**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. \columnbreak #### 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.
|
**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. \pagebreakNum # 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:
You approach a long arched tunnel leading into the darkness. Skeletons line the stone walls, some hanging from ropes, some nailed to the wall, others simply splayed out on the floor. All, however, share one thing in common: their bones are corroded with a dried purple substance. (Casting _detect magic_ on the bones will reveal a connection between the Yellow Vial Corrupt and the purple corrosive.)
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.
\columnbreak
### 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 is lined with a dozen cold steel cots, several with bent or broken frames. Each has a dusty wooden chest beside it, all of which look as if they haven't been opened in years. One cot, however, seems to be in use: upon it lies a bedspread and a heavy fur blanket.
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.
The room is filled floor to ceiling with sparsely stocked bookshelves that seem like they have been used relatively recently, but some have accumulated a very thin layer of dust. The room is lit by several floating orbs that cast a hazy glow over the walls of the room and the carpeted floor, which contains several chairs and a table filled with notes.
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.
\pagebreakNum
## Map of Anoxi's Cave
\pagebreakNum
Read this to adventurers when they first enter:
The room has several large worktables in its center, cluttered with beakers, herbs, and different instruments, with shelves of potions, tomes of spells, and magical items surrounding them. It smells strongly of sulfur and other chemicals, and appears to be in active use.
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.
Lined with several prison cells, the room appears to be in disuse. The bars are rusting, the doors sag on their hinges, and the inside of the chambers are covered in dirt and rubble. Several of the cells contain skeletons similar to the ones you encountered when coming into the cave: their bones seem to have been partially eaten away by a strange purple acid.
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:
\columnbreak
The room appears to be a chapel. It has ten rows of wooden benches that face toward a raised platform to the west of the room. The raised platform has a podium for addressing the room, aside which rests a stone altar.
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:
You walk into a huge excavation, extending dozens of meters downward, with rickety wooden walkways that crisscross the pit in the center of the room. Despite its size, it is obvious the excavation has not been worked for many years.
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.
\pagebreakNum
## Level 1 Map
\pagebreakNum
## 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.
The room appears to be an ancient dining hall, but it is clear that it has not been used in hundreds or thousands of years. The wood and stone furnishings of the room, barely existent, lay rotted, splintered, and crumbling on the floor. To the north of the room lies a raised platform with an ornate throne atop it.
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 contains several large stone tables with surprisingly smooth tops despite the dirt and grime that has built up atop them. A large firepit sits in the center of the room, and several large pots and bowls lie discarded on the floor.
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.
\columnbreak
### 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 four stone supports that stick out of the ground. These appear to once have supported a large wooden table, which now lies rotted and splintered on the floor. Several stone seats set into the ground surround it.
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 appears to have once been a royal chambers or bedroom, with several recesses into the stone wall that may have served as closets, but it is now empty, with barely a few scraps of dirty, ripped cloth scattered across the filthy floor.
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.
Several stone outcroppings that appear to have once serviced as beds stick out of the walls of the room at different levels. Several empty cabinets sit in the corners of the room: these appear to have been subject to minimal rot and decay over the years.
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.
\pagebreak
### 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.
The walls of the room contain several shelves that are piled with items that look as if they could have once been food, but are now merely piles of mold and rot. They smell strongly of decay and mildew.
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.
The room contains several rows of two-level metal cots, most of which are bent and broken beyond use. Several rusty, broken weapons lie on the ground, with a few dented and misshapen pieces of armor beside them.
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 contains a rotted four-poster bedframe with two of the posts broken off. A mattress ravaged by insects and mold lies discarded in the corner.
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 appears to have been used as a cistern long ago. The single entrance leads up several steps to an empty pit covered in a powdery white substance reminiscent of salt.
The room has a single entrance to the west leading to hallway 1-a.
\columnbreak
### 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.
Several stone outcroppings that appear to have once serviced as beds stick out of the walls of the room at different levels. Several empty cabinets sit in the corners of the room: these appear to have been subject to minimal rot and decay over the years.
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 is bare of furnishings, but it has writing on the wall in chalk that is smeared as if someone has tried to rub it out. It reads "YOUR SAFETY IS A LIE".
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's walls are lined with narrow wooden planks that might have once fit wine bottles or other containers, but are now rotted, splintered, and decaying on the floor. Several smashed bottles lie beside them, their contents long evaporated.
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 floor of the room is covered with what appears to have been an ornate carpet, but is now matted and decaying. Several pieces of furniture lie smashed to splinters on the ground.
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.
\pagebreak
### 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.
The walls of the room contain several shelves that are piled with items that look as if they could have once been food, but are now merely piles of mold and rot. They smell strongly of decay and mildew.
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.
\pagebreakNum
## Level 2
Mine
\pagebreakNum
## 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_.
\pagebreakNum
# Part 3: Sumelsoren
\pagebreakNum
# Part 4: Dragonspear
\pagebreakNum
# Part 5: The Magicians Corrupt
\pagebreakNum
# Appendix A
## NPCs
\pagebreakNum
# Appendix B
## Locations
\pagebreakNum
# 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.
\pagebreak
# 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_.