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- C2 ghost tower of inverness pdf mod#
- C2 ghost tower of inverness pdf full#
- C2 ghost tower of inverness pdf Pc#
IMC, the PCs were a group of agents of the Scarlet Brotherhood under direct command from Uncle Pramas (director of the Office of Diplomacy.) Given my current party make-up, I had to adjust it some which made it even better.
C2 ghost tower of inverness pdf mod#
I really liked A1-4, so naturally I found this mod interesting.
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To each his own, but this baby is #6 on my list.
C2 ghost tower of inverness pdf Pc#
An awesome, yet simple module where the PC infiltrate the vampire's castle (Count Strahd Von'Zorovich's in this case.) Great sense of impending danger and a wonderfully detailed gothic type atmosphere.Ħ. The classic Count Dracula theme meets D&D. Some people argue the ending is for the worse, as the mod aids the PCs with a higher level NPC travelling with the the heros for the finale, but I think it adds a nice touch. The PC arrive, start noticing some wierd stuff (like freaky cult people), and after some investigation, are lead off to the Cult's hideout.
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C2 ghost tower of inverness pdf full#
This module is a GREAT low level adventure set up much like T1-4 with a village full of personalities and an adventure locale. Mix this with the fact that a very important Greyhawk personality, Tenser, and a very important Greyhawkian artifact, the Crook of Rao, are 2 parts to the WG6 puzzle, and you are in for a real treat. Something about going up against primitive people and giant apes (Oonga is a "super" giant ape) is very appealing to me. The rewards are basically trivial and PCs even stand to lose the possessions they came with, but the fun here seems to be in the atmosphere and the idea behind the adventure. WG6 is a really unique adventure recommended for 18th+ level PCs, so I have never actually ran it myself, but the module really intrigues me and reminds of one of those great "grade B" fantasy movies that you can watch 100s of times and never tire of, such as the Conans and the one that seems to come to mind here, King Kong (the Jeff Bridges version.)Īs stated in the mod's opening notes, WG6 is a battle of attrition, will, and perserverence. WG6: Isle of the Ape (B) <- but don't let that grade fool you. The mod does a great job in providing the DM with all the tools neccessary to create a really enveloping atmosphere within the Plane of Negative Energy and with the differing possible outcomes, the mod steers clear of "rail-roading."ģ. In the 4th phase (my favorite), The PCs trail Acererak into the Plane of Negative Energy in an effort to thwart Acererak's plan (by finding and destroying his phlactery or destroying all his undead minions and him) to become part of the Plane itself, which in essense, means that Acererak can "possess" or become any of the countless undead that draw their "unlife" from the plane (which is ALL undead.) The 3rd phase, the tomb itself, was left untouched and is no different than the original. Once there, the PC find that a necromantic city, devoted to Acererak, has cropped up around the tomb which presents the 2nd phase of the adventure in infiltrating the city and the new temple atop the tomb's entrance. Couple the side treks with the survelliance of a trio of Vampires following the PCs along the way and the mod comes right out with some high adventure. Travelling to the Tomb, this module presents many side treks including one involving a family of Stone Giants. Tomb of Horrors was alright as a stand alone, albeit the many "save or die" or simply "die" situations presented within it, but the Return to the Tomb of Horrors really took this module to the next level. GRM12: Return To the Tomb of Horrors (A+) IMO, WGR1 is a must have for any Greyhawker running their campaign in the Domain of.
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It is also full of innovative encounters from the armored, ring of fire resistance wearing trolls guarding the stairs into the Tower of Zagyg to the group of Nerull worshiping Ogre Magi in the bottom of the Tower of Power. WGR1 can take years to play through and is able to handle characters beginning at level 1 all the way up to 15ish. It contains a proper balance on all fronts. With a little work, WGR1 has been both my favorite to play and DM. The 3 towers in this adventure have it all. Well, one thing you should deffinately check out, asking a question like this, is the Canonfire! Reviews section.