


After reading this document, all you'll need to run the game is the original module, the Monster Manual, the Reference Sheet, and optionally any notes or visuals you've prepared. You can print this onto a single, double-sided page (perhaps on colored cardstock) as a handy tool that you can use alongside a hard copy of the module. Find more information about this and other early edition conversions at If you have comments, suggestions, or questions, please mbh9700- Reference Sheet For convenience, there is a Reference Sheet at the end of this document which summarizes the key information you'll need during the game onto one concise sheet. All other page number refer to the locations in the original 'The Ghost Tower of Inverness' module. Page listings may refer to abbreviations: MM (Monster Manual), CR (Challenge rating), and DMG (Dungeon Master Guide). Most creatures refer to stat blocks in the D&D 5E Monster Manual. A list of random encounters provides a quick ingame reference. To use this conversion guide you will need a copy of C2 The Ghost Tower of Inverness, originally available in hard-copy and now for sale in Digital format at This document gives GMs advice to convert the module to the latest 5 th Edition rules and guidance on preparing the adventure. I was able to ask him about his original intent on certain encounters, and advice on trying to keep the feel and spirit of the original module. James Maliszewski, Introduction In writing this conversion, I had the great honor to run some ideas and ask for clarification from the original author of the module, Allen Hammack. C2 THE GHOST TOWER OF INVERNESS CONVERSION GUIDE 2Ĥ 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. Permission granted to print or photocopy this document for personal use only.

C2 THE GHOST TOWER OF INVERNESS CONVERSION GUIDE 1ģ Not for resale. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. This work contains material that is copyright Wizards of the Coast and/or other authors. A 15+ hour adventure for character levels 5-7 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 conversion guide allows DMs to run the original module with 5 th Edition rules and provides a reference sheet for encounters.

In 2004, for the 30th anniversary of the Dungeons & Dragons game, Dungeon magazine ranked this module the 30th greatest adventure of all time. The original 20-page module included many maps of the different levels and player handouts. "Diesel" LaForce, Jim Roslof, Erol Otus, David C. It was written by Allen Hammack and illustrated by Jeff Dee, David S.
#Ghost tower of inverness time to complete code
1 C2 Classic Adventure Module Conversion The Ghost Tower of Inverness By Stan Shinn For Characters Levels 5-7 Classic Modules Today A D&D 5 th Edition Conversion of the Early Edition Adventure ModuleĢ C2 The Ghost Tower of Inverness By Stan Shinn Introduction: In 1980, TSR published the module named The Ghost Tower of Inverness with the module code C2.
