3 Release the computer cover by sliding it away from the front of the computer. 2 Remove the thumbscrew that secures the computer cover to the chassis, using a screw driver, if necessary. Many were the men who guarded the Hill of the Hammer during the days of making? for their foes in hated Blackmoor would try to unmake that which they had wrought. 1 Lay the computer on its side with the computer cover facing up. There, amid vile, unholy rites, they bound the souls of men into its very substance, and, for the red-handed work that must surely follow hard upon its completion. There, as Zugzul had promised, efreet came to help them make the mighty artifact. Seeking the volcano called the Hill of the Hammer in the far Barrens of Karsh, they built in its heart a great forge. Thus said the god of the Afridhi, Zugzul the One. They must call it the Well of Souls, and they must carry it before them into every battle? and they would be mighty. That's what Zugzul babe the Afridhi call the evil artifact that he had taught them to make. Some might find that a broad base of experience is not only helpful, but essential for survival. Emeralds of Highfang awaits them with open arms, offering special challenges and rewards to rogue characters-but as always, the prospects are much better for a party of adventurers from a variety of classes, with wide skills and experience, and of high level.
The 'C' in the module code represents the first letter in. The edifice to which the modules title refers is an ancient magical tower located in the southern Abbor-Alz Hills. The Ghost Tower of Inverness is an AD&D first edition adventure module, set in the games World of Greyhawk campaign setting. There are wise rogues, and then there are player characters. For the tower of the same name, see Ghost Tower of Inverness.
Nor do they try to nick treasure from dragons without a group of powerful fellow adventurers behind them, who can hurl mighty spells, hack and hew toe to toe with an angry wyrm, heal the injured, and (when things go as they usually do), resurrect the dead. Wise rogues do not, by choice, go up against towering giants armed with clubs larger than the tallest rogue in the guild. Wise rogues join the government, where their larceny has the cover of “legality” and the cash comes in heaps and piles from deceitful receipts and pocketed procurements rather than in small, bloodstained purses from breaking windows, scaling walls, and risking traps and long-fanged guard dogs.