Brave New World #98: Planning D&D Next Higher Levels


Brave New World
As my D&D Next campaign slowly increases in level, I am looking ahead to higher levels when support will be lacking or non-existent. I put together a list of rulebooks from previous editions I plan to use to beef up the existing rules. I haven't started world building with these books yet. I'm still reading through them and organizing what I'm finding. Here's what I've found so far.

D&D 3.5 Magic Item Compendium

I've already been using many of the items from this book. While many are nothing more than a spell in a can and others are very 3.5 specific, at least twenty are usable for D&D Next with little to no conversion. This book is really helpful at any level and has a handy list of items both by level and by slot. While D&D Next doesn't use slots anymore, it is nice to see similar items grouped together.

I really like the survival pouch and boots of the unending journey. The former allows a survival item (like a tent, campfire, water in skins, or a mule with saddlebags) to be drawn out up to five times a day. The later aids in movement. I may convert it to be usable by the cleric run by one of my players. The cleric worships the Greek goddess Nike.

AD&D 1E Monster Manual II

This handy tome has a list of monsters by level, up to level X (ten). While not helpful after around level 15 or so, the list includes many monsters that can fill in the gaps for D&D Next if converted.

Enemies at this level generally fall into the following list: angel, daemon, demon, devil, dragon, golem, modron, NPCs, slaad, and undead. Other interesting options at levels 9 and 10 are pyrohydra, baku, beholder, and the tarrasque. Throw in some monsters from previous levels like purple worms, foo lions, and diakks and many interesting encounters could be created, many of which would not have to end in combat.

AD&D 2E Monstrous Compendium

While lacking the punch and most of the demons and devils from 1E, this book is packed full of interesting monster lore. As I round out encounters, I plan to dip into this book for inspiration and to mix up monsters encountered before.

For example, in 2E, the ankheg has a stream of acid that is usable only once every six hours but does more damage than the monster does in D&D Next. The ankheg is reluctant to use the ability because it cannot then digest food for the same amount of time. This is an interesting detail and could perhaps be exploited by knowledgeable PCs. Maybe a sub-species of ankheg could have this more deadly attack but corresponding weakness.

AD&D 1E Dungeon Masters Guide

Packed with interesting options, this book has quite a few tables that can improve D&D Next. Appendix D is a random generator of creatures from the lower planes. This information could really come in handy for creating new monsters. It includes not just game stat information but also descriptions as well.

Appendices G through I cover traps, tricks, and dungeon dressing. These tables and lists are entirely descriptive, just the thing for an idea-strapped DM looking to spice up an adventure.

I also like several magic items in this book. My favorites are the robe of useful items and the folding boat. Both work well in D&D Next. Maybe I'll even find a use for an apparatus of Kwalish (a two person magical submersible).

D&D 3.0 Stronghold Builder's Guidebook

I've always liked this book. It goes into a lot of depth on castle building and includes many examples and supporting magic items. An interesting article in Dragon further expanded the topic.

If my PCs want to build a stronghold, this book will be a great place to start. Other books from AD&D 2E and the D&D Cyclopedia may also come in handy. I might even get some inspiration from the book Empires for RuneQuest II.

The book also includes some maps and associated costs of strongholds. The included strongholds are not just for land. One is tied to the planes, one floats, and another works underwater.

AD&D 1E Manual of the Planes

This treatise is a mind blowing collection of ideas, locations, and reality altering rules. I can easily see why Planescape followed from the planes developed in 1E.

One of my favorite locations in the planes is center of the plane of Concordant Opposition. The center appears variously as a great tower, column, mountain, waterspout, tornado, or tree. Regardless of its form, it cannot be climbed, entered, or damaged by any means, godly or not. As beings move closer to this structure, more and more of their powers are neutralized until all are lost near the center of the plane. Because powers are lost near the center and are regained upon moving away from the center, the location is often used as a meeting place, trade-market, and common ground by Powers of the outer planes. PCs can use this location to their advantage as well.

Upcoming Columns

The PCs will be returning to the world of Driven. They will wrap up some affairs in their starting land. Then they need to head out west to complete some of their quests, one of which is replanting an elven forest. I'll start detailing the west they plan to travel to.

I envision something like the west coast of the US but with an ocean heavy on silt and mud. Decaying cities and broken roads will present a mystery of what civilization existed here before man? I may include warforged and the modron. An expedition to the Barrier Peaks may also be in order.

I may also be able to use the apparatus of Kwalish!

Drive on,
Charlie

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