My latest adventure up at Dungeon Masters Guild is a level 20 horror adventure called The Tower at the End if Time. I originally wrote it in 2024 for my annual Halloween Horror one shot.
At the time, we were coming to the end of our two-year Rime of the Frostmaiden campaign, and this sidetrek was a Ravenloft story with a few small changes. Most of the original story remains intact.
This adventure actually took two sessions to complete, as I didn’t anticipate my players getting lost in the labyrinth for as long as they did. I’ve changed some of the mechanics in this version with that in mind.
Adventuring at level 20
It’s pretty common wisdom among DMs that high level play is difficult to run. The players are basically demigods at this point, they never miss, nobody saves, and the amount of damage they can put out in a round is pretty staggering.
For my players, an illusionist wizard, an elven archer (fighter), paladin, rogue, and light cleric, they could put out anywhere from 75-200 points of damage each. Every round. EVERY. ROUND. Think about that range. an enemy with 400 hp could last 5-6 rounds or two rounds, depending on the luck of the dice. This makes combat very swingy in late stage play.
I noticed pretty quickly that adding HP was not the right answer here. The rounds can be agonizingly slow at this stage. Players with multiple effects, abilities, and turns. You have to account for a little bit of time for the players to still be weighing their strategies by the time it gets around to their turn.
And I know there is a lot of discussion out there about using minions, attacking player weaknesses, complicating combat – and yeah, those all have a place in your toolbox. They are just not the right tool every time. A lich will definitely be strategic about their attacks, but a giant purple worm? Nawwwwww.
My answer was to beef up the damage. Make combat even MORE lethal. Sure, they were going to paste my monsters in 1-2 rounds, but man, were they going to pay for letting me have a turn! And this seemed to add a level of panic to player actions. Drop 120 points of damage onto a paladin from a single arrow in the first round, and watch your players scurry for cover. It’s great fun. And the irony here is that this amount of damage was not far off from what my players were able to do themselves. Sauce for the goose.
Who Watches the Watchers? (Hint… it’s the players)
Circling back to The Tower at the Edge of Time, the adventure added a fun little bonus in the form of phantasmal creatures known as The Watchers. The Watchers do exactly as their name implies. They watch. Their only purpose in the adventure is to be there to witness the undoing of Creation with the release of Zar’Vul – an ancient god of unknown and forgotten things. Like I said, the stakes at level 20 are just that much higher, right?
I had a note in my original story about how The Watchers only watch The Obsidian Tower, unless a player commits an evil act in their presence or casts a necromantic or far-realm based spell (something I was using as “forgotten lore”). So of course, my Illusionist cast one of these spells, and was horrified to find one of The Watchers turn and look at him. That Watcher followed him through the adventure right up until the very end, when they returned back to the ruined Netherese city of Ythryn in Icewind Dale.
At this point, my Illusionist immediately asked, “Did that Watcher follow me home?”
I didn’t have any notes on this. I hadn’t really thought about it. But, generally being a “Yes, and!” DM, I immediately said, “Yes, and…” The “and” part was that The Watcher stayed with him for the rest of the campaign and into retirement. And my Illusionist tried EVERYTHING he could to rid himself of this creature. It never interacted, but anytime he looked out across the land, he would see a lone, robed figure standing off, watching him. Sometimes The Watcher was just a spec on the horizon. Sometimes it stood beside the table while my player sat in an inn trying to eat soup in peace.
After our campaign wound down, I asked the players where they saw their character a year after their adventure. It was part of an end of campaign session I learned about from Mike Shea of Sly Flourish fame. It’s a great idea, and if you don’t do this, you really should consider it!
The Watchers appear in this version of the adventure in the form they evolved into in that original Halloween game. Anytime they witness an act or spell that leaves a “taint” on a player’s soul, they will gain a new Watcher.
Forever.
Promo stuff
Here is the product teaser and promo video for The Tower at the End of Time. It’s about 42 pages long, so I’ve priced it a bit higher than my usual $2.99 USD for these. adventures – it’s priced at $4.99 USD. This just reflects the extra work that went into it. I hope this doesn’t dissuade you from dropping a couple bucks on it.
Available at DMs Guild here: https://www.dmsguild.com/product/515505/The-Tower-at-the-End-of-Time?src=newest_in_dmg&filters=45469
There is a name no one speaks.
Not because it is forbidden, but because it was never known. The Tower stands at the edge of memory, waiting for those who were never meant to find it. Beyond its threshold lies a presence that should not exist, a being neither alive nor dead—only absent.
Step forward, and the world may change around you. Turn back, and you will always wonder what was waiting beyond the door.
Some things are meant to be forgotten.
But something is calling you to remember.
Before you go any further, read this!!!
This adventure contains themes of existential horror, reality manipulation, memory loss, and the unraveling of time. Players may also encounter themes of identity erasure, non-linear causality, and the consequences of altering fundamental truths.
Readers and players should be aware that this is a story of inevitability and consequence, where choices shape the world in ways that cannot be undone.
For some of you, this is exactly why you have purchased this adventure. For others…






