The Tower: A Year and a Day

The Tower: A Year and a Day

You have one year and a day to climb 200 floors. Die, fail, or quit, and the Tower keeps what you found.

TYPE

Campaign

LEVELS

1–20

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
4 NEEDED TO START
$10.00

/ Session

Details

Weekly / Tuesday - 7:00 PM UTC

Session Duration / 2 hours

Campaign Length / 200–250 Sessions

0 / 4 Seats Filled

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This game will begin once 4 players have joined
About the adventure

The Tower has stood beyond the reach of ordinary people for as long as anyone can remember. Until now, only the gifted, powerful and privileged have been allowed to enter. Then, one night, something changes. A vision appears in the minds of people across the multiverse, and the Tower opens its doors to a new generation of challengers. You are among those chosen. Transported to a mysterious demiplane, you know very little about the Tower or why you have been selected. What you do know is that it contains hundreds of floors, each with its own dangers, challenges and secrets. Your task is simple to understand, even if surviving it is anything but: climb. The Tower is designed as a long-running campaign of approximately 200+ two-hour sessions. Each session normally focuses on a single floor, although some floors are larger and may require more than one session. Every floor is an adventure in its own right, with different environments, creatures, puzzles, challenges and problems to overcome. There is rarely only one way to solve a floor. Your choices and creativity determine how you approach it. You will gradually discover how the Tower works. Every floor contains something you need to progress, but what that is and how to find it is part of the challenge. Between expeditions you can return to Basetown, a meeting place where different factions gather to trade, resupply, recover and prepare for the next climb. There are opportunities to leave. Every five floors, you can choose to abandon the climb and return home. Every ten floors, you can leave while keeping the gains you have made. But if you continue, the stakes increase. If your character dies, they die. There is no guaranteed resurrection waiting at the bottom of the stairs. And there is a final deadline. You have one year and one day to reach the top. Fail to do so and the Tower will expel you, returning you home with nothing more than you brought with you. The Tower is not an open-world campaign. You have a clear objective and a defined path upward, but what happens on each floor is up to you. You might fight your way through, negotiate, investigate, solve a puzzle, exploit the environment or come up with something I hadn't considered. The tone changes with the Tower. Some floors may be dark and dangerous. Others may be strange, humorous, mysterious or surprisingly peaceful. You could encounter undead, monsters, traps, puzzles, factions, investigations and situations that don't fit neatly into any one category. This is a campaign for players who enjoy dungeon exploration, problem-solving, character development and discovering how a strange world works. You don't need to know what is waiting on the next floor. In fact, I'd rather you didn't. You have 200 floors ahead of you. The Tower is waiting.

Game style

Dungeon Crawl

Hexcrawl / Exploration

Meet the Game Master

5.0

(4)

1 year on StartPlaying

Highly rated for: Creativity, Rule of Cool, Inclusive

About me

# Dead_One ## Make a character. Not a character sheet. I've been running RPGs since 1980, when I discovered Dungeons & Dragons and was hooked almost immediately. I've spent decades playing and running everything from AD&D 1st Edition and 2nd Edition to modern 5e, along with Traveller, RuneQuest, Gamma World, Boot Hill, Gangbusters, Car Wars, Paranoia, Toon and plenty of other games along the way. But after all those years, one thing hasn't changed: **I care far more about the character than the character sheet.** My games are story-driven, character-focused and built around player choice. I want you to play your character, not simply select the most effective option on your sheet. If your character would do something unexpected, go for it. If you come up with a solution I haven't anticipated, even better. I build worlds rather than just adventures. My campaigns are set in my own homebrew setting, **Eorath**, a world with its own history, cultures, factions, mysteries and conflicts. The world doesn't sit still waiting for the players to arrive, either. Events happen, NPCs have their own agendas, and choices can have consequences long after the original session is over. Some of my favourite moments as a GM are when players suddenly realise that something they did several sessions ago has come back into the story, or when they completely derail my carefully prepared plans and create something better than I had imagined. ### What you can expect at my table * **Roleplay over rollplay** * A living world that reacts to your decisions * Character development and meaningful relationships * Exploration, investigation and problem-solving * Combat when it matters, rather than combat for its own sake * Improvisation when the players inevitably do something unexpected * A mixture of humour, seriousness and the occasional moment when everything goes spectacularly wrong * Rules used as a framework for the game, rather than something that gets in the way of it I'm not particularly interested in turning every encounter into a tactical exercise or stopping the game to argue over a paragraph of rules. I know the rules, but I'm happy to make a sensible ruling and keep the adventure moving. I'm also not a GM who relies on doing dozens of different voices. What I aim to do instead is make NPCs and locations feel real through description, personality, motivations and the way the world responds to your characters. ### The players I'm looking for I'm looking for players who want to **commit to a character**. You don't need to be an experienced roleplayer, and you certainly don't need encyclopaedic rules knowledge. What matters much more to me is that you're willing to engage with the world, make decisions as your character and become part of the story. If you're looking for a game where your character is more than a collection of abilities and numbers, where the world doesn't revolve around a predetermined plot, and where your decisions can genuinely change what happens next... **Welcome to the table.** **Make a character. Not a character sheet.** **Dead_One**

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Character creation

Creating your character

Create your character before the first session using D&D Beyond. I’ll review characters before the campaign begins so we can resolve any questions and make sure everything works within the campaign. Characters start at Level 1. Stats are generated by rolling 4d6 on my discord server, rerolling the lowest die, then assigning the three remaining dice to any ability score. The Tower is different from my other campaigns when it comes to character options. The Tower draws people from across the multiverse, so unusual species, classes, backgrounds and character concepts can fit the setting. Standard 2024 Player’s Handbook options are always welcome, but you are not restricted to them. Older material, additional books, homebrew and more unusual or esoteric character options can be considered by arrangement. If you want to use something outside the standard options, talk to me before creating the character. The important question isn't whether something is unusual, but whether we can make it work as a character who belongs in the Tower. Starting equipment follows the normal 2024 rules, although reasonable alternatives can be discussed where they make sense for the character. Before creating your character, send me a basic concept and background. You don't need to write an essay. I want to know who your character is, what motivates them and what sort of person might have been selected by the Tower. You don't need to know why the Tower selected your character. That is part of the mystery and may become important as the campaign develops. Everyone should arrive at Session 1 with a finished character. Session 0 will cover expectations, boundaries, campaign style and the group rather than spending the main session creating characters. You don't need to own a collection of D&D books to participate. D&D Beyond will be used for character creation, and if you want to use material I don't have access to, you may need to provide the relevant information for me to review.

What to expect

Preparing for the session

Join the campaign Discord server. Discord will be used for group communication, announcements and anything we need to discuss between sessions. Create or have access to a D&D Beyond account. Your character must be created there so I can review it before the campaign starts. Send me a basic character concept before completing your character sheet. Because the Tower draws people from across the multiverse, unusual concepts are welcome, but anything using homebrew, older material or more esoteric options should be discussed with me first. Complete your character on D&D Beyond before Session 1. I’ll review the sheet and resolve any questions or changes beforehand. Install the AboveVTT browser extension/plugin and make sure you can access the campaign from a computer before the first session. AboveVTT is the virtual tabletop we'll use for maps, tokens, combat and other game elements. A computer is required. You don't need to be an expert with AboveVTT. I'll provide the campaign link and instructions and make sure everyone can connect before play. Read the campaign information provided after joining. You don't need to know the Tower's history or understand how its systems work. Discovering those things is part of the game. Make sure you have a reliable microphone, headphones or speakers and a reasonably stable internet connection. A webcam is not required. Please arrive ready to play at the scheduled time. Sessions are two hours and are designed to focus on a single floor wherever possible. The campaign uses a stable four-player party, so regular attendance is particularly important.

What Dead_One brings to the table

You’ll get a fully developed Tower containing hundreds of individual floors, each designed as its own adventure with its own environment, challenges, encounters and secrets. I’ll provide the maps, tokens, handouts, music, ambience and other material needed to play through AboveVTT. The Tower is built around variety. One floor might be a dangerous dungeon crawl, another a puzzle, investigation, social encounter or strange environment. Some will be combat-heavy, while others may barely involve combat at all. You won't know what is waiting above you, and I don't want you to. Although the overall objective is clear, individual floors can have multiple solutions. I prepare the challenges and the world, but I don't expect you to find one particular answer. If you come up with a clever approach that makes sense, we'll work with it. The Tower rewards creativity. I use the Rule of Cool where it fits, while keeping the underlying rules familiar and consistent. If something isn't covered clearly by the rules, I'll make a sensible ruling and keep the game moving rather than stopping for a lengthy rules discussion. I don't rely heavily on character voices. Instead, I use descriptive narration, NPC personalities, music, ambience and sound effects to build the atmosphere. Roleplaying is encouraged but doesn't require acting or voices. You can describe what your character says or does, in character, in third person, or simply explain your approach. A good description can affect how I resolve an action, including giving advantage or removing the need for a roll. Combat can be dangerous and some floors will be deliberately challenging, but combat isn't the sole focus. Exploration, puzzles, investigation, negotiation, discovery and problem-solving are all part of the Tower. Most importantly, the Tower is designed to reward players who experiment. You have a clear objective, but you are not given the solution. You will need to work things out, make decisions and live with the consequences. Every floor is another piece of the puzzle. The question is whether you'll still be alive when you reach the top.

Homebrew rules

I use the same core house rules across my 5e campaigns. They are designed to keep the game moving, reward good descriptions and make actions feel grounded in the situation. Natural 1s: A natural 1 on an attack automatically fails and ends your turn. On significant checks, a natural 1 represents a meaningful failure where appropriate. Natural 20s: A natural 20 on a check is not an automatic success if something is genuinely impossible, but it always produces an exceptional result. A failed check may become an almost-success, while a successful check may produce an especially good result. Flanking: I don't use the standard flanking rule simply because two characters stand on opposite sides of a creature. Position matters when there is a genuine tactical reason, such as attacking from behind or catching a distracted opponent. Sneak Attack: The normal 2024 Rogue rules apply, but I expect players to create the circumstances for a sneak attack rather than simply announce it. Describe how you're hiding, approaching unseen or exploiting a distracted target. Potions: Drinking a potion yourself is a Bonus Action and uses the normal healing roll. Spending your full Action gives maximum healing. Feeding another character a potion takes an Action and uses the normal roll. Roleplaying is encouraged but doesn't require voices or acting. Describe what your character says or does, in character, in third person, or simply explain your approach. A convincing plan may give advantage, reduce the difficulty, or remove the need for a roll entirely. The character sheet tells me what your character can do; your description tells me how they do it.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Dead_One creates a safe table

Player comfort and safety are important to me, particularly in a long-running campaign where the group will spend a lot of time together. Before the campaign begins, we’ll discuss expectations, boundaries, campaign style, player behaviour and how we want the group to work together. I’ll provide a Lines and Veils document for players to complete before the campaign. Lines are subjects you do not want included in the game at all. Veils are subjects that can exist in the game but should be handled off-screen or without graphic detail. Boundaries can be changed at any point during the campaign. The Tower can involve violence, death, dangerous creatures, disturbing situations and mature themes. Because the Tower draws characters from across the multiverse and its floors vary considerably, unexpected situations can occur. I will respect individual boundaries and use discretion when handling sensitive material. During play, players can privately message me if something makes them uncomfortable. You don't need to justify the request. X means stop or remove it, N means change direction or reduce the intensity, and O means you're comfortable continuing. There may occasionally be a short delay before I see a message during an intense scene, but I'll respond as soon as possible. Session 0 will cover expectations, boundaries, campaign style, player behaviour and how the group will work together. After particularly intense sessions, I'll check in with the group where appropriate and I'm always available privately if someone wants to discuss something that happened during the game or raise a concern. Harassment, discrimination, bullying, sexual harassment, deliberately disruptive behaviour or behaviour intended to make another player uncomfortable will not be tolerated. Everyone should be able to enjoy the game without having to defend their right to be there. You are never required to explain a boundary to the group. If something isn't working for you, tell me privately and we'll deal with it.

Content warnings

Alcohol Use
Animal abuse
Blood
Body Horror
Cannibalism
Character Death
Child Abuse
Death
Deep or Large Bodies of Water
Drowning
Execution
Extreme Violence
Fire
Freezing
Gore
Hangings
Hostages
Insects
Kidnapping
Lifechanging Injury
Mass Death
Mind alteration
Mind Control
Murder
Mutilation
Paralyzation
Scars
Snakes
Spiders
Suffocation
Trauma
Violence
Warfare

Safety tools used

Frequently asked questions