Tonight, Dungeon World took on the old AD&D module C2: The Ghost Tower of Inverness.

Tonight, Dungeon World took on the old AD&D module C2: The Ghost Tower of Inverness.

Tonight, Dungeon World took on the old AD&D module C2: The Ghost Tower of Inverness. It was a smashing success— and the fastest character creation/ group integration I’ve ever experienced. Even though we didn’t finish the adventure, we had a great time with a lot of memorable moments and laughs, while still having moments of terror and even a PC death. 

3 thoughts on “Tonight, Dungeon World took on the old AD&D module C2: The Ghost Tower of Inverness.”

  1. Yesssss.

    This is exactly why I am so happy about the whole D&D Classics library being available.  Converting stuff and running with DW has given all my old modules new life.

    Did you do any special monster conversions or create any neat custom moves?

  2. [Some spoilers for the C2 module, even though it’s 30+ years old.]

    Much of the fun came from the ‘put the character in a spot’ or ‘offer an ugly choice’ results.

    I added a plot element, that there is a pack of gnolls also after the Soul Gem (that’s the MacGuffin in this adventure), and they have a head start. The ranger wanted to track them, so they were ahead… somewhere. On one 7–9 result, he tracked them but stumbled into a small scouting party. On a later failure, he blundered into a full ambush. During another encounter with other creatures, the ranger again (I swear I wasn’t picking on him) thought he had a safe place to Volley from, but his Put in a Spot found the Gnoll Alpha emerging from the tunnel they hadn’t explored yet and catching him unawares. We got a lot of mileage out of those gnolls, and I had little prep work with them, other than to decide they were there, and roughly how many in total (thinking offscreen, the gnolls growing more desperate as their numbers dwindle). 

    A great, and simple, Ugly Choice came up in one of the encounter rooms where there are bugbears in suspended animation. Every time someone crosses the threshold of the room, some of them animate and attack. The party figured this out quickly. During a fight, the wizard was defying danger; his ugly choice was to take the damage, or avoid the attack by ducking into the room, knowing this would animate more bugbears, and make a bad situation much worse for the paladin in the thick of the fight. 

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