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THE EYE OF BAINE

A Dungeons & Dragons Fifth Edition


adventure for level 6 characters

by Stephen Bull

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgo<en Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide,
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Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH.
Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
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.

The Eye Of Baine remains hidden out in the wilderness,


waiting for a band of adventurers to stumble across it and
discover its secrets.

WRITTEN BY
STEPHEN BULL

ARTWORK BY
STEPHEN BULL

REVIEW AND TESTING


THE DARK WORLDS GAMING SOCIETY

1 THE EYE OF BAINE by Stephen Bull


Not for resale. Permission granted to print or photocopy this document for personal use only
Reading The Adventure
Running The Adventure Setting
It is highly recommended that you read the entire This adventure is designed to fit into any setting,
adventure before running it through with players. any world, so long as it is in a mundane mortal and
You will need a copy of the Dungeons & Dragons physical plane of existence.
Fifth Edition Players Handbook, as well as the It is intended to be able to neatly slot into any
Dungeons Masters Guide for rewarding your world you wish - Faerun, Dark Sun, Dragonlance,
players with treasure, and the Monster Manual, or one of your own creation. It will work in any
Mordenkainen’s Tome Of Foes and Volo’s Guide world.
To Monsters for the creatures your players will As such, feel free to make whatever adjustments
encounter. you feel necessary for the world you are using,
____________________________________________ including altering names and locations to better fit
the world your players are used to travelling and
At some points along the module you will see an adventuring in.
entry marked similar to as follows: _____________________________________________

† 3x Hill Giant (CR 5, MM115)


Medium encounter, 5400exp
Game Balance
THE EYE OF BAINE has been designed and
This marks a combat encounter, and you refer to
balanced for four characters of level 6. If you have
the correct Monster stat block.
any more or less player characters, or need to
make adjustments for levels, you are encouraged
It tells you how many of what kind of monster take
to adapt whatever you need to.
part in the encounter, and in brackets their
_____________________________________________
individual Challenge Rating and the book they can
be found in.
Where the Challenge Rating is followed by the Reading
note “Special”, the creature’s stat block can be
found in this module, usually shortly after the Any open text such as this paragraph can be read
encounter. allowed if you wish as it provides background and
The bottom line denotes the difficulty of the game information, including descriptions of
encounter, and the collective EXP reward for people and locations which enhance the character
completing it (which is shared amongst the party). of the game the players are in.
____________________________________________

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.

EXP: Experience Points


HP: Hit Points
AC: Armour Class “Text in bordered yellow boxes such as this one is
DC: Difficulty Class dialogue – specific words to be spoken by specific
characters at various points in the game to bring
MM: Monster Manual players deeper into the narrative by roleplaying
MTF: Mordenkainen’s Tome Of Foes along with the Non-Player characters around
VGM: Volo’s Guide To Monsters them.”

2 THE EYE OF BAINE by Stephen Bull


Not for resale. Permission granted to print or photocopy this document for personal use only
CHAPTER 1: Discovering The Eye
The Eye Of Baine takes a party of adventurers on a AT THE FEET OF MOUNTAINS
simple mission into the wilderness of their world to The Eye Of Baine lies at the far end of woodland,
search for an ancient artifact. at the bottom of a sheer surface under a mountain.
To get to it, the party must travel through a dense
It is a simple and short adventure designed to fit treeline for at least a day, camping amongst the
neatly into the middle of any journey the party foliage at least once as they search for the Eye’s
might be on, and any setting they may find location.
themselves in.
____________________________________________ Allow for a moderately easy (DC15) Perception or
Survival Check for the party to find the Eye or clues
SETTING UP THE ADVENTURE towards it and make the search a little easier.
The setup of the adventure is left completely open, If they score a 20+ on the roll, allow for them to
as it is imagined that The Eye of Baine is reach the Eye by the end of the first day and camp
something that could be talked about as a legend directly next to it as the sun sets on their arrival.
in any region, or even just stumbled upon whilst
travelling in the wilds.
Through trees and bushes, the party will eventually
The party could be directed to it, either as an
see the Eye, a large, smooth metal sphere roughly
legend of intrigue that any bartender can describe
40ft in diameter and etched with lines and arcane
or as a valuable archeological discovery that any
runes over its surface.
scholar will pay good coin to find.
The sphere rests on a large stone platform, both
The legend of the Eye can also be presented as a
partially overgrown by parts of the forest
way to entice the party with the promise of magical
encroaching upon it since the decision was made
artifacts, however they assume those artifacts work
to hide it away.
based on what the Eye was used for.

No impediment should be put in the way of the


party actually finding the Eye Of Baine, though
once the party do come across it the danger can
be apparent and imminent.
The Eye
Of Baine
The Eye Of Baine itself, the monument, is a magical
device built by ancient arcane spellcasters at the
behest of a Warlord – Silus Baine.
A toll of both espionage, it was claimed that the Eye
could be used to observe events far away. So
powerful was it that it could peer through walls and
over seas to look into and observe events in war-
rooms on the other side of the world.

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

3 THE EYE OF BAINE by Stephen Bull


Not for resale. Permission granted to print or photocopy this document for personal use only
The party encounter two medium sized creatures DC15 Arcana Check: the silver substance in the
with long, snake-like bodies, one of them slightly recesses over its surface has magical properties,
larger and featuring spikes down its back – clearly often used as a focusing agent in magical
the more dominant of the two. Hungry, snapping artificing.
beaks roar at them from behind four barbed
tentacles which unfurl as the party approach. DC15 Investigation Check: knocking against it
Grick will attack the nearest target, aiming to makes it clear that the sphere is hollow, and light
incapacitate a victim before dragging them back turned into the glass orbs gives an impression of
to their nest to feast. space within but no details can be discerned.
____________________________________________ ____________________________________________

THE NEST The Eye sits on top of a small platform designed


After the Grick are defeated, their bodies will lie like a stepped pyramid. Like the sphere above it
slain and immobile on the ground. They have appears to be made from a single piece, carved in
nothing on them, but a search of their nest at the place. It too has been overgrown in places.
feet of the monument will uncover recent human
remains, still with some small amount of flesh on its DC18 Investigation Check: a search of the stone
bones, and wrapped in a few scraps of clothing. platform reveals a collection of small vents, thin
Looking through this body will turn up 2d6ep. holes roughly two inches in diameter at various
____________________________________________ points around the surface which go deep into the
stone platform.
THE EYE Looking through the Grick nest, the party finds a
The immediate danger dealt with, the party are single large hatch about four foot squared,
free to inspect the monument itself. overgrown, rusted shut and covered by the mud,
The main sphere is a single solid piece of metal sticks and bones used by the Grick to make their
with a smooth surface covered in some areas by bed. This appears to be the access tunnel for a
vines and moss. Recesses in the metal hold fine space beneath the sphere, and will need to be
lines of a faintly shinning, silvery material. In some access by the party with some effort. If they resort
places, the lines over its surface form spheres to brute strength after clearing the way to the
which house glass orbs, through which the party vent, then the hatch can be opened with a DC18
can only see darkness within. Strength Check.

4 THE EYE OF BAINE by Stephen Bull


Not for resale. Permission granted to print or photocopy this document for personal use only
CHAPTER 2: Inside The Monument
Beyond the hatch the party find a five foot squared 2 On the far side of the room from the
vent ramping down into the rock beneath the Eye access vent, a large iron door stands blocking the
of Baine. The tunnel is wide enough for even bulky only corridor out of this antechamber.
party members to get through as it descends as a An examination of it suggests an intricate locking
smooth angle before coming in a room directly mechanism inside the wall designed to pull the
beneath the sphere. door into the wall.
____________________________________________ On the smooth stone surface to the right is an iron
panel with five levers, all in an upright position.
ANTECHAMBER They must all be pulled down and set in the
downward position for the door to open, but it is
1 not a simple process. There is a trick to the levers
which serves to keep the simple-minded out.
Every time a lever is pulled, it also reverses the
position of any levers next to it.

2 3 So for example, if all are in the upwards position,


and one is pulled down, two will also move down.
Likewise is all are up and two is pulled, both one and
three will also move down.
1 At the end of the vent, the party find However, if three is down but four and five are up,
themselves in a hexagonal chamber roughly forty
and four is pulled, three and five will still be
feet in diameter, the floor tiled with smooth stone
reversed. Five will go down, but three will go from
slabs, the walls neatly carved from the same stone
down to up.
but with some iron components inlaid into it.
Plates, sealed panels and pipes through which the
party can make out the sound of moving fluid (or The party will have to solve the levers puzzle in
air) are inlaid in specifically carved recesses in the order to get through the door.
stone. This is a fairly simple puzzle, and it is possible that
The room is old and dusty, but everything metal players may have encountered something like it
appears to be well maintained, oiled and cared for.
before and will be able to solve it easily. It is equally
Rust is extremely minimal, and no plant life has
possible that they haven’t and will massively
managed to encroach into this area.
overthink things and make mistakes. It is equally
The centre of the room is dominated by a large
possible a player with an intentionally dumb
tube of thick glass which reaches from the floor
into the ceiling above. Within the glass a beam of character will make a mess of things to really
light fires upwards, particles within clearly complicate matters. Encourage all of this, but feel
indicating an upward motion coming from free to add a Master Reset button (found after an
chambers below and shooting up into the sphere Investigation Check) if things get really complicated.
above. __________________________________________
Panels around the base of the tube at this level
seem to indicate a level of power at full capacity, The solution from the all upwards starting position is
and in shifting arcane runes demonstrate the simple. The order to pull down levers is:
energy being poured into the sphere and keeping ONE, TWO, FIVE and ONE.
it sealed. This does also work the other way around:
FIVE, FOUR, ONE and FIVE.
The party should be encouraged here to make the
correct assumption that the beam of light has If the party can solve this, they will hear a loud
something to do with the sphere being sealed, and clank of metal on metal from within the wall, and
that stopping it will open the sphere. the large iron door will start to slide across into the
Looking down through the pipe is difficult because of wall beside it, grinding along the stone floor and
the beam of light, but they can tell that there are leaving a score across it. As the door opens it
more chambers below, and that the beam is being releases a hiss of stale air which suggests to the
fired up from the bottom level. party that it has not opened in a very long time.

5 THE EYE OF BAINE by Stephen Bull


Not for resale. Permission granted to print or photocopy this document for personal use only
and as they look around they see a collection of
Lever Puzzle Solution small metal creatures resembling mechanical
spiders moving about and working on the metal.
They appear to maintaining and cleaning the
chamber, scraping at any rust they find.
A mechanic spider approaches the first party
member who reaches the bottom and observes it
for a moment.

If the characters were descending together, one at a


time, then the mechanical spider will observe long
enough for the second character to reach the bottom.

After observing, the mechanical spider will react


with hostility, others from the local area joining it.

† 3x Iron Spider (CR 1)


Easy encounter, 600exp

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

6 THE EYE OF BAINE by Stephen Bull


Not for resale. Permission granted to print or photocopy this document for personal use only
7 The shaft drops down into a room with no
light source, the party’s feet hitting a shaky metal
grate which lines the entire floor. There are gas
vents behind glass covers as before, but these are
all inactive. A single door leads out into an unlit
corridor.

A successful DC18 Investigation Check at


disadvantage because of low light will reveal a
series of small cranks which, when turned, activate 10
the flaming lights. IS IS IS
8 The corridor leads into a large room lit by IS
the glow of the beam of light encased behind thick 9 IS
glass. This chamber is lined with large pipes and
vents which release an occasional jet of hot steam,
and each pipe if touched is extremely hot to the 8
touch (dealing 1d4 damage to the touch).
The room is also occupied by a collection of
metallic spiders like those the party have already
encountered. As the party enter they are working
near an empty vent to the north of the room,
bending metal and repairing what looks like small
explosion damage.

† 5x Iron Spider (CR 1)


Easy encounter, 1000exp

9 Once the Iron Spiders are defeated, the


7
party find a single door in the north-west of the
room, but it like the one above is a large iron slab
which appears designed to move aside into a wall.

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.

7 THE EYE OF BAINE by Stephen Bull


Not for resale. Permission granted to print or photocopy this document for personal use only
11

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

8 THE EYE OF BAINE by Stephen Bull


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fetch a new defender. second in the upwards position.
Inside, the character will become aware of noise Finally the western panel has five levers, all
above them, like something heavy is dropping currently in the upwards position.
towards them from up a long chute, but before it
arrives the bottom of the tube will move away, The northern side of the device has shifting arcane
dropping the character into a tube which drops runes appearing like an illusion above the surface,
beneath the large chamber they were in. seeming to indicate levels of power flowing
__________________________________________ through the device at almost their maximum
strength. It also appears to show representations
of the levers found around the surface, showing
It is very possible that the players will never work
the power to be interrupted by the few levers
out that they need to get into the tubes. If they don’t
currently in their downwards position.
after some time, try dropping subtle hints to set them
on the right path. When a new defender steps out of The implication to stress based on these images is
their tube, be sure to reference (subtly) that it leaves that having all levers down will shut the device off,
its tube standing empty behind it. just as the opened the door on the top level.
__________________________________________

12 The levers will work as they did before, each time a


lever is changed position also changing the position
of any levers besides it (on its own panel only).
The difference is that on these panels, some of the
levers are already in the downwards position, so this
13 will require some additional though.
__________________________________________

For the eastern panel, with three levers, the correct


sequence from its starting configuration is:
ONE, then THREE.
12 Characters who find their way through one The southern panel with four levers has the same
of the reinforcement tubes will slide down at least solution from its starting position:
thirty feet before emerging out of one of the holes ONE, then THREE.
in the walls of this final chamber at the bottom of The western panel with five levers has this solution:
the structure. A small hexagonal room, it is again lit THREE, TWO, FIVE, then THREE.
by the beam of light, but here it is not encased in __________________________________________
thick glass. The beam is open, but touching it
causes great harm. It is very possible that only one or some of the party
Any character who does touch the beam suffers 2d8 will make it down to this chamber whilst the fight
Radiant Damage. above continues for the rest. If this is the case, allow
the triggering of three switches in a single panel for
13 The beam of light emanates from the top each action taken. A character would still need to
of a pyramid shaped device at the centre of the move between panels to get to them.
room, its aesthetic design mirroring that of the Yu may also need to move time on at your discretion
sphere above. Made from the same solid metal, and advance to the next character in order if they
lines in its surface glow with silver light which pulse take some time to work out the next lever to pull.
upward through its structure in a large lens at its __________________________________________
top, from which the beam of light fires.
On three sides of the device, the party finds panels An optimistic character may decide to simply try to
very much like the one in the uppermost room of destroy the device, or the lens at its top, rather than
this underground structure which opened the large trying to shut it off. This should be allowed if that is
iron door. Each of these is different though. what the character feels they have to do.
The eastern panel has only three levers, but the If they do, take the device as having AC19 and 32 Hit
party come to it with the middle lever already in Points. Any character who does strike the beam
the downward position. emitting device however will be hit by the energy
The southern panel has four levers, all except the shooting out of it, taking 2d8 Radiant damage.

9 THE EYE OF BAINE by Stephen Bull


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Deactivation the beam has the effect of shutting Finally, at the centre of the platform within the
down the entire structure and all of the machinery sphere is a raised podium. Halfway up its height, a
within. As the beam of light and energy shuts off, recess reaches in and reveals a hole which travels
the entire structure drops into darkness, making much further down into the ground from which
visibility difficult without a light source. the light beam shone into a small talisman which
Every creature within, being automated, will shut rests on a stand.
off and fall to the ground lifeless, no longer a On top of the podium, sitting over the top of the
threat to the party. hole on a ring of metal, sits a small clear orb.
Both talisman and orb appear to have magical
Safe from attack, they will then have to make their properties, and are the artifacts which allowed the
way out again. Those in the bottom chamber will Eye Of Baine to work.
have to climb out with a DC16 Athletics Check,
crawling their way back up the pipe they fell A search of the bodies reveals them to be wearing
through until they reach the pipe back into the identical uniforms with military insignia.
large chamber. Each carries 1d6sp of a very old design, and one
Here, a DC18 Strength Check can be used to force wears a collection of antiquated medals which might
the pipe to turn, though doing so will break it and be of some value to the right buyer (approximately
leave the pipe open for anyone to climb through. 120gp to someone who knows of their historical
value).
From there the party can get back into the shaft in On the body on the floor, the party find a roll of
the ceiling, and then climb back out until they parchment upon which is a letter written by its
reach the vent leading back to the outside world. holder.
__________________________________________
SPHERE OCCUPANT’S LETTER
OUTSIDE “They left us.”
Crawling back through the access vent, the party
“I sincerely believe that they have left and
re-emerge under the open sky.
abandoned us.”
It is immediately apparent when they do step out
“The design was flawed, and they did not see. The
into the fresh air that something has changed – the
energy needed to power the Eye, to allow it to
sphere has shifted slightly on its axis, and a section
see over great distances, was too great. It flows
has depressed inwards but gotten stuck in place. A
from below and into the sphere, but also serves to
DC16 Strength Check will help shift the panel the
lock the sphere, and us within.”
rest of the way, leaving an opening which leads
“But the design is flawed. The power can only be
into the sphere itself.
activated or deactivated from below, and we have
no means to contact them. There is nobody
The interior of the sphere houses a stable
outside to contact, only us within.”
unmoving platform onto which has been mounted
“Ironic I guess, that we can see the whole world
a series of table with open surfaces, and chairs are
from within here, but nobody can see us inside it.”
fixed into the ground in front of each. Gears and
“They can’t possibly know what is wrong. Nor can
bearings mounted on the outside appear to
they access it. We have no means to send a
suggest that the sphere moves about, reflecting at
message either, the properties of the sphere
points the light which once came from below and
blocking all attempts at sending magic out.”
flowed through a focusing lens into a glass orb,
“By the gods we are trapped, and doomed to die
and then reflected further out onto the silver-lined
in here.”
walls of the sphere.
“If ever they find a way, please remember us. Tell
our loved ones that we died at our positions. That
Of the three chairs found within, two are occupied
we were loyal servants of the lord Sirus Baine, and
by bodies preserved over many long years. A third
did as he commanded.”
body lies upon the floor, its arm outstretched as
“Signed honourably.”
though reaching for the door.
“Maxamillian Cole.”
A DC15 Medicine Check can confirm that these
people died of natural causes, likely malnutrition, _______________________________________
and were preserved having been tightly sealed
within the sphere. It would seem that they were REWARDS AND ARTIFACTS
trapped here without food or supplies, and For completing the adventure, each party member
eventually died at their posts. should be awarded 600exp on top of what they

10 THE EYE OF BAINE by Stephen Bull


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also earned from combat encounters. ATTEMPTING TO USE THE EYE
It is likely inevitable that a party member will
Within the sphere, the party also find two magical suggest using the monument for its intended purpose.
artifacts built into the machinery in the centre of This IS theoretically possible, but should be down to
the sphere. Both can be lifted out and taken, and your discretion as a DM whether you want to allow
used separately from the Eye device. them to use that power freely.
In the space within the podium, the party find a Reactivating the Eye Of Baine will require them to
small talisman – an enchanted jewel set into a
venture back within the underground structure and to
golden ring fashioned like a star. It is attached to a
restart the light beam by turning all of the levers
chain and can be worn like a necklace, conferring
below to the upwards position.
its power on its wearer.
This talisman requires attunement, and contains
If they do, the Eye will seal up again, but anyone
one charge of the spell Hunter’s Mark (PHB251), within will be able to make use of its functions. With
which recharges at dawn. talisman and orb in place, they can effectively use
the spell Scrying (PHB273) at their leisure, however
it is suggested that they be limited to creatures or
persons they are familiar with or have an interest in
finding.
If your party have been hunting for someone for
example, or have a backstory which involves a quest
for revenge, this might be a good opportunity to
advance that story and give them the location of
their target or prey.
Hunter’s You may even want to use this adventure specifically
Talisman for that reason – to advance the hunt for a creature
or person the party need to get hold of (so long as
they are on the same plane and not able to magically
hide themselves.
__________________________________________
On top of the podium the party finds a small clear
When the eye is active, the inside of the sphere shines
orb roughly three inches in diameter. At first
glance it appears to be made of glass. On closer
with blue light. The light beam passes through the
examination, it becomes clear that it has been
talisman and into the orb, where it is then reflected
enchanted to allow for spying on people and
onto the walls. The silver lines crossing the surface
creatures over great distances. It contains a single of the Eye glow, and illusions fill the empty spaces in
charge of the spell Scrying (PHB273), which also the tables creating an interface with which the party
recharges at dawn. can identify their targets. By placing personal items
The orb is not perfectly made however, and should within the illusions, or giving accurate enough
the subject of its gaze succeed at their Wisdom descriptions, the walls create light images which
saving throw, the orb will crack at its centre. Each show the targets in their current state, able to be
crack adds +2 to each subsequent target’s Save observed.
modifier, and after the third crack the orb will
shatter and become useless. Note that this is as the spell Scrying, so they will get
a Wisdom save against the intrusion. A success
prevents the Eye from focusing onto them for 24
hours.
Orb Of
__________________________________________
Scrying
When the light beam is active, the rest of the
structure becomes active again as well, including its
defenders. The Animated Armour returns to life and
begins respawning as before, and Iron Spiders start
to drop down the bottom tunnels to remove the
intruders in the bottom chamber.

11 THE EYE OF BAINE by Stephen Bull


Not for resale. Permission granted to print or photocopy this document for personal use only
THE END
Thank you very much for playing this adventure,
and supporting my work on the Dungeon Masters
Guild.
Any reviews and feedback are appreciated, as they
help me to improve my work in the future, so
please do return to the Guild website and leave
rating or review!

If you have a specific question, suggestion or other


feedback I’d love to hear from you. Please email
me at steve.bull@live.co.uk.

12 THE EYE OF BAINE by Stephen Bull


Not for resale. Permission granted to print or photocopy this document for personal use only

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