str 15, Dex 15, Con 15, Int 
  2, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +5, Spot +5, Swim +5, 
  Wilderness Lore +1;  
   
  The growl of this hound is particularly deep and 
  foreboding. Some who have heard it have ascribed 
  magical affects to it, but this is far from proven. 
   
  Encounter Nine: The Chess Room 
  �Gargoyle (2): CR 4; Medium-size Magical Beast 
  (Earth); HD 4d10+16; hp 38; Init +2 (+2 Dex); Spd 45 ft., 
  fly 75 ft. (average); AC 16  (touch 12, flat-footed 14) [+2 
  Dex, +4 natural], Atk +6 melee (1d4, claw x2), +4 melee 
  (1d6, bite), +4 melee (1d6, gore); SQ Damage reduction 
  15/+1, freeze; AL CE; SV Fort +8, Ref +6, Will +1; Str 11, 
  Dex 14, Con 18, Int 6, Wis 11, Cha 7 
   
  Skills and Feats: Hide +9*, Listen +4, Spot +4; 
  Multiattack, Weapon Finesse (claw, bite, gore). 
   
  Languages: Common, Terran. 
   
  Freeze (Ex): A gargoyle can hold so still as to 
  appear as a statue. A successful Spot check (DC 20) 
  reveals the gargoyles true nature. 
   
  Skills: *Gargoyles receive a +8 racial bonus to Hide 
  checks when concealed against a background of 
  worked stone. 
   
  Possessions: One of the gargoyles is wearing a +1 
  amulet of mighty fists (determine randomly which one). 
   
  The Earth Level 
  �Sithenis: female medusa10 CR 7; Medium-Size 
  Monstrous Humanoid; HD 6d8+12; hp 41; Init +4 (+4 
  Dex); Spd 30 ft.; AC 17 (touch 14, flat-footed 13) (+4 
  Dex, +3 natural); Atk +6/+1 melee (1d4 plus poison [1d6 
  Str/1d6 Str], snake-hair) or +12/+7 ranged (1d6 [x3], 
  masterwork 
  shortbow); 
  SA 
  Snake-hair, 
  poison, 
  petrifying gaze; SQ Darkvision 60 ft.; AL NE; SV Fort 
  +4, Ref +9, Will +9; Str 11, Dex 18, Con 14, Int 14, Wis 
  19, Cha 1 
   
   
  Skills and Feats: Hide +8, Listen +9, Move Silently 
  +8, Profession (farmer) +6, Spot +12, Wilderness Lore 
  +10; Alertness, Irresistible Gaze, Weapon Focus 
  (shortbow). 
   
  Languages: Common. 
   
  Snakes: Sithenis has a snake-hair attack that is a 
  natural weapon. The snakes always attack as one unit 
  (the medusa cannot direct half of its snakes to attack 
  one creature and half another). 
   
  Poison (Ex): Sithenis’ snake attack injects the 
  target with poison (Fort DC 17). The poison deals 1d6 
  Str primary and secondary damage. 
   
  Petrifying Gaze (Su): Beginning at 6th level, a 
  medusa gains the ability to petrify targets with its gaze. 
  
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  Page 37 
  At 8th level its range extends to 30 feet, and the medusa 
  can use its gaze in this manner up to three times per 
  day as a. Targets of the gaze may resist with a Fortitude 
  save (DC 20). 
   
  Possessions: Masterwork shortbow, 20 arrows, 
  traveller’s outfit, amulet of woodland stride.  
   
  �Monkey (20): CR 1/6; Tiny Animal; HD 1d8; hp 4; 
  Init +2 (+2 Dex); Spd 30 ft., Climb 30 ft.; AC 14 (touch 
  14, flat-footed 12); Atk  +4 melee (1d3-4, bite); 
  Face/Reach 2 ½ ft. by 2 ½ ft./0 ft.; AL N; SV Fort +2, 
  Ref +4, Will +1; Str 3, Dex 15, Con 10, Int 2, Wis 12, 
  Cha 5. 
   
  Skills and Feats: Balance +10, Climb +10, Hide +10; 
  Improved Evasion, Weapon Finesse (bite). 
   
  The Fire Level 
  �Kartur: male umbral fire giant9; CR 7; Medium-sized 
  Undead (Fire, Incorporeal); HD 7d12; hp 54; Init +0; 
  Spd 40 ft., fly 40 ft. (perfect); AC 11 (touch 11, flat-
  footed 11) (+1 deflection); Atk +5 melee (1d6 Strength 
  damage, incorporeal touch); SA Strength damage; SQ 
  Fire subtype, create spawn, darkvision 60 ft., 
  incorporeal subtype, turn resistance +2, undead traits; 
  AL CE; SV Fort +5, Ref +2, Will +3; Str -, Dex 11, Con -, 
  Int 6, Wis 12, Cha 13. 
   
  Skills and Feats: Climb +5, Jump +4, Spot +12; 
  Cleave, Final Strike, Great Cleave. 
   
  Note: Kartur cannot use his Cleave or Great Cleave 
  feat. 
   
  Languages: Giant. 
   
  Strength Damage (Su): Kartur’s touch deals 1d6 
  temporary points of Strength damage to a living foe. A 
  creature reduced to Strength 0 by an umbral creature 
  dies.  
   
  Create Spawn (Su): Any aberration, animal, 
  dragon, giant, humanoid, magical beast or monstrous 
  humanoid reduced to Strength 0 by an umbral creature 
  rises as an umbral creature in 1d4 rounds. Such a spawn 
  is under the command of the umbral creature that 
  created it and remains enslaved until its master’s death. 
  The spawn does not possess any of the abilities it had in 
  life but gains the umbral creature template. An umbral 
  creature can control a number of spawn equal to its HD 
  x2. If it creates a spawn that causes it to exceed this 
  limit, the spawn longest under its control is released. 
   
  Fire Subtype (Ex): A fire giant is immune to fire 
  damage and takes a – 10 penalty  on saves against cold 
  attacks. If a cold attack does not allow a saving throw, 
  the creature takes double damage instead. 
   
  Incorporeal Subtype: An umbral creature can be 
  harmed only by other incorporeal creatures, +1 or 
  better magic weapons, spells and spell-like abilities and 
  supernatural abilities. The creature has a 50% chance to 
  ignore any damage from a corporeal source, except for 
  force effects or attacks made with ghost touch weapons. 
  An umbral creature can pass through solid objects, but 
  not force effects at will. Its attacks ignore natural 
  armour, armour and shields but deflection bonuses and 
  force effects work normally against them. An umbral 
  creature always moves silently and cannot be heard 
  with Listen checks if it doesn’t wish to be. 
   
  Turn Resistance (Ex): An umbral creature gains 
  turn resistance +2. 
   
  Undead Traits: An umbral creature is immune to 
  mind-affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects and any 
  effect that requires a Fortitude save unless it also works 
  on objects. It is not subject to critical hits, subdual 
  damage, ability damage, ability drain, energy drain or 
  death from massive damage. An umbral creature cannot 
  be raised and resurrection works only if it is willing. 
  The creature has darkvision (60-foot range). 
   
  Possessions: None. 
   
  The Air Level 
  �Forbitan: male human (Suel) Sor9/Sil10; CR 19; 
  Medium-sized humanoid; HD 9d4 plus 10d4; hp 61; 
  Init +3 (-1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 
  16 (touch 9, flat-footed 16); Atk +10/+5 melee (1d6+1, 
  quarterstaff); SA Spells, cancellation touch, spell clone; 
  SQ Summon familiar, +5 insight bonus to all saving 
  throws against spells and spell-like effects, identify, tap 
  the archive arcanum, rune of regulation, mask of 
  Cynmius; AL LN; SV Fort +10, Ref +11, Will +18; Str 13, 
  Dex 8, Con 11, Int 17, Wis 13, Cha 20. 
   
  Feats and Skills: Concentration +22, Diplomacy +7, 
  Gather Information +18, Knowledge (arcane) +25, 
  Knowledge (history) +13, Knowledge (religion) +13, 
  Scry +25, Search +7, Sense Motive +14, Spellcraft +25, 
  Spot +3, Swim +5; Craft Wand, Craft Wondrous Item, 
  Forge Ring, Heighten Spell, Improved Initiative, 
  Lighting Reflexes, Scribe Scroll, Silent Spell, Spell 
  Focus (Divination), Still Spell, 
   
  Languages: 
  Ancient 
  Oeridian, 
  Ancient 
  Suel, 
  Common, Draconic. 
   
  Tap the Archive Arcanum (Sp): A Silent One may 
  enter a meditative state to contact the Archive 
  Arcanum, 
  a 
  mysterious 
  psychic 
  repository 
  of 
  knowledge compiled since the earliest days of the 
  order. The enigmatic archivists speak in cryptic 
  phrasings, however, and an answer to a specific query is 
  seldom straightforward. This effect is identical to a 
  Silent, Still casting of legend lore, save that there is no 
  material component. As with a legend lore, physical 
  handling of an object related to the query makes for 
  speedier results. Entering the trance is a standard 
  action that may be used once per day. 
   
  Rune of Regulation (Sp): Once per day as a 
  standard action, a Silent One may trace a rune upon a 
  single magical item, nullifying all of that item’s magical 
  abilities until such time as the rune is removed. Such 
  runes of regulation, as they are known, are plainly 
  visible, and may be removed at will by any member of 
  the order (this is usually done only in the hidden 
  sanctums of the Lonely Tower). Like bestow curse, the 
  rune of regulation cannot be dispelled, but it can be 
  removed with a break enchantment, limited wish, miracle, 
  remove curse, or wish spell.  
  
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  Page 38 
   
  Cancellation Touch (Su): Once per day as a 
  standard action, a Silent One may drain the abilities of a 
  magical item by touch. The item touched gets a saving 
  throw (DC 19). If a creature is holding it at the time, 
  then the item can use the holder’s Will save bonus in 
  place of its own if the holder’s is better. 
   
  Mask of Cymius (Su): Sometimes, a Silent One 
  must use subterfuge to enter an enemy’s lair or escape 
  undetected from some theft of magical artifice. In these 
  cases, members of the order turn to the lessons of 
  Cymius, a great Silent One who during the Slumbering 
  managed to liberate the Talons of Athuselah from the 
  Dire 
  Conclave 
  in 
  Westkeep’s 
  fetid 
  undercity. 
  Beginning at 8th level, Silent Ones may change self at 
  will. Silent Ones of 8th level or higher can see through 
  the change self effects of other Silent Ones using this 
  ability. 
   
  Spell Clone (Su): 
  Only the most experienced 
  Silent Ones can attempt a Spell Clone. By observing 
  the completed casting of a spell in their presence, the 
  Silent One attempts to determine the magical formulae 
  used by another caster and approximate it. Upon 
  observing a cast arcane spell and making a successful 
  Spellcraft check (DC 11 + the spell’s caster level), the 
  Silent One may cast the observed spell upon his next 
  action. The caster of the original spell must be within 
  30 ft. of the Silent One at the time of the original 
  casting. If the opportunity to cast the Spell Clone is not 
  taken upon the Silent One’s next action, the 
  opportunity is lost. Material components are not 
  required for a Spell Clone, but any experience point 
  cost must be spent by the Silent One. 
   
  A Silent One may Spell Clone up to 8 levels of 
  arcane spells per day. 
   
  Sorcerer Spells Known (6/8/7/7/7/7/6/6/6/4; base 
  DC = 15 + spell level): 0- arcane mark, dancing lights, detect 
  magic, detect poison, flare, disrupt undead, mage hand, 
  prestidigitation, read magic; 1st- charm person, comprehend 
  languages, detect secret doors, shield, unseen servant; 2nd-
  invisibility, knock, locate object, resist elements, see invisibility; 
  3rd-clairaudience/clairvoyance, dispel magic, fly, tongues; 4th-
  detect scrying, dimension door, emotion, scrying; 5th-contact 
  other plane, feeblemind, telekinesis, wall of force; 6th- analyse 
  dweomer, globe of invulnerability, true seeing; 7th-limited 
  wish, teleport without error, power word stun; 8th-discern 
  location, iron body, symbol; 9th- prismatic sphere, wish. 
   
  Possessions: +4 cloak of resistance, ring of blinking, ring 
  of spell turning, staff of frost (43 chgs.), +7 bracers of armour, 
  Nolzur’s marvellous pigments, wand of hold person (7 
  chgs.), wand of dispel magic (34 chgs), scroll of trap the soul. 
   
    
  
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  Page 39 
  APPENDIX THREE 
  APL 6 
  Encounter Five: The Occupied Tower 
  �Stirge (6): CR ½; Tiny Beast (1 ft. long); HD 1d10; hp 
  5; Init +4 (+4 Dex); Spd 10 ft., fly 40 ft. (average); AC 16 
  [touch 16, flat-footed 12] (+2 size, +4 Dex); Atks +6 
  melee (1d3-4, bite); Face/Reach 2 ½ ft. x 2 ½ ft./0 ft.; 
  SA Attach, blood drain; AL Neutral; SV Fort +2, Ref +6, 
  Will +1. Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +14; Weapon Finesse (Touch). 
   
  Attach (Ex): If a stirge hits it attaches itself to its 
  opponent’s body. While attached it is AC12.  
   
  Blood Drain (Ex): A stirge drains 1d4 points of 
  temporary Constitution damage each round when 
  attached. Once it has drained 4 points of Constitution it 
  detaches and flies off. 
   
  �Half-green dragon/stirge (3): CR 2; Tiny Beast (1 ft. 
  long); HD 1d12+1; hp 13; Init +4 (+4 Dex); Spd 10 ft., fly 
  40 ft. (average); AC 20 [touch 16, flat-footed 16] (+2 
  Size, +4 Dex, +4 natural); Atks +6 melee (1d3-4, touch) 
  or + 2 melee (1d3, bite), -3 melee (1d2, claw x8); 
  Face/Reach 2½ ft. x 2½ ft./0 ft.; SA Attach, blood drain, 
  breath weapon; SQ Immunities, low-light vision 60 ft., 
  darkvision 60 ft.; AL N; SV Fort +3, Ref +6, Will +1. Str 
  11, Dex 19, Con 12, Int 3, Wis 12, Cha 8. 
   
  Skill and Feats: Hide +14, Move Silently +3½; 
  Weapon Finesse (touch). 
   
  Attach (Ex): If a stirge hits with a touch attack it 
  attaches itself to its opponent’s body. While attached it 
  is AC 12.  
   
  Blood Drain (Ex): A stirge drains 1d4 points of 
  temporary Constitution damage each round when 
  attached. Once it has drained 4 points of Constitution it 
  detaches and flies off. 
   
  Breath Weapon (Su): Cone of gas, 30 ft., once per 
  day; damage 6d6, Reflex half DC 17.  
   
  Immunities: Green half-dragons are immune to 
  acid, sleep and paralysis effects. 
   
  Encounter Six: Staircase – Galap- Dreidel 
  Appears 
  �Galap-Dreidel: Male Human Exp20; CR 19; HD 
  20d6+2); hp 88; Init +1 (+1 Dex); Spd 30 ft.; AC 11; Atk 
  +15/+10/+5 melee (1d6, club); AL N; SV Fort +9, Ref +7, 
  Will +15; Str 10, Dex 12, Con 12, Int 24, Wis 12, Cha 16. 
   
  Skills and Feats: Alchemy +30, Concentration +12, 
  Decipher Script +30, Diplomacy +14, Innuendo +24, 
  Knowledge (arcana) +32, Knowledge (nobility) +9, 
  Knowledge (religion) +30, Knowledge (the planes) +32, 
  Listen +24, Scry +32, Spellcraft +32, Spot +24; Great 
  Fortitude, Iron Will, Quicken Spell, Silent Spell, Skill 
  Focus: Knowledge (arcana), Skill Focus: Knowledge 
  (the planes), Skill Focus: Scry, Skill Focus: Spellcraft. 
   
  Possessions: The Old Amulet. 
   
  Personality: Haughty, old-fashioned, rude. 
   
  �Galap-Dreidel’s Hound: CR 1; Medium-size Animal; 
  HD 2d8+14; hp 20; Init +2 (+2 Dex); Spd 40 ft.; AC 16 
  (+2 Dex, +4 natural); Atk +3 melee (1d6+3, bite); AL N; 
  SV Fort +5, Ref +5, Will +1; Str 15, Dex 15, Con 15, Int 
  2, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +5, Spot +5, Swim +5, 
  Wilderness Lore +1;  
   
  The growl of this hound is particularly deep and 
  foreboding. Some who have heard it have ascribed 
  magical affects to it, but this is far from proven. 
   
  Encounter Nine: The Chess Room 
  �6 HD Gargoyle (2): CR 5; Medium-size Magical Beast 
  (Earth); HD 6d10+24; hp 58; Init +2 (+2 Dex); Spd 45 ft., 
  fly 75 ft. (average); AC 16  (touch 12, flat-footed 14) [+2 
  Dex, +4 natural], Atk +8 melee (1d4, claw x2), +6 melee 
  (1d6, bite), +6 melee (1d6, gore); SQ Damage reduction 
  15/+1, freeze; AL CE; SV Fort +9, Ref +7, Will +1; Str 11, 
  Dex 14, Con 18, Int 6, Wis 11, Cha 7 
   
  Skills and Feats: Hide +9*, Listen +5, Spot +5; 
  Multiattack, Weapon Finesse (claw, bite, gore). 
   
  Languages: Common, Terran. 
   
  Freeze (Ex): A gargoyle can hold so still as to 
  appear as a statue. A successful Spot check (DC 20) 
  reveals the gargoyles true nature. 
   
  Skills: *Gargoyles receive a +8 racial bonus to Hide 
  checks when concealed against a background of 
  worked stone. 
   
  Possessions: One of the gargoyles is wearing a +1 
  amulet of mighty fists (determine randomly which one). 
   
  The Earth Level 
  �Sithenis: female medusa10/Drd2 of Obad-Hai CR 9; 
  Medium-Size Monstrous Humanoid; HD 6d8+12 plus 
  2d8+4; hp 55; Init +4 (+4 Dex); Spd 30 ft.; AC 17 (touch 
  14, flat-footed 13) (+4 Dex, +3 natural); Atk +7/+2 melee 
  (1d4 plus poison [1d6 Str/1d6 Str], snake-hair) or +7/+2 
  melee (1d6, quarterstaff) or +13/+8 ranged (1d6 [x3], 
  masterwork 
  shortbow); 
  SA 
  Snake-hair, 
  poison, 
  petrifying gaze; SQ Darkvision 60 ft., nature sense, 
  animal companion, woodland stride; AL NE; SV Fort 
  +7, Ref +9, Will +12; Str 11, Dex 18, Con 14, Int 14, Wis 
  19, Cha 17 
   
  Skills and Feats: Handle Animal +7, Hide +8, Listen 
  +9, Move Silently +8, Profession (farmer) +6, Spellcraft 
  +4, Spot +12, Wilderness Lore +10; Alertness, 
  Irresistible Gaze, Weapon Focus (shortbow). 
   
  Languages: Common. 
   
  Snakes: Sithenis has a snake-hair attack that is a 
  natural weapon. The snakes always attack as one unit 
  (the medusa cannot direct half of its snakes to attack 
  one creature and half another). 
   
  Poison (Ex): Sithenis’ snake attack injects the 
  target with poison (Fort DC 17). The poison deals 1d6 
  Str primary and secondary damage. 
  
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  Page 40 
   
  Petrifying Gaze (Su): Beginning at 6th level, a 
  medusa gains the ability to petrify targets with its gaze. 
  At 8th level its range extends to 30 feet, and the medusa 
  can use its gaze in this manner up to three times per 
  day as a. Targets of the gaze may resist with a Fortitude 
  save (DC 20). 
   
  Spells Prepared (4/3; base DC = 14 + spell level): 0- 
  create water, cure minor wounds, detect magic, mending; 1st- 
  cure light wounds, entangle, obscuring mist. 
   
  Possessions: Masterwork shortbow, 20 arrows, 
  traveller’s outfit, quarterstaff, greater amulet of woodland 
  stride. 
   
  �Monkey (20): CR 1/6; Tiny Animal; HD 1d8; hp 4; 
  Init +2 (+2 Dex); Spd 30 ft., Climb 30 ft.; AC 14 (touch 
  14, flat-footed 12); Atk  +4 melee (1d3-4, bite); 
  Face/Reach 2 ½ ft. by 2 ½ ft./0 ft.; AL N; SV Fort +2, 
  Ref +4, Will +1; Str 3, Dex 15, Con 10, Int 2, Wis 12, 
  Cha 5. 
   
  Skills and Feats: Balance +10, Climb +10, Hide +10; 
  Improved Evasion, Weapon Finesse (bite). 
   
  The Fire Level 
  �Kartur: male umbral fire giant13; CR 9; Large 
  Undead (Fire, Incorporeal); HD 10d12; hp 75; Init +0; 
  Spd 40 ft., fly 40 ft. (perfect); AC 11 (touch 11, flat-
  footed 11) (+1 deflection); Atk +7/+2 melee (1d8 
  Strength damage, incorporeal touch); Face/Reach 5 ft. 
  by 5 ft./10 ft.; SA Strength damage; SQ Fire subtype, 
  create spawn, darkvision 60 ft., incorporeal subtype, 
  turn resistance +2, undead traits; AL CE; SV Fort +7, 
  Ref +3, Will +4; Str -, Dex 11, Con -, Int 6, Wis 12, Cha 
  13. 
   
  Skills and Feats: Climb +8, Jump +7, Spot +12; 
  Cleave, Final Strike, Great Cleave, Power Attack. 
   
  Note: Kartur cannot use his Cleave, Great Cleave or 
  Power Attack feat. 
   
  Languages: Giant. 
   
  Strength Damage (Su): Kartur’s touch deals 1d8 
  temporary points of Strength damage to a living foe. A 
  creature reduced to Strength 0 by an umbral creature 
  dies.  
   
  Create Spawn (Su): Any aberration, animal, 
  dragon, giant, humanoid, magical beast or monstrous 
  humanoid reduced to Strength 0 by an umbral creature 
  rises as an umbral creature in 1d4 rounds. Such a spawn 
  is under the command of the umbral creature that 
  created it and remains enslaved until its master’s death. 
  The spawn does not possess any of the abilities it had in 
  life but gains the umbral creature template. An umbral 
  creature can control a number of spawn equal to its HD 
  x2. If it creates a spawn that causes it to exceed this 
  limit, the spawn longest under its control is released. 
   
  Fire Subtype (Ex): A fire giant is immune to fire 
  damage and takes a – 10 penalty  on saves against cold 
  attacks. If a cold attack does not allow a saving throw, 
  the creature takes double damage instead. 
   
  Incorporeal Subtype: An umbral creature can be 
  harmed only by other incorporeal creatures, +1 or 
  better magic weapons, spells and spell-like abilities and 
  supernatural abilities. The creature has a 50% chance to 
  ignore any damage from a corporeal source, except for 
  force effects or attacks made with ghost touch weapons. 
  An umbral creature can pass through solid objects, but 
  not force effects at will. Its attacks ignore natural 
  armour, armour and shields but deflection bonuses and 
  force effects work normally against them. An umbral 
  creature always moves silently and cannot be heard 
  with Listen checks if it doesn’t wish to be. 
   
  Turn Resistance (Ex): An umbral creature gains 
  turn resistance +2. 
   
  Undead Traits: An umbral creature is immune to 
  mind-affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects and any 
  effect that requires a Fortitude save unless it also works 
  on objects. It is not subject to critical hits, subdual 
  damage, ability damage, ability drain, energy drain or 
  death from massive damage. An umbral creature cannot 
  be raised and resurrection works only if it is willing. 
  The creature has darkvision (60-foot range). 
   
  Possessions: None. 
   
  The Air Level 
  �Forbitan: male human (Suel) Sor9/Sil10; CR 19; 
  Medium-sized humanoid; HD 9d4 plus 10d4; hp 61; 
  Init +3 (-1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 
  16 (touch 9, flat-footed 16); Atk +10/+5 melee (1d6+1, 
  quarterstaff); SA Spells, cancellation touch, spell clone; 
  SQ Summon familiar, +5 insight bonus to all saving 
  throws against spells and spell-like effects, identify, tap 
  the archive arcanum, rune of regulation, mask of 
  Cynmius; AL LN; SV Fort +10, Ref +11, Will +18; Str 13, 
  Dex 8, Con 11, Int 17, Wis 13, Cha 20. 
   
  Feats and Skills: Concentration +22, Diplomacy +7, 
  Gather Information +18, Knowledge (arcane) +25, 
  Knowledge (history) +13, Knowledge (religion) +13, 
  Scry +25, Search +7, Sense Motive +14, Spellcraft +25, 
  Spot +3, Swim +5; Craft Wand, Craft Wondrous Item, 
  Forge Ring, Heighten Spell, Improved Initiative, 
  Lighting Reflexes, Scribe Scroll, Silent Spell, Spell 
  Focus (Divination), Still Spell, 
   
  Languages: 
  Ancient 
  Oeridian, 
  Ancient 
  Suel, 
  Common, Draconic. 
   
  Tap the Archive Arcanum (Sp): A Silent One may 
  enter a meditative state to contact the Archive 
  Arcanum, 
  a 
  mysterious 
  psychic 
  repository 
  of 
  knowledge compiled since the earliest days of the 
  order. The enigmatic archivists speak in cryptic 
  phrasings, however, and an answer to a specific query is 
  seldom straightforward. This effect is identical to a 
  Silent, Still casting of legend lore, save that there is no 
  material component. As with a legend lore, physical 
  handling of an object related to the query makes for 
  speedier results. Entering the trance is a standard 
  action that may be used once per day. 
   
  Rune of Regulation (Sp): Once per day as a 
  standard action, a Silent One may trace a rune upon a 
  single magical item, nullifying all of that item’s magical 
  abilities until such time as the rune is removed. Such 
  runes of regulation, as they are known, are plainly 
  
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  Page 41 
  visible, and may be removed at will by any member of 
  the order (this is usually done only in the hidden 
  sanctums of the Lonely Tower). Like bestow curse, the 
  rune of regulation cannot be dispelled, but it can be 
  removed with a break enchantment, limited wish, miracle, 
  remove curse, or wish spell.  
   
  Cancellation Touch (Su): Once per day as a 
  standard action, a Silent One may drain the abilities of a 
  magical item by touch. The item touched gets a saving 
  throw (DC 19). If a creature is holding it at the time, 
  then the item can use the holder’s Will save bonus in 
  place of its own if the holder’s is better. 
   
  Mask of Cymius (Su): Sometimes, a Silent One 
  must use subterfuge to enter an enemy’s lair or escape 
  undetected from some theft of magical artifice. In these 
  cases, members of the order turn to the lessons of 
  Cymius, a great Silent One who during the Slumbering 
  managed to liberate the Talons of Athuselah from the 
  Dire 
  Conclave 
  in 
  Westkeep’s 
  fetid 
  undercity. 
  Beginning at 8th level, Silent Ones may change self at 
  will. Silent Ones of 8th level or higher can see through 
  the change self effects of other Silent Ones using this 
  ability. 
   
  Spell Clone (Su): 
  Only the most experienced 
  Silent Ones can attempt a Spell Clone. By observing 
  the completed casting of a spell in their presence, the 
  Silent One attempts to determine the magical formulae 
  used by another caster and approximate it. Upon 
  observing a cast arcane spell and making a successful 
  Spellcraft check (DC 11 + the spell’s caster level), the 
  Silent One may cast the observed spell upon his next 
  action. The caster of the original spell must be within 
  30 ft. of the Silent One at the time of the original 
  casting. If the opportunity to cast the Spell Clone is not 
  taken upon the Silent One’s next action, the 
  opportunity is lost. Material components are not 
  required for a Spell Clone, but any experience point 
  cost must be spent by the Silent One. 
   
  A Silent One may Spell Clone up to 8 levels of 
  arcane spells per day. 
   
  Sorcerer Spells Known (6/8/7/7/7/7/6/6/6/4; base 
  DC = 15 + spell level): 0- arcane mark, dancing lights, detect 
  magic, detect poison, flare, disrupt undead, mage hand, 
  prestidigitation, read magic; 1st- charm person, comprehend 
  languages, detect secret doors, shield, unseen servant; 2nd-
  invisibility, knock, locate object, resist elements, see invisibility; 
  3rd-clairaudience/clairvoyance, dispel magic, fly, tongues; 4th-
  detect scrying, dimension door, emotion, scrying; 5th-contact 
  other plane, feeblemind, telekinesis, wall of force; 6th- analyse 
  dweomer, globe of invulnerability, true seeing; 7th-limited 
  wish, teleport without error, power word stun; 8th-discern 
  location, iron body, symbol; 9th- prismatic sphere, wish. 
   
  Possessions: +4 cloak of resistance, ring of blinking, ring 
  of spell turning, staff of frost (43 chgs.), +7 bracers of armour, 
  Nolzur’s marvellous pigments, wand of hold person (7 
  chgs.), wand of dispel magic (34 chgs), scroll of trap the soul. 
  
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  Page 42 
  APPENDIX FOUR 
  APL 8 
  Encounter Five: The Occupied Tower 
  �Stirge (8): CR ½; Tiny Beast (1 ft. long); HD 1d10; hp 
  5; Init +4 (+4 Dex); Spd 10 ft., fly 40 ft. (average); AC 16 
  [touch 16, flat-footed 12] (+2 size, +4 Dex); Atks +6 
  melee (1d3-4, bite); Face/Reach 2 ½ ft. x 2 ½ ft./0 ft.; 
  SA Attach, blood drain; AL Neutral; SV Fort +2, Ref +6, 
  Will +1. Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +14; Weapon Finesse (Touch). 
   
  Attach (Ex): If a stirge hits it attaches itself to its 
  opponent’s body. While attached it is AC12.  
   
  Blood Drain (Ex): A stirge drains 1d4 points of 
  temporary Constitution damage each round when 
  attached. Once it has drained 4 points of Constitution it 
  detaches and flies off. 
   
  �Half-green dragon/stirge (4): CR 2; Tiny Beast (1 ft. 
  long); HD 1d12+1; hp 13; Init +4 (+4 Dex); Spd 10 ft., fly 
  40 ft. (average); AC 20 [touch 16, flat-footed 16] (+2 
  Size, +4 Dex, +4 natural); Atks +6 melee (1d3-4, touch) 
  or + 2 melee (1d3, bite), -3 melee (1d2, claw x8); 
  Face/Reach 2½ ft. x 2½ ft./0 ft.; SA Attach, blood drain, 
  breath weapon; SQ Immunities, low-light vision 60 ft., 
  darkvision 60 ft.; AL N; SV Fort +3, Ref +6, Will +1. Str 
  11, Dex 19, Con 12, Int 3, Wis 12, Cha 8. 
   
  Skill and Feats: Hide +14, Move Silently +3½; 
  Weapon Finesse (touch). 
   
  Attach (Ex): If a stirge hits with a touch attack it 
  attaches itself to its opponent’s body. While attached it 
  is AC 12.  
   
  Blood Drain (Ex): A stirge drains 1d4 points of 
  temporary Constitution damage each round when 
  attached. Once it has drained 4 points of Constitution it 
  detaches and flies off. 
   
  Breath Weapon (Su): Cone of gas, 30 ft., once per 
  day; damage 6d6, Reflex half DC 17.  
   
  Immunities: Green half-dragons are immune to 
  acid, sleep and paralysis effects. 
   
  Encounter Five: Staircase – Galap Dreidel 
  Appears 
  �Galap-Dreidel: Male Human Exp20; CR 19; HD 
  20d6+2); hp 88; Init +1 (+1 Dex); Spd 30 ft.; AC 11; Atk 
  +15/+10/+5 melee (1d6, club); AL N; SV Fort +9, Ref +7, 
  Will +15; Str 10, Dex 12, Con 12, Int 24, Wis 12, Cha 16. 
   
  Skills and Feats: Alchemy +30, Concentration +12, 
  Decipher Script +30, Diplomacy +14, Innuendo +24, 
  Knowledge (arcana) +32, Knowledge (nobility) +9, 
  Knowledge (religion) +30, Knowledge (the planes) +32, 
  Listen +24, Scry +32, Spellcraft +32, Spot +24; Great 
  Fortitude, Iron Will, Quicken Spell, Silent Spell, Skill 
  Focus: Knowledge (arcana), Skill Focus: Knowledge 
  (the planes), Skill Focus: Scry, Skill Focus: Spellcraft. 
   
  Possessions: The Old Amulet. 
   
  Personality: Haughty, old-fashioned, rude. 
   
  �Galap-Dreidel’s Hound: CR 1; Medium-size Animal; 
  HD 2d8+14; hp 20; Init +2 (+2 Dex); Spd 40 ft.; AC 16 
  (+2 Dex, +4 natural); Atk +3 melee (1d6+3, bite); AL N; 
  SV Fort +5, Ref +5, Will +1; Str 15, Dex 15, Con 15, Int 
  2, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +5, Spot +5, Swim +5, 
  Wilderness Lore +1;  
   
  The growl of this hound is particularly deep and 
  foreboding. Some who have heard it have ascribed 
  magical affects to it, but this is far from proven. 
   
  Encounter Nine: The Chess Room 
  �8 HD Gargoyle (2): CR 6; Large Magical Beast 
  (Earth); HD 8d10+48; hp 94; Init +5 (+1 Dex, +4 
  Improved Initiative); Spd 45 ft., fly 75 ft. (average); AC 
  17  (touch 11, flat-footed 16) [+1 Dex, +6 natural], Atk 
  +13 melee (1d6+4, claw x2), +11 melee (1d8+2, bite), 
  +11 melee (1d8+2, gore); Face/Reach 5 ft. by 5 ft./10 ft.; 
  SQ Damage reduction 15/+1, freeze; AL CE; SV Fort 
  +12, Ref +7, Will +1; Str 19, Dex 12, Con 22, Int 6, Wis 
  11, Cha 7 
   
  Skills and Feats: Hide +8*, Listen +6, Spot +6; 
  Improved Initiative, Multiattack, Weapon Finesse 
  (claw, bite, gore). 
   
  Languages: Common, Terran. 
   
  Freeze (Ex): A gargoyle can hold so still as to 
  appear as a statue. A successful Spot check (DC 20) 
  reveals the gargoyles true nature. 
   
  Skills: *Gargoyles receive a +8 racial bonus to Hide 
  checks when concealed against a background of 
  worked stone. 
   
  Possessions: One of the gargoyles is wearing a +1 
  amulet of mighty fists (determine randomly which one). 
   
  The Earth Level 
  �Sithenis: female medusa10/Drd4 of Obad-Hai CR 11; 
  Medium-Size Monstrous Humanoid; HD 6d8+12 plus 
  4d8+8; hp 69; Init +4 (+4 Dex); Spd 30 ft.; AC 17 (touch 
  14, flat-footed 13) (+4 Dex, +3 natural); Atk +9/+4 melee 
  (1d4 plus poison [1d6 Str/1d6 Str], snake-hair) or +9/+4 
  melee (1d6, quarterstaff) or +15/+10 ranged (1d6 [x3], 
  masterwork 
  shortbow); 
  SA 
  Snake-hair, 
  poison, 
  petrifying gaze; SQ Darkvision 60 ft., nature sense, 
  animal companion, woodland stride, trackless step, 
  resist nature’s lure; AL NE; SV Fort +8, Ref +12, Will 
  +14; Str 11, Dex 18, Con 14, Int 14, Wis 20, Cha 17 
   
  Skills and Feats: Concentration +8, Handle Animal 
  +7, Hide +8, Listen +10, Move Silently +8, Profession 
  (farmer) +7, Spellcraft +8, Spot +13, Wilderness Lore 
  +13; Alertness, Irresistible Gaze, Lightning Reflexes, 
  Weapon Focus (shortbow). 
   
  Languages: Common. 
   
  Snakes: Sithenis has a snake-hair attack that is a 
  natural weapon. The snakes always attack as one unit 
  
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  Page 43 
  (the medusa cannot direct half of its snakes to attack 
  one creature and half another). 
   
  Poison (Ex): Sithenis’ snake attack injects the 
  target with poison (Fort DC 17). The poison deals 1d6 
  Str primary and secondary damage. 
   
  Petrifying Gaze (Su): Beginning at 6th level, a 
  medusa gains the ability to petrify targets with its gaze. 
  At 8th level its range extends to 30 feet, and the medusa 
  can use its gaze in this manner up to three times per 
  day as a. Targets of the gaze may resist with a Fortitude 
  save (DC 20). 
   
  Spells Prepared (5/4/3; base DC = 14 + spell level): 0- 
  create water [2], cure minor wounds, detect magic, mending; 
  1st- cure light wounds, entangle [2], obscuring mist; 2nd-charm 
  person or animal, lesser restoration, warp wood. 
   
  Possessions: Masterwork shortbow, 20 arrows, 
  traveller’s outfit, quarterstaff, greater amulet of woodland 
  stride. 
   
  �Monkey (20): CR 1/6; Tiny Animal; HD 1d8; hp 4; 
  Init +2 (+2 Dex); Spd 30 ft., Climb 30 ft.; AC 14 (touch 
  14, flat-footed 12); Atk  +4 melee (1d3-4, bite); 
  Face/Reach 2 ½ ft. by 2 ½ ft./0 ft.; AL N; SV Fort +2, 
  Ref +4, Will +1; Str 3, Dex 15, Con 10, Int 2, Wis 12, 
  Cha 5. 
   
  Skills and Feats: Balance +10, Climb +10, Hide +10; 
  Improved Evasion, Weapon Finesse (bite). 
   
  The Fire Level 
  �Kartur: male umbral fire giant13; CR 9; Large 
  Undead (Fire, Incorporeal); HD 10d12; hp 75; Init +0; 
  Spd 40 ft., fly 40 ft. (perfect); AC 11 (touch 11, flat-
  footed 11) (+1 deflection); Atk +7/+2 melee (1d8 
  Strength damage, incorporeal touch); Face/Reach 5 ft. 
  by 5 ft./10 ft.; SA Strength damage; SQ Fire subtype, 
  create spawn, darkvision 60 ft., incorporeal subtype, 
  turn resistance +2, undead traits; AL CE; SV Fort +7, 
  Ref +3, Will +4; Str -, Dex 11, Con -, Int 6, Wis 12, Cha 
  13. 
   
  Skills and Feats: Climb +8, Jump +7, Spot +12; 
  Cleave, Final Strike, Great Cleave, Power Attack. 
   
  Note: Kartur cannot use his Cleave, Great Cleave or 
  Power Attack feat. 
   
  Languages: Giant. 
   
  Strength Damage (Su): Kartur’s touch deals 1d8 
  temporary points of Strength damage to a living foe. A 
  creature reduced to Strength 0 by an umbral creature 
  dies.  
   
  Create Spawn (Su): Any aberration, animal, 
  dragon, giant, humanoid, magical beast or monstrous 
  humanoid reduced to Strength 0 by an umbral creature 
  rises as an umbral creature in 1d4 rounds. Such a spawn 
  is under the command of the umbral creature that 
  created it and remains enslaved until its master’s death. 
  The spawn does not possess any of the abilities it had in 
  life but gains the umbral creature template. An umbral 
  creature can control a number of spawn equal to its HD 
  x2. If it creates a spawn that causes it to exceed this 
  limit, the spawn longest under its control is released. 
   
  Fire Subtype (Ex): A fire giant is immune to fire 
  damage and takes a – 10 penalty  on saves against cold 
  attacks. If a cold attack does not allow a saving throw, 
  the creature takes double damage instead. 
   
  Incorporeal Subtype: An umbral creature can be 
  harmed only by other incorporeal creatures, +1 or 
  better magic weapons, spells and spell-like abilities and 
  supernatural abilities. The creature has a 50% chance to 
  ignore any damage from a corporeal source, except for 
  force effects or attacks made with ghost touch weapons. 
  An umbral creature can pass through solid objects, but 
  not force effects at will. Its attacks ignore natural 
  armour, armour and shields but deflection bonuses and 
  force effects work normally against them. An umbral 
  creature always moves silently and cannot be heard 
  with Listen checks if it doesn’t wish to be. 
   
  Turn Resistance (Ex): An umbral creature gains 
  turn resistance +2. 
   
  Undead Traits: An umbral creature is immune to 
  mind-affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects and any 
  effect that requires a Fortitude save unless it also works 
  on objects. It is not subject to critical hits, subdual 
  damage, ability damage, ability drain, energy drain or 
  death from massive damage. An umbral creature cannot 
  be raised and resurrection works only if it is willing. 
  The creature has darkvision (60-foot range). 
   
  Possessions: None. 
   
  The Air Level 
  �Forbitan: male human (Suel) Sor9/Sil10; CR 19; 
  Medium-sized humanoid; HD 9d4 plus 10d4; hp 61; 
  Init +3 (-1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 
  16 (touch 9, flat-footed 16); Atk +10/+5 melee (1d6+1, 
  quarterstaff); SA Spells, cancellation touch, spell clone; 
  SQ Summon familiar, +5 insight bonus to all saving 
  throws against spells and spell-like effects, identify, tap 
  the archive arcanum, rune of regulation, mask of 
  Cynmius; AL LN; SV Fort +10, Ref +11, Will +18; Str 13, 
  Dex 8, Con 11, Int 17, Wis 13, Cha 20. 
   
  Feats and Skills: Concentration +22, Diplomacy +7, 
  Gather Information +18, Knowledge (arcane) +25, 
  Knowledge (history) +13, Knowledge (religion) +13, 
  Scry +25, Search +7, Sense Motive +14, Spellcraft +25, 
  Spot +3, Swim +5; Craft Wand, Craft Wondrous Item, 
  Forge Ring, Heighten Spell, Improved Initiative, 
  Lighting Reflexes, Scribe Scroll, Silent Spell, Spell 
  Focus (Divination), Still Spell, 
   
  Languages: 
  Ancient 
  Oeridian, 
  Ancient 
  Suel, 
  Common, Draconic. 
   
  Tap the Archive Arcanum (Sp): A Silent One may 
  enter a meditative state to contact the Archive 
  Arcanum, 
  a 
  mysterious 
  psychic 
  repository 
  of 
  knowledge compiled since the earliest days of the 
  order. The enigmatic archivists speak in cryptic 
  phrasings, however, and an answer to a specific query is 
  seldom straightforward. This effect is identical to a 
  Silent, Still casting of legend lore, save that there is no 
  material component. As with a legend lore, physical 
  handling of an object related to the query makes for 
  
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  Page 44 
  speedier results. Entering the trance is a standard 
  action that may be used once per day. 
   
  Rune of Regulation (Sp): Once per day as a 
  standard action, a Silent One may trace a rune upon a 
  single magical item, nullifying all of that item’s magical 
  abilities until such time as the rune is removed. Such 
  runes of regulation, as they are known, are plainly 
  visible, and may be removed at will by any member of 
  the order (this is usually done only in the hidden 
  sanctums of the Lonely Tower). Like bestow curse, the 
  rune of regulation cannot be dispelled, but it can be 
  removed with a break enchantment, limited wish, miracle, 
  remove curse, or wish spell.  
   
  Cancellation Touch (Su): Once per day as a 
  standard action, a Silent One may drain the abilities of a 
  magical item by touch. The item touched gets a saving 
  throw (DC 19). If a creature is holding it at the time, 
  then the item can use the holder’s Will save bonus in 
  place of its own if the holder’s is better. 
   
  Mask of Cymius (Su): Sometimes, a Silent One 
  must use subterfuge to enter an enemy’s lair or escape 
  undetected from some theft of magical artifice. In these 
  cases, members of the order turn to the lessons of 
  Cymius, a great Silent One who during the Slumbering 
  managed to liberate the Talons of Athuselah from the 
  Dire 
  Conclave 
  in 
  Westkeep’s 
  fetid 
  undercity. 
  Beginning at 8th level, Silent Ones may change self at 
  will. Silent Ones of 8th level or higher can see through 
  the change self effects of other Silent Ones using this 
  ability. 
   
  Spell Clone (Su): 
  Only the most experienced 
  Silent Ones can attempt a Spell Clone. By observing 
  the completed casting of a spell in their presence, the 
  Silent One attempts to determine the magical formulae 
  used by another caster and approximate it. Upon 
  observing a cast arcane spell and making a successful 
  Spellcraft check (DC 11 + the spell’s caster level), the 
  Silent One may cast the observed spell upon his next 
  action. The caster of the original spell must be within 
  30 ft. of the Silent One at the time of the original 
  casting. If the opportunity to cast the Spell Clone is not 
  taken upon the Silent One’s next action, the 
  opportunity is lost. Material components are not 
  required for a Spell Clone, but any experience point 
  cost must be spent by the Silent One. 
   
  A Silent One may Spell Clone up to 8 levels of 
  arcane spells per day. 
   
  Sorcerer Spells Known (6/8/7/7/7/7/6/6/6/4; base 
  DC = 15 + spell level): 0- arcane mark, dancing lights, detect 
  magic, detect poison, flare, disrupt undead, mage hand, 
  prestidigitation, read magic; 1st- charm person, comprehend 
  languages, detect secret doors, shield, unseen servant; 2nd-
  invisibility, knock, locate object, resist elements, see invisibility; 
  3rd-clairaudience/clairvoyance, dispel magic, fly, tongues; 4th-
  detect scrying, dimension door, emotion, scrying; 5th-contact 
  other plane, feeblemind, telekinesis, wall of force; 6th- analyse 
  dweomer, globe of invulnerability, true seeing; 7th-limited 
  wish, teleport without error, power word stun; 8th-discern 
  location, iron body, symbol; 9th- prismatic sphere, wish. 
   
  Possessions: +4 cloak of resistance, ring of blinking, ring 
  of spell turning, staff of frost (43 chgs.), +7 bracers of armour, 
  Nolzur’s marvellous pigments, wand of hold person (7 
  chgs.), wand of dispel magic (34 chgs), scroll of trap the soul. 
  
  Return to the Ghost Tower of Inverness 
   
  Page 45 
  APPENDIX FIVE 
  NEW RULES 
  New Feats 
  Ability Focus [General] 
  As presented in Savage Species, page 30. 
   
  Choose one of your special attacks. This attack becomes 
  more potent than normal 
   
  Prerequisite: Special Attack. 
   
  Benefits: Add +2 to the DC for all saving throws 
  against the special attack on which you focus. 
   
  Special: You can gain this feat multiple times. Its 
  effects do not stack. Each time you take this feat, it applies 
  to a new special attack. 
   
  Final Strike [Monstrous] 
  As presented in Savage Species, page 34. 
   
  Your death throes are destructive 
   
  Prerequisite: Acid, air, cold, earth, electricity, fire or 
  water subtype. 
   
  Benefit: When you are killed (that is, when your hit 
  points drop to –10 or lower), your body explodes in a final 
  strike – a blast of elemental destruction – according to the 
  table below. Everything within 60 feet is subject to the 
  effect. You final strike deals 1d6 points of damage per Hit 
  Die, up to a maximum of 20d6. Each creature in the area 
  may make a successful Reflex save (DC 10 + ½ your Hit 
  Dice + y our Con modifier) to halve the damage dealt. The 
  blast also has a secondary effect, which can be reduced or 
  negated (as shown on the table below) by a second 
  successive save of the type indicated (same DC as the save 
  against the primary damage). 
   
  Subtype 
  Primary Damage 
  Secondary Damage 
  Acid 
  Acid 
  Blindness for 2d4 rounds, 
  Fortitude negates 
  Air 
  Blast 
  of 
  wind 
  (Bludgeoning damage) 
  Destructive harmonics (1d6 
  sonic damage per 2 Hit Dice; 
  Reflex half) 
  Cold 
  Cold 
  Ice 
  shards 
  (1d6 
  piercing 
  damage per 2 Hit Dice; Reflex 
  half) 
  Earth 
  Blast of rock shards 
  Earthquake (as spell, Reflex 
  save according to effect) 
  Electricity 
  Lightning  
  Thunderclap 
  (1d6 
  sonic 
  damage per 2 Hit Dice, stun 
  for 1 round, deafen for 4d6 
  rounds; Reflex half and no 
  deafness) 
  Fire 
  Fire 
  Light blast (1d6 damage per 2 
  Hit Dice; Reflex half 
  Water 
  Blast 
  of 
  water 
  (bludgeoning damage) 
  Drench 
  (extinguish 
  nonmagical fire automatically, 
  or magical fire as dispel magic 
  cast by a sorcerer whose level 
  equals your Hit Dice total) 
   
   
  Special: A final strike renders your corpse unsuitable 
  for raise dead or resurrection spells. Only true resurrection, 
  miracle or wish can restore life. 
   
   
  Irresistible Gaze [Monstrous] 
  As presented in Savage Species, page 37. 
   
  Your gaze attack is more potent than normal 
   
  Prerequisite: Gaze attack. 
   
  Benefit: Add +2 to the DC of all saving throws 
  against your gaze attack. 
   
  Special: The benefit of this feat stacks with the 
  benefit provided by the Ability Focus feat. 
   
  New Magic Items 
  Amulet of Mighty Fists 
  As presented in Sword and Fist, page 77. 
   
  This amulet grants an enhancement bonus of +1 to +5 
  to attack and damage rolls with unarmed attacks. 
   
  Caster Level: 5th; Prerequisites: Craft Wondrous Item, 
  magic fang, caster must be of a level three times that of 
  the bonus of the amulet; Market Price: 6,000 gp (amulet 
  +1); 24,000 gp (amulet +2); 54,000 gp (amulet +3); 
  96,000 gp (amulet +4); or 150,000 gp (amulet +5) 
   
  Amulet of Woodland Stride 
  This amulet allows the individual wearing it to cast pass 
  without trace once per day as a 1st level druid. This is a 
  command word item requiring the wearer to say the 
  word “shalm.” 
   
  Caster Level: 1st; Prerequisites: Craft Wondrous Item, 
  pass without trace; Market Price: 900 gp. 
   
  Greater Amulet of Woodland Stride 
  This amulet allows the individual wearing it to cast pass 
  without trace once per day as a 1st level druid. This is a 
  command word item requiring the wearer to say the 
  word “shalm.” Greater versions of this amulet also grant 
  the wearer the ability to cast tree shape once per day as a 
  3rd level druid. 
   
  Caster Level: 3rd; Prerequisites: Craft Wondrous Item, 
  pass without trace, tree shape; Market Price: 3,600 gp. 
   
  New Templates 
  Umbral Creatures 
  As presented in Savage Species, pages 134 –135. 
   
  Umbral creatures are, like shadows, creatures of living 
  darkness. They hate life and light with equal fervour. 
  Their touch bestows the painful chill of non-existence, 
  making then very dangerous opponents. 
   
  An umbral creature looks like a shadowy version 
  of a material creature, and it may easily be mistaken for 
  a living creature from the Plane of Shadow. Umbral 
  creatures are difficult to see in dark or gloomy areas, 
  but they stand out starkly in brightly illuminated 
  places. 
  
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  Page 46 
   
  Natural enemies of all that live, umbral creatures are 
  aggressive and predatory. They are quick to strike and 
  make short work of those unprepared to deal with them. 
   
  Umbral creatures speak whatever languages they 
  spoke in life. 
   
  Creating an Umbral Creature 
  “Umbral creature” is an acquired template that can be 
  added to any aberration, animal, dragon, giant, humanoid, 
  magical beast or monstrous humanoid. The creature 
  (referred to hereafter as the base creature) must have a 
  Charisma score of at least 8. An umbral creature has all 
  the base creature’s characteristics except as noted here: 
   
  Size and Type: The creature’s type changes to undead 
  and it takes the incorporeal subtype. 
   
  Hit Dice: All the base creature’s Hit Dice change to 
  d12s. 
   
  Speed: The creature gains a fly speed of 40 feet if it 
  did not already have a faster fly speed and its 
  manoeuvrability becomes perfect. 
   
  AC: The creature loses it natural armour bonus but 
  gains a deflection bonus equal to its Charisma modifier or 
  +1 whichever is greater. 
   
  Attacks: The creature loses all its attacks and gains an 
  incorporeal touch attack. 
   
  Damage: An umbral creature’s incorporeal touch 
  attack deals Strength damage based on the creature’s size, 
  according to the table below. 
   
  Special Attacks: An umbral creature loses the base 
  creature’s special attacks and gains the special attack of 
  Strength damage, described below: 
   
  Strength Damage (Su): the touch of an umbral creature 
  deals 1d6 temporary points of Strength damage to a living 
  foe. A creature reduced to Strength 0 by an umbral 
  creature dies.  
   
  Size 
  Damage 
  Size 
  Damage 
  Fine 
  1 
  Large 
  1d8 
  Diminutive 
  1d2 
  Huge 
  2d6 
  Tiny 
  1d3 
  Gargantuan 
  2d8 
  Small 
  1d4 
  Colossal 
  4d6 
  Medium-size 
  1d6 
   
   
   
  Special Qualities: An umbral creature gains the four 
  special qualities described below: 
   
  Create Spawn (Su): Any aberration, animal, dragon, 
  giant, humanoid, magical beast or monstrous humanoid 
  reduced to Strength 0 by an umbral creature rises as an 
  umbral creature in 1d4 rounds. Such a spawn is under the 
  command of the umbral creature that created it and 
  remains enslaved until its master’s death. The spawn does 
  not possess any of the abilities it had in life but gains the 
  umbral creature template. 
   
  An umbral creature can control a number of spawn 
  equal to its HD x2. If it creates a spawn that causes it to 
  exceed this limit, the spawn longest under its control is 
  released. 
   
  Incorporeal Subtype: An umbral creature can be 
  harmed only by other incorporeal creatures, +1 or 
  better magic weapons, spells and spell-like abilities and 
  supernatural abilities. The creature has a 50% chance to 
  ignore any damage from a corporeal source, except for 
  force effects or attacks made with ghost touch weapons. 
  An umbral creature can pass through solid objects, but 
  not force effects at will. Its attacks ignore natural 
  armour, armour and shields but deflection bonuses and 
  force effects work normally against them. An umbral 
  creature always moves silently and cannot be heard 
  with Listen checks if it doesn’t wish to be. 
   
  Turn Resistance (Ex): An umbral creature gains turn 
  resistance +2. 
   
  Undead Traits: An umbral creature is immune to 
  mind-affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects and any 
  effect that requires a Fortitude save unless it also works 
  on objects. It is not subject to critical hits, subdual 
  damage, ability damage, ability drain, energy drain or 
  death from massive damage. An umbral creature cannot 
  be raised and resurrection works only if it is willing. 
  The creature has darkvision (60-foot range). 
   
  Abilities: +2 Dex, -4 Int (minimum 2), +2 Wis, +2 
  Cha. As an incorporeal undead, an umbral creature has 
  no Strength or Constitution score. 
   
  Climate/Terrain: Any land and underground 
   
  Organization: Solitary, pair, gang (3-4) or swarm 
  (6-11) 
   
  Challenge Rating: Base creature’s +3 
   
  Treasure: None 
   
  Alignment: Always chaotic evil. 
   
  Level Adjustment: +5 
   
  Umbral Characters 
  Umbral characters with class levels are rare due to their 
  low Intelligence. Those that do manage to attain class 
  levels usually take a relatively simple class, such as 
  barbarian or fighter. A few multiclass as rogues for their 
  class abilities (their incorporeal nature allows them to 
  Move Silently and Hide without those rogue class 
  skills). Their preferred class is fighter. 
   
   
  Level 
  Hit 
  Dice 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Skill Points
  CR
  Special
  1st 
  1d8 
  +1 
  +0 
  +2 
  +2 
  (2 x Int mod) x4 
  1 
  Feat, snakes 1d4, poison (1 Str, 2 Str) 
  2nd 
  2d8 
  +2 
  +0 
  +2 
  +3 
  2 + Int mod 
  1 
  +2 Int, +1 natural armour 
  3rd 
  2d8 
  +2 
  +0 
  +3 
  +3 
  - 
  1 
  +2 Con 
  4th 
  3d8 
  +3 
  +1 
  +3 
  +3 
  2 + Int mod 
  2 
  Feat, snakes 1d4, poison (1d4 Str, 2d4 Str) 
  5th 
  3d8 
  +3 
  +1 
  +3 
  +3 
  - 
  2 
  +2 Dex, +2 natural armour 
  6th 
  4d8 
  +4 
  +1 
  +4 
  +4 
  2 + Int mod 
  3 
  Petrifying gaze (1/day, active, 10 feet 
  7th 
  4d8 
  +4 
  +1 
  +4 
  +4 
  - 
  4 
  +2 Wis, +3 natural armour 
  8th 
  5d8 
  +5 
  +1 
  +4 
  +4 
  2 + Int mod 
  5 
  Petrifying gaze (3/day, active, 30 feet) 
  9th 
  5d8 
  +5 
  +1 
  +4 
  +4 
  - 
  6 
  +2 Cha, poison (1d6 Str, 2d6 Str) 
  10th 
  6d8 
  +6/+1 
  +2 
  +5 
  +5 
  2 + Int mod 
  7 
  Feat, petrifying gaze (unlimited, standard, 30 feet 
  
  Return to the Ghost Tower of Inverness 
   
  Page 47 
  New Classes 
  Medusa 
  As presented in Savage Species, pages 184-185. 
   
  Monstrous Humanoid 
  Whether the image of this snake-haired being emerges 
  from literary description, the imagination, or from a 
  fantasy film, the idea of a creature that can turn a human 
  into unmoving stone with a glance is terrifying. What if a 
  player character could threaten the denizens of a dungeon 
  or the enemy within a foreign keep with a petrifying 
  countenance? The troubling side of playing a medusa 
  character is that unless the medusa’s face is concealed (in 
  which case the medusa suffers from all the consequences 
  of blindness), its allies risk becoming realistic sculptures.
   
   
   
  The important question in building the medusa 
  monster class is where to place its petrifying gaze. Since it 
  is the most important feature of the class, and the most 
  likely to present game balance concerns to a Dungeon 
  Master, the gaze lies close to the top of the range. At lower 
  levels, the medusa must make do with ability score 
  increases, natural armour and poisonous snakes. The 
  snakes deal Strength damage, a relatively weak poison 
  that doesn’t upset game balance. At higher levels, the 
  medusa’s poison grows in efficiency, eventually becoming 
  powerful enough to debilitate a strong warrior with a 
  single snake’s attack. Eventually, the monster class at its 
  highest level offers the medusa the power to control its 
  gaze attacks so it strikes down foes, not friends. 
   
  Racial Traits 
  � Starting Ability Score Adjustments: +2 Dex, +2 
  Cha. Medusas are quick and have a strong sense 
  of self. 
  � Speed: Medusa land speed is 30 feet. 
  � Darkvision: Medusas can see in the dark up to 60 
  feet. 
  � Automatic Languages: Common 
  � Favoured Class: Medusa. The best multiclassing 
  choice for a medusa is fighter, but its high 
  Charisma and gaze attacks make it better suited 
  for some class that does not put the character on 
  the front line of the war, such as bard or 
  sorcerer. 
   
  Class Skills 
  The medusa’s class skills (and the key ability for each 
  skill) are Bluff (Cha), Craft (Int), Disguise (Cha), Move 
  Silently (dex), Profession (Wis) and Spot (Wis). 
   
  Class Features 
  All of the following are class features of the medusa 
  monster class: 
   
  Weapon and Armour Proficiency: Medusas are 
  proficient with all simple weapons and with shortbows 
  but not with armour or shields. 
   
  Feats: A medusa receives two feats at 1st level and 
  additional ones at 4th and 10th level. After 10th level it 
  gains feats normally according to its character level, as 
  shown on Table 2-5: Experience and Level Dependant-
  Benefits. 
   
  Snakes: The medusa has a snake-hair attack that is 
  a natural weapon dealing the indicated damage plus ½ 
  Strength bonus. The snakes always attack as one unit 
  (the medusa cannot direct half of its snakes to attack 
  one creature and half another). 
   
  Poison (Ex): A medusa’s snake attack injects the 
  target with poison (Fort DC 10 +1/2 medusa’s HD from 
  class levels + medusa’s Con modifier). The poison deals 
  the indicated primary and secondary damage. 
   
  Petrifying Gaze (Su): Beginning at 6th level, a 
  medusa gains the ability to petrify targets with its gaze. 
  Unlike a fully developed gaze attack, a young medusa 
  can use this ability only once per day and can only use 
  it as an active attack against a single target within 10 
  feet. At 8th level its range extends to 30 feet, and the 
  medusa can use its gaze in this manner up to three 
  times per day. At 10th level its gaze attack fully matures, 
  and it can use it at will. Targets of the gaze may resist 
  with a Fortitude save (DC 10 + ½ medusa’s HD from 
  class levels + medusa’s Cha modifier). 
   
  Fire Giant 
  Giant (Fire) 
  As presented in Savage Species, pages 167 – 168. 
   
  Of great size and physical strength, the fire giants are 
  the most military-minded of all evil giants and the most 
  likely to use quality weapons and armour. Raised in a 
  strict hierarchy of family and clan status, fire giants are 
  used to taking orders and can fit in quite well with a 
  group of adventurers once they have established their 
  place in the pecking order. Fire giants can withstand 
  ballista bolts and powerful fireballs without flinching, 
  and toughest ones have been known to singly take on 
  dragons of their own sizr and live to talk about it. 
   
  Fire giants have few special abilities. Their fire 
  immunity takes effect early, leaving only reach and the 
  ability to throw rocks as ranged weapons, neither of 
  which is particularly unusual for creatures of their size 
  and Hit Dice. The Hit Dice and ability scores increase 
  from level 1 to the final ECL of 19. Fire giants are so 
  strong and tough that they have an ability score 
  increase at almost every level, which makes a giant 
  attractive even though it doesn’t gain the feats or 
  special abilities of a fighter or other martial class. 
   
  Racial Traits 
  � Starting Ability Score Adjustments: +4 Str. 
  Fire giants are very strong and become even 
  stronger as they mature. 
  � Speed: Fire giant land speed is 40 feet. 
  � Darkvision: Fire giants can see in the dark up 
  to 60 feet. 
  � Automatic Languages: Common, Giant 
  � Favoured 
  Class: 
  Fire 
  Giant. 
  The 
  best 
  multiclassing choice for a fire giant is fighter. 
  
  Return to the Ghost Tower of Inverness 
   
  Page 48 
  � Patron Deity: Surtur, deity of all fire giants. Most 
  fire giants that multiclass as clerics worship 
  Surtur, a fire giant of immense size with a sword 
  of flame, and choose two domains from this list 
  (Evil, Law, Trickery and War). 
   
  Class Skills 
  The fire giant’s class skills (and the key ability for each 
  skill) are Climb (Str), Craft (Int), Jump (Str), Profession 
  (Wis) and Spot (Wis). 
   
  On reaching large size, a giant takes a –4 size penalty 
  on Hide checks. 
   
  Class Features 
  All of the following are class features of the fire giant 
  monster class: 
   
  Weapon and Armour Proficiency: Fire giants are 
  proficient with all simple and martial weapons, with light 
  and medium armour and with shields. 
   
  Feats: A fire giant receives one feat at 1st level and 
  additional ones at 3rd, 8th, 12th, 15th and 19th level. After 
  19th level it gains feats normally according to its character 
  level as shown on Table 2-5: Experience and Level-
  Dependant Benefits. 
   
  Fire Subtype (Ex): A fire giant is immune to fire 
  damage and takes a –10 penalty on saves against cold 
  attacks. If a cold attack does not allow a saving throw, the 
  creature takes double damage instead. 
   
  Rock Throwing (Ex): Fire giants have a +1 racial 
  bonus on attack rolls when throwing rocks. A giant can 
  throw a rock for the indicated damage plus Strength 
  bonus. A rock’s maximum range is five range increments. 
   
  Rock Catching (Ex): A fire giant can catch Small, 
  Medium-size or Large rocks (or similar projectiles). Once 
  per round, a fire giant that would normally be hit by a 
  rock can make a Reflex save to catch it as a free action. 
  The DC is 15 for a Small rock, 20 for a Medium-size one, 
  and 25 for a Large one. (If the projectile has a magical 
  bonus to attack the DC increases by that amount). The 
  giant must be ready for and aware of the attack. 
   
  New Creatures 
  Sanctioned version of Presence here 
   
  Shadow Dragon 
  From Monsters of Faerun, pages 42-44 
   
  Dragon (Shadow) 
  Organisation: Wyrmling, very young, young, juvenile 
  and young adult: solitary or clutch (2-5); adult, amture 
  adult, old, very dold, ancient, wyrm or great wyrm: 
  solitary, pair or family (1-2 and 2-5 offspring) 
  Challenge Rating: Wyrmling 2; very young 3; young 5; 
  juvenile 7; young adult 10; adult 12; mature adult 15; 
  old 17; very old 18; ancient 20; wyrm 21; great wyrm 23 
  Treasure: Double standard 
  Alignment: Always chaotic evil 
  Advancement: Wyrmling 5-6 HD (Tiny); very young 8-
  9 HD (Small); young 11-20 HD (Small); juvenile 14-15 
  HD (Medium-size); young adult 17-18 HD (Medium-
  size); adult 20-21 HD (large); mature adult 23-24 HD 
  (Large_; old 26-27 HD (Huge); very old 29-30 HD 
  (huge); ancient 32-33HD (Huge); wyrm 35-36 HD 
  (Gargantuan); great wyrm 38+ HD (Gargantuan) 
   
  Shadow dragons are sly and devious creatures with ties 
  to the Plane of Shadow. 
   
  Shadow dragons have translucent scales and dark 
  bodies, giving them an indistinct appearance – from a 
  distance, they seem to be nothing but a foreboding 
  mass of shadows. 
   
  Combat 
  Shadow dragons prefer to attack from hiding, 
  employing their shadow blend abilty. They use illusion 
  spells to confuse and misdirect their foes. 
   
  Breath Weapon (Su): A shadow dragon’s breath 
  weapon is a cone of billowing, smoky shadows with an 
  energy drain effect. Creatures within the cone gain the 
  number of negative levels shown on the accompanying 
  Level 
  Hit 
  Dice 
  Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will Save
  Skill Points
  CR
  Special
  1st 
  1d8 
  +0 
  +2 
  +0 
  +0 
  (2+Int mod) 
  x4 
  1 
  Fire subtype, Feat, +2 natural armour 
  2nd 
  2d8 
  +1 
  +3 
  +0 
  +0 
  2 + Int mod 
  1 
  - 
  3rd 
  3d8 
  +2 
  +3 
  +1 
  +1 
  2 + Int mod 
  2 
  Feat, +2 Con 
  4th 
  3d8 
  +2 
  +3 
  +1 
  +1 
  - 
  2 
  +2 Str, +4 natural armour 
  5th 
  4d8 
  +3 
  +4 
  +1 
  +1 
  2 + Int mod 
  3 
  Rock throwing (1d6, 30-ft. range increment), -2 
  Dex 
  6th 
  5d8 
  +3 
  +4 
  +1 
  +1 
  2 + Int mod 
  3 
  +2 Str, rock catching 
  7th 
  5d8 
  +3 
  +4 
  +1 
  +1 
  - 
  4 
  +2 Con, +6 natural armour 
  8th 
  6d8 
  +4 
  +5 
  +2 
  +2 
  2 + Int mod 
  4 
  Feat, +2 Str 
  9th  
  7d8 
  +5 
  +5 
  +2 
  +2 
  2 + Int mod 
  4 
  Rock throwing (1d8, 60-ft.  range increment) 
  10th  
  8d8 
  +6/+1 
  +6 
  +2 
  +2 
  2 + Int mod 
  5 
  +2 Str 
  11th  
  8d8 
  +6/+1 
  +6 
  +2 
  +2 
  - 
  5 
  Large size, reach 10 ft., +2 Con, +8  natural 
  armour 
  12th  
  9d8 
  +6/+1 
  +6 
  +3 
  +3 
  2 + Int mod 
  6 
  Feat, +2 Str 
  13th  
  10d8 
  +7/+2 
  +7 
  +3 
  +3 
  2 + Int mod 
  6 
  - 
  14th  
  11d8 
  +8/+3 
  +7 
  +3 
  +3 
  2 + Int mod 
  7 
  Rock throwing (2d6, 120-ft. range increment), +2 
  Str 
  15th  
  12d8 
  +9/+4 
  +8 
  +4 
  +4 
  2 + Int mod 
  7 
  Feat, +2 Con 
  16th  
  13d8 
  +9/+4 
  +8 
  +4 
  +4 
  2 + Int mod 
  8 
  +2 Str 
  17th  
  13d8 
  +9/+4 
  +8 
  +4 
  +4 
  - 
  8 
  +2 Con 
  18th  
  14d8 
  +10/+5 
  +9 
  +4 
  +4 
  2 + Int mod 
  9 
  +2 Str 
  19th  
  15d8 
  +11/+6/+1 
  +9 
  +5 
  +5 
  2 + Int mod 
  10 
  Feat 
  
  Return to the Ghost Tower of Inverness 
   
  Page 49 
  table; the saving throw to remove the negative level is 
  shown on the table as well. A successful Reflex save 
  (against the same DC) reduces the number of negative 
  levels by half (round down). 
   
  Shadow Blend (Su): During any conditions other 
  than full daylight, a shadow dragon can disappear into the 
  shadows, giving it nine-tenths concealment. Artificial 
  illumination, even a light or continual flame spell, does not 
  negate this ability. A daylight spell, however will. 
   
  Create Shadows (Su): Three times per day, a great 
  wyrm shadow dragon can conjure a mass of leaping 
  shadows with a radius of 100 yards and a duration of 1 
  hour (this is a creation effect). All normal and magical 
  light sources are negated within this radius, All characters 
  and creatures gain a +4 bonus on their Hide checks 
  within the shadows, and can hide even if directly 
  observed. Shadow dragons and other creatures with ties 
  to the Plane of Shadow gain total concealment within the 
  shadows (50% miss chance), though they can move and 
  attack normally. Their attacks gain a +2 bonus and deny 
  their opponents any Dexterity bonus to AC, because they 
  are considered invisible. 
   
  Other Spell-Like Abilities: 3/day – mirror image, 
  nondetection; 2/day-dimension door; 1/door – shadow walk 
   
  Shadow Dragons by Age 
   
  Shadow Dragon Abilities by Age 
  Age 
  Speed 
  Str 
  Dex 
  Con 
  Int 
  Wis 
  Cha 
  Special Abilities 
  Caster 
  Level 
  Wyrmling 
  80 ft., fly 150 ft. (average) 
  11 
  10 
  13 
  14 
  14 
  15 
  Energy drain immunity 
   
  Very young 
  80 ft., fly 150 ft. (average) 
  13 
  10 
  13 
  16 
  16 
  17 
  Shadow blend 
   
  Young 
  80 ft., fly 150 ft. (average) 
  13 
  10 
  13 
  16 
  16 
  17 
   
   
  Juvenile 
  80 ft., fly 150 ft. (poor) 
  15 
  10 
  15 
  18 
  18 
  19 
  Mirror image 
  1st 
  Young adult 
  80 ft., fly 150 ft. (poor) 
  17 
  10 
  15 
  18 
  18 
  19 
  Damage reduction 5+1 
  3rd 
  Adult 
  80 ft., fly 150 ft. (poor) 
  19 
  10 
  17 
  20 
  20 
  21 
  Dimension door 
  5th 
  Mature 
  adult 
  80 ft., fly 150 ft. (poor) 
  23 
  10 
  19 
  20 
  20 
  21 
  Damage reduction 
  10/+1 
  7th 
  Old 
  80 ft., fly 150 ft. (poor) 
  27 
  10 
  21 
  24 
  24 
  25 
  Nondetection 
  9th 
  Very old 
  80 ft., fly 150 ft. (poor) 
  29 
  10 
  21 
  26 
  26 
  27 
  Damage reduction 
  15/+10 
  11th 
  Ancient 
  80 ft., fly 150 ft. (poor) 
  31 
  10 
  23 
  28 
  28 
  29 
  Shadow walk 
  13th 
  Age 
  Size 
  Hit Dice (hp) 
  AC 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Breath 
  Weapon 
  (DC) 
  Fear 
  DC 
  SR 
  Wyrmling 
  T 
  4d12+4 (30) 
  19 (+2 size, +7 
  natural) 
  +6 
  +5 
  +4 
  +6 
  1 (14) 
  - 
  12 
  Very young 
  S 
  7d12+7 (52) 
  21 (+1 size, +10 
  natural) 
  +9 
  +6 
  +5 
  +8 
  1 (16) 
  - 
  13 
  Young 
  S 
  10d12+10 (75) 
  24 (+1 size, +13 
  natural) 
  +12 
  +8 
  +7 
  +10 
  1 (18) 
  - 
  15 
  Juvenile 
  M 
  13d12+26 
  (110) 
  26 (+ 16 natural) 
  +15 
  +10 
  +8 
  +12 
  2 (20) 
  - 
  17 
  Young adult 
  M 
  16d12+32 
  (136) 
  29 (+19 natural) 
  +19 
  +12 
  +10 
  +14 
  2 (22) 
  22 
  20 
  Adult 
  L 
  19d12+57 
  (180) 
  31 (-1 size, +22 
  natural) 
  +22 
  +14 
  +11 
  +16 
  3 (24) 
  24 
  22 
  Mature 
  adult 
  L 
  22d12+88 
  (231) 
  34 (-1 size, +25 
  natural) 
  +27 
  +17 
  +13 
  +18 
  4 (26) 
  26 
  25 
  Old 
  H 
  25d12+125 
  (287) 
  36 (-2 size, +28 
  natural) 
  +31 
  +19 
  +14 
  +21 
  5 (29) 
  29 
  27 
  Very old 
  H 
  28d12+140 
  (322) 
  39 (-2 size, +31 
  natural 
  +35 
  +21 
  +16 
  +24 
  5 (32) 
  32 
  28 
  Ancient 
  H 
  31d12+186 
  (387) 
  42 (-2 size, +34 
  natural) 
  +39 
  +22 
  +17 
  +26 
  6 (34) 
  34 
  30 
  Wyrm 
  G 
  34d12+238 
  (459) 
  43 (-4 size, +37 
  natural) 
  +41 
  +26 
  +19 
  +29 
  7 (37) 
  37 
  31 
  Great wyrm 
  G 
  37d12+296 
  (536) 
  46 (-4 size, +40 
  natural) 
  +45 
  +29 
  +21 
  +32 
  8 (39) 
  39 
  33 
  
  Return to the Ghost Tower of Inverness 
   
  Page 50 
  Wyrm 
  80 ft., fly 150 ft. (clumsy) 
  33 
  10 
  25 
  30 
  30 
  31 
  Damage reduction 
  20/+3 
  15th 
  Great wyrm 
  80 ft., fly 150 ft. (clumsy) 
  35 
  10 
  27 
  32 
  32 
  33 
  Create shadows 
  17th 
   
  Silent Ones (Prestige Class) 
  Living Greyhawk Journal 4, pages 18-20. 
   
  Silent Ones are members of a mysterious and ancient 
  order of spellcasters based in the Sheldomar Valley of 
  the Flanaess. They seek out lost magical lore and 
  forever lock it from would-be abusers. In their vaunted 
  libraries in the Lonely Tower, the Silent Ones guard 
  countless secrets regarding pre-Cataclysms history, the 
  Great Migrations, and the evolution of magical theory 
  from the dawn of time to the present day. 
   
  The order can be broken down into two distinct 
  branches: cloistered disciples known as Anchorites of 
  the Tower and wandering adherents known as 
  Wanderers. The former spend most of their lives 
  steeped in study and contemplation, often guarding 
  places of magical power or conducting research 
  important to the order. Often sought out as sages, they 
  will exchange knowledge for information that does not 
  violate their trust. Some serve as advisors or seers in 
  various noble courts, but their ultimate allegiance is 
  always to the order. Wanderers, on the other hand, 
  actively seek out ancient magicks and mysteries to 
  protect from exploitation. They often travel in groups 
  of three, or attach themselves to adventuring bands 
  (since the abandoned tombs and keeps that so often 
  capture the attention of thrillseekers also happen to 
  hold the type of magic Silent Ones work to keep from 
  dangerous hands and minds). 
   
  The Silent Ones usually accomplish their goals 
  through subterfuge and manipulation, but it is not 
  unheard of for the Silent Ones to act swiftly, even 
  ruthlessly. They are neither good, nor evil, seeing their 
  role as above petty morality. Their ethics tend to the 
  lawful, though they will interpose themselves against 
  anyone to protect their interests taking whatever 
  actions are deemed necessary. 
   
  The bulk of the order is made up of sorcerers, who 
  by their very nature have internalized magical 
  processes to the point at which they cannot be stolen or 
  corrupted by the uninitiated. Among the ranks of the 
  Anchorites are found several wizards, whose penchant 
  for study and research make them the perfect 
  archivists. Bards are increasingly popular among the 
  Wanderers, their greatest performances being private 
  tales told to superiors within the walls of the Tower of 
  Silence. Loremasters rarely become Silent Ones, as 
  their focus on discovering magic for personal 
  improvement is seen as antithetical to the beliefs of 
  order, which hold that some such knowledge should be 
  buried forever from the ken of man. 
   
  Silent Ones usually dress in drab cassocks, with 
  grey and brown being most typical. They eschew 
  armour and weapons save the simplest of implements, 
  such as a staff or dagger. Outside the Tower of Silence, 
  Silent Ones rarely carry dangerous spells (on scrolls or 
  in spellbooks) or easily corrupted magical items, so as 
  to better avoid their secrets falling into the hands of the 
  uninitiated. In fact, Silent Ones believe that they do 
  not truly “own” their magical items at all, but rather 
  hold them in trust until they are destroyed (if evil or 
  dangerous) or deposited in the Tower. When artifacts 
  or other great items of magic are carried they are very 
  well protected. 
   
  Hit Die: d4. 
   
  Requirements 
   
  To qualify to become a Silent One, a character 
  must fulfill all of the following criteria. 
   
  Membership: Silent Ones are pledged to the tenets 
  of the order and must submit to the authority of the 
  Tower. 
   
  Race: Human (primarily of Suel descent; half-elves 
  and Oeridians are rarely accepted) 
   
  Spellcasting: Ability to prepare arcane spells 
  without need for a spellbook. 
   
  Gather Information: 4 ranks 
   
  Knowledge (arcane): 8 ranks 
   
  Knowledge (history): 4 ranks 
   
  Knowledge (religion): 4 ranks 
   
  Spellcraft: 10 ranks 
   
  Language: Must speak Ancient Suel 
   
  Feats: Spell Focus (Divination) 
   
  Alignment: Lawful neutral or neutral 
   
  The Silent One 
   
  Class Skills 
   
  The Silent Ones’ class skills (and the key ability for 
  each skill) are Alchemy (Int), Concentration (Con), 
  Craft (Int), Gather Information (Cha), Knowledge 
  (arcana) (Int), Knowledge (history) (Int), Scry (Int), 
  Sense Motive (Wis), Spellcraft (Int).  
   
   
  Skill points at each level: 4 + Int modifier. 
   
  Class Features 
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special
  Spells Per 
  Day 
  1 
  +0 
  +0 
  +0 
  +2 
  +1 save vs. magic, identify 1/day 
  +1 level of existing class 
  2 
  +1 
  +0 
  +0 
  +3 
  Silent Spell 
  +1 level of existing class 
  3 
  +1 
  +1 
  +1 
  +3 
  +2 save vs. magic, identify 2/day 
  +1 level of existing class 
  4 
  +2 
  +1 
  +1 
  +4 
  Still Spell 
  +1 level of existing class 
  5 
  +2 
  +1 
  +1 
  +4 
  +3 save vs. magic, Tap the Archive Arcanum 
  +1 level of existing class 
  6 
  +3 
  +2 
  +2 
  +5 
  Rune of Regulation 
  +1 level of existing class 
  7 
  +3 
  +2 
  +2 
  +5 
  +4 save vs. magic, Cancellation Touch 1/day 
  +1 level of existing class 
  8 
  +4 
  +2 
  +2 
  +6 
  Mask of Cymius 
  +1 level of existing class 
  9 
  +4 
  +3 
  +3 
  +6 
  +5 save vs. magic 
  +1 level of existing class 
  10 
  +5 
  +3 
  +3 
  +7 
  Spell Clone 
  +1 level of existing class 
  
  Return to the Ghost Tower of Inverness 
   
  Page 51 
   
  All of the following are class features of the Silent 
  Ones prestige class. 
   
  Spells per Day: A Silent One continues training in 
  magic both in the field and within the forlorn 
  chambers of the Lonely Tower. Thus, when a new 
  Silent One level is gained, the character gains new 
  spells per day as if he had gained a level in an arcane 
  spellcasting class he belonged to before he added the 
  prestige class. He does not, however, gain any other 
  benefit a character of that class would have gained 
  (improved chance of controlling or rebuking undead, 
  metamagic or item creation feats, and so on). This 
  essentially means that he adds the level of Silent One to 
  the level of whatever other spellcasting class the 
  character has, then determines spells per day 
  accordingly. For example, if Felduthar, a 12th-level 
  sorcerer, gains a level as a Silent One, he gains new 
  spells as if he had risen to 13th level as a sorcerer, but 
  uses the other Silent One aspects of level progression 
  such as base attack bonus and save bonus. If he next 
  gains a level as a sorcerer, making him a 13th-level 
  sorcerer/1st-level Silent One, he gains spells as if he had 
  risen to 14th level as a sorcerer. 
   
  If a character had more than one arcane 
  spellcasting class before he became a Silent One, he 
  must decide to which class he adds each level of Silent 
  One for purposes of determining spells per day when 
  he adds the new level. 
   
  Saving Throw Bonus vs. Magic: Their knowledge 
  of the workings of magical formulae allows Silent Ones 
  to have a greater chance of success to avoid the effects 
  of magical spells and spell-like effects. This is reflected 
  by an insight bonus to all saves made against magical 
  effects at 1st level that increases by +1 for every two 
  levels the Silent One gains (+1 at 1st level, +2 at 3rd level, 
  +3 at 5th level, and so on). 
   
  Identify (Spell-like): Initiation into the ranks of 
  the Silent Ones involves hours of hands-on study in 
  rooms filled with magical artifice. At the culmination 
  of months of arduous study, Silent Ones learn a secret 
  internalised ritual that allows them to learn the single 
  most basic function of a given item simply by holding 
  it in their hands and concentrating. Only one item may 
  be examined at a time, and there is no material 
  component for the attempt. Identifying a magical item 
  in this manner counts as a standard action. The ability 
  is otherwise identical to the identify spell (PH p. 216). 
   
  Silent Spell: At 2nd level, a Silent One gains Silent 
  Spell as a bonus feat. 
   
  Still Spell: At 4th level, a Silent One gains Still 
  Spell as a bonus feat. 
   
  Tap the Archive Arcanum (Spell-like): A Silent 
  One may enter a meditative state to contact the Archive 
  Arcanum, 
  a 
  mysterious 
  psychic 
  repository 
  of 
  knowledge compiled since the earliest days of the 
  order. The enigmatic archivists speak in cryptic 
  phrasings, however, and an answer to a specific query is 
  seldom straightforward. This effect is identical to a 
  Silent, Still casting of legend lore, save that there is no 
  material component. As with a legend lore, physical 
  handling of an object related to the query makes for 
  speedier results. Entering the trance is a standard 
  action that may be used once per day. 
   
  Rune of Regulation (Spell-like): Once per day as a 
  standard action, a Silent One may trace a rune upon a 
  single magical item, nullifying all of that item’s magical 
  abilities until such time as the rune is removed. Such 
  runes of regulation, as they are known, are plainly 
  visible, and may be removed at will by any member of 
  the order (this is usually done only in the hidden 
  sanctums of the Lonely Tower). Like bestow curse, the 
  rune of regulation cannot be dispelled, but it can be 
  removed with a break enchantment, limited wish, miracle, 
  remove curse, or wish spell.  
   
  Cancellation Touch (Su): Once per day as a 
  standard action, a Silent One may drain the abilities of a 
  magical item by touch. The item touched gets a saving 
  throw (DC 19). If a creature is holding it at the time, 
  then the item can use the holder’s Will save bonus in 
  place of its own if the holder’s is better. 
   
  Mask of Cymius (Su): Sometimes, a Silent One 
  must use subterfuge to enter an enemy’s lair or escape 
  undetected from some theft of magical artifice. In these 
  cases, members of the order turn to the lessons of 
  Cymius, a great Silent One who during the Slumbering 
  managed to liberate the Talons of Athuselah from the 
  Dire 
  Conclave 
  in 
  Westkeep’s 
  fetid 
  undercity. 
  Beginning at 8th level, Silent Ones may change self at 
  will. Silent Ones of 8th level or higher can see through 
  the change self effects of other Silent Ones using this 
  ability. 
   
  Spell Clone (Su): Only the most experienced 
  Silent Ones can attempt a Spell Clone. By observing 
  the completed casting of a spell in their presence, the 
  Silent One attempts to determine the magical formulae 
  used by another caster and approximate it. Upon 
  observing a cast arcane spell and making a successful 
  Spellcraft check (DC 11 + the spell’s caster level), the 
  Silent One may cast the observed spell upon his next 
  action. The caster of the original spell must be within 
  30 ft. of the Silent One at the time of the original 
  casting. If the opportunity to cast the Spell Clone is not 
  taken upon the Silent One’s next action, the 
  opportunity is lost. Material components are not 
  required for a Spell Clone, but any experience point 
  cost must be spent by the Silent One. 
   
  A Silent One may Spell Clone up to 8 levels of 
  arcane spells per day. 
  
  Return to the Ghost Tower of Inverness 
   
  Page 52 
  PLAYERS’ HANDOUT ONE: THE ACCOUNT OF ZINETHAR 
   
  An Account of The Exploration of the Fortress Inverness and its Attendant Ghostly Tower by Zinethar the 
  Wise, acolyte of The Great Guildmaster set forth by his own hand on the fourth day of Readying in the 
  Common Year 571. 
   
  As I sit here recalling to my mind the chain of events that have led me to pen this account of my experiences 
  within the accursed ghost tower I cannot help but bare malice against the instigators of my torment.  
   
  My long journey to this place began over a half year ago when Justinian, following the thrice-damned writings 
  of the heretics Daesnar Braden and Elbain Hothchilde called into question the very divinity of the gods. His 
  thrice-fold increase of temple taxes was too much for some of us to bear and so we rose in revolt! Our patrons 
  had turned away from us though, deeming us unworthy of their aid in this great trial. Our insurrection was 
  unsuccessful and I was thrown into Justinaian’s dungeons deep below Leukish, there to rot or so I thought.  
   
  Three long tormenting months dragged by before I was summoned to attend the poor fool who names himself 
  Duke of Urnst. How soon will he taste the cold hand of death? When he stands facing his greatest enemy he 
  will discover that no believer in the gods will stand before him. I prey fervently for that day and for the day 
  when my beloved lord’s servants can re-establish His worship in this fair land. But I digress… 
   
  Brought before him I, along with four others were given a choice by his shadowy advisor. Complete a trivial 
  task of no consequence and gain our freedom or languish in lightless dungeons until our deaths. 
   
  A bittersweet pill this bargain was to swallow; rendering aid to one I saw as my most bitter enemy in return 
  for my freedom. Long did I pray for guidance until it became clear to me that I was fated to undertake this 
  journey. Released and given leave to choose what accoutrements we desired we were transported to the 
  westernmost portion of the Abbor-Alz where the air is heavy and the winds merciless.  
   
  Thus did five of us come to stand before the gates of the great citadel Inverness. Myself, armed with the faith 
  of the great Guildmaster, Lembu a mighty warrior, Discinque a daring rogue caught trying to steal the Duchy’s 
  crown jewels, Hodar a powerful magi and Li Hon the only one of us not forced to undertake this perilous 
  undertaking. 
   
  The upper ruins of this place are a haunted, gods-accursed place. Nothing dwells here save a few birds and 
  lower animals. Mist shroud the lower slopes of the great mound upon which the fortress is built and as night 
  falls these mists creep inexorably upward until they flood the ruins with their eldritch forms. I shudder as I 
  write this account for even now I recalled the horror of looking up and seeing where earlier there had been only 
  rubble the ghostly form of a mighty tower take shape. My prayers avail me nought in ascertaining a means of 
  ingress to this otherworldly tower. Even Hodar, himself steeped in otherworldly arts, could find no way in. Our 
  divinations hinted at a way of access from below for as they revealed “quest below for the means to enter the 
  ever-tower.” At first we thought to dig our way in but the rubble is unsafe, liable to collapse at the gentlest 
  inspection and so we cast about for another means of entry.  
   
  
  Return to the Ghost Tower of Inverness 
   
  Page 53 
  Guarding the walls of Inverness stilling standing unboughed by the passing of ages four great towers jut out 
  from the curtain wall. Within them, an iron staircase strangely unrusted leads downward into the ancient 
  catacombs that honeycomb the rock beneath our feet. 
   
  At the centre of the maze of passages and chambers stands a chamber warded against all means of entry save 
  the key that Galap-Dreidel created. Assembling the key cost us sorely for its parts were scattered about the 
  catacombs. We prevailed after facing many guardian beasts and strange wards. Galap-Dreidel was surely a 
  most puissant artificer to have crafted his traps with such skill that they await the unwary even today.  
   
  Gaining access to the central chamber was the trick! From thence we travelled to the Ghost Tower itself – 
  finally we were close to our goal – The Soul Gem. In our hubris we believed that we had passed all the 
  challenges that kept us from the prize, although Hodar counselled us that our trials were not yet at an end.  
   
  If only we had listened! Poor Discinque and Lembu would yet draw breath and would not have been gathered 
  to eternal rest in Wee Jas’s dread halls. The first chamber we traversed was filled with a strange cloying mist 
  that cloaked and befuddled our senses. It was here that poor Discinque was slain – rent limb from limb by a 
  ferocious beast lurking in the mists striking at us as we explored this strange other world. Finally we discovered 
  a means of travelling upwards and emerged into a strange garden-like place overgrown so that travel was only 
  possible along a few pathways. We could find no foe here and so continued upwards to where Lembu was 
  crushed to death beneath a boulder tossed by a giant wreathed in flames! Our victory here was costly – Li Hon 
  barely survived, being badly burnt but we prevailed. Lembu was beyond even the power of my patron to revive 
  and so we consigned his body to the flames. With sorrow in our hearts we continued onwards. 
    
  Our final trial was by water. Lacking the martial strength to defeat the denizens trapped within this level we 
  fled. A small island held the secret to our further progress and finally we reach our goal – The Soul Gem. 
   
  The gem itself fought us and we did not have the strength to overcome it and so in desperation we fled using 
  the amulet that I have hidden with this missive. 
   
  Even now over three months later I shudder to think of what I saw with the ever-tower. My companions slain; 
  torn limb from limb by half-glimpsed terrors or smashed beneath huge boulders hurled at us over impossible 
  distances. Creatures born of nightmare lurking below in the darkness; creatures that are an abomination against 
  nature and that should not be. Cunning wards constructed with long-forgotten magics lurk to trap the unwary. 
   
  I have sworn never to re-enter such an accursed place again – my sanity and my very life being too high a price 
  to pay for an item of might – no matter how much power it would grant me. It lies there still awaiting the 
  return of its master – I have knowledge of this for The Seer has whispered to me the dread history of the gem 
  and its master.  
   
  If you should come across this accounting think not harshly of me I dare not return to the tower for my destiny 
  lies along a different path.  
  
  Return to the Ghost Tower of Inverness 
   
  Page 54 
  Player’s Handout Two: The Scribbling of Gharvenn 
   
   
   “As I sit here condemned to die by my broken leg, I wonder how quickly my 
  emotions have changed. I escaped; the others are surely dead at the hands of those 
  bugbear statues. I was within an inch of my life but I got free. To then fall down this 
  hole and break my leg was bad but to find my curative potions seeping out of my 
  backpack was worse. I have the journal for comfort but not the teleport trinket. I 
  don’t know what possessed me to let that dwarf talk me into splitting the Amulet 
  from the journal. I was mad. I know the sage said that it would only work with the 
  Gem but I could tell he was lying then. Damn sages, you should never trust them. If 
  by some miracle I get out of this then I’m retiring.”   
   
   
   
  
  Player’s Handout One 
  The Old Amulet 
   
  This is the amulet given to you by the mad old man in the ruins. 
  
  Player’s Handout Two 
  The New Amulet 
   
  This is the slightly broken amulet you founding the upper ruins of the 
  Fortress Inverness 
  
  UPPER  RUINS
  DUNGEON  LEVEL
  Rubble
  A
  A
  B
  C (Encounter 5)
  6
  7
  8
  9
  10
  11
  12
  
  DUNGEON  LEVEL  DETAIL
  6
  7
  8
  9
  10
  11
  12
  
  AIR  LEVEL
  EARTH  LEVEL
  Stairs
  Level Entrance
  Debris
  Stairs
  Stairs
  Air  Level
  Earth  Level
  Fire  Level
  Water  Level
  Jewel  Room
  Dungeon  Level
  (Encoutner  12)
  
  FIRE  LEVEL
  WATER  LEVEL
  JEWEL  ROOM
  Stairs
  Hatch
  Hatch
  Reverse 
  Gravity 
  Area
  1
  2
  3
  4
  5
  6
  7
  8
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core Specials/593/CORS3-03 Return to the Ghost Tower of Inverness/CORS3-03A - Return to the Ghost Tower of Inverness (2-8).pdf