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Need advice on running "The Ghost of Mistmoor" (Dungeon 35)

Guilberwood

First Post
Hi guys,

I’m planning on adapting and running the old “The Ghost of Mistmoor” (Dungeon 35) in my 5E campaign.

It seems like an awesome adventure that could lead to a memorable experience for my players, but it also seems to me that it could be a little tricky to run, as you have to handle the two thieves and their fake hauntings, the triplet’s ghosts and the real BBEG. I’m also not sure if the hauntings and tips provided in the module are enough for the players to figure out the whole story.

Reading about it online, some people have suggested removing the thieves altogether. I’m not sure whether I should do it or not, but I certainly don’t like the portable hole trap. I also don’t like the solution to the vault puzzle (casting speak with dead on a specific skull). I’m definitively going to change that (maybe one of the sisters know the password and tell the players after they befriend her, or maybe the answer is written somewhere, or both).

Has anyone ever used or played this module before? Any advice worth sharing?
Thanks in advance.
Guilberwood
 
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