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Dungeons & Dragons 3e: The Ghosts of Aniel

The Ghosts of Aniel

It all started out with the best of intentions, I'm sure, but now the population of the elf village of Aniel is deserted and haunted... and it's up to the party to find out what's going on and how (if?) it can be sorted out. The background for the DM explains just what went awry and who was behind it, and there are a few basic hooks to get the party involved.

If you have the party travelling to Aniel through the forest (called Celadon, but any suitable forest in your own campaign world will suffice), remember that it's wild and dangerous, and to that end there's a table of random encounters that you can use; while there are four main encounters to run once they reach Aniel. That's it - the party will have to use their wits and what they can glean from their interactions with the ghostly inhabitants of Aniel to figure out what needs to be done to restore a state of normality. If the party has a way to make contact with the ghosts, they can explain the situation (as given in the background) so one of the main challenges is establishing meaningful contact.

There's little in the way of resources. You'll have to come up with your own plan of the village and one for the local wizard's house and anywhere else the party decides to explore. The main antagonist's details are provided (including full stat block and notes on how he will act), but that's about it.

The situation and backstory are interesting and have considerable potential, but this one feels more like an adventure seed than a full-blown scenario. You will need to put some preparatory work in to run it at its full potential. When it was a free download on the Wizards of the Coast website, that was fine, but you may wonder if even 99 cents ought to get you more - as it does with many of the other adventures in this series!

Return to The Ghosts of Aniel page.

Reviewed: 3 May 2016