Overview
Anoxi is the resident magician in the town of Horndean, a day’s walk north of the Giant’s Run Mountains. His crowning achievement is his saving of the town from a magical disease in 1489 DR. However, it is purported throughout the town that his unusual methods to find the cure drove him insane. It’s rumored that some inhabitants of the town that disappeared during the plague were taken by him to be tested on and tortured.
The players in this adventure find themselves unwillingly embroiled in this dark conspiracy involving demons, magicians, and magical tomes and potions of incredible power.
Adventure Summary
This adventure is designed for a party size from two up to six, with player levels from 5-10. It is set in the beginning of 1495 DR, and is split into five main parts.
In the first, Horndean, adventurers wake up in Anoxi's dungeon within the town of Horndean. When they escape, and defeat Anoxi in combat, they are led to his cave south of the town to commence the second part, Anoxi's Depths. Upon exploring the cave and connected dungeon, they learn of Anoxi's plan to, by using the powers of the legendary Tomes and Vials Corrupt, restart the magical plague he once saved the town from. However, his plan this time is to do so in Waterdeep, where the devastation caused by the disease would be unfathomable.
In the third part, Sumelsoren, adventurers travel to the 157th Layer of the Abyss to obtain five of the ten Corrupt artifacts pivotal to Anoxi's plan. Later, in the fourth part Dragonspear, they travel back in time to 1368 DR so they can obtain the Green Tome and Vial Corrupt from the legendary Archmage Khelben Arunsun and the Red Vial Corrupt from the god Kelemvor. In the final part, The Magicians Corrupt, adventurers travel forward to 1495 DR so they can use the six Vials and four Tomes Corrupt to defeat Anoxi and the creator of the corrupt artifacts, the wizard-demon Zaniar.
Running the Adventure
Before you run this adventure, it is recommended you read this book in its entirety in order to familiarize yourself with the adventure. You will also need the D&D fifth edition core rulebooks: Player's Handbook, Dungeon Master's Guide, and Monster Manual.
The Monster Manual contains stat blocks for most creatures found in this adventure. Other stat blocks are included in Appendix A, NPCs. When a creature's name appears in bold type, that's a visual cue pointing you to that monster's stat block in Monster Manual.
When running the adventure, you should keep an eye out for text blocks that look like this:
Story Background
Included below is some background on the characters and items central to the story, intended for the Dungeon Master's use.
Anoxi
Anoxi is a human magician born in Waterdeep, and the primary antagonist of Anoxi, the Magician Corrupt. He is renowned throughout the town of Horndean from saving them from a magical plague, but is often feared due to rumors of his insanity.
Biography
Anoxi was born in Waterdeep. He displayed an interest in magic and sorcery from a young age, learning from various wizards in the city. After completing much of his inital training, he traveled throughout the realms to deepen his mage powers, and eventually settled in Huzuz, where he attended one of the many universities in the area to become a sage. After graduating in 1487, he heard of a magical plague befalling the nearby town of Horndean. Upon his going there, the town recognized his precocious magical ability and employed him to find a cure. Researching the symptoms and magical properties into the disease, he found a possible solution in the legendary Corrupt Tomes and Vials of Zaniar, a collection of magical elixirs and books with incredible magical powers. He managed to track down the locations of both the Yellow Vial Corrupt and its corresponding Tome to a cave south of the town.
Anoxi’s work with the Vial over a period of seven months slowly corrupted him. Eventually, he was able to counteract the spread of the disease, and while doing so, realized the true power of the Tomes and Vials Corrupt. He set up a shop in Horndean so he would have both the facilities of the town and the ability to travel quickly to his cave, and he has worked there ever since.
Powers
Anoxi is an extremely powerful magician, with knowledge of a huge arsenal of spells and incantations, with more provided by his use of the Yellow Tome and Vial Corrupt.
The most powerful attribute Anoxi possesses is his ability to formshift. The powers of the Third Vial allow him to transmute consciousnesses or magical essences between vessels and bodies, which he uses to switch between "forms" he creates as he grows in power. It also provides him with the ability to escape from death by simply formshifting into another form.
For more details of the powers Anoxi possesses, see Appendix A, NPCs.
The Tomes and Vials Corrupt
Created by the wizard-demon Zaniar (see below) , the Tomes and Vials Corrupt are a set of books and potions with incredible magical powers. There were originally six Tomes and six Vials, but two Tomes have since been destroyed, leaving only four intact. The Tomes each correspond with a Vial, and detail the use of the Vial they link with.
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The first vial is the Red Vial Corrupt. Its abilities are never disclosed in the adventure, as its corresponding Tome was destroyed pre-Dalereckoning, but it can theoretically be used to "soul tear", stealing souls from unwilling mortal subjects, or controlling souls once they leave dead mortal bodies. Originally gifted to Zaniar's father, Myrkul, it was later lost when Myrkul died. It currently is located beneath the Crystal Spire, the domain of Myrkul's replacement, Kelemvor.
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The second vial is the Orange Vial Corrupt. Its abilities are never disclosed in the adventure, as its corresponding Tome, along with the Red Tome, was destroyed pre-Dalereckoning. It can theoretically be used to control unwilling mortal and immortal subjects. Its location is in Zaniar's Layer of the Abyss.
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The third vial is the Yellow Vial Corrupt. This is the one that players encounter as soon as they begin the game, and it grants whoever controls and understands it the ability to formshift, moving their consciousness between magical vessels called forms. It corresponds with the Yellow Tome Corrupt, which details the use of the potion. The current location of both objects is Anoxi's shop in Horndean.
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The fourth vial is the Green Vial Corrupt. It is located, along with its corresponding Tome, in Blackstaff Tower, Waterdeep. They once belonged to the legendary Archmage Khelben Arunsun, who hid them away to prevent them from being used for evil purposes. By utilizing the Purple Vial and its Tome (see below) to travel back in time, adventurers can retrieve both objects from him. Used together, they grant understanding users the ability to manipulate matter within certain Planes of the Abyss.
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The fifth vial is the Blue Vial Corrupt. Located within Zaniar's Layer of the Abyss along with the Blue Tome Corrupt, it grants users significant boosts to their current abilities and powers.
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The sixth and final vial is the Purple Vial Corrupt, corresponding with the Purple Tome Corrupt. It allows users to manipulate the spatial and temporal properties of certain objects and beings, changing their location at will, moving them across planes, or sending them back or forward in time. The Tome and Vial are both located in Zaniar's Layer of the Abyss.
Whenever a Vial or Tome Corrupt is taken by an adventurer, it cannot leave their person until they are killed entirely.
The Vials, aside from their magical potential, also serve as the vessels for the life force of the wizard-demon Zaniar. At the beginning of the adventure, players are unable to break or open the Vials, but as they progress through the third and fourth parts, they acquire the knowledge necessary to destroy or open the Vials so they can defeat Zaniar.
Zaniar
Zaniar is a demigod wizard-demon who created the Tomes and Vials Corrupt and started the magic plague later stopped by Anoxi. He is relatively young by demon standards, but is demigod, son of the god Myrkul and the demon Queen of Chaos. He usually walks the mortal plane as a human male with average proportions and sandy hair, but with blood red eyes. If encountered in his Layer of the Abyss, as he is in the part Sumelsoren, he appears as a size Huge humanoid made of glowing magma and obsidian clad in scaled armor, with a skull and crown. Sometimes when conversing with characters, he appears in this form but in size Medium.
Vials Corrupt
Zaniar, when creating his six Vials Corrupt, imbued his life force into them, which takes the form of a pure black fluid. Destroying the vials and the liquid inside will allow him to be defeated as if he was an ordinary NPC, with stats available in Appendix A, NPCs.
Sumelsoren
Sumelsoren is the 157th Layer of the Abyss. It is controlled by Zaniar, and it is where he resides when not walking the mortal plane disguised as a human. Described in more detail within Appendix B, Locations, it features both huge jungles dotted with immense obsidian monoliths and hellish rivers of lava and magma. Zaniar's palace lies on a mountain jutting out of a lava lake near the center of the layer. The palace also contains a vault holding the Red, Blue, and Purple Tomes Corrupt, along with the Purple, Orange, and Blue Vials Corrupt.
The Siege of Dragonspear
Central to the fourth part of the adventure is the Castle Dragonspear, an fortification northeast of the city Baldur's Gate. Beneath the castle lies the underground dwarven city Kanaglym, which contains a portal to the Fugue Plane. This portal is the only way to access the Crystal Spire, the domain of the god Kelemvor, who holds in his possession the Red Vial Corrupt.
However, in present day, Castle Dragonspear is in ruins, and any entrances to Kanaglym have been long covered in rubble. The cause of this destruction was the Siege of Dragonspear, an event in 1328 DR cataloged in the videogame Baldur's Gate: The Siege of Dragonspear, where a force led by a warrior called Caelar Argent led a crusade against the castle in an attempt to access a portal within.
During the siege, players must sneak into the castle to gain access to the entrance to Kanaglym held within. Upon doing so, they make their way through the ancient city towards the portal.
Part 1: Horndean
When the adventure begins, players find themselves trapped in the dungeon of the corrupt magician Anoxi. Out of the party of adventurers, one lies unconscious on the floor of the room, and the rest are chained to the wall. By rousing the sleeping adventurer, the others can receive her help.
The room is plain, with a stone floor and ceiling, and wooden walls. It has a single door to the north side of the room, which is locked, and a small empty bookcase in the northwest corner. In every corner of the room hangs a lit oil lamp, the flask from which can be removed.
Anoxi's Shop
Escaping the Bonds
Adventurers can escape their bonds in several different ways. One is using a successful DC 18 Strength check, with which players can pull the chains binding a single hand out of the wall (but in this case, they will remain cuffed on that hand) . Another is with a successful DC 17 Dexterity check, with which players can slip a single hand out of its cuff. Alternatively, if oil from the lanterns is used to slick an adventurer's hand, they can pull one hand free with a DC 10 Dexterity check.
Additionally, unbound adventurers can, with a successful DC 14 Strength check, break off the handle of a lantern. Using this implement, they can break off the cuff of another adventurer without any checks.
In any case, adventurers will have disadvantage on all rolls if they have both hands bound to the wall, unless aided by another unbound adventurer.
Escaping the Room
Once all adventurers are free, and not before, they can escape the room. If they wish to break down the door, a DC 17 Strength check will succeed (players have advantage if help is given) , but doing so will alert Anoxi, who stands on the other side of the door.
If adventurers otherwise choose to move the bookshelf out of the way, a key to the door is located underneath a loose floorboard. With a successful DC 15 Intelligence (Investigation) check, it can revealed and taken. With it, adventurers can open the door without alerting Anoxi.
Combat with Anoxi
Once adventurers escape the confines of the dungeon, they find themselves in the shop of the corrupt magician Anoxi. He appears to them as a young mage clad in yellow robes. If the door was broken down, instead of unlocked with the key, Anoxi will be waiting for them and ready for combat as soon as they exit. Otherwise, he does not notice the adventurers, and can be sneaked past with a DC 15 Dexterity (Stealth) check, or surprised from behind.
Unless adventurers don't alert Anoxi to their presence, they enter combat with his First Form (for stats, see Appendix A, NPCs) . Compared with his higher Forms, Anoxi can be defeated relatively easily with a party of several members (for one of only two players, the Dungeon Master can choose to make the fight slightly easier) .
Once he is either incapacitated or killed, Anoxi will disappear two turns after either combat ends, or after characters stop moving or looting his body. Characters with a Passive Wisdom (Perception) greater than 16 will notice his disappearance, but otherwise, his vanishing will go unnoticed until he is actively searched for.
Inside the store
After Anoxi’s First Form is defeated in battle, the shop can be explored. It is composed of a single room, with the false back of a wardrobe on the south wall leading to the dungeon the players have been imprisoned in. The west wall is host to a huge rack of potions, ingredients, and books containing spells and incantations in an unknown language. The east wall contains several apparatuses used in magic by Anoxi. Atop one lies the book he was reading, the Yellow Tome Corrupt. The north wall also contains a door and two large windows that provide a view of the outside.
Perusing the rack of potions will reveal certain bottles. Characters should roll a Wisdom (Perception) check before inspecting it.
Potions in Anoxi's shop
| Item | Perception DC |
|---|---|
| Yellow Vial Corrupt | 2 |
| Mild Emetic x2 | 12 |
| Vial of Venom x3 | 13 |
| Potion of Animal Friendship | 14 |
| Vial of Diminution | 15 |
| Potion of Healing x 3 | 19 |
| Potion of Cloud Giant Strength | 24 |
Yellow Vial Corrupt. A dark yellow vial with a pure black liquid inside. It seems to radiate evil. When picked up by an adventurer, it cannot leave their person unless they are killed.
Mild Emetic. A mild poison that is ingested. Once drunk, it deals 1d4 damage. If the consumer fails on a DC 8 Constitution check, they are incapacitated for one turn.
Vial of Venom. A small vial of venom. If it is injected, or poured into an open wound, it deals 3d6 acid damage.
Potion of Animal Friendship. A vial that, when ingested, allows the consumer to cast the Animal Friendship at will for two hours. This potion can be drunk the same turn that Animal Friendship is to be casted.
Vial of Diminution. A vial that, when shattered to the ground, forces anybody within ten feet to succeed on a DC 13 Constitution check. If they fail, they suffer the "reduce" effect of the "Enlarge/Reduce" spell for 1 hour.
Potion of Healing. A potion that gives 2d4 + 2 health when consumed.
Potion of Cloud Giant Strength. The Potion of Cloud Giant Strength is hidden behind several similar bottles. It changes the consumer’s strength score to 27 for one hour.
Most of the bottles in the table above have labels on them, allowing players to know their effects upon looking at them, save the Yellow Vial Corrupt and the Potion of Cloud Giant Strength (to identify the latter, a DC 18 Intelligence check is required). Also on the wall are hundreds of other miscellaneous potions that, when drunk, have a random effect detailed in the table below.
Random Potion Effects
| Random Effect | |
|---|---|
| 0-9 | Increases movement speed by 4d4 for two hours if ingested. |
| 10-19 | Deals 1d4 damage if ingested. |
| 20-29 | Increases Dexterity by 1 for one hour if ingested. |
| 30-39 | Gives disadvantage on all Dexterity or Constitution saving throws for 4 turns if ingested. |
| 40-49 | Halves movement speed for two turns. |
| 50-59 | Will cause a mild explosion if smashed to the ground, dealing 1d4 + 2 bludgeoning damage to anybody standing within five feet. |
| 60-69 | Decreases carrying capacity (if applicable) by 30 for 10 turns if ingested. Otherwise, reroll. |
| 70-79 | Induces vomiting if ingested. |
| 80-89 | Gives advantage on all Wisdom or Intelligence checks for 4 turns if ingested. |
| 90-93 | Allows consumers to hover up 3 feet above the ground at will, with a flying speed equal to their walking speed plus 5. The effects of this spell wear off after 2 hours. |
| 94-98 | If ingested, causes harmless blue-white flames to appear around the consumer’s body for 1 hour. For this period, consumers have disadvantage on any Persuasion checks and advantage on any Intimidation checks. |
| 99 | Causes consumer to take damage equal to their maximum HP. |
All the books on the rack are written in indecipherable runes, the translations of which are known only to Anoxi. These serve no importance to the storyline. However, the book Anoxi was reading from is the Yellow Tome Corrupt. Similar to the Vial on the wall, it seems to radiate a sort of evil, and when it is picked up, it cannot be removed from the owner's person unless they are killed.
The runes in the Yellow Tome cannot all be deciphered when first read: their translations are revealed later into the story. However, at this point in time, adventurers can discern that they refer to the Yellow Vial and seem to be detailing its use.
The Town of Horndean
When players exit Anoxi's shop, they find themselves in the town of Horndean. Founded in 980 DR, it remains the last stop before entering the perilous Giant's Run Mountains, and has established itself as one of the most reputed caravan stops in all of the Plains regions of Faerûn. Horndean is separated into three main districts: the Old District, which contains buildings that were part of the town before its economy boom in ~1200 DR; Timberside, all of which was built in 1224 DR to quickly accommodate the increasing population; and the Horn, containing the town's more luxurious buildings and its town hall.
Anoxi's shop is located in Timberside near the center of the town. Despite the high quality of the wares he offers, townspeople mostly avoid his shop due to the rumors of his insanity. His store is so avoided, in fact, most of the buildings on the street are vacant due to the lack of business. The only nearby business is the seedy tavern The Sleepy King, whose patrons tend to be untrustworthy criminals and petty thieves.
Due to the prevalence of caravans carrying expensive goods in the town, powerful Hornguards substitute for a police force. (For their stats, see Appendix A, NPCs.) A single one of these is a challenge for a 6th level player, and at a moment's notice, any can summon up to a dozen companions to aid her.
Rumors and the Town Hall
If adventurers ask any townspeople If adventurers ask any of the townspeople about Anoxi, they should roll a Charisma (Persuasion) check with DC 12. On a success, roll a d10 to determine a rumor from the Anoxi Rumors table on the following page. (Those in italics are false rumors.) However, on a fail, the townsperson will refer players to the Town Hall in the Horn district.
Upon approaching the Town Hall, players will be stopped by six Hornguards, who demand to know the reason for their entry. Dungeon Masters may choose to accept or reject excuses based on their believability, or choose to have players roll for Charisma (Persuasion), but note that past incidents may mar the trust of the guards-- for example, if players called a Hornguard into Anoxi's store just to find that his body had vanished.
Once players are given access to the Town Hall, they have audience with the duke of Horndean. Escorted through a grand entrance hall lined with lapis, adventurers greet him in a small private meeting room.
Anoxi Rumors
| Rumor | |
|---|---|
| 1 | The only reason the duke of Horndean allows Anoxi to stay here is because the town owes him a favor. |
| 2 | A while ago, Anoxi was driven insane by a magical experiment. |
| 3 | Stay away from his shop. It’s cursed with a dark evil. |
| 4 | Sometimes Anoxi leaves the town for months at a time, and when he comes back, he seems to become even more corrupt, evil, and insane. |
| 5 | Anxoi is in the thrall of a demon, and is secretly a warlock. |
| 6 | The plague Anoxi stopped was caused by a demon called Zaniar. |
| 7 | Six years ago, Anoxi saved this town from a magical plague. It’s the only reason the duke allows him to stay. |
| 8 | Anoxi is involved in a plot that uses the magic of demons. |
| 9 | Anoxi has demon heritage, and some of his ancestors were Tieflings. |
| 10 | Some people say Anoxi has a cave south of here where he holds the bones of the people affected by his twisted experiments. |
Rumors and the Town Hall
The duke is a tall man with black hair, green eyes, and dark skin. He is quick-witted and intelligent, and sympathetic to the adventurers' cause. Upon learning about their predicament at Anoxi's shop, he will reveal his own shortcomings about the magician.
The duke will freely admit he and most of his cabinet, along with essentially all of the town, don't trust Anoxi. He will say:
If further pressed, he will also reveal the truth of Anoxi's frequent journeys south:
The duke will then offer to give adventurers a map to the cave so they can investigate it. If the party is only two or three players large, the Dungeon Master might choose to send along a Hornguard or two to accompany them.
Once they are finished in their audience with the duke, adventurers return to the Horn district of Horndean. Later, they can begin their walk to the cave, which takes exactly 8 hours of walking at "Medium" pace.
Other Town Rumors
| Rumor | |
|---|---|
| 1 | The duke of the town is taking bribes from rich citizens. |
| 2 | A revenant was spotted west of the town recently. See Appendix C, Side Quests. |
| 3 | Some people are saying the weapons sold at The Community Sword break soon after you buy them. I say stay away. |
| 4 | Sam, the village idiot, isn't as dumb as he pretends to be. See Appendix C, Side Quests. |
| 5 | A great hobgoblin in the town disappeared into Anoxi's shop recently. (This hobgoblin likely ended up victim to Anoxi's experiments.) |
| 6 | The gem appraiser Stency never gives you good value. Take your valuables somewhere else. |
| 7 | Recently, there have been some markers turned over in the local graveyard. |
| 8 | You ever hear about the gladiator Benbron? I saw him, unarmed, best 5 men with swords. Too bad about his last bout with the lions. (If adventurers ask a follow-up question, clarify that Benbron was mauled to death by a wild lion.) |
| 9 | There's going to be war to the east, mark my words. Those people are in trouble. |
| 10 | That plague from a few years back? Some people think it's coming back again, but this time in Waterdeep. |
| 11 | Head to Minotaur's Arms down Timberside if you want good steel. Ulfgar Ironfist is the best in the business. |
| 12 | Some people are saying that Gratir the moneylender is laundering money for an underworld gang. See Appendix C, Side Quests. |
Rumors in italics are false. Rumors with bold text following them have extra details for the Dungeon Master.
Map of Horndean
Town Facilities
Horndean has established itself as a major stopping point and trading center for caravans entering the Giants' Run Mountains and moving through the Plains regions of Faerûn. Because of this, the facilities the town offers rival that of major cities like Waterdeep and Baldur's Gate.
However, the quality of the town's stores vary widely by area. Those of Timberside, the town's main residential district, offer well-made goods at a fair price. In the Horn, shops offer luxury goods at exorbitant costs, and stores in the Old District focus mainly on provisions for horses, along with other supplies for caravans.
This section is designed to be used by Dugeon Masters when players are exploring the town and going into stores and shops.
Facilities of Timberside
Timberside is Horndean's main residential and shopping area. It contains comfortable inns and stores that sell good ware at a fair price.
The Sleepy King
A medium-size tavern on the same street as Anoxi's shop, located there due to the cheap rent. It's a two-storey terracotta building with a thatched roof, and is known to harbor mostly criminals and petty thieves. Count yourself lucky if you fall asleep there and wake up with your throat intact, much less your wallet.
If adventurers enter the tavern, Dungeon Masters may choose to create an encounter with a thief that attempts to steal their belongings.
Owner: Gerald Webley, male human. He has owned the tavern for years, it being passed on by his father, and it was once one of the most visited inns in all of Horndean. Its reputation has since been tarnished by its proximity to Anoxi's shop.
Menu: Sells any goods in the "Food, Drink, and Lodging" table, p158 of the Player's Handbook, for the listed price. Its specials include Drake Stew with a Tankard of Cider, for 1 sp, Eggs and Ham with Cake and a Glass of Whiskey, for 9 cp.
Rooms: None available.
Quests: Refer to Appendix C, Side Quests.
The Pig and Thistle
A small restaurant to the north of Timberside with a good atmosphere and decent, simple food.
Owner: Adam Klein, male human.
Menu: Sells any item on the "Food, Drink, and Lodging" page of the Player's Handbook for a slightly discounted price (DM's discretion).
Rooms: None available, restaurant only.
The Hallowed Roof
The largest tavern in all of Timberside, The Hallowed Roof sits at the corner of a major market square. The area outside is covered by several trees, and has benches sitting in the shade.
Inside, it is filled with dozens of tables scattered around a large firepit in the center of the inn. Stairs lead upward to several rooms available for rent.
Owner: Ermina Yeardley, female human. She established the inn upon moving to Horndean thirty years ago. Her perfectly white hair outlines a face marred by scars.
Menu: Sells any goods in the "Food, Drink, and Lodging" table, p158 of the Player's Handbook, for the listed price. Its specials include Boiled Pork and Dried Watercress with a Tankard of Cider_, for 8 cp, and Stewed Goose and Oat Bread with a Tankard of Bitter, for 8 sp.
Rooms: Has 1d8 - 1 available rooms, at a price of 8 sp per night.
Quests: Refer to Appendix C, Side Quests.
The Bronze Staff
The oldest tavern in all of Horndean by some measure, The Bronze Staff was one of the first buildings established when the town was founded, originally built slightly farther away from the Old District. It's a two-story building made of stone, with a small fenced yard out front sporting several tables and chairs.
Owner: Mondo Baggee, male human. He is a direct descendant of the founder of The Bronze Staff.
Menu: Selling any goods in the "Food, Drink, and Lodging" table, p158 of the Player's Handbook, for the listed price. Its specials include Roasted Pork and Millet Bread for 2 cp, Boiled Eggs and Bacon for 6 cp, and Stewed Beef with a Mug of Beer, 4 cp.
Rooms: Has 1d4 - 1 available private rooms, at a price of 1 gp per night. Also on offer is a hammock in a common room for 2 sp a night.
Quests: Due to the bad reputation often garnered by offering small jobs, the owner refuses to give quests or side adventures.
The Community Sword
A small blacksmith known for its cheap ware, the standards of which don't quite live up to that of some higher-end shops.
Owner: Gildmak Wildheart, male halfling. After settling in the town, and seeing the lack of cheap weapons in Timberside, he established this shop with the promise to sell weapons at a price anybody can afford.
Goods: Sells any of the weapons on page 149 of the Player's Handbook for half the listed price. However, weapons sold by him have a 8.3% (1d12) chance of breaking every time they are used. This quality is not disclosed upon sale.
The Shining Plate
The Shining Plate is a blacksmith that specializes in well-built armor. It's located near the Pig and Thistle to the north of Timberside and occupies a two adjacent buildings to accommodate both the forge and the shop inside.
Owner: Maiathah Siannodel, female half-elf. A capable leader who once was part of a band of adventurers who split up when one of their members was killed.
Goods: Sells any armor listed in the "Armor" table on page 145 of the Player's Handbook for the listed price.
The Jasper Open
A small general store located on the extreme east of Timberside. It's a plaster single-story building with a red tile roof and polished hardwood floors.
Owner: Ghaliver Shadowquick, male halfling. When approached, he will claim "Everything's for sale, my friend. Everything! If I had a sister, I'd sell her in a second."
Goods: Sells any item on page 150 of the Player's Handbook for the prices listed, along with any items listed in the "Tools" table on page 154 for the prices listed.
Minotaur's Arms
Minotaur's Arms is known throughout much of Faerûn to have some of the highest-quality weapons of any blacksmith. So good are it wares, in fact, many adventurers make a special trip to Horndean simply to pick up a sword or warhammer at Minotaur's Arms.
Owner: Ulfgar Ironfist, male dwarf. He participated in the building of Timberside in 1224 DR, manufacturing some steel products used in the construction. Afterward, he founded the Minotaur's Arms to create quality weapons for Timberside.
Goods: Sells any weapon on page 149 of the Player's Handbook, plus ammunition shown on page 150, for the listed prices. Any weapons sold by the store deal 1 extra damage on hit, and gives a bonus of 1 to attack rolls (Blowgun is not affected). This quality is disclosed on sale.
Antiques and Antiquities
Antiques and Antiquities is a shop to the southwest of Timberside. It's made of wood and has dusty windows looking in on a carpeted area cluttered with small oddities.
Owner: Spencer Conrad, male human. A young man who inherited the shop from his father and currently runs it.
Goods: Sells any trinkets included on pages 160-161 of the Player's Handbook, for 1d12 cp each, unless an alternate value in listed.
Timberside General Store
Timberside General Store is located near the center of Timberside, adjacent to a large marketplace. It is an adobe two-story sprawling shop with large windows and a sign above the door.
Owners: Reynard and Miles Morley, male humans. They are two brothers who established Timberside General in 1475 DR.
Goods: Sells any item on page 150 of the Player's Handbook for the price listed, along with any packs on the "Equipment Packs" list on page 151, items shown on the "Tools" table on page 154, and trade goods shown on the "Trade Goods" table on page 156, all for the listed prices.
Alchemist General
Located in the arcane area west of Anoxi's shop, Alchemist General is a tall tower with a winding spiral staircase leading upward.
Owner: Kimmon Goldfound, male human. An alchemist by trade, Kimmon traveled the world as a wandering mage before he settled in Horndean and opened his shop.
Goods: Sells any potions included in the list of magic items, pages 187-188 of the Dungeon Master's Guide, for the prices listed.
Galiena's Whispers
Located in the arcane area west of Anoxi's shop, Galiena's Whispers is a magic item shop located mostly underground, with a small stone cottage that serves as the entrance aboveground. When players enter, they take stairs down to the main store area, where they are escorted through by several armed guards (to prevent theft). The store is filled with shelves that have various magic items on display, and it smells strongly of incense.
Owner: Galiena Milton, female human. She takes very little interest of the day-to-day workings of the shop, and is usually in the back crafting items or out adventuring to find them.
Goods: Sells any non-potions included in the list of magic items, pages 187-188 of the Dungeon Master's Guide, for the prices listed.
The Northern Gem
Located adjacent to Galiena's Whispers, but completely aboveground, the store is a sprawling timber and brick one-story building with. It contains some planter boxes on the walls and a table with scattered lenses, clamps, and cutters.
Owner: A mysterious female human known only as Stency, notorious for giving bad deals on gems and jewels.
Goods: The Northern Gem appraises crystals and jewels, paying a value for the item. Dungeon Masters should choose a value based on the perceived worth of the item, then halve or quarter it.
Located adjacent to Galiena's Whispers, but completely aboveground, the store is a sprawling timber and brick one-story building with. It contains some planter boxes on the walls and a table with scattered lenses, clamps, and cutters.
Owner: A mysterious female human known only as Stency, notorious for giving bad deals on gems and jewels.
Goods: The Northern Gem appraises crystals and jewels, paying a value for the item. Dungeon Masters should choose a value based on the perceived worth of the item, then halve or quarter it.
The Copper Piece
The Copper Piece is a moneychanger and moneylender located in south Timberwood.
Owner: A male half-orc called Gratir.
Goods: The Copper Piece will exchange different denominations of currency (copper piece, silver piece, etc) for the exchange rates listed in the "Standard Exchange Rates" table, page 143 of the Player's Handbook, without any commission. It will also loan sums of up to 1000 gp (the Dungeon Master may impose other limits based on the perceived credit-worthiness of the characters) without any interest.
The reason The Copper Piece takes no commission or interest on loans is because it is a front that launders money for a underworld gang. For more information, consult Appendix C, Side Quests.
Ayla's Fortunes
Ayla's Fortunes is a fortune-telling shop in southwest Timberside. It occupies a small cottage with a pointed roof in the center of a small market square.
Owner: Ayla Greymalkin, human female.
Fortunes: If adventurers pay 2 sp, they will receive a random fortune from the list below.
| Fortune | |
|---|---|
| 1 | A path of death lays in your wake. Where you tread mirrors your past. |
| 2 | Greed is a poor man’s compass. I see gold and riches in your future. |
| 3 | That weapon you hold. It will be the straw that breaks the camel’s back. (Reroll if the character doesn't have a weapon.) |
| 4 | Your soul shall never rest. Death will not cease the pain. |
| 5 | When opposed by the wyrms, silver will not mean second best. |
| 6 | The glow of life silences the stone gates. |
Facilities of the Old District
The Old District contains the original buildings constructed in Horndean. As it is now primarily used as a location to park caravans and find shelter for horses and other animals, most of the shops located there sell feed, supplies, trade goods, and other creatures.
The Foolish Sage
The Foolish Sage is renowned as a place for caravan-workers to stop and have a drink as their convoys pass through Horndean. The tavern is a single-story building with a grey tile roof.
Owner: Jotga, female dwarf. She is notoriously distrustful of elves, and bars them entirely from the tavern.
Menu: Sells any goods in the "Food, Drink, and Lodging" table, p158 of the Player's Handbook, for the listed price. Its specials include Boiled Pork and Wheat Bread with a Tankard of Ale for 9 cp and Pottage with a Mug of Mead for 4 cp.
Rooms: Offers a hammock in a common room toward the back of the inn for 2 sp a night.
Part 2: Anoxi's Depths
Dungeon Maps
Maps of the dungeon are included for every level, along with keys stating the room IDs, names, and descriptions. In general, rooms will be labeled starting with the level of the dungeon they occupy (0 for Anoxi's cave) followed by the room number. For example, 3-13 designates room 13 on level 3. Hallways are designated by letters (some letters may be skipped) with the level number preceding it. For example, hallway 1-m designates hallway m on level 1. (Hallways with multiple letters are designated like 1-mn or 1-ab.)
Anoxi's Cave
After adventurers make the trip traveling south of Horndean, by following the duke's map, they will arrive at Anoxi's cave. With a small entrance concealed into the base of a jagged cliff face, it can be difficult to see. Adventurers who succeed on a DC 15 Wisdom (Perception) check, or have a Passive Perception equal to or higher than 15, can make out the passageway to the inside.
This cave acts as a connection to the larger dungeon underground. When exploring the cave, adventurers will uncover a set of stairs headed downward. These stairs lead to the first level (out of five) of the dungeon.
When adventurers approach the cave, Dungeon Masters should read the following:
As players walk down the passageway, 1d6 skeletons will become animated, crawling to their feet to attack the adventurers. (These have stats identical to the standard skeleton.) Unless players take the Ready action or are otherwise alert, the skeletons will surprise the two players in the back of the marching order. The others should roll initiative along with the skeletons to decide the order of combat. (In the case of a two-player party, Dungeon Masters may choose to surprise only one or none of the adventurers.)
After defeating the skeletons, the party continues down the tunnel. At the end, it narrows into a small corridor that leads into the first part of Anoxi's Depths, the cave connecting to the dungeon below. Above the tunnel reads the following message in Common, written in dried blood: "SAVE YOURSELF KILL THE OTHERS"
After moving through the tunnel, adventurers enter the first section of the dungeon, a map for which is available on the next page, and a key for which follows.
Room 0-1: Cultist Dormitory
Originally inhabited by a group of Zaniar-worshipping cultists, the room is now abandoned as the cult slowly ventured underground.
The room has three entrances: one to the north leading to room 0-3, one to the west that leads to a hallway connected to rooms 0-6 and 0-2, and one to the south leading to room 0-6.
Room 0-2: Library
Used and stocked by Anoxi during his studies, the library contains books containing information about various magical phenomena, myths and legends about the Vials Corrupt, studies on Zaniar, and similar texts.
Adventurers attempting to read from Anoxi's books or notes will fail to do so, as they are written in a similar rune system as is used in the books in his shop.
The orbs floating in the room are modified versions of the Driftglobe, invented by Anoxi. They function near-identically, but these will remain in place and cast light even if they are far away from the owner. Additionally, they can hover up to 60 feet in the air, instead of the usual five.
If adventurers attempt to take these driftglobes, the globes will attempt to hover out of reach, and will succeed if they have somewhere to move to. In any other case, they will become dormant and cannot be reactivated.
The room has two entrances: one to the west, which leads to a hallway connected to rooms 0-6 and 0-1, and one to the south, which leads directly to room 0-6.
Room 0-3: Laboratory
This room is Anoxi's laboratory, where he spent months researching the properties of the Yellow Vial Corrupt, using it to cure the magical plague befalling Horndean, and following this, attempting to recreate it or harness its powers for evil.
Map of Anoxi's Cave
Read this to adventurers when they first enter:
The room contains 2d4 + 1 magic items spread across its various shelves. (At the DM's discretion, some of these items may require a Wisdom (Perception) check to discover.) These magic items should be mostly Common and Uncommon items, so Dungeon Masters may choose to roll on the Magic Item Tables A, B, and F in the Dungeon Master's Guide.
The room has four entrances: one to the north leading to room 5, one to the west leading to a hallway connected to the cave entrance, room 0-5, and room 0-4, one to the south leading to room 0-1, and one to the west leading to room 0-4.
Room 0-4: Prison
Used by Anoxi during the magical plague to hold those afflicted and study them, it was abandoned soon after he cured it.
Just as with the skeletons in the cave tunnel, casting detect magic on the bones will reveal a connection between the Yellow Vial Corrupt and the purple corrosive.
The room has three entrances: one to the north leading to 0-5, one to the north leading to a hallway connected to the cave entrance, room 0-5, and room 0-4, and one to the east leading to 0-3.
Room 0-5: Chapel
A chapel used by the Zaniar cultists while they occupied the cave. It contains an altar upon which can rest the Yellow Tome and Vial Corrupt.
When players enter the chapel, read the following:
If adventurers inspect the stone altar, they should roll Intelligence (Investigation) with a DC 14. On a success, they will determine that the two impressions on the surface of the stone will fit perfectly the Yellow Vial Corrupt and Yellow Tome Corrupt.
Placing the two artifacts in their respective indentations is one of the only exceptions to the rule that the objects cannot leave their owner's person. If adventurers do so, any players within 60 feet will hear the following message telepathically: "Beware the demon god. Inside his castle obsidian lies a vault filled with corrupt evils."
Once the message is over, the two artifacts will teleport back to the players originally carrying them before they were placed on the altar.
The room has three entrances: one to the north leading to a hallway connecting the cave entrance, room 0-4, and room 0-3, one to the west leading to room 0-4, and one to the south leading to room 0-3.
Room 0-6: Excavation
This room was created as part of an excavation started by the Zaniar cult inhabiting the cave. Believing they could find an entrance to the dungeon below in this area, they dug out part of the rock to attempt to uncover it. When they failed, they simply carved downward and broke through the ceiling of the first level below.
Read the following when players enter:
If adventurers head downwards, they will enter the 1st level of the dungeon in a hallway leading to room 1-15. The room also has entrances to the north (one leading to 0-2 and one to 0-1) and one hallway connecting 0-2 and 0-1.
Level 1 Map
Level 1
The dungeon underneath Anoxi's cave was originally created as a sort of entryway to Zaniar's Plane of the Abyss, Sumelsoren. Sealed up by mages who knew of the wizard-demon's terrible power, it was uncovered soon after by a group of cultists who worshipped Zaniar.
Thousands of years later, Anoxi was able to retrieve the Yellow Tome and Vial Corrupt, which laid in the dungeon, and used them to cure the magical plague befalling Horndean. However, his work with the artifacts corrupted him, and he aimed to recreate the power of the plague using the Tome and Vial he possessed.
Soon realizing this was impossible without the aid of the other artifacts, he instead sought to open the portal connecting Sumelsoren and the Material Plane such that he might retrieve the other artifacts and achieve his goals.
The first level, originally a sort of castle for a local duke, remained open longer than the other three levels, which were composed of a mine, a stronghold, and a sort of housing for the planar gate. However, eventually even the first level was sealed, only to be uncovered by a group of cultists wishing to access Zaniar's realm.
Room 1-1: Great Hall
Originally a dining room while the dungeon was in active use.
Unbeknownst to players without a Passive Wisdom (Perception) of 16 or greater, a drider hangs upside down on the ceiling. If players spend more than three rounds in the room, it will drop down (surprising them) then attack.
The room has two entrances: one to the north beside the throne, leading to hallway 1-e, one to the southeast leading to hallway 1-i, and one to the west leading to room 1-3.
Room 1-2: Kitchen
Once used as a kitchen when the dungeon was in active use, it has since fallen into disrepair.
The room has four entrances: one to the northwest leading to hallway 1-a, one to the northeast leading to room 19, one to the southeast leading to a long, branching hallway connecting many rooms, and one to the south leading to room 16.
Room 1-3: Private Meeting Room
Originally used as a private meeting room for meetings between the duke living in the dungeon and visiting dignitaries when the dungeon was still in use.
The room has three exits: one to the west leading to room 1-1, one to the northeast leading to room 1-14, and one to the northwest leading to room 1-9.
Room 1-4: Duke's Quarters
This served as a quarters for the duke while the dungeon was still in use. With its proximity to the servant's quarters, great hall, and reception areas, it allowed him to move quickly throughout the dungeon at his leisure. However, through years of looting and theft, the room has been all but stripped bare.
The room has three exits: one to the northeast leading to room 1-16, one to the northwest leading to room 1-17, and one to the southwest leading to a branching hallway connecting many different rooms. It also has a secret entrance to the north leading to room 1-6, which can be detected with a successful DC 17 Wisdom (Perception) check, then broken down with a successful DC 15 Strength check (but not opened).
Room 1-5: Servant's Storage Room
A small storage room in which servants would keep their uniforms, but it's currently empty except for a few torch stubs and cobwebs. The room has a single exit to the south leading to room 1-11.
Room 1-6: Servant's Quarters
Along with room 1-11, room 1-6 functioned as servant's quarters while the dungeon was in active use.
The room has one entrance to the west leading to room 1-11. It also has two secret entrances to the northeast and southeast, which can be detected and opened as if they were normal doors as long as players are in room 1-6.
Room 1-7: Storage
Along with rooms 1-21 and 1-22, room 1-7 acts as a sort of cellar that was once used by servants. Its proximity to the Great Hall (1-1) and the duke's quarters (1-4) made it the best spot to store nonperishable goods that might be needed quickly.
If adventurers attempt to eat any of the food, they take 4d6 poison damage.
The room has two exits: one to the west leading to room 1-22, and one to the east leading to room 1-21.
Room 1-8: Guard's Barracks
The room was originally intended as barracks for guards that stayed in the dungeon.
Any weapons found in the room will break upon use, dealing no damage. The armor cannot be put on or used.
The room has one exit to the west, leading to hallway 1-mn and 1-i.
Room 1-9: Guest Room
Originally used as a room for guests who were visiting the dungeon overnight.
The room has one entrance to the south that leads to 1-3.
Room 1-10: Cistern
Originally a cistern used to store water while the dungeon was in active use, any contents have long since dried up.
The room has a single entrance to the west leading to hallway 1-a.
Room 1-11: Servant's Quarters
Along with room 1-6, the 1-11 functioned as servant's quarters while the dungeon was in active use.
The room has one entrance to the east leading to room 1-11. It also has a secret entrance to the northwest that can be detected and opened as if it was a normal door as long as players are in room 1-11.
Room 1-12: Guest's Room
Originally used as a room for guests who were staying in the dungeon.
The room has two entrances: one to the west leading down to room 1-14, and one to the north leading to room 1-15.
Room 1-13: Wine Cellar
Located such that both servants and the duke could access the cellar at their leisure, the wine cellar was originally stocked with fine wines of the most exclusive vintages.
The room has a single entrance to the south leading to a long, branching hallway connecting many rooms.
Room 1-14: Duke's Reception
Used as a reception room for honored guests when the dungeon was still in use.
The room currently plays host to a wight that will attack players on sight.
It has three main entrances: one to the north, leading to room 1-15 through a long hallway, one to the east, leading to a long, branching hallway connected to hallway 1-mn and rooms 1-13 and 1-2, one to the southeast leading to hallway 1-e, and one to the south leading to room 1-3.
Room 1-15: Entrance
Originally a entrance used to house visitors waiting to enter the dungeon. It is lined with stone benches built into the walls, and has two exits: one to the south leading (through a long hallway) to room 1-14, and one to the southwest leading to room 1-12.
Room 1-16: Private Dining Room
A private dining room where the duke and his family would eat when not hosting guests. Empty save a few pieces of rotted wood and torch stubs.
The room has one entrance to the east leading to a long, branching hallway connecting many rooms.
Room 1-17: Private Bathroom
A private bathroom that would be used by the king in his quarters. Empty save a long, narrow pit in the ground (too small for anything larger than size Tiny to fall in). The room has a single exit to east leading to room 1-4.
Room 1-18: Root Cellar
The root cellar has a certain location and a specific system of ventilation that allows items stored in it to be kept cool. Originally it had a strong wooden door designed to keep out the warmth, but it now lies rotted and splintered on the ground inside the root cellar itself.
Adventurers who enter feel an unexpected cold. For every 10 turns that players remain inside, they must make a DC 10 Constitution saving throw or take 1d4 cold damage.
Room 1-19: Kitchen Storage
Used as a storage for pots and and pans while the kitchen was in use, it now lies bare, with a single exit to the south leading to room 1-2.
Room 1-20: Vault
Originally used to store valuables when the dungeon was in active use, due to its isolation and proximity to the guard's barracks, the room is now abandoned and vacant save some scattered torch stubs and broken empty glass bottles.
The room has a single entrance to the south leading to hallway 1-mn.
Room 1-21: Storage
Along with rooms 1-7 and 1-22, room 1-22 acted as a sort of cellar that was used by servants. Its proximity to the Great Hall (1-1) and the duke's quarters (1-4) made it the best spot to store nonperishable goods that might be needed quickly.
If adventurers attempt to eat any of the food, they take 4d6 poison damage.
The room has two exits: one to the south leading to room 1-7, and one to the west leading to hallway 1-e.
Room 1-22: Mine Connection
When level 1 of the dungeon was built, level 2 (originally a mine) was all but sealed off, save a staircase down in room 1-22, which served as a storage that was used by servants. Currently empty, it has two exits: one to the east leading to room 1-7, and one to the north: a set of stairs leading downward to room 2-x.
Encounters in Part 2
Encounters in part 2 are generally tuned to a party size of 4 players. There are several ways to make this section of the adventure more challenging or easier for larger or smaller party sizes.
Companion NPCs. While adventurers are in Horndean and have a meeting with the duke, you may choose to have the duke offer to send along a Hornguard or two for smaller parties.
Random Encounters: If the party is larger than 4, you should include additional random encounters to fulfill the party's XP recommendation for the adventuring day. Remember to make the encounters realistic for a dungeon delve.
Removing Monsters: Some rooms have monsters in them by default. If the party has already reached the XP recommendation for their adventuring day, you can choose to simply ignore monsters past that.
Additional Treasure: A small amount of weapons and magic items can be found by players exploring the dungeon in order to prepare them for future (and more difficult) encounters. You may choose to bump up the amount of treasure found to accommodate less able parties.
Level 2
Mine
Level 3
In active use by the Zaniar-worshipping cult, Level 3 acts as their base of operations and headquarters. It is filled with different facilities they use for evil rituals and worship.
Cultists of Zaniar
The Cultists of Zaniar devote their entire lives to the worship and veneration of the wizard-demon Zaniar. Most cultists are born into the cult, as they are mainly self-sufficient, but occasionally when an outsider makes the trip down the upper two levels of the dungeon, they are allowed to join.
Due to the lack of sunlight they experience, the cultists have evolved over thousands of years to function better with lack of Vitamin D and visible light. All Zaniar cultists are:
- near-blind, only able to sense general direction and location of light sources; because of this, they have extremely enhanced hearing
- albino and bald, due to the lack of available melanin
- strong and stocky, with short, thick bones to make up for the lack of calcium available to them
For more information on the specific stats of the cultists, see Appendix A, NPCs.
Part 3: Sumelsoren
Part 4: Dragonspear
Part 5: The Magicians Corrupt
Appendix A
NPCs
Appendix B
Locations
Appendix C
Side Quests
Anoxi, the Magician Corrupt is designed to be a sandbox adventure, meaning players are free to explore and move about the world as they see fit, while still retaining a sense of linear story and progression. To enhance this experience, side quests are a pivotal part of the adventure. These are small objectives usually given by NPCs, most often in the town of Horndean, that have a simple, straightforward story leading to small rewards for the players.
In this manner, the adventure offers around a dozen side quests that are started by engaging in discussion with NPCs. Three side quests are found through rumors in the town, and usually end with the players publicly recognized or in the favor of the duke.
-
The Revenant: Started by finding a rumor in Horndean, this side quest sends adventurers out on a short journey to investigate and kill a revenant near the town.
-
The Village Idiot: Started by finding a rumor in Horndean, this is the longest side quest in the adventure. It allows players to investigate the "village idiot" Sam, but they soon learn that he isn't as dumb as he pretends to be.
-
The Moneylender: Started from a rumor in Horndean, this quest involves players investigating an underworld gang that has a front in Gratir the moneylender's shop.
Credits
I recieved a lot of help in the creation of Anoxi, the Magician Corrupt. Many of these people who assisted me are some of my closest friends, and others are helpful internet strangers whose art I have used in the adventure module.
I've tried here to credit everybody that has helped me in the creation of this module.
Design and Story
Lead Design. Padraig Pearlman (aka rappatic)
Assistant Designers. Adam Klein, Spencer Conrad
Story. Padraig Pearlman, Spencer Conrad, Jordi Stanford, Nate Hopper, Omar Bakry
Art
Cover Art. Adam Burn, artstation.com/adamburnart
Blacksmith. The only links available to this image led to a Pinterest collection and an anonymous Imgur post. The closest I could come was the user DJ on Pinterest, www.pinterest.co.uk/thedrunkendm/.
Excavation Site. Concept art by Mathieu Latour-Duhaime, mathieulatourduhaime.blogspot.com.
Horndean
Many of the shops and buildings featured in this adventure were found in the DM toolkit Kassoon. https://www.kassoon.com/dnd
Maps
The maps used in this adventure are mostly from Donjon's dungeon map procedural generator, donjon.bin.sh/.
Formatting & Images
Thanks to GM Binder, gmbinder.com, for providing a free and open source tool to allow Dungeon Masters and homebrewers to create authentic-looking 5e documents.
Thanks also to ImgBB for hosting many of the images used in this document.
Sources
A huge thanks to the Forgotten Realms wiki and all its contributers. Other sources used also include the videogames Baldur's Gate: Siege of Dragonspear as well as Neverwinter Nights 2: Mask of the Betrayer.