Our twenty-first downloadable GM-SS Dungeons and Dragons One Shot Adventure – a rogue-like 5e dungeon crawl!
Whether it’s for a one-shot adventure, starting a longer story, or just another day in your players’ lives, we hope this adventure module will inspire all you DMs and GMs out there. Our twenty-first adventure offers the players a tower full of treasure and deadly encounters – a modular dungeon crawl for experienced adventurers only! Enjoy!
RPG: D&D 5e
Number of players: 2-5
Recommended level: 4-5
Duration: medium (6h) to campaign length (12h plus)
For your campaign: Since it is likely that not all players survive this adventure, it is recommended to either keep it as a one-shot or use it as an origin story for a larger campaign’s villains or heroes. Most of the homebrew magic items and modi-fications are also likely too powerful to be used in other campaigns starting at tier 2.
This Adventure Module contains:
The story for a single adventure
Additional rules to create a modular, rogue-like dungeon crawl experience in 5e
18 random events for traversing a magical dungeon
Builds for 21 new monsters and fights
Builds and ideas for 18 new boss battles
Loot-tables for 3 dozen new potions, magical weapons and magical items each
Easily adjustable length and difficulty to increase the replay value for this ever-shifting dungeon
One of the realm’s most mysterious places is Mito Valley – colloquially called the graveyard of towers. Its steep cliffs and riverbeds are filled with tall, ruined buildings of mysterious make and purpose. All of them are filled with crumbling stairs leading to high drops, suggesting they were never used as parts of houses. Scholars took decades to conclude that apart from the towers, no artefacts, burial mounds, or any traces of civilization could be found within the valley. Only a single piece of oral history survives about the Mito. It states that the Valley is home to the Spire, an invisible tower stretching into the heavens. Anyone reaching its zenith is granted the power to make their will manifest in the world. However, failed ascenders are doomed to wander through the Spire for all eternity. Allegedly, to enter the Spire, one only needs to climb any of the stairs in the valley, keeping their eyes fixed on the sky. While the instructions sound promising, a few deadly plummeting accidents were enough to convince most people to see the instruction as an allegory for hubris or determination. Yet – if that is the case – why do adventurers keep vanishing from the valley without leaving any trace behind?
In this 6- to 12-hour one-shot adventure, a party of 4th to 5th level characters find themselves in the base of the Spire. All of them have sacrificed much to get this far. All of them know that they will have to sacrifice even more to go on. To be slain and cursed – such is the potential fate of anybody foolish enough trying to “Scale the Spire”.
Notes for the GM / DM
The modul contains a plethora of magic items and potions which could also be used in other campaigns
This adventure could be run repeatedly – each time a party is slain the are added to the tower’s roster of monsters and the players can create new characters to combat them.
Even though almost everything about the adventure is adjustable (duration, enemies, rewards, etc.) the baseline remains fairly difficult.