Brave New World #100: D&D Next 9th-Level World Building


Brave New World
D&D Next 9th-Level World Building

In AD&D 1E, around 9th level was name level. Many classes at that level or a level or two higher could build a castle or lair and attract followers. After D&D 3.0 the idea of castle building become completely optional and cost a feat. I don't remember any rule support for castle building in 4E.

I want to re-introduce kingdom building and followers into D&D Next. I want it to be optional, but not have a cost to enjoy the benefits, for those PCs who want it.

I also want to continue work on the world of the Driven. After several plane hopping adventures, the PCs will be returning to their home plane. They may choose to build a keep or not. They have already indicated they will want to head to the Far West and try to end the curse that plagues their land. So I need to get ready for those adventures.

Expanding the Current Location

I have a map of a small network of villages that the PCs explored as the campaign kicked off. I want to expand that map off to the west and continue it all the way to the Sullen Sea, a silt-choked barrier that stops easy exploration any farther west.

The PCs' homeland is a frontier for the last bastion of civilization as they know it. Traveling west will mean encountering the true unknown and many times the truly savage.

The western ruined seaboard of the Driven world is littered with ruined cities, strange technology, and a silt-choked ocean called the Sullen Sea. Decaying cities and broken roads will present a mystery of what civilization existed here before man. Unraveling what force cursed the lands of Driven may allow the PCs to restore the land from ruin.

The masters of the Far West are the modrons, bizarre otherworldly lords of law. They are creating a warforged army and have their sights set on the east and bringing order as they perceive it to all humans and demihumans.

Modules for Higher Levels

Expedition to the Barrier Peaks and the Mud Sorcerer's Tomb are both adventures with updates to use them with D&D Next. I plan to place both on my map and give the PCs the option to explore either location.

These modules and others in the playtest pack, have additional monsters and magic items to use. I have pulled them out of the pack to aid in creating higher level D&D Next adventures.

Terrain and Miniatures in D&D Next

I have not been using minis or gridded battle maps in D&D Next. However, with the increasing complexity of spells and some monster abilities I am going to have to use it occasionally.

My current plan is to not use a grid but simply measure and use spell templates. I don't want the minis to become the focus of the game, so we're just going to use simple positioning to understand the battle and encourage the use of terrain and tactics.

New Spells and Magic Items

I updated a couple of spells and magic items to D&D Next. Hopefully, they will be useful to more DMs than just me.
Spark Shower
2nd-level evocation

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A flying cloud of sizzling purple sparks fan out from your outstretched hand in a 15-foot cone. Creatures within this area take 3d8 points of electrical damage or half damage with a successful Dexterity save. Targets wearing metal armor and/or carrying a metal weapon have disadvantage on the saving throw.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each level above 2nd.

Storm Burst
4th-level evocation

Casting Time: 1 action
Range: 50 feet
Duration: Instantaneous

A 10 foot-radius cloud of violent energy centered on a point within 50 feet crackles into being. Each creature in the cloud must make a Dexterity saving throw. A creature takes 3d8 lightning damage and 3d8 thunder damage and falls prone. On a successful save the target takes half damage and does not fall prone. The area of the spell becomes difficult terrain until the end of your next turn.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each level above 4th, alternating between lightning and thunder damage.

Bear Tattoo of Predatory Vigor

This tattoo of a running grizzly bear looks extremely lifelike. When it heals, the bear tattoo moves and the grizzly stands and roars.

A bear tattoo of predatory vigor helps you channel the power of your combat frenzy into rejuvenating energy. While in a rage, as a swift action you can activate the bear to heal damage to yourself equal to your total number of Hit Dice. This effect functions two times per day.

Rod of Frost

This 2-foot-long rod of steel-hard, ice-blue glass is bound with iron bands.

A rod of frost emits a beam of cold that can create a variety of effects. Three times per day, you can fire a 30-foot line of frost from the rod. The line of frost deals 2d6 points of cold damage to all creatures in the area (Dexterity save DC 12 half). Natural fires in the area of the line are automatically extinguished, and open water in the area of the line freezes to a depth of 1 footóthick enough for a Large creature to walk upon safely. The ice melts normally.

Next Month

While I wanted my 100th column to kick off the Far West in a big way, I haven't gotten my campaign to the point of getting ready to use it. I updated the Lost Caverns of Tsojcanth and just finished that at the end of January. I will start the work on the Far West in depth this month and share the results in this column starting next month. My goal is to create a high level D&D Next sandbox setting.

Upcoming Columns

More on the Far West, modrons, warforged, and rebuilding from the ashes of a ruined and cursed world. I need to update monster stats for the main villains and continue to build on my theme of alien invaders invoking a curse and bringing ruin to the homeland of the player characters.

Drive on,
Charlie

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