JoeGKushner
Adventurer
The Underdark Adventure Guide is a great companion for those who want to adventure in the Underdark as non-standard races. When I first saw the book, I thought, didn't Mike Mearls cover all of this in Dungeon Craft ? True, Dungeon Craft wasn't about the Underdark specifically, but there were several parts of it that fit nicely into such a niche. In addition, Goodman Games itself just released Monsters of the Endless Dark. What more really was there to say? Especially at $28 for 144 pages.
With the new races, I didn't think much of the options. In 3.5, the Monster Manual covers a lot of this ground. Deep Dwarves? Drow? Duergar? Svifrneblin? Troglodytes? All already covered with official stats and racial traits. Still, there were some, like the Derro, Half-Drow and Gloom Barbarians that weren't covered. More impressive then the races though, were the racial templates. Little things that make a book stand out more, much like the quick templates in Monsternomicon did. These include the Exile, Shadowkin, Vindicator and Wolfbred These are useful for showing how your drow is different than the other drow and gives role playing notes, minor bonuses, penalties and other notes to incorporate them into your game.
Maybe you're not interested in new races, but would like to know how standard classes could be tweaked to fit into an underdark campaign? The authors provide some interesting ideas like clerics being able to Turn or Rebuke Spiders instead of Undead and different familiars for sorcerers and wizards. Sometimes these benefits might be a little too much. Fighters for example, get to treat derro, drow, duergar and svirfneblin exotic weapons as martial for no penalty.
I found the radiomancer, a spellcaster who uses radiation, interesting, but wonder if perhaps a chain of radioactive feats, similar to the necromancer feats, wouldn't be the way to go. Cast spells like a wizard, have low hit points, attack, fort and ref saves, but get mutations, no familiars, and poison their comrades! Oh wait, those weren't all benefits. No, their benefit is that they don't need spellbooks. Nice beneift and the mutations can be beneficial but feats would've been the way to go here.
Of more use and utility, are the prestige classes. These are broken up into sections, general and then racial, covering most of the races mentioned as player options early. Want to be a Pit Fighter or Envoy? How about a Surface Raider for the drow or a Clutch Guardian for the Troglodyte? Some of these PrCs have been done to death like Pit Fighter, but others, like the Stone shield Guardians, the defenders of deep gnome communities, add details to the underdark setting. The nice thing here is the variety in levels. The author didn't feel that each class warranted a full ten level PrC, but didn't feel that each one was just worth a nod with 5 either. Each feels complete in and of themselves with enough variety that most players will find something to add to their wish list while most GMs can fill out different roles in their dark societies.
Feats include the Radiocative Caster, a metamagic feat that lets you use a radioactive fragment to simulate a metamagic feat without using a higher level slot. The problem is the radiation which causes Con loss and mutation. Use this one wisely. For those who miss the old style infravision, it's back as a feat as are other vision feats like low-light, superior dark and dark vision. A nice but short mix of feats useful for combat and role playing purposes as one could use Slave Leader to avoid a beating and then latter, use Advantageous Blow to lay those guards low latter.
Some will enjoy the racial and cultural feats as they allow more variety in the races. Drow for example, can be masters of dual weapons or use Arcane Prosthetics while troglodytes can be amphibious or swallow their foes whole with Huge Gullet. The troglodtyle feats are nice because they make the creatures much more deadly in hand to hand combat and reminded me quite a bit of some of the feats from the Complete Guide to Velociraptors.
Now I mentioned arcane prosthetics but how do you make them? That would be with craft (engineering), arcane prosthetics skill. Rules and examples provided for many types of artificial limbs and the various materials they can be made of. Different options for masterwork weapons are included like laminated, razor edge or serrated. Some of these I've seen in other books like AEG's Mercenaries but it's nice to have more options. In some ways, the armor options, for example, remind me of Ben's Heroes of High Favor Dwarves book with new options for masterwork armor like Extra Articulation where the Dex bonus maximum is increased or Large Armor Spikes can be added. Good stuff that makes characters different without being magical.
Being in the underdark also requires different materials that standard adventurers would have. So beyond the torch and lantern, we have flash globes, sulfur and starstone minerals that burst with light and brace crossbows with the potential of being made of different metals like starstone and crystalline.
Now GM's may be wondering, what's in it for me? While they can make use of all of the material mentioned so far, that's really for players. No, GMs are going to want to look over Chapter Two, Creatures of the Underdark. Without duplicating material from Dungeon Craft or Monsters of the Endless Dark, the authors have added a few new templates and monsters to make the dark reaches even more dangerous. It could be something as simple as the arachnoid template with it's four examples or the dangerous lava giants, like the one featured on the cover. The only issue here is not every monster is illustrated and the lava giant's illustration is actually the cover show in black and white.
The one creature I really don't know how to feel about is the athasi. These are a 'master' unknown race that keeps to the shadows and are building their power with dangerous weapons like the Bronze Reapers, dangerous constructs, even as they use their psionic abilities to fight the children of the gods. On one hand, it's great to have another dangerous race that can be the great unknown but on the other, do we really need it? Especially since no racial traits are provided for GMs to quickly customize their own versions and NPCs?
So the GM is now going, great, between this and my other books, I have a ton of material to launch at my players, but where do I put it? Chapter Three, Creating the Underworld, will help guide you in making your underdark a unique area by going through basic creation steps that help you define it's size, purpose, roles and factions. This section is great for new GMs but does cross a little with Dungeoncraft in that there's only so many reasons a creature is going to use a cave and easy access to food and water are still high on that list.
I found the most useful aspects of this section are the two tables for mutations, minor and major. These are beneficial but the GM is offered the opportunity to give 25% of these effects their opposite so something like Long Legs, +5 ft. speed becomes short Legs, -5 ft. speed. Another great section is on the intelligent races of the underdark, not because it covers the standards like drow, derro and others, but because it tackles aboleths, driders , ghouls and grimlocks. Now despite reading H. P. Lovecraft and knowing about Pickman, and even having read The Throne of Bone with it's ghoul tales, I never think about ghouls as an intelligent race with their own culture. It's nice to be thrown a reminder that not every undead in the shadows is a beautiful vampire maiden or a crumbly lich king.
But what if you don't want to do all that work and put together your own underdark setting? Well, much like DungeonCraft and its encounters, the authors provide several sample locations. These are 'campaign neutral' if you will and can be taken to most settings without issue. These range from Delvesdeep, a waystation into the underdark, to the Temple of Tirzankuul. Their purpose can be as simple as a place to loot and battle or as mere portals to other parts of the underdark. Each includes background, current events, plot hooks, and rough maps.
The art and layout of the book varied. While some pieces are great, others didn't inspire me. The border, with it's surface dwellers on one side and underdark adversariers on the other, distracted me to no end. For most parts, the white space use was good, but there were several pages that could've been trimmed. The book was easy to read with a good size font though which as I get older, find very important.
This is a companion piece to DungeonCraft. It does a lot of what that book did, monsters, class roles, feats, and other goods, but with a specific terrain target. The book's going to appeal to those GMs who want to try their hand at either running an underdark campaign with all underdark races or for those players who want to hail from the underdark and be different, in terms of possessions, feats, and abilities, than their surface world comrades.
With the new races, I didn't think much of the options. In 3.5, the Monster Manual covers a lot of this ground. Deep Dwarves? Drow? Duergar? Svifrneblin? Troglodytes? All already covered with official stats and racial traits. Still, there were some, like the Derro, Half-Drow and Gloom Barbarians that weren't covered. More impressive then the races though, were the racial templates. Little things that make a book stand out more, much like the quick templates in Monsternomicon did. These include the Exile, Shadowkin, Vindicator and Wolfbred These are useful for showing how your drow is different than the other drow and gives role playing notes, minor bonuses, penalties and other notes to incorporate them into your game.
Maybe you're not interested in new races, but would like to know how standard classes could be tweaked to fit into an underdark campaign? The authors provide some interesting ideas like clerics being able to Turn or Rebuke Spiders instead of Undead and different familiars for sorcerers and wizards. Sometimes these benefits might be a little too much. Fighters for example, get to treat derro, drow, duergar and svirfneblin exotic weapons as martial for no penalty.
I found the radiomancer, a spellcaster who uses radiation, interesting, but wonder if perhaps a chain of radioactive feats, similar to the necromancer feats, wouldn't be the way to go. Cast spells like a wizard, have low hit points, attack, fort and ref saves, but get mutations, no familiars, and poison their comrades! Oh wait, those weren't all benefits. No, their benefit is that they don't need spellbooks. Nice beneift and the mutations can be beneficial but feats would've been the way to go here.
Of more use and utility, are the prestige classes. These are broken up into sections, general and then racial, covering most of the races mentioned as player options early. Want to be a Pit Fighter or Envoy? How about a Surface Raider for the drow or a Clutch Guardian for the Troglodyte? Some of these PrCs have been done to death like Pit Fighter, but others, like the Stone shield Guardians, the defenders of deep gnome communities, add details to the underdark setting. The nice thing here is the variety in levels. The author didn't feel that each class warranted a full ten level PrC, but didn't feel that each one was just worth a nod with 5 either. Each feels complete in and of themselves with enough variety that most players will find something to add to their wish list while most GMs can fill out different roles in their dark societies.
Feats include the Radiocative Caster, a metamagic feat that lets you use a radioactive fragment to simulate a metamagic feat without using a higher level slot. The problem is the radiation which causes Con loss and mutation. Use this one wisely. For those who miss the old style infravision, it's back as a feat as are other vision feats like low-light, superior dark and dark vision. A nice but short mix of feats useful for combat and role playing purposes as one could use Slave Leader to avoid a beating and then latter, use Advantageous Blow to lay those guards low latter.
Some will enjoy the racial and cultural feats as they allow more variety in the races. Drow for example, can be masters of dual weapons or use Arcane Prosthetics while troglodytes can be amphibious or swallow their foes whole with Huge Gullet. The troglodtyle feats are nice because they make the creatures much more deadly in hand to hand combat and reminded me quite a bit of some of the feats from the Complete Guide to Velociraptors.
Now I mentioned arcane prosthetics but how do you make them? That would be with craft (engineering), arcane prosthetics skill. Rules and examples provided for many types of artificial limbs and the various materials they can be made of. Different options for masterwork weapons are included like laminated, razor edge or serrated. Some of these I've seen in other books like AEG's Mercenaries but it's nice to have more options. In some ways, the armor options, for example, remind me of Ben's Heroes of High Favor Dwarves book with new options for masterwork armor like Extra Articulation where the Dex bonus maximum is increased or Large Armor Spikes can be added. Good stuff that makes characters different without being magical.
Being in the underdark also requires different materials that standard adventurers would have. So beyond the torch and lantern, we have flash globes, sulfur and starstone minerals that burst with light and brace crossbows with the potential of being made of different metals like starstone and crystalline.
Now GM's may be wondering, what's in it for me? While they can make use of all of the material mentioned so far, that's really for players. No, GMs are going to want to look over Chapter Two, Creatures of the Underdark. Without duplicating material from Dungeon Craft or Monsters of the Endless Dark, the authors have added a few new templates and monsters to make the dark reaches even more dangerous. It could be something as simple as the arachnoid template with it's four examples or the dangerous lava giants, like the one featured on the cover. The only issue here is not every monster is illustrated and the lava giant's illustration is actually the cover show in black and white.
The one creature I really don't know how to feel about is the athasi. These are a 'master' unknown race that keeps to the shadows and are building their power with dangerous weapons like the Bronze Reapers, dangerous constructs, even as they use their psionic abilities to fight the children of the gods. On one hand, it's great to have another dangerous race that can be the great unknown but on the other, do we really need it? Especially since no racial traits are provided for GMs to quickly customize their own versions and NPCs?
So the GM is now going, great, between this and my other books, I have a ton of material to launch at my players, but where do I put it? Chapter Three, Creating the Underworld, will help guide you in making your underdark a unique area by going through basic creation steps that help you define it's size, purpose, roles and factions. This section is great for new GMs but does cross a little with Dungeoncraft in that there's only so many reasons a creature is going to use a cave and easy access to food and water are still high on that list.
I found the most useful aspects of this section are the two tables for mutations, minor and major. These are beneficial but the GM is offered the opportunity to give 25% of these effects their opposite so something like Long Legs, +5 ft. speed becomes short Legs, -5 ft. speed. Another great section is on the intelligent races of the underdark, not because it covers the standards like drow, derro and others, but because it tackles aboleths, driders , ghouls and grimlocks. Now despite reading H. P. Lovecraft and knowing about Pickman, and even having read The Throne of Bone with it's ghoul tales, I never think about ghouls as an intelligent race with their own culture. It's nice to be thrown a reminder that not every undead in the shadows is a beautiful vampire maiden or a crumbly lich king.
But what if you don't want to do all that work and put together your own underdark setting? Well, much like DungeonCraft and its encounters, the authors provide several sample locations. These are 'campaign neutral' if you will and can be taken to most settings without issue. These range from Delvesdeep, a waystation into the underdark, to the Temple of Tirzankuul. Their purpose can be as simple as a place to loot and battle or as mere portals to other parts of the underdark. Each includes background, current events, plot hooks, and rough maps.
The art and layout of the book varied. While some pieces are great, others didn't inspire me. The border, with it's surface dwellers on one side and underdark adversariers on the other, distracted me to no end. For most parts, the white space use was good, but there were several pages that could've been trimmed. The book was easy to read with a good size font though which as I get older, find very important.
This is a companion piece to DungeonCraft. It does a lot of what that book did, monsters, class roles, feats, and other goods, but with a specific terrain target. The book's going to appeal to those GMs who want to try their hand at either running an underdark campaign with all underdark races or for those players who want to hail from the underdark and be different, in terms of possessions, feats, and abilities, than their surface world comrades.