Plot and Poison

Descend into the depths and learn the secrets of the wickedest race in the Underdark, the drow. Third in Green Ronin Races of Renown series, Plot and Poison is a rules toolkit for players and gamemasters alike. Dragon Magazine editor Matthew Sernett delves deep into the heart of the drow, providing a book packed with new options. In addition to Races of Renown essentials like new spells, domains, prestige classes, magic items, and feats, Plot and Poison adds four new subraces, a complete drow pantheon, and power components, a new way to enhance spells. From the gorgeous cover from 3E concept artist Todd Lockwood to the detailed NPC stats of the appendix, Plot and Poison is your indispensable guide to elves you love to hate.
 

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Plot & Poison is the latest in the OGL Interlink series of 20 race books, which is handled jointly by Green Ronin Publishing and Paradigm Concepts (GRP publishes theirs as "Races of Renown" while Paridigm's is called "Races of legend").

Plot & Poison was written by Matthew Sernett (an associate editor at Dragon magazine) . The first thing you'll notice (aside from the cover art) is that it's 160 pages, the heftiest in the series so far. The cover, by Todd Lockwood, is magnificent, depicting a female drow (a priestess?) flanked by two menacing male drow in a shadowy cavern littered with skulls and bodies tied upside-down to poles. If you've seen Lockwood's previous work then you know that what he's capable of. In this instance the art is stunning and mildly macabre, and yet not quite disturbing. It's WotC's loss and our gain that he's available to work for the various d20 companies. The interior artwork, I must say, is also well-done. Some pieces are a little rougher than others (and some minor nudity is displayed), but it doesn't detract from the subject matter.

With that aside, let's discuss the contents...

Chapter One: The Way of Darkness. Here, you'll find material on Underdark campaigns, drow subraces, how to make drow unique, dangers of the Underdark, and how to introduce drow into one's campaign. The life of a dark elf, drow history (according to them), their psyche. It's to the point and not overdone (you won't be reading about drow babies trying to kill each other in the womb, oy vey!). When it comes to drow subraces, there are details on the half-drow, aquatic drow, drey (a variant of drow that's closer to their 1E/2E incarnation), spiderlings (magically derived from deep halflings), and vupdrax (winged drow). Normally I tend to ignore the additional subraces found in most race-based guidebooks, but in this case it's a good idea to pay attention because there are some interesting tweaks here. While I'm not a fan of 'winged drow' per se, I can see where they'd be a good change of pace when setting up encounters. Also, the half-drow isn't treated merely as a dusky-skinned half-elf. Half-drow do receive special abilities (as detailed in the template for it in Chapter 3) and as such are worth trying--not that I'm a power gamer, it's just that I've felt there was more to them than just darkvision. Some may feel the template needs toning down, such as removing the Spell-Like Abilities feature and their ability score modifiers (which are on-par with that of full-blooded drow), otherwise it's a pretty good fit. In addition to this, I find the "Craft, Artistry, and Entertainment" section to be enlightening. It expounded on a number of subjects (from the drow view on scarification and prostitution to what they make their goods from) , and the section on Underdark encounters was also well worth a read.

Chapter Two: Religion and Gods. As in many other D20 products, the prime deity of a given race is known to us not by their official (D&D/WotC) name but by something else. For the drow pantheon in P&P, there's the Spider Queen. Unlike Lolth, the Spider Queen is NE and a greater deity--my kinda gal, truly. Among other things, she's also listed as the drow goddess of magic, something which the WotC version (Lolth) should've had but which has somehow been overlooked. And (thankfully!) the rest of the drow deities aren't a passel of cookie-cutter CE types. I see some actual diversity here, such as the Black Widow (LE), Demzer (a NE demipower of pain) and Reshagol (a LE demigod of learning), etc...these demigods are known as the Claws of the Spider Queen, once-mortal drow and others who've been elevated to higher status. I love it, if anything it's as good as (or better than) the drow deific heirarchy found in the Forgotten Realms. There are also three renegade drow deities, such as Arrachnovoleth (A Ctthulu-like wormish deity), Nyarleth (demigodess of conquest, battle), and 'Skuttle' (a lesser deity favored by spiderlings who helps the drow deities hide secrets from each other--talk about political intrigue at the highest level). You may not wish to ditch your current drow pantheon, but some (or all) of this can easily be incorporated into one's game.

Chapter Three: Creatures of the Underdark. A number of nasties are in here, such as monstrous slugs, but the stars are the templates. The half-drow, as mentioned before, is a template, as is the drider. Also, there's the broken soul template (used for those who displease the god Demzer), and the verminoid, among others. I don't use many new monsters(I prefer the classics), but this is something I plan to make full use of.

Chapter Four: Prestige classes. Here, mention is first made on which drow subraces gravitate to which 'core' prestige classes (such as the blackguard). A GM's option paragraph is included for each, with suggestions on what, if any, tweaks could be made. But, of course, there are new prestige classes--about 16, if I counted right. Whoa. I know, prestige classes are a dime a dozen, but I like what I see here. Several are PrCs for the clerics of certain drow deities, which makes sense, while some are a bit too specialized (such as the Submissive). My picks from this chapter are the Dark Dancer (a part of whose benefits are affected by the divine patron one's chosen), the Darksight Slayer (an elite form of assassin), the Master Summoner (which can be found in the preview at the Green Ronin website), the Talion Apostle, and the Unseen Sniper. There's a mix between 5-level and 10-level prestige classes, no complaints there. I do question, however, how some PrCs can have all favorable saving throws, etc., but in general I don't fault the writer for this. PrCs are meant to be a little more powerful than the core classes. At the same time, I find that a number of PrCs published for D&D as a whole lack adequate balance between the Base Attack Bonus, Saves, and spellcasting levels (some in Masters of the Wild, for example, are especially egregious). On the balance, though, the PrCs here are well-written.

Chapter Five: Skills and Feats. Goodness Gracious, how can I sum up this chapter? I can't.
It's well-done, yes, but I'm more a stickler about feats than skills. The 'skills' bit is okay, but the portion dealing with poisonmaking as a craft sticks out. It's nice and simple, no page-upon-page of detail. It's just what I need for my campaign. Feat-wise, there are a number of interesting ones: feats which allow for the creation of verminous items, feats for crafting 'bonding' items (items which can be absorbed into the body and thus made invisible from all magical and normal detection), feats which improve existing drow innate abilities...Yes, I bet you're interested in that last one, eh? There are feats which allow one to expand the radius of darkness spells, one which makes the faerie fire spell a fiery one, and so on. There's a fair number of combat feats as well. Some of the aforementioned feats may not be worth your time to pick up, as always it depends on what direction you wish to push your character (or NPC, in the case of a DM). There are some creative ones here, definitely, and the ones relating to drow spell-like abilities pique my interest. I wonder, though, how will they fare against the ones which are due to appear in the Races of Faerun accessory a few months from now? Hmm. Considering some obvious spell-like feats weren't included, I have the feeling that the two will mesh together.

Chapter Six: Equipment. There's some strange stuff in here, folks, such as verminous armor and the like (made of living vermin through a special process). Parts of this chapter and elsewhere dovetail rather nicely with material found in the Book of Vile Darkness (I bet someone playing a Vermin Lord would be pleased with armor made from bugs and whatnot). New poisons and weapons are listed here as well, and my favorite is the whipblade. What a weapon, although it would be better off as a magic weapon property instead. Slave types and prices are also listed in this chapter.

Chapter Seven: Spells and Magic. Here we're introduced to the idea of servant sacrifices and blood sacrifies, among others as a means of empowering spells which require an XP cost, or a magic item XP cost. It makes perfect sense to me, certainly explains why drow have so many powerful magic items. This is also the sort of thing I envision evil spellcasters like Red Wizards (in the Forgotten Realms) using as a means of keeping their magic shops stocked. Much of this can be used in conjunction with some of the mechanics of sacrifice found in the Book of Vile Darkness, although I prefer this over BoVD in that respect. Also, there's the concept of power components, rare ingredients which can be used to modify certain types of spells. A good concept, and the tables describing the effects gained seem fair to me (the brain of an Ancient-Great Wyrm dragon can be used to Heighten Spell +4 levels). The market prices are a good guideline, although in the end a seller will naturally charge what he can get (which is how it should be). As for the spells found in this chapter, they're okay. Some serve to overcome drow weaknesses, while others are the general all-purpose types. My picks would be Scry Ward (9th level) and the various shadow-related spells.

And here we come to the last chapter, Chapter Eight: Magic Items. Again, more details on verminous items, more armor and weapon special properties. A lot of new magic items, too, such as the Cavernstaff and Helm of Spider Eyes. No real 'filler' here. It doesn't excite me as much as previous chapters, but I don't find what's included to be disappointing.

Whew. What a book. Well, if you enjoy drow (or enjoy hating them), this is the book for you. It's been a long wait for it to show up on store shelves, but at last it's here and the wait was worth it. No disappointments. As fond as I am of Hammer and Helm (the guidebook on dwarves), Plot & Poison blows it out of the water and that's saying a lot. Hopefully it'll prove as useful to your campaign as it will be in mine.
 

Plot & Poison

Plot & Poison is the third in Green Ronin's Races of Reknown series of books, adding options and source material to various d20 System races. Plot and Poison, in particular, deals with the infamous drow elves.

Plot & Poison is written by Matthew Sernett, whose name you may recognize from the editorial pages of Dragon magazine.

A First Look

Plot & Poison is a 160 page perfect-bound softcover book priced at $24.95. This is fairly reasonable for a book of this size.

The cover illustration is by WotC alumni artist Todd Lockwood, perhaps best known for his dragon illustrations in the D&D 3e Monster Manual. The picture is very well done and depicts a drow woman flanked by two male drow warriors in a cavernous environment. As part of the OGL interlink series of books, the cover of the book is matched to that of Paradigm's upcoming Unveiled Masters: The Essential Guide to Mind Flayers

The interior is black-and-white and features Mike Vilardi, Toren "Macbin" Atkinson, Ilya Ashtrakhan, Drew Baker, David Griffith, and Marcio Fiorito. The art varies from mediocre to excellent.

The interior text is very small, but double spacing is used between paragraphs.

A Deeper Look

Plot & Poison is organized into eight chapters and two appendices.

The first chapter is an introduction to the book. As with earlier books, the book does not come out and say "this is the way it is." Rather, it presents a number of ideas to spark the DM's imagination, and muses over different ways that they can be used, such as the issue of which drow subraces in the book are to be used, variants such as surface drow, use as PCs or NPCs, and different ways that their abilities and backgrounds can be tweaked to make drow unique.

A general outline is given for the default drow race (almost) as it appears in the core rules. As Green Ronin cannot draw on wizards IP, most of the specific conventions beyond what is available in the Monster Manual are slightly different that exists in the Forgotten Realms campaign setting, which has all but stolen the whole concept of dark elves from the D&D core. This includes aspects such as society, attitude, and names. The chapter even has a breif name glossary with a self-consistent language created for drow names.

Racial statistics are provided for the basic drow here that doesn't quite match up with the core drow. The drow race provided here is not subject to the same sexual dimorphism as the core drow. Both genders of drow have the same favored class (wizard) and neither have a modifier to charisma.

A few new drow subraces are introduced here: half-drow, aquatic drow, drey, spiderlings, and vudipax. Drey are fierce violent drow with a few of the more "classical" traits of drow, i.e., they are sexually dimorphous, are chaotic evil (unlike the 3e drow which has a general alignment of neutral evil), and have ability score ranges that seem to reflect those presented in the original entry for the drow years ago. Spiderlings resemble small driders, created by experimentation on halflings. Vudipax are drow endowed with batlike wings; also the result of failed experiements, vudipax lack the intellect of their drow cousins.

This chapter contains a menagerie of ideas for what drow civilization would be like, highlighting how differently they might view things such as child-rearing. Ideas are provided for things such as what a variety of different drow cities would look like, ranging from crevasse dwellings to cities built around great natural pillars (much as in Monte Cook's Queen of Lies published by Fiery Dragon.)

The second chapter covers religion and the deities of the drow. Again, as most material on drow deities in WotC's intellectual property, you won't see too much that is familiar beyond the ubiquitous "spider queen."

As with the official D&D drow, the deity of the Drow herein is known as the Spider Queen. However, this spider queen is not exactly Lolth; Green Ronin has their own spin on what she might be like. For example, Green Ronin's Spider Queen is neutral evil, like the 3e drow are.

The Spider Queen is served by eight demi-gods called the Claws of the Spider Queen. Each of the Claws corresponds to one of the eight schools of magic under the d20 System, and have related domains.

There are also three renegade deities that do not serve the Spider Queen. Arrachnovoloth is an earth deity that was never a drow nor given his power by the Spider Queen. Rather, he was once a powerful outsider that dwelled in the underdark whose exploits made him a legend and soon lulled drow worshippers into his cult.

Nyarleth was originally an outcast drow who rallied other such outcasts to her side. The Spider Queen bribed her with divine power to cease her conquests. Still beholden to the Spider Queen, she also hates her. Nyarleth is a patron of rage and battle, and the patron of the savage drey drow.

Skuttle is a mysterious deity of stealth and secrecy.

The third chapter introduces some new creatures of the underdark. This includes Monster Manual style statistics blocks for the new subraces mentioned earlier, in addition to some other entries.

New templates include the half-drow, the broken soul, the drider, and the verminoid. is the tortured husk of a former worshipper of Dezmer, the demigod of pain. The drider allows you to make a spider-like creature from a variety of base creatures. While satisfactory, I think I slightly prefer the drider template on the WotC website to the one here. The verminoid is another example of the drow's affinity for vermin; it makes a montrous humanoid out of a vermin.

The repertoire of vermin is expanded with monstrous leeches and slugs in a variety of sizes.

Other new creatures include the living web, the scry warden, and the evocation spirit. The living web are a new type of ooze created by the Spider Queen. The scry warden are incorporeal outsiders that prey on victims with knowledge of scrying magic. The evocation spirit is a creation of Xarcon, the drow god of destruction.

The fourth chapter presents new prestige classes for the drow. Many of them are disciples of the eight claws, exemplifying the eight schools of magic. The prestige classes are:

-Blessed of Xarcon: Devoted to the drow god of destruction, the Blessed of Xarcon are experts in evocation magic. The class misses out on a few levels of spellcasting in exchange for class abilities that boost the character's abilities and defense against evocation spells.
-Creature Cultist: Creature cultists are drow that have come to admire and emulate fearsome underdark creatures. A short (5-level) class, the creature cultist receives abilities depending on the creature that the cultist has chosen as a totem.
-Dark Dancer: Dark Dancers are devotees of one of a few drow deities who combine the art of dance with a deadly fighting style.
-Darksight Slayer: Building on the drow darkvision and darkness abilities, the darksight slayer is a specialized assassin that is at home in the darkness.
-Deepsinger: The deepsinger is a bard variant in tune with the voices of the earth. There is little to discourage wizards or sorcerers from entering this class, which has moderate combat abilities and d6 HD.
-Dominant: Devotees of Dezemer, the drow deity of pain, the dominant are specialized torturers and slavers. Dominants improve in spellcasting at a full rate and have moderate combat abilities in addition to their special abilities, which again may be a bit strong for arcane spellcasters.
-Dweomer Defender: Devotees of Bronozek, the drow god of protection, Dweomer Defender is an expert with abjuration magic.
-Fate Weaver: Devotees of the Spider Queen, the fate weaver gains access to addition fate related spells, and at each level they gain spell specialization boosting their DC and saves against the spell.
-Master Summoner: Another spell-school related specialist, the master summoner has class ability improving the effects of their conjuration spells.
-Spell Addict: The spell addict is a conceptually edgy concept. It is a short (5 level) class that gains not one but two spellcasting levels at some class levels, and one at even levels, giving the class a faster than normal spellcasting advancement. However, the spell addict has a class ability that makes their spellcasting dangerous to the addict. I find this conceptually iffy, as gaining three extra spellcasting levels is far too profound a boon to be compensated for by a weakness that can be minimized by maxing out the characters concetration bonus. The concept could possibly work if the character received other benefits (such as effective casting level of spells and DC) instead of true spellcasting levels.
-Submissive: Another disciple of the god of pain, submissives are essentially slaves that revel in pain and submission. The submissive's abilities make them tough and loyal servants.
-Talion Apostle: The talion apostle are disciples of the drow goddess of undeath. Unlike other school specialist prestige classes, the talion apostle advance in spellcasting rather slowly. They gain monk-like abilities and abilities to rebuke undead, and other necromantic abilities.
-Transmorph: The transmorph is a fairly straightforward example of one of the specialist style prestige classes. The transmorph gains boosted abilities with transmutation spells, and has a number of specialized spells that he is particularly good at.
-Unseen sniper: A fairly straightforward class appropriate to drow, the unseen sniper has class abilities allowing them to attack with range weapons with deadly accuracy and remain unseen.
-Vermin outrider: The vermin outrider is a short (5 level) class specializing in the use of monstrous vermin as mounts.
-Vile tormenter: Though similar in concept to the dominant in that they are specialized in inflicting pain, the vile tormentor is trained to inflict this pain on an enemy in combat vice a captive.

A few of these classes seem like they are a little giving to arcane spellcasters. An interesting optioanal rule is preseted in a sidebar that proposes that spellcasting PrCs can be balanced with different spellcasting classes by dictating the character's attack, save, and hp advancement for a level according to the class in which they take the spellcasting advancement. Though this would add more bookkeeping, it seems like a clever method to balance prestige classes. However, if you do not use this optional rule, some classes seem a bit unbalanced as written.

The fifth chapter covers skills and feats. The skills section is fairly breif, presenting a few new skill categories and new uses for skills like animal empathy (which includes rules for applying the skill to vermin and defines animal mimicry as a use.)

The feats section is pretty meaty, introducing dozens of new spells. Many of the feats have some interesting concepts and mechanics, though some are a little questionable.

There is a whole new category of item creation feats, verminous item creation feats. These feats allow the character to create a living magic item out of vermin.

Though the basic concept is interesting, there is more to these feats than the alien nature of the items that they create. The feats for verminous item creation are arranged into a feat chain. The basic feat is craft single use item. Higher feats in the chain include craft multiple use item, craft uses-per-day item, and craft unlimited use item. Even if the idea of verminous items does not appeal to you, if the way that the core rules sorts out item creation feats bothers you, remodeling them after the verminous item creation feats may appeal to you.

The remaining feats vary widely, including general feats (primarily combat-related feats), drow feats (most of which enhance the use of drow spell-like abilities), metamagic feats, and a new category of feats called meta-item creation feats (which change characteristics of item created by the character.) I don't think a new category was needed for this last category; many d20 System books have feats that do similar things and simply call such feats general feats.

One of the more interesting but nonetheless questionable sets of feats I found were the nullify magic metamagic feats. These feats can be applied to any spell that dispels or nullifies magic, and acts to limits the effects to some specific magic. In the case of spells like dispel magic these seem appropriate. However, the descriptions specifically include antimagic shell, which seems very abusive. The thought of an antimagic shell that only affects the spells of enemies (even if you do need to be epic level to cast it) seems totally horrifying where game balance is concerned.

Finally, the chapter includes a set of martial arts styles. These styles operate identically to those in Oriental Adventures: if you have all of the prerequisite feats, you gain a special benefit for free. One major departure from OA's is that some of these styles are not focused on physical combat, but spellcasting.

The sixth chapter includes a variety of nonmagical equipment.

A short section covers nonmagical verminous equipment. Some of the items are weapons and armor with additional uses; others are strictly limited to some special functions. For example, the jump shield is a shield that the user can also stand on to propel him into the air, and the clacker is a devices that makes noise disruptive to blindsight.

Given the violent nature of drow, some weapons and armor are in order. This includes such things as the (finessable) double short-sword, the bladed buckler, the repeating hand crossbow, and web armor.

Other items appropriate for drow (and other segments of the campaign) include poisons, slaves, vermin mounts, and alchemical items. One more general contribution is a set of rules for creating alchemical items with spell-like effects.

Chapter six includes new spells and variant rules for magic. Variant rules include rules for item creation, allowing such things as having servants pay XP costs for items, as well as paying XP costs with sacrifices. Though this seems interesting and appropriate, the amount of XP granted by blood sacrifice (250 xp times CR) seems a bit generous.

The major rules addition, however, is the section on power components. This is not simply limited to power components to defray XP costs as the DMG power component rules work. In addition to paying XP costs, a number of other functions are available under these rules, such as modifying spell effects or replacing the spell requirement for a magic item. A nice list of sample power components and their effects is included, and should be nice for campaigns beyond the underdark.

There are a flurry of new domains available, 26 in all, including 8 that correspond to the d20 System schools of magic. In some cases, I wish that they would have copied some domains that appeared in other products that were similar to domains they presented here, if for no other reason than reduce the proliferation of domains.

Most of the spells seem interesting and reasonable. A few seem either too high or too low in level, though. For example, infernal whip conjures a whip of force that inflicts random spell effects on the target; this seems not to warrant a 9th level spell. On the other hand, lightsight (which defrays the drow's light vulnerability) seems like a reasonable spell, but perhaps too useful for a 0-level spell.

The eighth chapter introduces new magic items, including the complete rules for verminous items described earlier. Several options are provided for introducing these rules into your game; you can introduce them as-is, use these rules for standard items, or shift the tone to create other types of items.

Most of the new items presented here have rules for creation as both verminous and normal items.

The book has two appendices and an index. The first appendix is a collection of tables from the book. The second appendix includes two stock NPCs with levels from 1 to 20, in a format similar to the NPCs in the DMG (save that these are multiclassed) and in earlier Races of Reknown books. One is a weapon master (multiclass rogue/fighter/ranger) and a mage-priest.

Conclusion

There were a few items presented in this book that I wouldn't use unaltered. For example, though I really like the concept of the spell addict class and the nullify magic feats, I could not see using them as written in the game.

That said, save this few glitches, I rather liked Plot and Poison. It is a very meaty book with a wealth of both ideas and game material for a campaign. I have always liked using Drow as villains, and this book adds a fresh spin to these perhaps overused villains. I particularly liked the new pantheon, which was a great "familiar but different" take on the Spider Queen and other drow figures (and for those who prefer not to pollute their campaigns with PI setting elements, the deity names and statistics are open content.)

Best yet, many of the elements introduced here such as the power component and verminous item rules invite themselves to be used in the general campaign vice just for drow.

Grade: A-

-Alan D. Kohler
 

I thought that Hammer and Helm was hands down the best DM and player support book for Dwarves that hit the streets last year. Sure, Heroes of High Favor expanded player options a lot and the Quintessential Dwarf provided some poorly illustrated alternatives, but Hammer and Helm in my book, beat both of them. Now Green Ronin turns their head towards drow with Plot and Poison, a book larger than Hammer and Helm.

Plot and Poison goes beyond Hammer and Helm in several ways.

First off, it is chocked full with new material. I’m not only talking about game mechanics, but good, solid information that can be used to help portray standard or evil drow, the way they should be. There is a sidebar that goes throughout the book, Dre’rezzym’s Journey, that showcases how vile and evil the dark elves are. It helps set the stage for the GM when deciding how the dark elves would treat those who are slaves or those who they battle.

The book provides you not only with the racial stats of the drow, but with several subraces as well. Want to play a half-drow? How about an aquatic breed? How about a drey? Drey are similar but more fierce than standard dark elves, more akin to the original 2nd and 1st ed version.. Those looking for more variants have the spiderlings, miniature driders or the vupdrax, winged drow.

Those looking for a little more may want to see Green Ronin’s version of the Spider Queen. Here, when the dark elves are forced into exile, a goddess of fate takes them as her own but the dark elves greedy nature draws too much of her power even as their worship feeds her and drives her insane. The Spider Queen reference works not only because of the spiders in the underdark, but because she is the spider herself who sits in the web, weaving destiny. Now that would be cool enough as it allows GMs to reference the Spider Queen from standard Forgotten Realms and other sources without having to do much rework, but Green Ronin has expanded upon the Spider Queen here.

See, she has Claws and each of these Claws is a demi-god of one of the spheres of magic. Each is ranked on a scale of one to eight, the closer to one, the better. Each includes background, holy symbol, information on their current rank, ceremonies, priestly garb and dogma for the lay followers. My personal favorite is Xarcor, the master of Evocation.

No section on religion, especially one of the dark elves ,would be complete without some renegade deities. Here, we get Arrachnovoleth, an outsider god that was once a dao who seeks to overthrow the Spider Queen. The other two, Nyarleth, a new race of drow called the drey, was elevated to godhood by the Spider Queen so that she would forget her followers, other drey. A plot that worked for a while as the new goddess of war and strength, she works to restore her people and once again challenge the drow while Skuttle helps each of the Claws in turn and has an agenda only he knows.

Looking for new prestige classes? You’ve got sixteen new ones here to pick from. You want a spellcaster that focuses on raw power at the cost of everything else? Try a Spell Addict. These individuals only get 1d2 hit dice per level but gain massive bonuses to their spellcasting level with three levels of this five level PrC giving them +2 levels of existing class. Now that’s power. Maybe you’re like me, tired of supplement after supplement with goodies for the necromancer and wonder where the hell the evokers are. Well, the Blessed of Xarcon, the god of evocation, are here to add some dangerous power to the dark elves. These masters of evocation to avoid damaging spells with evasion and use the empowered feat at a lower level cost, among other benefits.

Of course some are going to be seeking other goods like blade dances or masters, and that’s covered too with the Dark Dancer. An interesting twist here is that a core base bonus is decided by the god you worship. A nice twist as it provided three alternatives instead of just one with the same class.

Recently Dragon magazine did some martial art styles where you get a small bonus for taking certain feats in a chain. That pattern is continued here with some heavy prerequisites, you get minor bonuses. Take Razor’s Edge, Dex 13+, Int 13+, Dodge, Expertise, Impressive Battledance, and a ton of other feats (along with 15+ ranks in tumble), allow the user to make a Whirlwind Attack instead of a normal attack when using the Spring Attack Feat.

Those afraid that only fighters will benefit from this should have no fear as mages can take spells and schools to gain benefits ranging from increasing the weight limit on transmutation spells to not provoking attacks of opportunity with certain spells. I enjoyed the martial arts section, with over a dozen examples, but would have enjoyed material on how to design your own martial arts with some more ideas on how the author came up with the bonuses he did.

For those packrats who never have enough equipment, you’ve got a new type of item, the verminous item, things crated out of scorpions, spiders, and other vermin. Now these allow the game to move in a slightly different direction, much like steam punk does, but with a more sinister feel as these things are still living. Bio-tech anyone? Those not interested in wearing a bug as a shield will still look over the new weapons. The Whipblade, a flexible sword or the repeating hand crossbow or the bladed buckler, all add unique items to the dark elves armory.

Heck, those who want to expand their game in dark ways can take advantage of the slave section. Want to know how much a typical bugbear would fetch? 200 gold. How about an orc? Only 40 I’m afraid. Best to get ettins and other drow as both go for 600 each.

It’s difficult to convey how much material is in this book without going on and on. Want new poisons? Covered. How about new alchemical goods? Covered. Spells? Yes. How about Power Components that allow you to augment your spells? Yes. Making Blood Sacrifices to reduce the XP cost of spells and magic item creation? Yes. How about new cleric domains? Things like abjuration, agility, conjuration, evocation, control, destiny, and others are all listed. Magic items? Not only do you get standard magic items, but those evil vermin rear their head here too. See what I’m talking about? There’s just a ton of stuff in here.

Note these things above don’t include the feats and monsters introduced here. The monster section is brief, but the feats go on and on. You get general feats, item creation, drow, meta-item creation and metmagic feats. Tired of that familiar just hanging around? Absorb him and get double the bonus. Want to increase your chances of surviving a fireball? Take uncanny evasion. You only take one-quarter damage on a failed save.

Now if all of it as balanced as the core rulebooks? Well, as most will agree, there are broken core rule spells so that’s a difficult call. Some things may need to be modified for individual game play so the GM should take care to read through the sections he wants to use prior to putting it into game play and make sure that if it falls into a player’s hands, that it’s on a trial basis.

As far as art, most of it is top notch. There are a few pieces that are great, but didn’t make the transfer to black and white in the same state the probably started off in. You’ve got illustrations from Toren Atkinson, Marcio Fiorito, David Griffith and others helping to make the book an excellent visual experience. Layout is good with only one error distracting me as it was where the code for a header file was supposed to be instead of the actual font changed by the code.

This book adds options. If you’re looking for ways to augment your campaign’s treatment of the dark elves and want more than a few snippets that may have emerged from other sources, than Plot & Poison is for you.
 

By John Grigsby, Staff Reviewer d20 Magazine Rack

Sizing Up the Target
Plot & Poison: A Guidebook to Drow is the latest offering in the Races of Renown series from Green Ronin Publishing. Author Matthew Sernett takes us on a trip in the realms of darkness that are ruled by the darkest elves of all in this 160-page tome liberally illustrated by the likes of Mike Vilardi, Toren Atkinson, Ilya Ashtrakhan, Drew Baker, David Griffith, and Marcio Fiorito. The defining work of Todd Lockwood graces the cover of this product, which retails for $24.95.

First Blood
For gamers, whether wide-eyed newbie or hard-bitten veteran, few creatures from D&D are more readily familiar than the drow. Since their introduction in G3 Halls of the Fire Giant King back in 1978, the drow have served as the perfect villain for thousands of evil plots and the perfect “dark” PC hero for hundred of players. But how much do we really know about them?

The answer is, “plenty.” Author R. A. Salvatore has given us perhaps the most defining glimpses into the world of the drow and this has been built upon by Wizards of the Coast (and TSR before them) for years. But since the release of 3E and the OGL, we’ve begun to see other viewpoints. Plot & Poison is one of them.

Unlike a lot of sourcebooks on the dark elves (which delve right into what they are and how they work), Plot & Poison opens with a series of discourses on the drow subraces described therein and whether you should use one or all in your campaign. It discusses the morality of evil, different types of campaigns involving the drow, and how you can make the drow of your campaign world unique, even among those described in this book. And, most importantly to new DMs, it offers ways to introduce the dark elves into your campaign. Even for veterans, this is good, solid reading that should spark some very creative thinking.

From there, the author examines the race as a whole, including a brief primer on naming conventions and the game mechanics of playing drow. In keeping with the standard set by Wizards of the Coast in their Forgotten Realms Campaign Setting, drow carry a +2 ECL penalty (meaning that a 1st-level drow is effectively a 3rd-level character).

Several new drow sub-races are described in this section as well. The concept of the half-drow is certainly nothing new, but it is handled in a slightly different manner here, being treated as a template rather than an actual race. The aquatic drow are a new idea, a natural extension of the aquatic elf bloodline, and the new subrace known as the drey offers a great explanation for those strange, mustachioed drow with the blank, dead-white eyes that were illustrated in The Complete Book of Elves back in the days of TSR. Spiderlings appear to be a weaker offshoot of the driders, the magical drow-spider pairing created by the Spider Queen, and the bat-winged vupdrax make the perfect antithesis to the bird-like winged elves of the surface.

The first chapter is rounded out by discussions on typical drow combat tactics, a detailed section on drow society, the typical division of drow among the core classes, notes on demographics and features of drow cities, and hazards and environment of the underdark (including encounter lists) and new hazard descriptions.

No book on drow would be complete without a discussion on drow religion and so it is here. The Spider Queen (she is given no other name) is described here, as well as 11 other drow deities (and none of them devoted to the idea of good or dancing in the moonlight). Each deity’s description also provides a doctrine for followers (dogma), ceremonies, and priestly garb in addition to the “crunchy” bits, all of which should enhance role-playing (should the DM allow his or her players to take the role of drow) or encounters with these vile elves.

There are several new creature of darkness to be found here, including the drow and each of their subraces and offshoots. Half-drow and driders are treated as templates (which actually works out better because it allows a greater degree of variety in their number). New templates and monsters include the broken soul (the result of the drow god of pain at play), the evocation spirt (a creation of the drow god of Evocation and destruction), the living web (spawned by the Queen of Spiders herself), the scry warden (predators from the Ethereal plane), new vermin (slugs and leeches), and the verminoid (hideous crossbreeds of humanoid and vermin). All are certain to enhance the bestiary of any GM who uses the dark elves in their campaign.

Prestige classes are examined next, both how the drow fit into the existing core prestige classes and some brand new ones. Blessed of Xarcon are the undisputed masters of energy, while creature cultists devote themselves to the worship of one creature of darkness to the point where some of its abilities actually become their own. The dark dancer is the underdark equivalent of the bladesinger, the darksight slayer kills under cover of absolute blackness, and the deepsinger revels in the natural harmonies of the underdark. The dominant is one whose pleasure is to bring others pain, while the dweomer defender believes that the best defense is a strong offense. Fate weavers tap the lines of fate woven by the Spider Queen herself, the master summoner is a general of conjured troops, and the spell addict is obsessed with magical power. The submissive brings groveling to the level of an art form, the talon apostle avenges those who cannot avenge themselves, transmorphs study transmutation magics until they become inherent to them, the unseen sniper specializes in attacking from an unseen vantage point, and the vermin outrider serves as a line of communication between outposts and cities. Finally, there is the vile tormentor, the torturer supreme.

The drow are as unique as the life they lead and their unique lifestyle calls for some unqiue skills. The next chapter explores ways to apply existing skills to the living conditions of the dark elves and also introduces 75 new feats. Most are tailored for dark elf characters (a few even requiring certain spell-like abilities or drow traits such as darkvision), but several are appropriate enough to find a place in a more typical D&D campaign if the DM is generous and willing.

This chapter also introiduces drow martial arts styles, by which those who are dedicated enough to follow a strict regime of feat and skill selection are rewarded with special talents. This system is designed around the same one created by Wizards of the Coast for their Oriental Adventures campaign setting.

New equipment, both magical and mundane, abounds in Plot & Poison. Some of it, such as the slug board (a sort of organic skateboard) seems extraordinarily silly and I have strange visions of hordes of drow youths riding slugboards through the streets of drow cities, but all of the mundane equipment is designed around the insect (okay, spiders aren’t insects, but anyway) theme of the drow, which I did find pleasing. The bladed buckler, the double short-sword, and the repeating hand crossbow are natural progressions of existing weapoons that have been added here and there are some interesting varients on armors as well.

One of the most interesting part of the equipment chapter is the treatise on slaves. Because slavery is a second-nature to the drow, this is a very important aspect of their lives and it is only fitting that it be carefully examined here. Not only is a table of typical prices for the most common slave races provided, but each slave race is examined independently as to how they are viewed and used by their dark masters.

Not all mundane items need be mechanical in nature, as the section on alchemical goods reminds us. Besides poison antidotes and special choking dust, there are 11 alchemical and some 80 or so natural poisons described here. With releases like this one, Traps and Treachery from Fantasy Flight Games, and Pale Designs: A Poisoner's Handbook from Bastion Press, the list of dangerous substances available in D&D 3rd edition has grown tremendously, much to the chagrin of hapless player characters everywhere.

The watchword among drow magical items is verminous, as in, a new type of magical item. Verminous items function very much like more traditional magical items, but instead of being drawn from formerly-living or non-living materials, verminous items are crafted by infusing living creatures (insects) with magic! The result is an eerie blending of life and magical power.

And what guide to drow would be complete without new spells? Well, Mr. Sernett doesn’t disappoint, with not only a selection of eight pages of new spells and the introduction of a new concept called power components. Power components modify spells and magical items in new and exciting ways. And don’t you clerical types fret, there are 25 new domains for you to enjoy.

Critical Hits
I’d be hard pressed to choose only one good point about Plot & Poison and, as luck would have it, I don’t have to. I could rave on about the nature of the verminous magic items (the idea of a buckler that looks like a beetle whose arms lock onto the wielder’s arm is just cool; gross, but cool!) or the new feats available to drow characters, but that really isn’t what makes this work so great. Sure, the bat-winged drow are neat and they’ll certainly make an interesting foe, they aren’t what the focus of this work is all about.

Matt has managed to do something that would make most people uncomfortable. He has immersed himself in the society of the drow, becoming one of them, in many ways. More than a collection of game mechanics and goodies, Plot & Poison is what it claims to be, a book that examines the very lifestyle of the dark elves. The reason it’s so cool is because everything in here (well, most things) makes sense! Alone, any of several bits from this work stands as a fine example of imagination, but taken together, they represent their creators as a race, something that is sometimes overlooked when getting caught up in the “coolness factor.”

Critical Misses
As good as it is, there are a few points in Plot & Poison that left me dry. I’ve already touched on the “skateboards” but I also found some of the feats a bit overpowering. The metamagic feat Nullify Enemy Magic, for example, adjusts your spells so that they only suppress or dispel spell effects from those you perceive as foes. Admittedly, this is a great feat and I don’t know of many mages that wouldn’t want it, but it has no prerequisites, which means that even a lowly 1st-level wizard can pick it up (of course, it won’t really become useful until about 5th level, but that’s hardly the point, is it?).

Other feats, such as Exceptional Climber or Exceptional Tumbler, reward exclusivity in certain skills, but why stop there? Why not Exceptional Craftsman, or Exceptional Performer? Why should these two skills be the only ones that benefit from exceptional training? It could be argued that the drow are not ones to waste skills learning performance, but perusal of the feats section reveals that this isn’t the case (such as with the feat Impressive Battledance, which requires Perform (battledance) at 5 ranks).

The prestige classes look to be fairly well-balanced (or at least, are nor more unbalancing that the typical Wizards of the Coast offering), though a few may need minor tweaking to fit the individual DM’s campaign. Personally, the idea that there even is a dominant prestige class (think dominatrix) makes me uneasy. I know at least one player of mine who will doubtlessly try to aim for this class when she finds out it exists.

Coup de Grace
There’s a large portion of Open Game Content here, most of the book, in fact, and what is here is pretty good in terms of d20 Compliance. Like I said, I have a few reservations about some of the feats, but it’s nothing that a good DM wouldn’t catch and tweak for their campaign anyway. There’s definitely more good than bad here and any fan of the drow will be thrilled with the options this book offers for the dark elves.

I gave an average rating on originality. This is, after all, another drow book (and there have been hundreds), but at the same time, Matthew’s immersion into the culture adds to it in a way that others lack, so much of what is here makes good sense and that is important. Unless the DM is willing to let the players play drow or otherwise reap some of the benefits of the goodies found herein, this book is largely the province of the DM, but it is intended for those who wish to play drow characters as well, so good score on playability.

As for value for the dollar, I think that if you have convinced your DM to let you play drow characters or if you are a DM seeking new and interesting ways to use these venerable foes in your campaign, you’ll more than get your money’s worth out of this one. If you don’t like drow or anything to do with them, you might still want to peruse this work. A lot of what is here could easily be adapted to another evil race and as drow go, you won’t find any annoying goodly Drizzt Do’Urdens here.

But for the feats that seemed a bit overpowered and one or two of the items and prestige classes, I think this one is worthy of an A. A few minor tweaks in these areas could easily boost that score to an A+ and I definitely recommend this book for DMs who want something “different” for their campaigns, even if you don’t have much use for drow. There’s a lot of good material here than you can adapt to your favorite evil underground race.

To see the graded evaluation of this product, go to The Critic's Corner at www.d20zines.com.
 

This is not a playtest review.

Plot & Poison is a guidebook to drow from Green Ronin Publishing, another in the OGL Interlink series.

Plot & Poison is a 160-page mono softcover product costing $24.95. Margins, font size and space usage are all good - my only complaints would be about the odd font used for titles and subtitles which is rather hard to read at first, and the small font, white on black, in the flavour text sidebars, also hard to read. The art runs from average to superb, with most internal art being good whilst the cover art by Todd Lockwood showing a female drow framed by two male drow warriors with a backdrop of drow catwalks and victims hung upside down from a stake, is outstanding. Writing style is good as is editing, with occasional, if regular, errors.

Chapter One: The Way Of Darkness
This chapter introduces some of the concepts offered in the book, such as drow subraces, playing drow PCs, and has ideas for making drow unique (including my own favourite - to give drow cosmetic changes to reflect their subterranean existence such as pale skin) and introducing drow into your campaign. A more detailed rundown of drow physiological, social, and religious traits is also given, along with a detailed explanation of the make-up of drow naming conventions, and a reiteration of their game-rule racial traits. A sidebar also looks at the theory behind the drow ECL of +2.

Next up is basic information on five drow subraces (though some of these are dealt with in more detail in Chapter Three):
* Half-Drow - magical or sexual genetic pairing with a variety of other races.
* Aquatic Drow - live beneath the underdark seas, with detect thoughts instead of darkness, and cold resistance.
* Drey - chaotic evil barbaric drow race with white eyes.
* Spiderling - mini-drider-like mixture of spider, drow and deep halfling
* Vupdrax - winged drow with a feral temperament that live in bat-like colonies

There follows a useful discussion on encounters with drow, which gives advice to both players and GMs running drow characters, and those running characters facing drow. A section on drow society gives a brief version of drow history, the life of a drow from birth to death, the psyche of a drow (including a sidebar giving advice on roleplaying drow), and an explanataion of how drow society lives by laws but not morality. There is a detailed section on drow craft, artistry, and entertainment (including the use of scar tattoos) followed by a section outlining the interaction between drow and the different core classes, as well as the psion and psychic warrior. The remainder of the chapter looks at drow cities in the underdark, with advice on drow city creation, and the geography, environment, hazards, and encounters in the underdark surrounding those cities (including an underdark encounter list with suitable underground creatures).

Chapter Two: Religion And Gods
This chapter takes a somewhat non-standard view on drow religion, providing a pantheon of deities under the generic Spider Queen. Each of these demigods is known as a Claw, and includes Demzer the Lord of Pain and consort of the Spider Queen, Xarcon (a god of fire and destruction, and Black Widow (a daughter of the Spider Queen bent on death and vengeance). Each deity is discussed in terms of appearance, history, rank and relations with the other gods, ceremonies of the religion, priestly garb, and dogma. There is an interesting web of plots involving these 'claws' as they vie for power. This plotting is further complicated by three deities outside this pantheon, especially a Vermin Lord who opposes the Spider Queen. A table outlines such things as domains, symbol, favoured weapon, etc.

Chapter Three: Creatures Of The Underdark
This chapter gives monster stats and descriptions for a number of creatures including drow and the five subraces introduced in Chapter One. This includes templates for driders, half-drow, and verminoid (a half-humanoid, half-vermin creation), as well as monstrous slugs and leeches, a living web, and a scry warden (incorporeal outsider that leeches power from those with the ability to scry).

Chapter Four: Prestige Classes
After a brief discussion on the use of prestige classes in the DMG by drow, there follows 16 new PrC's suitable for drow:
* Blessed Of Xarcon - pyromaniac evocation specialists. 10-level PrC.
* Creature Cultist - drow who are ostracised by drow society for worshipping and gaining powers of underdark creatures such as umber hulk, chuul, and purple worm. 5-level PrC.
* Dark Dancer - 5-level fighter PrC that uses dance as a medium for destruction, with slightly different powers depending on which demigod Claw they worship.
* Darksight Slayer - 10-level assassin type that has advanced evasion and hiding abilities.
* Deepsinger - 10-level subterranean bard with specialised sonic attacks.
* Dominant - sadistic dominatrix with abilities to torture and enchant. 10-level PrC.
* Dweomer Defender - 10-level PrC specialised in magical defence.
* Fateweaver - 10-level worshippers of the Spider Queen specialising in spellcasting and gaining additional spellcasting power.
* Master Summoner - 5-level PrC specialising in summoning magic.
* Spell Addict - 5-level PrC with powerful casting abilities but unstable and debilitating magic.
* Submissive - grovelling servant type with dedication to a master or mistress which inures to pain and hardship. 5 levels.
* Talion Apostle - 10-level worshippers of Black Widow, specialists in Necromancy and assassination, with some monk abilities.
* Transmorph - 10-level transmutation specialists dedicated to creating new creatures born of pain, magic, and insanity.
* Unseen Sniper - 5-level ranged assassin with advanced hiding abilities
* Vermin Outrider - 5-level PrC with abilities to aid in riding vermin through the underdark.
* Vile Tormentor - a mixture of torturer and martial artist. 5-level PrC.

Chapter Five: Skills And Feats
This chapter begins with some new uses for old skills, notably crafting of verminous items (of which more in Chapter 6 and 8) and poisons, hand cant (innuendo), and torture (intimidate). Over 80 feats are described including a variety of enhancements to combat and spellcasting, as well as various feats used for crafting verminous items. Several feats are drow-only feats such as the negation of their susceptibility to bright light and variations to their faerie fire spell-like ability. The chapter ends with some drow martial and magical arts styles, requiring a plethora of prerequisites to gain a single combat or spellcasting benefit related to the style being described (e.g. the Bloody Dervish fighting style which concentrates on the use of double weapons with prerequisites limiting access to at least 9th level, and gives a +1 to attack and damage for double weapons).

Chapter Six: Equipment
This chapter begins with Verminous Items - a mixture of alchemy, surgery, engineering and a living verminous victim. This creates such things as a cross between a mosquito and a hypodermic needle for injecting potions and poisons, as well as verminous weapons and armour made of chitinous material. Other weapons (e.g. repeating hand crossbow) and armour (e.g. web armour) are also given, as well as some new adventuring gear (e.g. spidersilk rope) and vermin mounts and gear. There is also a discussion of the various races drow use as slaves, their worth and their role in society. Along with various alchemical items is a useful sidebar discussing the creation of alchemical items with spell effects and their impact on game rules. And, of course, several new alchemical poisons are described along with a large table showing their stats along with a wide range of natural poisons mainly from an underdark source.

Chapter Seven: Spells And Magic
Begins with three nasty developments in drow spellcasting - enchantments that affect vermin, draining XP from loyal servants for spellcasting, and using blood sacrifices to fuel spellcasting with an XP component (with a sidebar discussing the impact of introducing the latter two aspects into a campaign). Following this is a discussion of an optional rule system for power components - rare ingredients, usually part of a monster, that can alter the effects of spells in various ways (usually similar to metamagic feats) or reduce the associated costs. A 2 page table lists a whole range of these power components and their effects. 26 new domains (including bat, poison, underdark, vermin, and web), and around 50 new spells (including such spells as web wall, vermin messenger, power word (pain), and envenom object) are given.

Chapter Eight: Magic Items
Begins with the concept of verminous magic items (like verminous items in Chapter 6 but magical) and includes sidebars explaining differences in the use and creation of these items including pricing aspects. Next up are some weapon and armour special qualities (e.g. armour of tumbling, an ioun weapon which floats around your head) with a few specific ones. Six new magic poisons are given, as well as some potions, rings, wands, staffs, rods, and wondrous items, finishing with two intelligent items (one of which ties cleverly into the flavour text that is scattered through the book).

Appendices
Appendix One is a collection of reference tables from the book all in one place. Appendix Two gives 20-level stats for a drow weapon master (Rog/Ftr/Rgr) with a level 7/7/6 example, and does the same for a mage-priest with a Clr9/Wiz11 example. The book finishes with a 2-page index.

Conclusion
An excellent reference book for both GMs and potential players giving a new view on drow, their society, religion, and abilities, whilst mainly staying true to the basic concept of evil dark elves. There are numerous ideas that can be taken away from the book for campaigns outside the underdark, but the book really takes off if you want to develop a drow-centric underdark campaign. The best aspect of the book to my mind is its somewhat toolkit approach, where various possibilities are discussed and the ramifications of decisions to implement ideas are made clear as you read through the book. Apart from the odd title font and the occasional over-powered rule, there is little to complain about and much to take away.
 

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