Quote Originally Posted by Unoriginal View Post
Could be nice to replicate that "ghost with magic, corpse without" formula but making it explicit and more obvious, I think. Or you can go spellcaster all the way as you planned.

However, what would be the reason to force the ghost back in the corpse, if not to cut out the access to magic? Just not having to deal with ghostly abilities?

Personally I would make the Ghost Wizard an illusionist or enchanter, using their spells to fool and manipulate anyone in his area of activity very efficiently while taking advantage of the ghost abilities to remove the weaknesses such a caster usually has. Meanwhile the Corpse Wizard don't have magic and can't just disappear to keep messing with the PCs, but he'd be an ultra-aggressive juggernaugt, like a Slasher villain with a grudge-fueled determination to pummel the PCs into next week and keep hitting.



Can be a great solution, indeed.



Undead are persistent, but their power levels vary widely from edition to edition. That's something to be careful about.

About the grabbing hands: are they Crawling Claws? Because those are in 5e.
Basically putting his ghost in his corpse makes him vulnerable. Probably best not to overthink it, but I'm running this in a Westmarches style campaign, and there's some lore that might explain it.

For what it's worth, his corporal form is basically trapped in a boss arena with the PCs.

Quote Originally Posted by Thane of Fife View Post
Spellcasting undead are mostly just not a thing in AD&D (except liches). The fear thing is supposed to be a ghost thing, not a spell. So it's mostly just a matter of taste on your part if you think he should have spells.



It doesn't look like there are that many magic weapons in that adventure, and only one is a +2 weapon, so I'm not sure what you mean by handing them out like candy (the adventure does try to ensure the PCs will have some so that they can fight the ju-ju zombie, which is immune to nonmagic weapons). But generally, I would say that the adventure tries to stick with low plus weapons so that the PCs can't fight the ghost, while including that one +2 as a hail mary.



I think that's supposed to be just generally spooky stuff, not magic. I think the adventure actually originated as a Ravenloft introduction, and those are supposed to be like little darklord abilities.



Having run this adventure in 3e, I'll note that it's pretty generous with healing items, because the PCs are trapped in the house and can't get out to rest. You may not need those in 5e, but it's something to consider.



The premise of the adventure is that the ghost is just way too powerful to fight, but it doesn't really attack until midnight, so the PCs have to figure it out before then. The "ghost abilities" are basically scripted attacks it makes before that.



I don't think that the adventure makes much sense with the wizard being anything but a necromancer.



The hands don't move. They just burst out of the floor, then try to grab someone and drag them under (to instant death).
This is all useful to know!

According the my Googling, the best way to gauge the CR of AD&D creatures is from their XP. So with that I've got:

  • Shadows: CR1 vs. 1/2 in 5e; But given they can easily kill off a party member, I might even reduce the number of them to 1 (the encounter's basically an avoidable trap so the chance to get some strength drain on the Paladin might be enough).
  • "Clutching Hands": CR1 (one CR1/4 per character); Basically a trap, so I'll run it as such instead of finding a stat block.
  • Zombies: CR1/4 vs. 1/4; no changes needed here (plus the idea is that the party can just RE their way through the room instead of fighting them if they want anyway) =3
  • Constrictor Snake: CR1/2 vs 1/4; I'll probably leave this at 3 to avoid a situation where every party member is constricted (the boss is a little higher CR than the original adventure, so it levels out).
  • Giant Rats: CR1/8 vs. 1/8; I'll keep this the same (it's a dead end, and they run away if enough go down). There's an additional complication of normal rats swarming the room and getting in the way, which I'll translate as disadvantage.
  • Spiders: CR1/2 vs. Giant Wolf Spider (1/4) or Giant Spider (1); the encounter has two, so I reckon if I have two wolf spiders, the action economy will make up the difference. Might throw in another if they seem to be doing too well at this point.
  • Ghouls: CR1/2 vs. CR1: I'll keep two ghouls, but I'll have them spend the first round bowing/curtsying before they attack (their flavour is that they used to be servants), to give the party a chance to deal with them before they become too much of a threat.