The Ghost Tower of Inverness: Classic Modules Today
The Ghost Tower of Inverness: Classic Modules Today
The Ghost Tower of Inverness: Classic Modules Today
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Conversion Guide by Marty
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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.
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.
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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
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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
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ball as if it had been created by a Major Illusion spell.
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.
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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))
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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
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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))
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