By John Grigsby, Staff Reviewer d20 Magazine Rack
Initiative Round
Underdark is a Dungeons & Dragons Forgotten Realms supplement from Wizards of the Coast. The 192-page full-color hardcover is authored by Bruce R. Cordell, Gwendolyn F. M. Kestrel, and Jeff Quick and sports cover art by Sam Wood depicting a trio of our favorite iconics in a spot of trouble on the front and an aboleth commanding its kuo-toa army on the reverse. Interior art is by Kalman Andrasofszky, Matt Cavotta, Mike Dubisch, Wayne England, Matt Faulkner, Vance Kovacs, Vince Locke, Raven Mimura, Jim Pavalec, Vinod Rams, Richard Sardinha, Stephen Tappin, and Joel Thomas. Underdark retails for $32.95.
Dungeon exploration; some live for it, others hate it, but rare indeed is the seasoned adventurer who has never set foot into an underground realm. It is, after all, the very heart of the Dungeons & Dragons game! You doubt me? Just look at the title! Whether you like it or not, the dungeon is an essential part of what gives D&D its flavor.
For those who enjoy rooting about below ground, certainly there is no greater place of elation, a Mecca for the delver, if you will, than the Underdark. It stretches for thousands of miles beneath Faerûn, countless tunnels reaching through the gloom. It is a world unto itself, a hidden world where dark things plot and plan. Among the surface dwellers, it is a place of mystery and terrifying nightmares, but to those who live below, it is home.
After a brief primer on the realms below, Underdark jumps right in with both feet, starting off with some “new” PC races. I know that someone reading this has been dying to play a grimlock, so now you can do so, along with chitines, deep Imaskari, drow, duergar, gloamings, kuo-toa, slyths, and svirfneblin. Because some of you may not be familiar with a few of these, here’s a quick rundown: chitines are spider-like humanoids created by the drow, deep Imaskari are the descendents of the Imaskari empire (destroyed by the slaves they had captured from other worlds), duergar (gray dwarves) are deep-dwelling dwarves with inborn magical abilities, gloamings are the result of breeding between humans and denizens of the Plane of Shadow, grimlocks are blinded by millennia spent in darkness (but no less capable), kuo-toa are theocratic fishfolk who dwell in the deep seas and lakes of the Underdark, slyths are humanoid shapechangers with ties to the Elemental Plane of Water, and svirfneblin (deep gnomes) are suspicious and serious miners of the deep realms. If you don’t know who or what the drow are, I can only assume that you’ve been under a rock for the past decade or so or that you are new to the game. In any case, pick up almost any R. A. Salvatore novel.
There are other races available for use as player characters, but these are not given the detailed treatment of the nine mentioned previously. Instead, they are relegated to a table, providing starting hit dice, level adjustment, and favored class. Following this is a one-paragraph overview of the race. These options include derro, mind flayers, orogs, minotaurs, quaggoths, tanarukks, and troglodytes.
New character options mean new regions and feats. An established “region” is given for each of the six new races (chitine, deep Imaskar, gloaming, grimlock, kuo-toa, and slyth; the others have already been covered in the FORGOTTEN REALMS Campaign Setting book. Twenty-five new feats are also introduced in Underdark, with about half of them being limited to certain races. Most are general feats, with one new metamagic feat, one new item creation feat, and one wild feat (Extra Wild Shape, reprinted from Masters of the Wild) rounding out the selection.
A dozen new prestige classes add some flavor to the setting, with the balance slightly more evenly distributed between the races. Arachnomancers are arcanists specializing in spider magic, and the class is open to any evil character (though it’s rather obvious where the focus lies). Cave lords are self-proclaimed protectors of the Realms Below, while deep diviners are intimate of the earth and all that it hides. The drow judicator is (obviously) limited to drow only, and is a dark elf knight, a mortal imbued with fiendish cruelty. Illithid body tamers believe that military might is the key to rulership, while the Imaskari vengeance takers are a secret society dedicated to righting wrongs. Kuo-toan inquisitors of the Drowning Goddess are tasked with protecting the kuo-toan community from inside threats, the prime Underdark guide knows the twists, turns, nooks, and crannies of the countless passages and corridors of the Underdark, and the kuo-toan Sea Mother whips seek closer communion with their goddess. Shadowcrafters are masters of illusion, vermin keepers practice mastery over insects, while chitine Yathchol webriders move along the hidden lines of the complex network they call the Overweb.
The Underdark is full of unique elements. Strange radiations, a new form of magic, and portals to other planes and places abound in these endless chambers. Node magic taps the natural pools and streams of power that collect and run below the earth. By tapping the power of these nodes, a spellcaster skilled in the ways of mode magic can gain spells to fill empty slots, gain a bonus to effective caster level, or store items so that they are not readily visible. In addition to these elements, Underdark introduces three new domains; Balance, an alternate Portal domain, and the Watery Death prestige domain. Prestige domains can be taken only by characters with access to a prestige class that grants them. There are also 34 new spells described here.
Underdark presents five brand new weapons, along with a new feature for armor and shields, razors. Several new armor types are offered, along with a fair assortment of poisons and alchemical items unique to the deep realms. Twelve new armor and/or weapon special abilities are introduced, including drowcraft, which grants a bonus under certain circumstances, but makes the weapon extremely vulnerable to sunlight (this can also be applied to armor). With the change to 3E, drow weapons lost their vulnerability to sunlight, and I’m glad to see it restored, if only for certain items. Readers will also find eight specific weapons, three specific armors, four rings, five rods, seven staves, and 24 wondrous items (including the very useful daylight pellet). There are also six minor artifacts, two major artifacts, and a new type of magical item, the illithid graft.
The Underdark has earned its reputation as a place fraught with danger, and contributing to that reputation are less well-organized denizens that dwell below. Underdark presents almost two dozen of those denizens, ranging from CR ½ to CR 23. Among these new monsters are five new templates; the arachnoid creature, the chameleon creature, the faerzress-infused creature, the half-illithid, and the mineral warrior. I was also glad to see the return of the lurker above to the D&D game (though it’s now known simply as the lurker, and it’s changed slightly in appearance). These monsters have been responsible for many a character death over the years in my campaign, and I’d all but forgotten them with the advent of 3E.
Delvers who routinely explore the depths of the earth will want to check out the chapter entitled “Exploring the Underdark.” It’s full of good information on the topography of the Realms Below, including the different features that may be encountered, the types of rocks that a traveler may find, and dangers that lurk in the darkness (like gas pockets). For the DM, this section is also good reading, as it details three new diseases and four hazards unique to the environment. Spelunking, tight squeezes, and encounter tables are all collected here, making this chapter an invaluable resource, regardless of where your campaign is set. The Underdark primer introduces the three layers of the Underdark, and the races that are most likely to be encountered therein. If you thought that the drow were the greatest threat beneath the surface of the world, take a walk through the Lowerdark and meet some of the things that call that realm home.
The last half or so of the book is devoted to the geography of the Underdark, and opens with a beautiful full-color map in a two-page spread that depicts the major locations. All of the landmarks of the Underdark are described here, divided by domain (there are nine major domains: the Buried Realms, the Darklands, the Deep Wastes, the Earthroot, the Glimmersea, Great Bhaeryden, the Northdark, and Old Shanatar). Sites of interest, NPCs of note, magic items, maps, traps, and role-playing notes abound in this section. Better still, it’s as much an entertaining read as it is a reference.
UNderdark finishes up with a handful of adventure hooks, and three adventure sites (mini-adventures). In “Drowned Multum,” characters enter an underground reservoir that was once a thriving city, coming in through the former armory, where danger awaits. “Gduar’s Garden” is an underground forest of fungi, the home of a most odd being that doesn’t particularly care for visitors. Finally, in “Shape of Water,” adventurers stumble upon an aboleth fortress in the recesses of the Lowerdark.
Critical Hit
It’s been a long time since we’ve seen a good Underdark sourcebook (and don’t go citing Drizzt Do’Urden’s Guide to the Underdark from 2nd edition, either; that was a load of crap!), and Underdark makes the wait worthwhile! Though aimed at the Forgotten Realms, this book will be of value to most any DM that has an underground realm that stretches beneath the campaign world. There’s a lot of good stuff in here, and it shouldn’t be overlooked just because of the FR logo on the cover.
Specific “critical hits,” in my eyes, would certainly include the map. I can’t rave enough over it, but I only wish it had been included as a poster map matching the one in the FRCS! The new races are exciting, though I think that the drow (already described in the FRCS [and a few thousand other sources]) could have been dropped in favor of the mind flayers. The illithids really needed more press than they received. The new monsters were also a blessing. I can’t wait to see the looks on the faces of my players when a stone flyer rises out of the rock in front of them!
The new equipment and magical items present some welcome additions. Readers of Salvatore’s “Drow” series will remember the battlerager that had the razored armor, and I was disgusted that such wasn’t described in the 3E rules (when spiked armor was included). Finally, it has made it! I was also very happy to see the drowcraft enhancement that brings back the flavor of those drow weapons and armor that disintegrate in sunlight. One thing that was missing, however! Where is the wand of viscid globs? You got the spell, but you didn’t put the wand in there!
John’s Hot Pick
Ooh, gotta be the Familiar Spell feat. With this feat, you can “store” a spell that you have mastered through Spell Mastery in the mind of your familiar, giving you an extra spell slot per day. You can then cast it normally if your familiar is within 5 feet. Now how cool is that?!
Critical Fumble
I can understand putting derro, minotaurs, and the others with the “secondary” races, but I wonder why the illithids weren’t given the full treatment. I should think that, in campaigns that permit them as PCs, illithids would be a very attractive character option. I just feel that they are deserving of a lot more exposure than a single paragraph, and I hope that this is rectified in a web expansion.
The division of the “racial” feats is a little off, and it’s just enough to be annoying. Of the 24 feats described in Underdark, three are exclusive to drow (and a fourth requires levitate as a spell-like ability), two are exclusive to kuo-toa, one is exclusive to illithids, one is exclusive to grimlocks, one is shared between grimlocks and chitine, one is shared between deep Imasklar and gloaming, and one is shared between deep Imaskar and sylth. At the very least, I would like to have seen each race get at least two exclusive feats to which no other race had access. As it stands here, the drow (once again) inherit the lion’s share, while the chitines, gloamings, and sylths are left in the dark. This same racism can be observed in the prestige classes, though not quite so prevalently. Once again, I’d like to have seen at least one prestige class unique to each of the major Underdark races.
I think someone dropped the ball on the map. While the two-page spread was absolutely beautiful, I would love to have it in a poster map like the one that was included in the FORGOTTEN REALMS Campaign Setting! I’d love to have both of these maps framed and place on my wall, one above the other. In fact, such a map would have justified a small increase in the price of the book. Such a shame that this opportunity was missed.
Coup de Grace
If you DM the Forgotten Realms, put Underdark onto your Christmas wish list, because you’ll want to get your copy of this book. Even if the Realms aren’t your thing, you might want to consider taking a look at this product. Though the details are setting specific, a lot of it can be adapted (with a little effort) to suit almost any campaign setting, and there is a lot of good stuff here that isn’t setting-specific (such as the chapter on exploration). Don’t let a dislike of the Realms blind you to the possibilities, Underdark is a good primer for any DM who seeks to develop a vast underground realm for their campaign.
The book lacks an index, but the table of contents is comprehensive enough that an index really isn’t necessary, so this isn’t a major fault. Being an official WotC product, of course, there is no Open Game Content here. The artwork is, by and large, very well-done, with several pieces that stand out, such as the illithid body tamer on page 36. In all, an excellent book that should grace any Realms-fan’s shelf.
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