Posts Tagged ‘tenmiletower’

The Ten Mile Tower – Mile 3

Wednesday, July 21st, 2010

Last week, I told you all about The 2nd Mile of The Ten Mile Tower! This week, I will detail the third level of the tower, which is possibly the most dangerous level so far!

Main Premise: The Ten Mile Tower literally spans ten miles into the air, touching the stars themselves. Due to its magical nature, anyone entering the tower has 24 hours to exit or the doors of the tower will close to them forever, whether they are still inside or not. Thus players have only one opportunity to take an extended rest while within the tower and have little room to dawdle as they make their way up its thousands of levels. Many different monsters have become trapped in the tower or reside here of their own accord, and each mile is presided over by a powerful creature and its minions, making this an exciting and varied adventuring location. Read more about The Ten Mile tower HERE.

Note: Is it possible to climb up and down ten miles within twenty four hours? Maybe not! If it is impossible, just imagine that the tower twists time subtly so that those hours of climbing  are magically condensed into shorter periods of time. Say things like “Your map indicates that you have reached the third mile already and yet it feels as if only a short time has passed.”

Overview of the 3rd Mile

The third mile appears eerily empty with many areas closed off and in disrepair. The only evidence of life is the occasional torch that dots the walls, providing shadowy light. Giant webs also dot certain levels as the PCs advance upwards.

Drow reside on these levels, but they don’t make themselves known to the PCs.  They cultivate spiders as pets, which are not so subtle. From time to time the players may stumble upon a giant spider or two, which are easy enough to slay. However, if the DM wants to test the PCs resources, they may throw an encounter at them consisting of giant spiders and drow that decide to test the strength of the PCs and seek to escape to report to their masters if things go poorly.

As the PCs travel, they inevitably enter into a room where a drow warrior is hiding. The drow observes their approach and then sneaks off to alert his superiors, who reside in a temple at the top of this level. The drow warrior should make a stealth check versus their passive perception. If a player succeeds, they notice the drow darting off to warn his mistress, a drow arachnomancer.

A PC may trail the drow to a dark and gloomy temple at the top of mile two and listen to his report. The arachnomancer responds that they will prepare for the arrival of their guests. She then instructs the drow to take up certain tactical positions but not to attack unless she gives the go ahead.

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The Ten Mile Tower – Mile 2

Thursday, July 15th, 2010

Last week I posted about Mile 1 of The Ten Mile Tower. This week I present Mile 2, with an actual combat!

Main Premise: Due to the magical nature of the tower, anyone entering has 24 hours to exit or the doors of the tower will close to them forever, whether they are still inside or not! Thus, the players can sneak in no more than one extended rest while exploring the tower!

Overview of the 2nd Mile

As the players progress past Mile 1 through the labyrinthine chambers of the tower, they notice that the monsters on the 2nd mile are fiercer than in the previous levels. Many large and powerful creatures reside here, such as trolls, ogres, and minotaurs. The first few times the PCs encounter a monster, it attacks in a blind rage, only to be quickly cut down (unless you feel like throwing in an extra combat or two). After a few such encounters, either word has spread or the monsters are getting more intelligent, because they begin to avoid the heroes, that is if the PCs let them.

At some point, the players will encounter a group of Ogres (8 or so Bludgeoneers). Some will attack, but most of them will flee down separate corridors to get help! The PCs can try to cut them down before they escape. Otherwise, one of them alerts a Minotaur Berserker that is lurking in the hallways on the next level. He proceeds to climb to the top of this section of the tower (to Mile 2), where he alerts his lord, a conniving beholder, that the PCs are approaching. A PC may trail the Ogre as he runs for help and then follow this Minotaur if they’d like, in which case they witness the report of the Minotaur to the Beholder. He speaks of the party’s skill in battle (assuming they’ve been succesful so far) and suggests basic tactics for when they arrive.

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The Ten Mile Tower – Mile 1

Thursday, July 8th, 2010

A couple weeks ago I posted about the Ground Level of the Ten Mile Tower as the beginning of an 11 part series detailing an exciting adventure in the Ten Mile Tower, a tower that stands over 10 miles tale and touches the stars themselves! I ran this adventure with my weekly gaming group to their delight (and mine), and now I present it to you in an exciting easy to digest format!

Overview

I had already decided that though the Ten Mile Tower has thousands of levels, each worth exploring in their own right, the tower is basically broken up into ten sections, each ruled over by a powerful leader. However, since I wanted to create a sense that the tower is filled with MANY different creatures, from the lowely bullywug to the noblest dragon, I didn’t want to bring out the big guns just yet.

The 1st mile up the tower is filled with goblins, orcs, bugbears, lizardfolk, and kobolds, standard fare for most adventurers in heroic tier. By paragon tier (this adventure is intended for level 11 heroes), there’s not much here that can challenge you. Exposing higher level heroes to monsters like this is fun since it reinforces how badass they’ve become. However, it’s also helpful to remind them that while a dozen kobolds can be dispatched with relative ease, a tribe of hundreds of kobolds is not going to be quite so easy:

And thus:

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