10th Level Adventures

Obergnom

First Post
My campaign is reaching its finale quickly, and that will leave my group with a bunch of 10th level characters who have recently helped throwing back a Drow controlled Giant invasion of the Kingdom of Cormyr.

The characters will be used for more adventuring and one of my players would like to be DM for a while. But, he needs an adventure to run. Some level scaling should be okay, but not to much.

Can you recommend any adventures starting at roughly level 10? The last adventure he ran was "Vault of Larrin Karr" and we had a blast.

(I have Expedition to the Demonweb Pits, which actually would fit in nicely and it was my original intend to play that, but I will be hard pressed to find the time for preparation in the comming 6 month. Sadly, I now the adventure well enough, thus he can not use it)
 

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The War of the Burning Sky campaign saga has two that might fit the bill. The fifth and sixth adventures in the series can be used fairly easily outside the context of the overall campaign. See if either of these ideas tickle your friend's fancy.

Adventure 5 - Mission to the Monastery of Two Winds. (Levels 9-10).
The Monastery of Two Winds is a remote mountain training ground for magic-using monks, who channel their ki to fly and strike with lightning. The heroes might go there seeking wisdom, to learn rare monastic arts, or to find clues that will guide them onto a later adventure. But two enemies threaten the order. From without, a small army besieges the mountain monastery, desiring its secrets. From within, one of the order's own is kidnapping innocents for cruel biomantic experiments.

This adventure has lots of kung-fu fighting, hideously-crafted monsters, a bit of barnstorming against a small army, and a mystery involving the nature of balance.


Adventure 6 - Tears of the Burning Sky. (Levels 11-12).
The heroes seek a lost artifact, which was last seen in the canyon fortress of Castle Korstull. Six months ago the local nation's army tried to quell a rebellion based out of the castle, and in the conflict terrible magic was unleashed, opening a rift to the plane of fire. Now an endless firestorm rains liquid flame upon the castle and its surrounding countryside, but diviners claim that soon an opening will appear in the storm. The heroes will have to race against army soldiers, treasure hunters, and other forces to retrieve the artifact first, and just maybe they might heal this wound in the sky.

Fire. Undead. Flaming undead. Undead that set you on fire. It's a dungeon crawl, which might not appeal to everyone, but with the added element of competing groups trying to get into the castle at the same time, it should be fun.
 


It would need scaled up a little but Monte Cook wrote the 50th dungeon crawl classic and reading through it is pretty darn cool.
 


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