K3 To Bring Down The Sky
K3 To Bring Down The Sky
K3 To Bring Down The Sky
Ben Gibson
With maps by Dyson Logos
2
© Ben Gibson 2018
Coldlight Press
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3
The overcast sky and dusty road are working in concert to make for a truly dismal
day. It’s almost a relief to hear something out of the ordinary, like a wailing cry of panic
and a harsh, coughing roar. Looking up to the clouds, a thin human figure hurtles down,
chased by a savage beast with reptilian wings. But looking up past the two is an even
stranger sight...three mighty isles loom out of clouds, impossible and yet somehow real.
The adventure begins with the players in cavalcade on a cloudy day when Hugo Wyvern:
the apprentice makes his appearance, hurtling down to the earth holding on to the 7HD Dragon 19AC, 72hp
Sky Feather while a brutal wyvern toys with him. The players are to be put into 20ft move, 60ft fly (poor, +5 Fly)
initiative order immediately; Hugo is 240ft up and descends at a rate of 60ft per sting tail +10 (1d6+4 plus poison)
round. The wyvern will just seek to sting the apprentice at first but if the players bite +10 (2d6+4 plus grab)
challenge it the wyvern will turn to hunt the players with swift flyby attacks at first, 2 wings +5 (1d6+2)
only landing to full attack if it is confident of killing one. The wyvern will seek to Special: rake (2 talons +10, 1d6+4)
flee at 20% health, leaving to warn the pack. Hugo, if he survives, begs the players’ Poison: Fortitude DC17, 1d4 Con
aid with his master’s realm, currently falling from the sky and overrun by his Flyby Attack: Can make standard
enemies. With the Sky Feather, players are transported to the entry hole in the sky... attack in the middle of a move.
I.2
C
Entry Hole
E D I.1
F
Main Isle
H
E.4
Personalities:
G.2 Jim and Ertha: Dour, scared, nostalgic
Apprentice Hugo: Helpful, curious, panicky
Tocktick: Calculating, curt, megalomaniacal
G.1 Pog: Desperate, cynical, fearful
Wog: Unhinged, nihilistic, sadistic
Disk Swarm: Key: 5
Swarm (tiny); 18AC, 18hp
hardness 5. 30ft fly (perfect, +8 fly) Farm Isle: This isle is reached by the bridge, but is drifting slowly away.
swarm (2d6) A. The Farm -This is the most stable of the isles, occupied by the kindly old
This swarm of magically animated halfling couple, Jim and Ertha Kneebles. They’re barricaded within their farmhouse
disks bashes intruders without the as two wyverns sleep in the barn, gorged on four cows. A terrified and adorable
command words “Tali bless you.”
calf, Bessie, hides in the corner. The Kneebles won’t want to leave without Bessie.
Clockwork Servant: B. Bridge -The stone bridge here is windy and cracking. Within half an hour of the
Medium Construct; 15AC, 12hp players’ arrival the bridge begins to fall, leading to the farm island spinning away.
Hardness 5
slam: +4 (1d6+4) Main Isle: This isle is slowly descending through the clouds, taking the others
down with it. Clouds cover the place (as fog cloud) for a few minutes each hour.
Tocktick, Clockwork Familiar C. Copse of Trees -This peaceful little copse of thick trees protects from large
Tiny Construct; 18AC, 33hp
DR5/adamantine, Resist 10 cold, fire flyers like wyverns, the only such safe place outdoors.
Slam: +9 (1d3+1d6 electric) D. Levitation Crystals -Erupting from the ground, these crystals hold up the isles,
Cantrips: and are pulsing in slow time. The Sky Feather will take energy from the crystals to
Detect Magic: Can see magic in 30ft become empowered, but once it draws it in the isles will begin regular shaking.
Mending: Repairs object 1d4 hp E. Gerlia’s Keep -This big stone keep was the main residence of the Skymage.
Scrolls (treasure and cast):
Make Whole: Repairs object 5d6 hp E1. Entry -The little gatehouse is wrecked. The door is locked with a good-quality
Control Construct: Can control a lock and the entryway is empty. Two malfunctioning clockwork servants twitch
construct or disk swarm once. within the waiting room to the right while a disk swarm sits on the stairway.
Admonishing Ray: Two rays of E2. Quarters -These tastefully appointed rooms have velvet and silk carpets and
nonlethal force, 30ft range, 4d6 each. tapestries, bulky but worth 2d100gp per room larger than 10ft2.
Stoneskin: Gain DR10/adamantine.
E3. Wrecked Roost -This level is filled with a reptilian stench; a massive pile of
Pogwog, the Quantum Ogre shiny loot, covered in wyvern urine, sits in the central room. Most of it is worthless
Sorcerer 4; 14AC 98hp bits of glass and frippery, but searching through pile yields 1,000 gp in various
+1 scythe (medium): +9 (1d6+3) coins and gems. The searcher(s), covered in stink, enrage any wyverns who smell
wand of acid splash: +5 (1d4+1)
2nd level spells (3/day): them. Each minute spent in this level, there is a 5% chance a wyvern flies in.
Mirror Image: Creates 1d4+1 decoy E4. Prison -Each door has an arcane lock that the Sky Feather fits in like a key, and
duplicates of self. locked within are ghostly captives trapped in quantum states. The captives are
Create Pit: A 20ft deep, 10ft wide human and make ghostly whisper sounds, not understandable. Draining the locks
interdimensional pit forms, DC16 makes each captive disappear with peaceful looks on their faces.
Reflex to avoid. Lasts 4 rounds.
1st level spells (5/day): F. Skymage’s Watch -This tower here has vivid splashes of blood visible outside
Glue Seal: 5ft square or one object. of the windows. A disk swarm and a hostile clockwork servant patrol from door
DC15 Reflex or become stuck. to door. Within the tower itself two disk swarms guards the stair, while Tocktick,
Shield: +4 AC for 4 minutes. Gerlia’s old clockwork familiar, is assisted by two more clockwork servants in the
Quantum Escape: React to an attack upstairs room trying to reconstruct the Skymage’s old cloak of featherfall. The
by phasing, gaining DR10/-
Supernatural Ability: familiar knows the command words for the disk swarms.
Displacement: As a swift action, G. Docks -The Skymage’s flying allies and visitors arrived and stayed here.
Pogwog can set himself up to displace G1. Skydock -Two wyverns have claimed the main dock as their roost. Three
into one of three locations, which gryphon skeletons lie scattered; a wand of cat’s grace (14) lies amidst the bones.
show as shimmering ghostly images. G2. Quarters -These abandoned guest quarters are echoing and cold. Each room
A swift action teleports to an image.
Two headed: has a 10% chance of containing an active disk swarm.
Pog and Wog, the two heads of the Least Isle: Reaching this island requires climb checks on the ropes, DC varies
ogre, each get an initiative count. between 5-15 as this island goes up and down relative to the other two.
Hugo, Lost Apprentice H. High Church -This crumbling chapel is at the confluence of a minor ley line.
Wizard 2; 12AC, 18hp (9 temporary) The church is empty, formerly dedicated to Tali, minor god of air. Murals show a
Ray of Frost: +3 (1d3 cold) dying phoenix shedding a single feather, the Sky Feather, which is then blessed by
1st level spells:
Burning Hands: 15ft cone does 2d4 the god Tali. Texts in the chapel indicate the graveyard is the confluence; planting
fire damage. DC12 Reflex halves. the Sky Feather will drain the ley line, which stops this isle from floating entirely.
Magic Missile: Missile does 14+1 I. Old Tower -This old tower has two paranoid and glitchy clockwork servants
force damage. guarding it’s door. The middle level was Hugo’s own lab, where two scrolls of
False Life: Already cast* infernal healing and a scroll of scorching ray are stowed. A very gravid wyvern in
Cantrips:
Read Magic: Can read magic scrolls the top level working on making herself a nest using two smashed clockwork
Mage Hand: Telekinetic hand servants (her eggs worth 1,000gp). Pass to second isle exit is behind secret door.
Venturing in the Sky
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