TEXT: 4. FISHTANK
  Five sixths full of water. Plenty
  of air to swim across, but you
  need to dive to get to the
  hatches. Small colourful
  tickling fish. Magnetic eels,
  attracted to iron. One really
  big shark with too many teeth
  and a terrible headache from
  the sloshing.
  2. RAINFOREST
  Trees with thick roots, lit by a
  glowing white orb lamp. Birds
  screaming. Rain falling from
  burst water pipes. Insects.
  Exotic feathers might be worth
  something. Two monk heretics
  (Svenbard and Guntobel)
  exiled for disbelief in the
  Wheel (they think there is no
  outside).
  THE ROVING WHEEL
  There’s a giant iron wheel roaming the earth. 500’ tall, it moves as
  slowly as a tortoise, rotating once every 8 hours and crushing half
  a mile into pulp. It rolls up mountains and down canyons,
  through rivers and across roads. Now it’s heading for a
  densely populated coastal city.
  The PCs have been hired to stop it. Legend says it
  can be done. There is door. All they need to do is
  stand very still, let the wheel roll over them,
  speak the right words, climb inside,
  and change the wheel’s course. Simple, right?
  Save a city, get rich or die heroes.
  They have 24 hours before the wheel reaches the
  city. Three full rotations.
  Inside the Wheel
  Constant movement. Everything
  slides. Turn the map. Climbing from
  compartment to compartment
  may be possible, but it is easier to
  move with the wheel, waiting for
  each section to reach the bottom.
  There are iron hatches between each
  compartment. They open at a touch,
  but only for a few seconds.
  Each compartment is approximately
  80’ high and 175’ long.
  9. THE HUB
  Accessible from 7. PIPE ROOM via a long
  ladder in a metal tube. The Hub is always level
  and does not rotate with the rest of the wheel, so
  explorers may need to wait to get inside.
  The exit is blocked if the Pipe Room is in
  position 8, 1, or 2 (the bottom three positions
  on the wheel),
  Inside the hub, the Immortal Wizard
  Thunderspeck Wifflebang Griswhelmindar
  Partoblam Fezzy Fezzy Eyirup P’Thotherial Green
  and his five identical clones, all wearing yellow spandex
  suits, watch the Wheel’s progress on six scrying orbs,
  giggling insanely at the things they squish. They will
  alter the wheel’s course if they think it will be funny.
  Possible options: the sea (good luck escaping), the fireworks factory
  on the outskirts of the city, a made-up land just over the horizon, etc.
  1. GATE
  Iris scythes open when the
  command word “DALPHAC” is
  shouted. Dirt, cow bones,
  giant iron gears, heaps of
  scrap metal, darkness,
  confusion. Three dead
  peasants with pitchforks.
  3. ART GALLERY
  Paintings on swivels, on swings,
  on chains. Gold frames. Bits of
  pulverized statues. Nine frantic
  curators with big sharp knives.
  Don’t touch the exhibits.
  5. WHEEL MONASTERY
  Fifty bald monks of all genders
  in brown robes and climbing
  harnesses. Lots of singing and
  turning prayer wheels. Believe
  in the holy mission of the Wheel
  to crush the wicked and sinful.
  They have never seen the
  outside, but know it’s full of
  hungry demons and monsters.
  6.
  GOLD HEAPS
  Impure gold in piles,
  ingots, slabs, boulders, and
  balls. Clanging, rattling,
  rolling. Dangerous to cross. All
  are too large to carry or get
  through the hatches between
  rooms.
  7. PIPE ROOM
  Giant brass pipes, small silver
  cables, worm-like nests of glass
  tubes full of steam, water, and
  poison. Big complicated valves.
  Turning them does nothing.
  Only the command word
  “BONTOGUIN” (or a blowtorch)
  will open the path to the Hub.
  8. THE CATACOMBS
  Skeletons, both animate and
  inanimate. Holding endless tea
  parties, candlelit dances. Their
  king (Jones the First) knows the
  secret words to open the Pipe
  Room. Wants green things in
  exchange (like green feathers).
  Random Encounter Table
  Roll 1d8 once every hour or whenever things
  seem insufficiently interesting.
  1. Interior Scrying Sphere. Glowing
  marble with gold helicopter blades. Blurry
  faces peering out. Faint giggling. Hard to
  catch, probably valuable.
  2. Blowtorch Pigeons. Fat, grey,
  cylindrical. Bright blue flame while alive.
  They like shiny things and food. Dense, dim.
  3. Stealth Land Octopus. Nearly
  invisible, very strangly. Eight loving arms
  and all them suckers.
  4. Thieving Magical Monkey. A neon
  lemur. Cute. Will steal anything and run:
  items, limbs, names, convictions, eye colour.
  5. Glue Ball. Larval eye tyrant. Egg sized.
  Soft toothless mouth, one eye. Sticky by
  choice. Babbles. It will leave if you tell it a
  story. If annoyed, blasts things with magic.
  6. Spider-Person Explorer. Excitable,
  cheerful, intelligent, horrific to look at.
  Thinks this is all great fun. Wants to get
  married, settle down, lay eggs in someone’s
  torso.
  7. Reverse Vampire Bats. Barf blood all
  over you. They’re just trying to help. Hope
  there’s not a shark nearby.
  8. Prototype Wheel. 1d10x1d10 of them.
  Size of a coin. They’re small, but in swarms
  they can bludgeon a person to death. They
  race around in mindless patterns. Some are
  square.
  Immortal Wizard Spells
  Used in combat or looted as treasure.
  1. Make All Hands Non-Dominant
  2. Cloud of Beetroot Foam
  3. Swords to Plowshares
  4. Summon Lightning Ferret
  5. Flip Person
  6. Shrikeblast
  A very silly dungeon by Skerples (coinsandscrolls.blogspot.com)
  Map by Abigail LaLonde (patreon.com/alien_sunset)
  License: CC BY-SA 3.0
  https://creativecommons.org/licenses/by-sa/3.0
  
SOURCE: textdata/thevault/Goblin Laws of Gaming (GLOG) (osr)/Dungeons _ Modules/Roving Wheel.pdf