The Ghost Tower of Inverness: Classic Modules Today

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C2

rs re
n
ve tu The Ghost
io
on en
e C dv
ul c A

Tower of
od si
M las
C

Inverness
Conversion Guide by Marty
Hoffmann

For Characters Levels 5-7

Classic Modules Today


A D&D 5th Edition Conversion of the Early Edition Adventure Module
C2 The Ghost Tower of
Inverness
Conversion Guide

Introduction: In 1980, TSR published the module named “The Ghost Tower of Inverness” with
the module code “C2”. It was written by Allen Hammack and illustrated by Jeff Dee, David S.
"Diesel" LaForce, Jim Roslof, Erol Otus, David C. Sutherland III, and Bill Willingham. The
original 20-page module included many maps of the different levels and player handouts. It
had a good mix of combat and puzzles.

In 2004, for the 30th anniversary of the Dungeons & Dragons game, Dungeon magazine
ranked this module the 30th greatest adventure of all time. This conversion guide allows DMs
to run the original module with 5th Edition rules and provides a reference sheet for
encounters.

A 15+ hour adventure for character levels 5-7


by Marty Hoffmann

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are
trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for
Dungeon Masters Guild.

All other original material in this work is copyright 2016 by Marty Hoffmann and published under the Community Content Agreement for Dungeon Masters Guild.

Not for resale. Permission granted to print or photocopy this document for personal use only. C2 THE GHOST TOWER OF INVERNESS CONVERSION GUIDE 1
Not for resale. Permission granted to print or photocopy this document for personal use only. C2 THE GHOST TOWER OF INVERNESS CONVERSION GUIDE 2
C2: The Ghost Tower of Inverness
“The Ghost Tower is a big puzzle, a brain teaser that tests the quick
thinking and logic of the players.” This module was originally written for the World of
—James Maliszewski, grognardia.blogspot.com Greyhawk. The Ghost Tower was located in the foothills of
the Abbor-Alz, on a rocky outcropping overlooking Wooly

Introduction Bay, just northwest of the Bright Desert.


An abandoned castle, with a legendary, powerful
mysterious magical gem, on the outskirts of a desert? In the
In writing this conversion, I had the great honor to run Forgotten Realms, this lend itself well to be set in or adjacent
some ideas and ask for clarification from the original author to Netheril.
of the module, Allen Hammack. I was able to ask him about Many years ago, the once-great empire of Netheril was
his original intent on certain encounters, and advice on shattered when the prodigious arcanist Karsus attempted to
trying to keep the feel and spirit of the original module. To steal the power of the goddess Mystryl. This event led to the
use this conversion guide you will need a copy of “C2 The temporary nullification of all the world’s magic, which
Ghost Tower of Inverness”, originally available in hard-copy caused the empire’s floating cities to plummet to the ground.
and now for sale in Digital format at www.dndclassics.com. Most of the Netherese Empire was lost in history as the land
This document gives GMs advice to convert the module where the cities fell were gradually transformed into the
to the latest 5th Edition rules and guidance on preparing the vast desert of Anauroch.
adventure. A list of random encounters provides a quick in- For the purposes of this conversion, assume that the
game reference. Most creatures refer to stat blocks in the Ghost Tower is one of the ruined deserted castles that was
D&D 5E Monster Manual. once part of a Netherese city that was buried under the
Page listings may refer to abbreviations: MM (Monster sands of Anauroch.
Manual), CR (Challenge rating), and DMG (Dungeon Master The Seer could be from any neighboring kingdom of
Guide). All other page number refer to the locations in the Netheril, rather than the Duchy of Urnst.
original 'The Ghost Tower of Inverness' module. Key text is in This module was originally written for tournament play,
bold for easy scanning. Magic items are noted in italics. and has a specific setup/storyhook for that (p. 4,
Find more information about this and other early edition “Tournament Background”). For non-tournament
conversions at www.classicmodulestoday.com. storyhooks, read the section on “Non-Tournament Play”,
If you have comments, suggestions, or questions, please starting on p. 3. However, regarding party sizes, I will be
email me (Marty Hoffmann) at mbh9700- assuming a party size of 4-6, rather than 5-10, as the module
[email protected]. assumes.

Reference Sheet GM Notes


For convenience, there is a Reference Sheet at the end of this Special rules and tactics to brush up on prior to the game:
document which summarizes the key information you'll • Review rules for swimming, PHB p. 175 and 181-182, and
need during the game onto one concise sheet. You can print underwater combat, p. 198, and DMG p. 116
this onto a single, double-sided page (perhaps on colored • Know rules if throwing a lit Flask of Oil.
cardstock) as a handy tool that you can use alongside a hard • Know how to use perception rules for numerous traps
copy of the module. After reading this document, all you'll and secret doors.
need to run the game is the original module, the Monster • Determine spell tactics for spellcasters (Random
Manual, the Reference Sheet, and optionally any notes or Encounters tables, Sea Hag coven, etc)
visuals you've prepared.

Adventure Summary Visuals


A shadow from the past, the Ghost Tower of Inverness has One of the things this module is known for is the great use of
loomed ever larger in the mind of the great Seer of Urnst. player handouts, and the great artwork on them. Make
Now he has convinced the Duke that an expedition should copies of them to give to your players.
be organized to go to the ancient keep and recover its
greatest treasure – the fabled Soul Gem.

Converting to the Realms


This brief guide outlines a few thematic changes and
additions to bring “The Ghost Tower of Inverness” into the
Forgotten Realms world of Faerûn.

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Wandering Monsters (Dungeon Level)
Random Encounters Using only the Monster Manual: Roll 1d12
To keep the random encounters balanced for 5th Edition, Using MM and Volo's Guide to Monsters: Roll 1d12 + 1d8
I started with rules for encounter building in the DMG 1. 4 Carrion Crawlers 13. Yuan-Ti Pit Master, 3 Yuan-Ti
starting on p. 81, and random encounter building on p. 85. I 2. 2 Gelatinous Cubes Broodguard
used a party size of 5, average level of 6 for the baseline. 3. 5 Ghouls, 2 Ghasts 14. 1 Trapper, 3 Kobold
I also utilized the guidelines provided in “Unearthed 4. 2-3 Rust Monsters Dragonshield, 1 Kobold Scale
Arcana: Encounter Building”: 5. 3 Basilisk Sorcerer
http://dnd.wizards.com/articles/unearthed- 6. 2 Revenants 15. 5 Darklings, 2 Darkling Elders
arcana/encounter-building, as well as the guidelines from 7. 5 Hobgoblins, 1 16. 4 Chitine, 1 Choldrith
Sly Flourish: Hobgoblin Captain 17. 3 Shadow Mastiffs, 1 Warlock
http://slyflourish.com/5e_encounter_building.html 8. 4-6 Gargoyles of the Great Old One
In addition to some of the more common type of 9. 3 Helmed Horror 18. 2 Tanarukk
“wandering monsters”, I also included many unusual 10. 4 Grick, 1 Grick Alpha 19. 1 Draegloth
monsters. The Ghost Tower has extra-temporal and extra- 11. 4 Hook Horrors 20. 1 Gauth
planar properties. It’s easy enough to conceive a devil getting 12. 2 Otyughs
scooped up randomly and being *VERY* annoyed about it!
If you need to adjust the difficulty of the random
encounters because your party is of a different size or Further Adventures
average party level, remember that adjusting the number of
If the PCs are all trapped within the Soul Gem, make an
monsters has more of an impact than adjusting the strength
adventure out of their attempt to free themselves from the
of the individual monsters. Search the internet for “action
Soul Gem. A crystalline world filled with damned souls
economy” for more on that topic.
seems like it would be fun.
Wandering Monsters (Upper Ruins)
Using only the Monster Manual: Roll 1d12
Using MM and Volo's Guide to Monsters: Roll 1d12 + 1d8

1. 7 Bugbears, 1 Bugbear 11. 3 Displacer Beasts


Chief 12. 5 Gnolls, 1 Gnoll Fang of
2. 4 Githyanki Warriors Yeenoghu, 3 hyenas
3. 4 Shadows, 1 Wraith 13. 1 Shoosuva
4. 3 Nothic, 1 Grell 14. 3 Babau
5. 3 Lamias 15. 4 Hobgoblins, 1 Hobgoblin
6. 1 Ettercap, 3 Giant Devastator, 1 Hobgoblin Iron
Spiders, 1 Phase Shadow
Spider 16. 2 Banderhobb
7. 3 Flameskulls 17. 1 Tlincalli, 2 Giant Scorpions
8. 1 Chain Devil 18. 3 Girallon
9. 5 Ghouls, 2 Ghasts 19. 1 Bodak
10. 1 Chimera 20. 1 Warlock of the Archfey, 2
Yeth Hounds

Not for resale. Permission to print or photocopy this document for personal use only. C2 THE GHOST TOWER OF INVERNESS CONVERSION GUIDE 4
ball as if it had been created by a Major Illusion spell.

Magic Items 9: The Crystal Pedestal: Use this table


By room number IXAM Giant Ape (or 2 Girallon from Volo's)
ALRASTIL Young Remorhaz
7: Chainmail +1, Potion of Flying, Potion of Water Breathing,
scroll of Rope Trick PENTUKO 2 Minotaurs
9: Crystal Ball (Very Rare version) MYRG 2 Owlbears
18: Potion of Greater Healing, Mace +2
22: Potion of Sweet Water (use Vitality), Bracers of Defense
11: The Bead Curtain: DM’s discretion on what will destroy
26: Ring of Feather Falling
the curtain (e.g., dispel magic, knock ritual, etc). Use a DC 15
32: 2 scrolls of inflict wounds, Ring of Protection
Athletics or Acrobatics check for a PC forcing themselves
through the curtain, and a DC 18 Acrobatics check to stay on
There are not many magic items in this module. If the party
their feet. The first PC forcing their way through is
is low on items, or on the weaker side, consider adding some
surprised by the creatures on the other side.
magic items that will assist them in some of the fights.
Consumable items are good choices if you don't want to give
This is only a 10' square room, so use single monsters for the
them a bunch of permanent magic items.
encounters. Or, make the room bigger. Start with CR 3
Some suggestions:
creatures, then progress to tougher ones the more PCs force
• Healing: More Potions of Healing (various strengths), themselves through. Some examples:
Elixer of Health, Periapt of Wound Closure
• Swimming: Potion or Cap of Water Breathing, Cloak of • Displacer Beast (CR3)
the Manta Ray, Gloves of Swimming and Climbing, Ring of
• Wereboar (CR4)
Swimming, Ring of Water Walking, or Mariner's Armor
• Gorgon (CR5)
• Combat: Giant Slayer weapon for Fire Giant fight • Galeb Duhr (CR 6)
• Flying: Potion of Flying, Potion of Gaseous Form, Ring of • Blue Slaad (CR7)
Feather Falling, Winged Boots
13: The Chess Room: DC 20 Strength check to topple or move
a statue.
Rooms 16: The Chute: DC 10 Athletics check to climb.
2: The Upper Ruins, Rubble: Collapse will call 2d6 damage,
Dex save (DC 12) for half. Climbing out requires a DC8 17: The Air Level: Treat as difficult terrain. If a character
Athletics check. runs or charges, they need to succeed on a DC 8 Acrobatics
check or fall prone after moving 5'.
The Dungeon Level: If a spell that causes thunder damage is
cast, a collapse of 20' radius will occur. This will cause 2d10 18: The Hieracosphinx: Use a Chimera instead. There is no
damage, Dex save (DC 10) for half. heiracosphinx in 5E, and the other sphinxes are too
powerful.
5: The Monster Squares Use this table
19: Staircase to the Earth Level: Use 7 Pteranodons instead
1 Hell Hound of 3. Roll stealth to determine surprise.

2 Owlbear (instead of Giant Lizard) Note: This can be a fun but complicated encounter
3 Phase Spider (instead of Giant Spider) depending on the approach the PCs take. For most
encounters, the length and width axes are represented by a
4 Leucrotta battle map, and the height axis is represented by placing a
5 Rust Monster die next to a mini representing the number of squares high
the creature is. If you don’t have a 3D aid representing the
6 Yuan-ti Malison (instead of Giant Spitting Snake) PCs place on the staircase, it’s probably better to use the
battlemap to represent the height and width axes. This can
6: Bugbear Room: For a stronger or lighter challenge, adjust get very confusing, so use a 3D aid if at all possible.
the number of bugbears that animate at once, and
periodically a Bugbear Chief. 21: The Strange Monkeys: Use Bulettes or earth elementals
instead, coming up out of the ground instead of dropping
7: Rubble Room: Use 3 manticores. down from the trees.

8: Illusory Ball: 12” movement in 1st Edition D&D is 25: The Flame Creatures: Use 3 Giant Bats, with the
equivalent to standard 30' movement in 5E. So, a character following additional properties: Immune to fire, bite damage
with 35' movement can stay ahead of the ball if they declare is piercing and fire.
they are going to just keep running down the hall. Treat the

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26: The Fire Level: A Fire Giant is CR 9, which would be a
fairly tough fight for level 6 PCs. But they do not have to kill
him, they just need to get to the next level, which is
accomplished by going up through the anti-gravity field. I
considered suggesting something weaker, but the fire giant
fits the room strategy and theme (throwing the rocks while
the PCs are on the pathways). If the PCs are a bit beat up, or
weaker than average for this module, give the giant lower hp,
lower AC, and/or lower damage.

28: The Water Level: Use 5E rules for swimming and


underwater combat. PHB 175, 181-182, 198, and DMG p. 116.

29: The Great Fish: Treat as Giant Shark.

32: The Ixitxachtl Lair: Use 3 Sea Hags (coven), and 3


Merrow. If the PCs are pretty beat up from the fire giant
fight and came straight to here, consider just using the sea
hags, or another giant shark.

33: The Jewel Room: When a PC is in one of the sectors that


is blasted, they must make a DC 16 Constitution save. If
successful, the bleaching effect happens, and magic items
are suppressed for 1d4 rounds (not permanently drained).
On a failed save, you read the nasty, soul-sucking effect.

If the PCs do 150 points of damage to the force-field, it drops,


and the Soul Gem may be seized. Dispel Magic will do 20
damage per spell slot level used.

Not for resale. Permission to print or photocopy this document for personal use only. C2 THE GHOST TOWER OF INVERNESS CONVERSION GUIDE 6
58. Oytugh (MM 248, CR 5 (1,800 xp))

Monsters 59.
60.
Phase Spider
Pteranodon
(MM 334, CR 3 (700 xp))
(MM 80, CR 1/4 (50 xp))
61. Revenant (MM 259, CR 5 (1,800 xp))
1. Babau (VGM 136, CR 4 (1,100 xp))
62. Rust Monster (MM 262, CR 1/2 (100 xp))
2. Banderhobb (VGM 122, CR 5 (1,800 xp))
63. Sea Hag (MM 179, CR 2 (450 xp))
3. Basilisk (MM 24, CR 3 (700 xp))
64. Sea Hag Coven (MM 179, CR 4 (1,100))
4. Blue Slaad (MM 276, CR 7 (2,900 xp))
65. Shadow (MM 269, CR 1/2 (100 xp))
5. Bodak (VGM 127, CR 6 (2,300 xp))
66. Shadow Mastiff (VGM 190, CR 2 (450 xp))
6. Bugbear (MM 33, CR 1 (200 xp))
67. Shoosuva (VGM 137, CR 8 (3,900 xp))
7. Bugbear Chief (MM 33, CR 3 (700 xp))
68. Tanarukk (VGM 186, CR 5 (1,800 xp))
8. Bulette (MM 34, CR 5 (1,800 xp))
69. Tlingcalli (VGM 193, CR 5 (1,800 xp))
9. Carrion Crawler (MM 37, CR 2 (450 xp))
70. Trapper (VGM 194, CR 3 (700 xp))
10. Chain Devil (MM 72, CR 8 (3,900 xp))
71. Warlock of the Archfey (VGM 219, CR 4 (1,100 xp))
11. Chimera (MM 39, CR 6 (2,300 xp))
72. Warlock of the Great Old One (VGM 220, CR 6
12. Chitine (VGM 131, CR 1/2 (100 xp))
(2,300 xp))
13. Choldrith (VGM 132, CR 3 (700 xp))
73. Wereboar (MM 209, CR 4 (1,100 xp))
14. Darkling (VGM 134 , CR 1/2 (100 xp))
74. Wraith (MM 302, CR 5 (1,800 xp))
15. Darkling Elder (VGM 134, CR 2 (450 xp))
75. Yeth Hound (VGM 201, CR 4 (1,100 xp))
16. Displacer Beast (MM 81, CR 3 (700 xp))
76. Young Remorhaz (MM 258, CR 5 (1,800 xp))
17. Draegloth (VGM 141, CR 7 (2,900 xp))
77. Yuan-Ti Broodguard (VGM 203, CR 2 (450 xp))
18. Earth Elemental (MM 124, CR 5 (1,800 xp))
78. Yuan-Ti Malison (MM 309, CR 3 (700 xp))
19. Ettercap (MM 131, CR 2 (450 xp))
79. Yuan-Ti Pit Master (VGM 206 , CR 5 (1,800 xp))
20. Fire Giant (MM 154, CR 9 (5,000 xp))
21. Flameskull (MM 134, CR 4 (1,100 xp))
22. Galeb Duhr (MM 139, CR 6 (2,300 xp))
23. Gargoyle (MM 140, CR 2 (450 xp))
24. Gauth (VGM 125, CR 6 (2,300 xp))
25. Gelatinous Cube (MM 242, CR 2 (450 xp))
26. Ghast (MM 148, CR 2 (450 xp))
27. Ghoul (MM 148, CR 1 (200 xp))
28. Giant Ape (MM 323, CR 7 (2,900 xp))
29. Giant Bat (MM 323, CR 1/4 (50 xp))
30. Giant Scorpion (MM 327, CR 3 (700 xp))
31. Giant Shark (MM 328, CR 5 (1,800 xp))
32. Giant Spider (MM 328, CR 1 (200 xp))
33. Girallon (VGM 152, CR 4 (1,100 xp))
34. Githyanki Warrior (MM 160, CR 3 (700 xp))
35. Gnoll (MM 163, CR 1/2 (100 xp))
36. Gnoll Fang of Yeenoghu (MM 163, CR 4 (1,100 xp))
37. Gorgon (MM 171, CR 5 (1,800 xp))
38. Grell (MM 172, CR 3 (700 xp))
39. Grick (MM 173, CR 2 (450 xp))
40. Grick Alpha (MM 173, CR 7 (2,900 xp))
41. Hell Hound (MM 182, CR 3 (700 xp))
42. Helmed Horror (MM 183, CR 4 (1,100 xp))
43. Hobgoblin (MM 186, CR 1/2 (100 xp))
44. Hobgoblin Captain (MM 186, CR 3 (700 xp))
45. Hobgoblin Devastator (VGM 161 , CR 4 (1,100 xp))
46. Hobgoblin Iron Shadow (VGM 162, CR 2 (450 xp))
47. Hook Horror (MM 189, CR 3 (700 xp))
48. Hyena (MM 331, CR 0 (10 xp))
49. Kobold Dragonshield (VGM 165, CR 1 (200 xp))
50. Kobold Scale Sorcerer (VGM 167, CR 1 (200 xp))
51. Lamia (MM 201, CR 4 (1,100 xp))
52. Leucrotta (VGM 169, CR 3 (700 xp))
53. Manticore (MM 213, CR 3 (700 xp))
54. Merrow (MM 219, CR 2 (450 xp))
55. Minotaur (MM 223, CR 3 (700 xp))
56. Nothic (MM 236, CR 2 (450 xp))
57. Owlbear (MM 249, CR 3 (700 xp))

Not for resale. Permission to print or photocopy this document for personal use only. C2 THE GHOST TOWER OF INVERNESS CONVERSION GUIDE 7
11: Bead Curtain: DC 15 Athletics or Acrobatics check for a PC forcing
C2 The Ghost Tower of Inverness themselves through the curtain, and a DC 18 Acrobatics check to stay on
Reference Sheet their feet. The first PC forcing through is surprised.
• Displacer Beast (CR3)
Random Encounters • Wereboar (CR4)
• Gorgon (CR5)
Upper Ruins • Galeb Duhr (CR 6)
• Blue Slaad (CR7)
Using only the Monster Manual: Roll 1d12
13: The Chess Room: DC 20 Strength check to topple or move a statue.
Using MM and Volo's Guide to Monsters: Roll 1d12 + 1d8
16: The Chute: DC 10 Athletics check to climb.
17: The Air Level: Difficult terrain. If a character runs or charges, DC 8
1. 3 Nothic, 1 Grell 11. 3 Displacer Beasts
Acrobatics check or fall prone after moving 5'.
2. 6 Bugbears, 1 Bugbear 12. 5 Gnolls, 1 Gnoll Fang of Yeenoghu, 3
18: The Hieracosphinx: Treat as Chimera.
Chief hyenas
19: Staircase to the Earth Level: Use 7 Pteranodons instead of 3. Roll
3. 4 Githyanki Warriors 13. 1 Shoosuva
stealth to determine surprise.
4. 4 Shadows, 1 Wraith 14. 3 Babau
21: The Strange Monkeys: Use Bulettes or earth elementals instead.
5. 3 Lamias 15. 4 Hobgoblins, 1 Hobgoblin
25: The Flame Creatures: Use 3 Giant Bats, with the following
6. 1 Ettercap, 3 Giant Spiders, Devastator, 1 Hobgoblin Iron
additional properties: Immune to fire, bite damage is piercing and fire.
1 Phase Spider Shadow
28: The Water Level: 5E rules for swimming and underwater combat.
7. 3 Flameskulls 16. 2 Banderhobb
PHB 175, 181-182, 198, and DMG p. 116.
8. 1 Chain Devil 17. 1 Tlincalli, 2 Giant Scorpions
29: The Great Fish: Treat as Giant Shark.
9. 5 Ghouls, 2 Ghasts 18. 3 Girallon
32: The Ixitxachtl Lair: Use 3 Sea Hags (coven), and 3 Merrow.
10. 1 Chimera 19. 1 Bodak
33: The Jewel Room: When a PC is in one of the sectors that is blasted,
20. 1 Warlock of the Archfey, 2 Yeth
they must make a DC 16 Constitution save. If successful, the bleaching
Hounds
effect happens, and magic items are suppressed for 1d4 rounds (not
Dungeon Level permanently drained). On a failed save, you read the nasty, soul-
sucking effect.
Using only the Monster Manual: Roll 1d12
Using MM and Volo's Guide to Monsters: Roll 1d12 + 1d8
If the PCs do 150 points of damage to the force-field, it drops, and the
1. 6 Hobgoblins, 1 Hobgoblin 12. 2 Otyughs
Soul Gem may be seized. Dispel Magic will do 20 damage per spell slot
Captain 13. Yuan-Ti Pit Master, 3 Yuan-Ti
level used.
2. 4 Carrion Crawlers Broodguard
3. 2 Gelatinous Cubes 14. 1 Trapper, 3 Kobold Dragonshield, 1
4. 5 Ghouls, 2 Ghasts Kobold Scale Sorcerer
5. 2-3 Rust Monsters 15. 5 Darklings, 2 Darkling Elders
6. 3 Basilisk 16. 4 Chitine, 1 Choldrith
7. 2 Revenants 17. 3 Shadow Mastiffs, 1 Warlock of the
8. 4-6 Gargoyles Great Old One
9. 3 Helmed Horrors 18. 2 Tanarukk
10. 4 Grick, 1 Grick Alpha 19. 1 Draegloth
11. 4 Hook Horrors 20. 1 Gauth

Magic Items (by room number)


7: Chainmail +1, Potion of Flying, Potion of Water Breathing, scroll
of Rope Trick
9: Crystal Ball (Very Rare version)
18: Potion of Greater Healing, Mace +2
22: Potion of Sweet Water (use Vitality), Bracers of Defense
26: Ring of Feather Falling
32: 2 scrolls of inflict wounds, Ring of Protection

Rooms (by room number)


2: The Ruins: Collapse will call 2d6 damage, Dex save (DC 12) for half.
Climbing out requires a DC8 Athletics check.
The Dungeon Level: If a spell that causes thunder damage is cast, a
collapse of 20' radius will occur. This will cause 2d10 damage, Dex save
(DC 10) for half.
5: Monster Squares: Use this table: 1: Hell Hound, 2: Owlbear, 3: Phase
Spider, 4: Leucrotta, 5: Rust Monster, 6: Yuan-ti Malison
7: Rubble Room: Use 3 manticores
8: Illusory Ball: Treat the ball as if it had been created by a Major
Illusion spell
9: Crystal Pedestal: IXAM: Giant Ape or 2 Girallon, ALRASTIL: Young
Remorhaz, PENTUKO: 2 Minotaurs, MYRG: 2 Owlbears.

Not for resale. Permission to print or photocopy this document for personal use only. C2 THE GHOST TOWER OF INVERNESS CONVERSION GUIDE 8
66. Shadow (MM 269, CR 1/2 (100 xp))
Monsters 67. Shadow Mastiff (VGM 190, CR 2 (450 xp))
68. Shoosuva (VGM 137, CR 8 (3,900 xp))
1. Babau (VGM 136, CR 4 (1,100 xp))
69. Tanarukk (VGM 186, CR 5 (1,800 xp))
2. Banderhobb (VGM 122, CR 5 (1,800 xp))
70. Tlingcalli (VGM 193, CR 5 (1,800 xp))
3. Basilisk (MM 24, CR 3 (700 xp))
71. Trapper (VGM 194, CR 3 (700 xp))
4. Blue Slaad (MM 276, CR 7 (2,900 xp))
72. Warlock of the Archfey (VGM 219, CR 4 (1,100 xp))
5. Bodak (VGM 127, CR 6 (2,300 xp))
73. Warlock of the Great Old One (VGM 220, CR 6 (2,300 xp))
6. Bugbear (MM 33, CR 1 (200 xp))
74. Wereboar (MM 209, CR 4 (1,100 xp))
7. Bugbear Chief (MM 33, CR 3 (700 xp))
75. Wraith (MM 302, CR 5 (1,800 xp))
8. Bulette (MM 34, CR 5 (1,800 xp))
76. Yeth Hound (VGM 201, CR 4 (1,100 xp))
9. Carrion Crawler (MM 37, CR 2 (450 xp))
77. Young Remorhaz (MM 258, CR 5 (1,800 xp))
10. Chain Devil (MM 72, CR 8 (3,900 xp))
78. Yuan-Ti Broodguard (VGM 203, CR 2 (450 xp))
11. Chimera (MM 39, CR 6 (2,300 xp))
79. Yuan-Ti Malison (MM 309, CR 3 (700 xp))
12. Chitine (VGM 131, CR 1/2 (100 xp))
80. Yuan-Ti Pit Master (VGM 206 , CR 5 (1,800 xp))
13. Choldrith (VGM 132, CR 3 (700 xp))
14. Darkling (VGM 134 , CR 1/2 (100 xp))
15. Darkling Elder (VGM 134, CR 2 (450 xp))
16. Displacer Beast (MM 81, CR 3 (700 xp))
17. Draegloth (VGM 141, CR 7 (2,900 xp))
18. Earth Elemental (MM 124, CR 5 (1,800 xp))
19. Ettercap (MM 131, CR 2 (450 xp))
20. Fire Giant (MM 154, CR 9 (5,000 xp))
21. Flameskull (MM 134, CR 4 (1,100 xp))
22. Galeb Duhr (MM 139, CR 6 (2,300 xp))
23. Gargoyle (MM 140, CR 2 (450 xp))
24. Gauth (VGM 125, CR 6 (2,300 xp))
25. Gelatinous Cube (MM 242, CR 2 (450 xp))
26. Ghast (MM 148, CR 2 (450 xp))
27. Ghoul (MM 148, CR 1 (200 xp))
28. Giant Ape (MM 323, CR 7 (2,900 xp))
29. Giant Bat (MM 323, CR 1/4 (50 xp))
30. Giant Lizard Use Owlbear (MM 249, CR 3 (700 xp))
31. Giant Scorpion (MM 327, CR 3 (700 xp))
32. Giant Shark (MM 328, CR 5 (1,800 xp))
33. Giant Spider (MM 328, CR 1 (200 xp))
34. Girallon (VGM 152, CR 4 (1,100 xp))
35. Githyanki Warrior (MM 160, CR 3 (700 xp))
36. Gnoll (MM 163, CR 1/2 (100 xp))
37. Gnoll Fang of Yeenoghu (MM 163, CR 4 (1,100 xp))
38. Gorgon (MM 171, CR 5 (1,800 xp))
39. Grell (MM 172, CR 3 (700 xp))
40. Grick (MM 173, CR 2 (450 xp))
41. Grick Alpha (MM 173, CR 7 (2,900 xp))
42. Hell Hound (MM 182, CR 3 (700 xp))
43. Helmed Horror (MM 183, CR 4 (1,100 xp))
44. Hobgoblin (MM 186, CR 1/2 (100 xp))
45. Hobgoblin Captain (MM 186, CR 3 (700 xp))
46. Hobgoblin Devastator (VGM 161 , CR 4 (1,100 xp))
47. Hobgoblin Iron Shadow (VGM 162, CR 2 (450 xp))
48. Hook Horror (MM 189, CR 3 (700 xp))
49. Hyena (MM 331, CR 0 (10 xp))
50. Kobold Dragonshield (VGM 165, CR 1 (200 xp))
51. Kobold Scale Sorcerer (VGM 167, CR 1 (200 xp))
52. Lamia (MM 201, CR 4 (1,100 xp))
53. Leucrotta (VGM 169, CR 3 (700 xp))
54. Manticor (MM 213, CR 3 (700 xp))
55. Merrow (MM 219, CR 2 (450 xp))
56. Minotaur (MM 223, CR 3 (700 xp))
57. Nothic (MM 236, CR 2 (450 xp))
58. Owlbear (MM 249, CR 3 (700 xp))
59. Oytugh (MM 248, CR 5 (1,800 xp))
60. Phase Spider (MM 334, CR 3 (700 xp))
61. Pteranodon (MM 80, CR 1/4 (50 xp))
62. Revenant (MM 259, CR 5 (1,800 xp))
63. Rust Monster (MM 262, CR 1/2 (100 xp))
64. Sea Hag (MM 179, CR 2 (450 xp))
65. Sea Hag Coven (MM 179, CR 4 (1,100))

Not for resale. Permission to print or photocopy this document for personal use only. C2 THE GHOST TOWER OF INVERNESS CONVERSION GUIDE 9

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