Académique Documents
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by Stephen Bull
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A treasure of great value lies hidden in the wilderness, a
tool once wielded by a warlord to search for his enemies
wherever they might be hiding.
WRITTEN BY
STEPHEN BULL
ARTWORK BY
STEPHEN BULL
Abbreviations
Text in grey boxes such as this should not be read
At some points through this module you will aloud.
encounter some abbreviations, especially in notes This text is DM only information which reveals
for combat encounters. These are explained as secrets and offers advice on what to do should
follows. players choose certain avenues of exploration and
Their exact meanings are explained in the Players combat. It also provides combat tactics for monsters
Handbook. which the players should be made aware of directly.
For a Warlord it was an invaluable tool, allowing As they approach, the party will quickly become
Baine to know the plans of his enemies, but for some aware that creatures are nesting in the foliage at
reason it was lost. Baine himself turned away from the base of the Eye. They are not intelligent, and
its use and made sure that its location became a will be immediately hostile as soon as they are
close guarded secret, and eventually an unconfirmed aware of intrusion into its territory, rising up out of
myth. their nest and standing ready to attack.
Any character can try to get the drop on them with
a DC15 Stealth check for Advantage in the first
What little information survives suggests that the Eye round of combat, but any characters who fail will
houses powerful magic items, amplifying their power alert the creatures and begin the combat.
in order to achieve its purpose. If someone were able
to find the Eye Of Baine, they would be able to † 1x Grick Alpha (CR 7, MM173)
access its power or take the key components which † 1x Grick (CR 2, MM173)
allow it to function. Medium encounter, 3350exp
The Iron Spiders use the rules for the Giant Spider
(CR 1, MM328). Except that their type is changed to
Small Construct. Their Web Sense/Walker abilities
3 The short corridor leads into a similarly instead work on any Metal surface, and their Bite
styled stone walled chamber with metal pipes and attack instead deals Lightning damage.
panels inlaid. Glass tubes laid into the wall
alongside the metal appear to contain a burning Besides the ladder, a single passage leads off from
flame fueled by gas coming from a small pipe in this chamber and into a corridor lined with iron
their rear. pipes which are hot to the touch.
As soon as the party get through the metal door,
they should make a DC18 Perception Check. Any 5 To the right, in a side room off the pipe
character who succeeds catches sight of a small lined corridor the party find piles of wooden planks
creature, possibly an oversized insect or spider and small boxes of nails. On a DC15 Investigation
scuttling across the floor and down a circular hatch Check, the party can work out that the planks were
at the far end. Any character who passes by 25 or once crates, which were long ago dismantled and
higher also picks up a metallic clanking as it their materials carefully stacked here.
moves, and realizes that the creature is made of
metal. 6 The party come to a dead end, a pipe filled
room as before, this time with a large metal hatch
Any character with any sort of Danger Sense should covering another downwards shaft, this time into
be given Advantage on this roll. darkness. As soon as the first character enters
though, they are ambushed by another Iron Spider.
The hatch the creature disappears down is round
with a metal rim, hosting an iron ladder which goes † 1x Iron Spider (CR 1)
down a shaft roughly thirty feet before ending on a Easy encounter, 200exp
tiled stone floor below. Looking down, it appears
to be lit in a similar style to the room they are in,
the faint flicker of light suggesting more flames
5 4
inside glass tubes.
IS IS
4 The ladder descends into another stone
and metal room, this one containing a series of
larger (but still too small for a person to fit through) IS
vents which exhale steam at regular intervals,
churned up from the machinery below.
As soon as the first character sets foot in the room, IS
they become aware of metal chinking all around,
6
On a panel at the base of the glass cover over the Once the final shard is pushed into place with a
beam of light the party discover five slots, small click, the iron door will bang and then grind along
rectangular holes alongside each other which the floor as it is pulled into the wall, revealing
appear designed to fit something specific in order another corridor beyond.
to activate.
On examination, the slots have numbers etched 10 The corridor leads around to another
into the iron above them. They read 0, 0, 0, 0, 1. completely dark room.
The exact component which is missing can be found A successful DC18 Investigation Check at
in each of the five defeated Iron Spiders. A small disadvantage because of low light will reveal a
metal shard can be found in each body which fits series of small cranks which, when turned, activate
perfectly, but must be in the correct order. the flaming lights.
Each shard has a number etched into its top. They
In the south-west corner of the room is an open
read 3, 7, 1, 2, 7. hatch which any character could accidentally fall
When inserted, the etched numbers on panel and down while they are searching the room without
shard line up to be directly next to each other. light. Once they have light the party can make it
out, and look down a twenty foot shaft into yet
The solution is that these are Prime Numbers, but the more darkness.
1s are designed to trick the party. The 1 shard does This shaft has no ladder again, and ends after
not go at the beginning, but rather in the final slot to twenty feet with complete darkness below. Not
complete the number 11. even a floor can be seen directly below, so if there
The correct order is 2, 3, 5, 7, 1. is one it is a little distance away.
11 The twenty foot shaft opens into the † 6x Animated Armour (CR 1, MM19)
ceiling another twenty feet off the stone and metal Hard encounter, 1200+exp
ground barely seen in the small amount of light
coming from the hatch above. The animated suits will advance with hostility from
If the first character down has a light source they the moment they emerge, but are not the only danger
can make a large metal cylinder at the centre of in the room.
the room and metal grating crossing along the As DM you should keep note of which suit of
floor. On the far walls, large iron tubes stand from Animated Armour comes from which tube, because
ground to ceiling. as they fall they will return. On each suits Initiative
As soon as the first character through the shaft step, if it has fallen, the tube it came from will turn
reaches the bottom and their feet touch the again and conceal its recess. On the initiative step
ground a gentle hum will start building in the walls, after that, the tube will turn again, this time
and with a loud grinding the metal cylinder at the releasing another suit of Animated Armour to
room’s centre will descend into the floor below,
replace the one which fell.
revealing another thick glass tube similar to the
one found above, again housing the beam of light This way, the suits of Animated Armour will continue
which illuminates the entire chamber and gives the to respawn endlessly until the party are able to work
party a better view of its high, arched ceiling. out a way to put a stop to them.
__________________________________________
As soon as the light flood the room, the six tubes
at the edges of the room will also grind and start There is no way to stop the endless spawning of
to turn. Each rotates 180*, revealing a recess on Animated Armour. In order to progress the party
their other side from which emerges a suit of need to find the way out of this chamber and into the
armour – animated through arcane means. These room below.
suits will advance on the party immediately, swords To do this, they must get into one of the tubes at the
raised sand intent of defending the chamber. edge of the room and remain inside as it turns to