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.