The Ghost Tower of Inverness

The tower was built to house Galap-Dreidel’s most prized possession, an eldritch jewel called the Soul Gem, which could steal life from any creature.

Passing through levels of air, earth, fire, and water (the latter featuring reversed gravity) eventually leads the characters to the top of the tower.

Tournament Points are added, or deducted, from both team and individual scores depending on how characters choose to handle the situations they encounter.

[citation needed] The module had an original print run of 300 numbered copies for sale at the convention in 1979 as a set of 40 loose-leaf pages and a zip-lock bag.

[3] A printed version bearing a green monochrome cover without the "C2" designation was made available for sale at the convention, but was never published for general distribution.

"[2] In particular, Bambra praised its emphasis on problem solving skills rather than hack and slash combat, noting that "Encounters in the tower are interesting and increase in intensity the nearer players get to their goal."

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

If you didn’t have a passing familiarity with the ways to deal with little things like, say, resurrection, or anti-gravity, you’ll learn the definition of fail real fast.

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

Written by Creighton Broadhurst and Steve Pearce, the four-hour adventure advanced the story several years and featured encounters based on what would remain in the tower after the original expedition.