Fragments of The Floating City
Fragments of The Floating City
Floating City
2
Table of Contents
Background: A City in the Sky ..................................................................... 4
Bestiary ....................................................................................................... 18
3
A City in the Sky
N estled among the weathered crags of the
Carnedd Glyn, there is a green valley, its
rolling hills draped in fog. A rustic land of
farmers and shroombeast ranchers, it has long since
GM nformation
This is a starting adventure for characters of level 1-2
that has them investigating mysterious ruins that fell
been forgotten by the great histories of the world. But from the sky. It is designed for the Worlds Without
that is all about to change. There have been rumors Number system, but it follows old school design
spreading, too fantastic to be believed. A city, larger principles and would be easily adaptable to your OSR
and grander than any known today, has been sighted system of choice. Replacing or removing the skill
high in the western sky. It drifts through the air like a checks and swapping the spells and saving throws
thunderhead, trailing a dense mantle of clouds. Could would do the trick. Loot is balanced around XP for
it be the ancient temple city of Mitosu? Has the treasure and WWN’s silver economy (1sp = 1 XP).
Veiled Emperor returned, to raise mankind to its Feel free to adjust the treasure amounts as needed. All
rightful place among the stars? spells referenced can be found in the free version of
the WWN core rules.
Glynmoor
Using this adventure in your setting
This misty mountain valley is one of the few passable
trade routes between the mercantile coastal city-states Squabville and the region of Glynmoor can be located
of the Benelutian League and the aristocratic in any remote valley or mountain pass connecting two
Kingdom of Nyrol. Peasants here eke out a living by larger civilized areas. Swap out any reference to the
cultivating fungal livestock called shroombeasts, while Benelutians or Nyroleans for whatever the local
minor lords exact extortionary tolls from the wealthy powers are within your setting.
caravans that pass along the high road. The people of
the valley worship the Loam Mother, goddess of the
rivers, rocks, and growing things. Shrines to her many
children dot the hills and woods throughout the
valley.
4
Squabville Encounters
Roll once per day spent in town.
d6 Encounter d6 Encounter
1 A Wandering Guild caravan arrives in town. They 4 A group of children skip in a circle, singing The
claim they were attacked by bandits on the High Handsome Huntsman (pg. 18). Will tell strangers he
Road, but Clydog denounces them as liars. lives in the woods and gives gifts to travelers.
2 Aneirin the smith is following Loam Speaker 5 A trio of thugs drag Job Knottly into the street to give
Morwenna around town. He is trying to be discreet him a public beating.
and failing.
3 A rowdy gang of 3d4 townsfolk get worked up 6 A Benelutian airship resembling an ironclad zeppelin
about the bwoglin menace, vow to avenge Brychan’s is forced by the stormy weather to land near town.
wife, and set off for the woods the following day. They were headed for their base camp near Aberstock
when they were blown off course.
5
The Town of Squabville
This sleepy market town, found at the confluence of
1. Old Lords Tower
two rivers, the Llwyd and the Aber, is the second
The watchtower is noticeably crooked and the roof
largest in Glynmoor. Named for the hundreds of
leaks when it rains, but Elder Clydog chose to make
pigeons that roost in its rickety towers, it is a constant
it his home anyway. A remnant from the rule of the
battle to keep the cobblestone streets clean of bird
last king of the valley, it has long since fallen into
droppings. The town’s ancient stone wall has seen
disrepair. Clydog holds court in the dank entrance hall
better days and is cracked and crumbling in places.
most days, along with 2d4 of the town watchmen.
Residents: Mostly local Glynish folk, operating Most of these have an ill-favored look about them.
businesses catering to the shroombeast ranchers and
the travelling merchants of the Wandering Guild. 2. The Sodden Ram Tavern
They revere the Loam Mother, making offerings at A damp, dingy drinking hole, it’s the cheapest place to
the nearby shrines to ask for her blessings. Few sleep in town (1sp/night for a bed in the common
believed in the legends of the Veiled Emperor, but room). Its ramshackle buildings squat under the
the appearance of the sky city has shaken them. eastern wall of the town and while the beds are worn,
Ruler: Clydog ap Anlach, a member of the Council the food is surprisingly good. Inside, the air is thick
of Elders that form the loose confederation governing with pipe smoke and pungent aromas emanating from
Glynmoor. Although a communal society on paper, the kitchen. The menu is ever changing, but roasted
Clydog is always looking for ways to enrich himself. squab and morels (2sp) is a local favorite.
Market Day: On the last day of each week, the town ➢ The rotund proprietor, Cadwaldr, wants to make
swells with shroombeast ranchers, their carts creaking the Sodden Ram a destination for epicures but
with the weight of spore wool bales. Traders from the lacks the funds. He is always looking to source
Wandering Guild come as well, hawking curios and exotic meats for his culinary passions. Flies into a
artifacts collected on their long travels (pg. 16). ranting rage if the food at the Golden Fleece is
mentioned.
CLYDOG AP ANLACH, TOWN ELDER ➢ Job Knottly is a down-on-his-luck shroombeast
A scheming old miser, his skin is stretched tight over a rancher. He recently sold his harvest to Morgan
bony frame, giving him a skeletal appearance. Wears heavy ap Anlach, but now loudly complains that he was
black robes of spore wool. tricked into a bad deal. He offers a family
heirloom (enchanted shears; pg. 16) to anyone
Wants sole rule over the valley, although he begrudgingly
who will help smuggle his spore wool out of town
serves on the Council of Elders. Covertly backs bandit
(His cart is hidden behind Aneirin’s Smithy).
gangs to hold up the trade caravans.
➢ Fiona is a hardy young truffle forager, with rosy
Offering 500sp for adventurers to explore the fallen sky cheeks and her hair tied back in ponytail. She
ruin and report back. Thinks it may have a secret power he normally sells truffles on market day (20sp for a
can exploit to further his ambition. week’s rations, 2 enc.), but right now she is
Possessions Locked in the tower is the regalia of old King frantically looking for her prize pig Rupert, who
Farfog (his tarnished gold crown and a baroque telescope). is missing.
6
3. Aneirin’s smithy 6. Bath House
A simple, open-air forge that’s primarily dedicated to One of the oldest buildings in town, the communal
repairing farming equipment, but there are light armor baths are maintained by the townsfolk and free for
and weapons for sale, worth no more than 50sp. travelers to use, although donations for its upkeep are
encouraged. Resting in the soothing baths removes 1
➢ Husky and bald, Aneirin is tattooed with runes
point of System Strain per day.
dedicated to the Loam Mother. Believes he would
make a better town elder and wants to bring ➢ Fiona’s prize truffle pig Rupert is hiding in one
proof of Clydog’s schemes to the townspeople. of the steam rooms.
➢ He is infatuated with Loam Speaker Morwenna ➢ Wandering Guild traders can often be found here
but too shy to act. Knows she likes the sunflowers swapping stories of the road.
that grow on the nearby burial mound.
LOAM SPEAKER MORWENNA
4. The Golden Fleece (Level 2 Elementalist)
A well-appointed inn, built with red cedar and a clay
The local wisewoman and apothecary, Morwenna is
tile roof. Caters mostly to Wandering Guild traders trusted by the townsfolk despite her youth. She is aware of
and wealthy nobles traveling the High Road. A room Aneirin’s affections but pretends otherwise, often teasing
here costs a pretty penny (10sp/night). Often has him for his foolishness. Her long red hair is tied with
hired musical entertainments to accompany the many-colored ribbons.
overpriced food. 8sp for trout pie and simmered
Wants the spirits of the burial mound to be laid to rest
thorntree fruit.
and to look after the people of Squabville. Detests
➢ Morgan ap Anlach, sister to the town elder, is Guorthigirn and his disrespect for the Loam Mother.
the haughty owner. She wants Job Knottly to Thinks that entering the sky ruin will only bring bad luck.
deliver his harvest of spore wool as agreed upon Knows about nearby shrines and the necessary offerings,
and is offering 20sp for someone to knock some and how to brew elixirs up to difficulty 8 (WWN p277).
sense into him.
Spells Elemental Favor, Elemental Spy and Apprehending
the Arcane Form (WWN p78). Spell Slots 1, Effort 2
5. Loam Mother Shrine
A single-story earthen structure with a gently puffing
7. Brychan’s Ranch Supply
chimney. Its low doorway forces you to bend over as
you enter. Inside, every available surface if given over A stocky, ruddy cheeked man perpetually smoking a
to jars of colorful tinctures, dried flowers, and pipe, Brychan mostly sells farming equipment to the
bubbling concoctions. The air is rich with herbal local shroombeast ranchers, but he has a good stock
scents. of basic traveling supplies.
➢ Loam Speaker Morwenna sells binding paste ➢ Grieves for his wife Helwen, who he believes was
(50sp, a powerful glue) and offers leeching (250sp, snatched by bwoglins while visiting the nearby
will remove minor poisons and diseases from the shrine. He thinks she is surely dead (She is not).
blood). Has 2 herbal healing remedies (1d4+1 ➢ An old arquebus from his soldiering days is
HP; stinks: -1 Cha mod) for sale (150sp). hanging on the wall (Dmg 1d12, Range 50/150,
2 rounds to reload, Enc 3, Armor Piercing)
7
8. Guorthigirn’s Timeless Treasures Shrines and Blessings
Perched above the northern gatehouse, his shop is
Scattered and hidden across Glynmoor. Giving an
crammed with dusty books, cracked crystal orbs, and
offering grants a blessing that can be used once over
bottles of swirling liquids. Heavy perfume is just
the course of that day.
barely covering a faint aroma of spoiled meat.
Shrine Environment Offering Blessing
➢ Sells Bones-Eye Talisman (500sp, rattles when
Water Rivers, lakes, A smooth Raise AC to
undead are within 100’) and Pickled Frogs Feet wetlands, river stone 18 for one
(300sp, eating one gives sticky, webbed hands for wells round as an
an hour. +1 to climbing checks. Skin turns green). instant action
➢ Hidden There are 2 corpse specimens in a Earth Caves, A gold +1 Strength
chamber concealed behind a large self-portrait. quarries, coin Modifier
burial mounds
Air Hilltops, An eagle’s No damage
GUORTH G RN PENDERGHAST
mountains feather from a fall
(Level 4 Necromancer) up to 60’
The wily old shop keeper might be mistaken for a young Wood Forests, Thorntree Heal 1d6
man if not for his graying hair. Wears a heavy golden ring bramble fields fruit HP
in his ear and loose-fitting robes that hang open around his
chest, revealing a surprisingly muscled physique. Glynmoor Rumors
Guorthigirn is well known as a magic-user, but he keeps
d10 Rumor
his necromantic proclivities a secret.
1 Local woodsmen went missing weeks ago.
Wants to further his research with magical items from the Townsfolk keep hearing their voices
fallen sky ruin and he will teach a level 1 Necromancy or calling for help in the forest, but no trace
High Magic spell in return for each recovered. He has also has been found (lost in a storm and turned
been robbing corpses from the town burial mound and to cannibalism, manifesting a wendigo).
would like to keep this fact hidden. 2 A wendigo’s power is in its voice.
3 Strange giant birds have been hunting the
Spells Command the Dead, Raise Corpse, Enfeebling ranchers’ herds of shroombeasts.
Wave (WWN p84), The Coruscating Coffing (WWN p69) 4 Life was better in the days of King Farfog.
and Extirpate Arcana (WWN p71). Spell Slots 2, Effort 3 You can pay respects at the burial mound.
5 The Veiled Emperor, ancient ruler of the
Possessions Cask of Distilled Essences: Guorthigirn has valley, has returned to save us!
been perfecting a method of extracting spirit essences 6 Bwoglins kidnapped Brychan’s wife near
from the recent dead and has been using this to prolong the river shrine (It was bandits)
his life. Breaking or spilling the cask would release a 7 The Benelutians are sending an expedition
violent swirl of ectoplasm that will deal 4d6 dmg in a 10’ with airships to explore the floating city.
area. 8 Someone has been robbing graves from
the town’s burial mound.
Ring of Regeneration: Regains 1 HP/Round. Slowly
9 Cadoc the Wealthy was recently interred at
regrow severed limbs. the burial mound with prized possessions.
10 The appearance of the floating city has
agitated the bwoglins like stirring a
hornet’s nest.
8
Glynmoor Encounters
Encounter on a 2 in 6. Roll once per day of travel and once per night. See pg. 18 for Bestiary.
2d6 Encounter
2 In the fog, an illusory road has led them to a wendigo’s lair. It will slowly and patiently stalk them until
they kill it or break the curse by finding the bodies of the lost woodsmen and burning them. One of their
corpses holds a sack with 16 red garnets worth 100sp each.
AC 16, HD 7 (32), Atk 2 claws (+6, 1d6) and gore (+6, 2d4), Shk 2/AC15, MV 30’, ML 10, Inst 4,
Skill +2, Save 12+
Hypnotic scream The wendigo engages by letting out a bloodcurdling yelp. All within 30’ who hear it
must make a Mental Save or be paralyzed with fear for 1d4 rounds.
Mimicry Can perfectly mimic any voices it has heard.
3 2d6 sunflower skeletons trudging through the woods, searching for grave robbers. Pg. 10 for stats.
4 A wild shroombeast. They grow indefinitely and without the care of a rancher, this one has become
immense. If it can be wrangled and brought to town, it’s sure to be worth your while (200sp).
5 2d4+2 bwoglin poachers trying to make off with a rancher’s herd of shroombeasts. Pg. 12 for stats.
6 A storm whips up, lashing the party with rain. Movement rate is halved, and they will be drenched if they
don’t find shelter quickly. The flashes of lighting illuminate the floating city looming in the distance.
7 A herd of shroombeasts blocks the road. Help the shepherd with his flock and he will give them a rumor
and 1d6 rations. It takes about an hour to round them up.
8 A caravan of Wandering Guild traders traveling the High Road. They have some oddities for sale. Roll
twice on the curio table (pg. 16).
9 Monstrously large birds sighted circling high above. They follow the party for several hours.
10 A stone shrine to the Loam Mother. Make an appropriate offering and gain a blessing or be attacked by a
nature spirit with an appearance and powers corresponding to the local environment.
AC 15, HD 4 (18), Atk. Fist (+6, 1d10), MV 40’, ML 12, Inst 0, Skill +1, Save 13+
Type Water (AC 18), Earth (HD 5), Air (Physical Save or knocked prone on a hit), Wood (Shk 4/AC15)
11 A caravan has been massacred, blood staining the soil. The trail leads to a lair of 1d4 gwibbers. A broach
worth 500sp can be found lodged in one of their stomachs.
AC 13, HD 3 (14), Atk. Bite (+3, 1d8 + venom), Shk 2/13, MV 30’, ML 8, Inst 6, Skill +2, Save 12+
Venom Physical Save or take 1d3 dmg/hour for the next 1d8 hours. Morwenna keeps an antivenom.
12 A handsome huntsman invites them to share some roasted venison by his fire and offers them a glittering
gold ring. The wearer no longer needs food, water, or sleep, but cannot remove the ring or lose System
Strain. They begin to slowly rot, losing 1 point of Con/day until the curse is broken or they die, their soul
captured by the ring. If they flatly refuse, he will transform into a fiend with curled horns and attack.
AC 18, HD 6 (27), Atk War axe (+7, 1d10+2) and spell, Shk 3/AC15, MV 30’, ML 10, Inst 3, Skill +3,
Save 10+, Spell Slots 2, Effort 3
Casts Exhalation of Congelating Cold (freeze an area, dealing 2d6 cold damage, Physical Save for half)
and Counter Magic (opposed -/Magic checks to fizzle an enemy’s spell).
9
Reaching the fallen sky ruin Town Burial Mound
The fallen sky ruin is only about 6 miles from North of Squabville is a circular embankment, 8’ tall,
Squabville; it would be visible from the town wall if enclosing an open area 100’ across. The townsfolk lay
not for the thick fog and rain that has been blanketing their dead to rest here amongst fields of giant
the valley for the past few weeks. To reach the tower, sunflowers. A sculpted earthen passage leads inside.
adventurers can leave the town heading north until
➢ A shrine sits in the middle of the burial area; it’s a
they reach the woods, then take the trail heading west
carving of a stocky man with a conical hat, a
through the forest.
welcoming smile, and holding an empty bowl.
The River Shrine ➢ The spirits of the mound have been angered by
the recent grave robberies. 3 sunflower
The woodland trail will bring them to a swift stream, skeletons emerge from the field if anyone
swollen by the recent rainfall, with a rough log bridge approaches, but they won’t attack unless a grave is
crossing it. Next to the bridge is a stone shrine with a disturbed. Offering a gold coin to the shrine will
carving of a kindly old woman; it is dedicated to the briefly placate them and grant a blessing (pg. 8).
Loam Mother. On the ground in front of her is a Only by returning the spirit essences stolen by
bowl with several smooth stones. Guorthigirn can the dead be laid to rest.
➢ To ask for its blessing (pg. 8), a stone needs to be ➢ Cadoc the Wealthy was buried in an impressive
plucked from the bottom of the stream and granite slab crypt built into the side of the
placed in the bowl. It is a Str/Exert 8 check to embankment. Inside there is no treasure but a
pick up a stone in the rushing water. Failure book of advice for merchants written by Cadoc.
means you are swept off your feet and lose a ➢ Beneath the gnarled roots of a thorntree is the
random item you are carrying. tomb of old Farfog, the last king of the valley.
➢ Careful examination will reveal booted tracks The stone slab sealing the tomb appears to have
leading away from the path into the woods. It been opened recently and his crown is missing. A
takes a Wis/Survive 7 check to follow the tracks hidden compartment below his coffin holds
to a hidden camp roughly 1 mile to the east. 250sp and the Horn of the Valley (carved from a
➢ There are 5 bandits squatting in an arboreal gwibber skull, blowing it forces a moral check for
camp, built among the sturdy branches of a great 1 HD enemies, usable once per day).
thorntree. They are led by a scabby brute named
SUNFLOWER SKELETON
Ringworm. Planning to loot the fallen sky ruin.
An undead creature reanimated by a giant sunflower
AC 13, HD 1 (4), Atk Dirk (+1, 1d6), Shk 2/AC13, growing through its body. The flower head juts out from
MV 20’, ML 8, Inst 4, Skill +1, Save 15+ the skull giving it the appearance of a golden halo.
➢ 3 human prisoners, including Brychan’s wife AC 13, HD 2 (8), Atk Thorned fist (+1, 1d8) or numbing
Helwen, are locked in a wooden cage suspended pollen, Shk 2/AC15, MV 20’, ML 9, Inst 5, Skill +1,
by rope 15’ above the ground. The bandits have a Save 14+
grubby sack containing 2d6 moldy rations, 135sp, Numbing pollen Shakes loose a 10’ cloud of feathery
and a letter from Elder Clydog ap Anlach, pollen that dulls the senses. Mental Save or have -1 to hit
demanding his share of the bandit’s take. and AC for an hour.
10
The Fallen Sky Ruin
Approach Random Encounters
A domed tower juts out over the woods, barely visible Encounter on a 1 in 6. Roll every 2 dungeon
through the thick fog and rain. Drawing closer, it turns.
appears half-buried in the ground as if thrust there by
a great hand. The surrounding impact crater is filled 1. A high-pitched buzzing briefly fills the room
with shattered rock and earth. before a bolt of electricity zaps anyone wearing
metal, dealing them 1d4 dmg. Evasion Save to
Construction: Built with well-fit stonework, clearly avoid if they try to take cover.
the work of a master mason. The entire tower leans to 2. A thunderclap booms nearby, and it begins to
the east at a sharp angle. It would be 80’ tall if upright. rain from the ceiling.
Light: Inside it is dark. The occasional lightning 3. A thick fog forms in the room, smothering light.
flashes cast light through a handful of windows. 4. A gremlin casts a random curse before fleeing to
the nest, cackling all the way (Area 9; pg. 14).
Entrances: A doorway about 20’ up the tower might 5. 1d4+1 bwoglin looters, approaching from the
be reached by careful climbing (Area 6). Someone has nearest entrance (Area 1 or 5; pg. 12).
recently cleared some rocks near the base of the 6. A rusted relic servitor on pest patrol (pg. 14).
tower, opening a tunnel (Area 1).
Total Treasure: 5735sp
T = Trap
S = Secret door
11
Level 1
1. Excavated Tunnel
Rubble has been cleared to open a passage inside. It is
completely dark. Sounds of mechanical clanging
can be heard coming from within.
2. Mechanical Room
A large circular room occupied by heavy mechanical
works; gears turning, pistons firing, pulleys creaking.
Sounds of wood breaking and animal chittering
can be heard coming from the room to the north.
The body of a charred bwoglin lies against the
south wall. Close inspection will reveal several small
holes in the floor and the outline of a door in the wall.
BWOGL N
➢ Pushing the door open will trigger searing
flames to leap out, dealing 2d6 dmg. Evasion Lanky, hunched humanoids, with bat-like features. They
Save to avoid. Covering the holes with a heavy have poor eyesight, but exceptional smell and hearing.
object will block the flame jets. Most understand common Glynish, but they have their
➢ Excessive noise will alert the bwoglins in Area 3. own stuttering language of chirps, clicks, and buzzes.
Shattered crates litter the room. 4 bwoglins are Quillback A bwoglin has thick spines studding its back
and attacking one from behind will deal 1d6 dmg to the
bickering over a pair of thick quartz goggles (50sp).
attacker on a hit.
➢ One caries a pouch with 85sp, a healing potion
(heals 1d6+1 HP), and the key to Area 15a. 5. First Level Landing
12
Level 2
13
REL C SERV TOR 11. Secret Library
Enchanted suit of armor, built to perform menial tasks.
Opening the door to this cramped room releases a
They talk like high class butlers and are always polite, even
rush of stale air. The floor is thick with centuries of
when hostile.
dust. Shelves lining the entire chamber are stacked
AC 16, HD 2 (8), Atk 2 fists (+2, 1d6), Shk 2/AC13, MV with old tomes that crumble to pieces if picked up.
30’, ML 12, Inst 4, Skill +1, Save 14+ Two small windows are shuttered closed.
Knows about the flame jet trap (Area 2) and the electric ➢ A fine oak reading desk contains a scroll
floor trap (Area 13).
holding Pact of Stone and Sea (WWN p78) and a
decorative hourglass worth 200sp.
9. Gremlin Nest ➢ Disguised as a book on weather patterns is a
lockbox (Dex/Sneak 10 to pick) with 50gp
The sickly-sweet smell of rotting fruit permeates the
air. In the center of the room, mounds of decayed inside.
furniture, soiled drapes, and tattered books are piled
to the ceiling. Giggling can be heard coming from a
GREML N
small opening at the base of the mound.
Mangy little pests that can be found anywhere there is
➢ 5 gremlins have made a nest here and will attack magic in abundance. Delight in causing mayhem and
if they are disturbed. If left alone, they will follow stealing anything that isn’t tied down. Extremely sensitive
the party for 1d4 dungeon turns, looking for an to sunlight and extended exposure is lethal to them.
opportune moment to disrupt them with a curse.
AC 11, HD 1/2 (3), Atk Claw (+1, 1d3), Shk 0, MV 30’,
➢ Inside is the servitors’ helmet (Area 8) and a
ML 7, Inst 5, Skill +1, Save 15+
crystal orb worth 300sp. Touching the orb gives
an electric shock (1 dmg) and makes your hair Curse Once per round, one will cast a random curse on a
stand on end. random adventurer. Mental Save with +2 to resist.
14
Level 3
15
15b. Dormant Servitors Curios
A mirror of 15a but the door is locked (Dex/Sneak Miscellaneous treasures and baubles that can be found
7 to pick). Under the bed in the last room is a lavishly in Glynmoor. May be gifted by a grateful NPC or
decorated hand-written book on the rites of worship offered for sale by a merchant of the Wandering
for the Order of the Veiled Emperor (worth 600sp). Guild.
➢ It is written in Mitosian, an ancient dialect that is d10 Item Price (sp)
an ancestor to the common Glynish spoken in the & Enc.
valley (Int/Know 10 and a week of study for a 1 Divining rod that will point 225
towards any water within 100’. 1
basic translation).
2 Gwibber oil. Consume for +2 150
➢ It tells a highly embellished tale of how the on saving throws vs poison Insignificant
Veiled Emperor mastered a power referred to as and disease for rest of the day.
the Fifth Wind to cast out an ancient menace. 3 Clockwork canary. It sings 400
when it senses an airborne 1
16. Statuary toxin.
4 Small fireproof shield. 2000
A curved room with a window running its length, Ignore up to 5 points of fire 1
or heat damage per round
enclosed with an ornate metal grill. A sculpture
5 Scroll holding Decree of 1000
carved out of a single block of marble sits in the Insignificant
Ligneous Dissolution (WWN
center of the room. p70)
6 Spore armor. Crafted from 2000
➢ It depicts a man with a chiseled jaw and flowing
thick, rubbery shroombeast 3
hair lying on a bed. A blindfold covers his eyes. extrusions. AC16; reflects half
➢ The statue is holding a jeweled iron scepter. damage back on a melee
Grasping the scepter gives a sudden vision of attacker on a 1 in 6 roll.
being high up in the clouds. Something large and 7 Enchanted shears. Levitates 300
serpentine is swirling through the clouds around and cuts any fibrous material 1
you. You start plummeting to Earth but awaken on command. Can give a
haircut or shear a shroombeast
just before impact. in seconds.
➢ Once per day, the scepter’s bearer can channel a 8 Benelutian flare launcher 100
concentrated blast of air, water, or lightning in a w/ 10 flares. Shoots a 1
20’ cone as a Main Action. Deals 2d6 dmg, with pyrotechnic into the sky,
an Evasion Save for half, to all targets that would visible from 3 miles away.
be susceptible to that element. Has a 2 in 6 Stats as short bow in combat.
9 Spore wool sweater dyed in 100
chance of breaking with each use.
garish colors. It’s very warm. Insignificant
10 Map to a nearby Loam 100
Mother shrine. Insignificant
16
Level 4
18. Weather Control Room
Three small rooms adjoining Area 17 each contain a
heavy stone disk set into the floor. On the outside of
each disk are carved symbols of a flame, a mountain,
and a wave.
PHASE SP DER
17. Weather Control Room A parasitical arachnoid that feeds off arcane energies. It
channels them to phase in and out of the material plane,
The roof of the uppermost chamber has partially giving it a blurred silhouette. Highly territorial.
collapsed, and a heavy rain is falling through the AC 13, HD 4 (18), Atk Fangs (+4, 1d8), Shk 2/AC15,
opening, leaving the floor slick. A large amber MV 40’, ML 8, Inst 6, Skill +1, Save 13+
crystal is built into a gleaming steel apparatus in the
Phasing Its attackers have disadvantage to hit. This can
center of the room. It flickers intermittently.
be counteracted by marking it in some way, e.g. splashing
➢ Inspection of the crystal will cause the phase it with oil or luring it into the rain
spider to attack. It is currently invisible and will
try a Surprise Attack (Wis/Notice 9 to detect). It
has been feeding off the energy of the crystal,
causing the failure of the weather controls.
➢ The crystal itself is worth 2000sp to the right
buyer, but it would take a combined strength of
30 or proper tools to move.
➢ Studying the control apparatus will reveal a dial
with markings for a dozen different weather
conditions from all four seasons. Once powered
on, this dial can control the local weather in a 3-
mile radius.
17
Bestiary
Gwibbers Wendigos
Resembling a 7’ serpent with six legs, these predatory A malevolent entity given form by the dark deeds of
beasts stalk the marshy areas of Glynmoor, men, appearing as a tall, long-limbed humanoid with a
ambushing unsuspecting travelers. Their jaws are defleshed, antlered skull. It hungers for mortals and
loaded with a slow acting venom that ensures their will hunt any who enter its domain, its arrival
prey cannot elude them for long. The oil extracted preceded by the heavy stench of carrion and a sudden
from their venom glands can be used to make a chill. The curse that binds it to a location is created by
potent anti-venom. murderous violence among friends. The only way to
lift the curse is to find and burn the bodies of those
The Handsome Huntsman that manifested it. The one haunting the woods near
In deepest woods, on moonless night, Squabville was brought into being by a band of lost
The huntsman sits by campfire light. woodsmen who were forced to resort to cannibalism.
Best not tarry, best not linger, Their bodies remain near their last camp, deep in the
lest the beast bite off your finger. woods.
- Glynmoor children’s rhyme
Shroombeasts
A species of ambulatory
fungus, these creatures have
been raised as livestock in the
valley for generations. They
grow indefinitely, extruding
long filamentous webs from
their back. This spore-wool is
prized by textile workers, and
the beasts themselves are known for their delicious
earthy flavor. Every so often, a shroombeast is
separated from the herd. As long as good forage is
available, and without regular shearing, they will
continue to grow until they reach massive
proportions. There are stories of shroombeasts the
size of a castle that wander in the remote hills of
Glynmoor.
18
Where to next?
With Mitosu revealed, every adventurer worth their salt will be trying to find a way up
to the floating city and see what treasures can be found. There are several ways that a
determined party might reach it.
➢ The nearby Monastery of the Veiled Emperor is rumored to contain an ancient
portal to the temple-city of Mitosu. It’s long been dormant, but maybe it can be
reawakened? No one has heard from the monks since the floating city was first
sighted.
➢ There is a young prodigy in Teeter Town, in the Splintered Highlands, who is
building a flying machine. Beware the cruel Barons who rule the highlands with an
iron fist.
➢ The Benelutian League has dispatched an expedition with airships to explore the
floating city. The weather has kept them grounded near the town of Aberstock
until now.
➢ I’m working on a proper hexcrawl for Glynmoor as well as a full
megadungeon: Mitosu, the Astral City. If you liked this, support me with a
follow on Substack or buy me a coffee. Stay tuned!
nverted
Castle
Press