One of the most remarkable yet frequently overlooked First Edition AD&D modules ideal for OSR-style play is C2: The Ghost Tower of Inverness (by Allen Hammack, 1980). This blog post picks right up from
OSR Classic Module Commentary - Deeper Integration of B1 In Search of The Unknown By Mike Carr Into the Hyperborea Rpg - Rival Adventuring party & The Pig Faced Orcs Gryth-Kin (Boar-Swine Mutant Thralls)
While overshadowed by famous TSR tournament modules like Tomb of Horrors (S1) or White Plume Mountain (S2), Ghost Tower offers a masterclass in weird, pulp-fantasy dungeon design that fits the modern OSR paradigm far better than many of its contemporaries.
The Setup & Pitch
The characters are convicts offered a pardon by the Duke of Urnst if they retrieve the Soul Gem from the ruins of Inverness—a fortress destroyed long ago by a reality-warping magical cataclysm. The tower itself exists primarily in a displaced, ethereal state, creating a surreal environment where classic dungeon crawling intersects with strange, cosmic physics.
Why It Excels for OSR Play
1. Non-Euclidean, Vertical Layout
Instead of a standard horizontal grid, the core of the module takes place inside the four levels of the ethereal tower, each corresponding to one of the traditional Four Elements (Air, Earth, Fire, Water). The geometry inside the tower is distorted:
The Air Level: Gravity is localized or non-existent, forcing players to navigate vertical space, floating obstacles, and wind currents using creative problem-solving rather than basic movement speeds.
The Fire Level: Features a literal giant chessboard environment, but executed with hazard-based logic that rewards player cleverness over arbitrary system checks.
2. Environmental Puzzles & Player-Skill Focus
OSR design prioritizes player skill over character sheet stats, and Ghost Tower is built entirely on this principle:
Hazards cannot be bypassed with a simple "Disable Device" or perception check.
Puzzles rely on understanding environmental cues, light manipulation, and the physical properties of the elements inside the displaced plane.
3. The "Time-Loop" & Displaced Reality Mechanics
At the pinnacle of the tower, players encounter the Soul Gem, which bends time and space around it. Interacting with the centerpiece of the dungeon triggers temporal anomalies:
The dungeon reacts dynamically to the party’s actions rather than remaining a static set of rooms.
Players can experience strange "echoes" of past adventurers or structural resets if they trigger specific traps, forcing them to map both space and state changes.
4. High Lethality with Organic Faction Opportunities
While designed for 8th–10th level characters, the module translates effortlessly to lower-level OSR retroclones (like OSRIC, Old-School Essentials, or Shadowdark) simply by treating combat as a last resort. The strange inhabitants inside the tower—trapped spirits, displaced monsters, and rival adventuring parties—often have motives beyond "attack on sight," opening up room for negotiation and trickery.
OSR Adaptability Checklist
System Compatibility: Runs natively in OSRIC, Advanced Labyrinth Lord, or Hyperborea without modification. For Basic/Expert (B/X) or OSE, simply use standard Monster Manual equivalents for any 1e-specific spells or monsters.
Prep Time: Medium. The module is relatively short (around 20–24 pages), but the Referee should sketch a cross-section diagram of the four elemental levels to easily track vertical movement and gravitational shifts.
Key Treasure: The Soul Gem serves as a perfect campaign-ending artifact, a high-stakes patron quest-item, or a catalyst for planar travel.
Adapting C2: The Ghost Tower of Inverness into Hyperborea (3rd Edition / AS&SH) fits naturally into the setting’s weird fantasy, sword-and-sorcery, and cosmic horror tone. The core premise—a ancient ruined keep housing a reality-distorted tower and a soul-stealing artifact—aligns seamlessly with the ancient, dying world of Hyperborea.
Setting the Scene & Narrative Hook
In Hyperborea, replace the Duke of Urnst with a tyrant or sorcerer-king from one of the major city-states:
The Hook: The party consists of prisoners or desperate mercenaries tasked by a High Priest of Thaumaturge in Khromarium or a Patrician of Viridistan to retrieve the Soul Gem (or Jewel of the Nether-Spire).
The Location: Place the ruined fortress on the bleak, windswept plains of the Barren Wastes, near the Gull-Cliffs, or tucked within the eerie fog of the Spiral Mountain Range. The dungeon is not merely a displaced wizard's tower; it is a remnant of an ancient Hyperborean or Atlantean magico-technological experiment that pierced the fabric of the Black Gulf.
System & Mechanical Conversions
1. Level & Class Equivalents
C2 was designed for AD&D levels 8–10. In Hyperborea, levels 6–8 offer the ideal balance of high danger, heroic resilience, and reliance on player ingenuity over trivializing spells.
Class Mapping:
Clannish Fighters / Barbarians excel in the physical elemental trials.
Magicians and Pyromancers feel right at home with the tower's elemental themes.
Warlock, Necromancer, or Witch PCs will find the Soul Gem’s corruptive energy particularly tantalizing.
2. Vril, Sorcery & Horror (Saving Throws)
Replace standard AD&D saving throws with Hyperborea's 5 core saves: Death, Transformation, Device, Avoidance, and Spell.
Sorcery & Corruption: The ethereal aura inside the tower requires periodic Transformation or Spell saves against corruption or psychic distress. Unprotected exposure to the Soul Gem should provoke Vril-radiation or sanity-bending hallucinations.
Re-skinning the Elemental Levels
Hyperborea leans heavily into weird science, hyper-geometry, and Lovecraftian dread. Transform the four elemental levels to reflect this:
| Level | Original C2 Concept | Hyperborea Adaptation |
| Level 1 | Air Level (Zero Gravity / Wind) | The Void Level: Zero-gravity ambient chamber filled with floating, iridescent spores. Falling upwards into the freezing Black Gulf vacuum is a real risk if magnetic boots or ropes aren't used. |
| Level 2 | Earth Level (Rock & Mud Puzzles) | The Magma & Terran Crucible: Petrified roots of pre-human gargoyles and living crystalline formations that pulse with chthonic energy. Use Gorgon/Cockatrice petrification mechanics. |
| Level 3 | Fire Level (The Chessboard) | The Solar / Plasma Matrix: A deadly grid chamber powered by an trapped, dying star fragment (an ancient Hyperborean power core). Replace chess pieces with automaton guards, Mi-Go constructs, or clockwork brass guardians. |
| Level 4 | Water Level (Drowning / Aquatics) | The Submerged Abyssal Depths: Murky, pitch-black water infused with eldritch slime. Submerged shoggoth-spawn or Deep One hybrid guardians lurk in the dark. |
Converting Key Monsters
Most monsters convert directly to Hyperborea baseline stats, but aesthetic tweaks enhance the pulp-horror vibe:
Shadows / Spectres: Re-skin as Ethereal Phantasms or shadow-creatures spawned from the dream-realms beyond the pole.
Bugbears / Gnolls (Guardians): Re-skin as Ab-Human Kra'Ki (Pictish tribesmen), Keltish raiders, or mutagenically warped True Human cultists bound to the tower.
Iron Golem / Automatons: Re-skin as Hyperborean Metal-Constructs or Atlantean Clockwork Horrors powered by crystal batteries.
The Soul Gem: Treat as a legendary artifact. Anyone attempting to touch it bare-handed must make a Save vs. Death at -2 or have their soul ripped into the gem, turning their body into an empty, violent husk.
Referee Prep Checklist for Hyperborea
Cross-Section Map: Draw a simple vertical diagram showing the gravity shifts between the Void, Crucible, Solar, and Abyssal levels.
Hazard Tracker: Track light sources strictly—the weird lighting in the tower often distorts non-magical flames, turning torchlight purple or green.
Pulp Atmosphere: Emphasize ancient alien metals (electrum, strange alloys), cold stone, and the hum of ancient hyper-technology alongside medieval steel.




