The Ghost Tower of Inverness is the Halloween module that pretends to be a puzzle dungeon. A ruined tower, a curse, a series of tests that kill the careless. Most tables clear it, take the prize, and leave the haunting behind. That is the one-shot reading. ACKS has a colder one.
The tower is a domain that never stopped collecting.
The ghost is not flavor. It is a landlord who died and refused to vacate. The rooms are not random traps. They are the remains of a holding that still enforces its old rules on anyone who walks in. Clearing the final chamber does not end the claim. It transfers it. Whoever walks out with the treasure now owns a piece of ground that the dead already considered theirs. The neighboring lords will notice the new fort. The dead will notice who is sleeping in their beds.
Halloween is when most games remember that the dead can still move. ACKS remembers that the dead can still own things. A stronghold with a resident spirit is not a decoration. It is a loyalty problem that does not care about your Charisma. The wages you pay the living may not be enough if the tower itself has opinions about who is allowed to stay.
You can treat Inverness as a haunted funhouse and leave when the lights come up.
Or you can claim the tower and accept that your new domain already has a prior tenant. The map will show your flag. The ghost will show whether it agrees. That is the Halloween version of domain play: the walls are yours, the night is not.
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