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The Slayer's Guide to Derro
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<blockquote data-quote="Simon Collins" data-source="post: 2010634" data-attributes="member: 9860"><p>This is not a playtest review.</p><p></p><p>Slayer's Guide To Derro is next in Mongoose's guides to under-rated monsters.</p><p></p><p>Slayer's Guide to Derro is a 32-page mono softcover product costing $9.95. Both inside covers are used - one for an ad, the other for a full colour illustration of the skeletal and muscular structure of derro. Layout has an airy feel to it common with other Slayer's Guides but there are no chunks of white space. Artwork is generally appropriate to the accompanying text and one artist is used for all the mono internal artwork providing a similar monster concept throughout. The front cover shows a line of chained slaves trudging through the underdark guarded by derro - its both atmospheric and succinctly shows the focus of the race. Writing style is literate and engaging, and editing average. There seems to be slightly less flavour text than normal for a Slayer's Guide and the spacing between paragraphs unfortunately strings the text out a good bit, but the quality of writing is good.</p><p></p><p>Chapter 1: Derro Physiology</p><p>Discusses such aspects as the appearance of derro, particularly their magic-resistant skin (and its possible origins), diet (mainly fungi, but with a predilection for flesh), and the derro life cycle (essentially a fight for survival with a 2 in 3 child mortality rate). Two new variants of Derro are described - Sun-bravers (who have a reduced susceptibility to the sun) and Shade-stalkers (who have increased ability to perceive in the dark). Four new feats are provided to match these variants - two which give the variants their abilities only at 1st level, whilst the other two offer an improved version of the original feat as the character develops their innate ability. The section on psychology reiterates the hard life that toughens the derro, their dislike of direct combat, and some of the reasoning behind their arrogance and love of power.</p><p></p><p>Chapter 2: Habitat</p><p>This chapter discusses the likely location of derro settlements, along with the complicated procedure the derro go through to relocate a clan in the face of local hostility of environment (e.g. volcanic activity) or threat (e.g. drow attacks).</p><p></p><p>Chapter 3: Derro Society</p><p>This chapter looks at the derro caste system from the sorcerous savants at the top of the ladder through Mandare (clan chiefs), Sun-bravers and Shade-stalkers, Persecutors (clerics), Taskmasters (slave masters), workers and warriors, children, women, elderly, and lame, right down to the slaves. The information on each level of caste is interspersed with magical items - a tome that records the names of dead derro and is a powerful spell focus, a mask that grants darkvision and divining spells, and a barbed bonding whip used to magically initiate taskmasters. The chapter also discusses technology and industry (similar to dwarves), religion (the derro worship The Tormentor, whose stat block is not provided, though there is information strewn throughout the book on the deity), and relations with other races (pretty poor).</p><p></p><p>Chapter 4: Methods Of Warfare</p><p>This chapter discusses the role of the Mandare (clan chief), the different types of squads and platoons formed for battle dependent on the task, and how spoils are divided between the different castes after a successful battle. There is also a section on new arms and equipment, including a new poison and crossbow bolts with a knockout gas concealed in a clay tip.</p><p></p><p>Chapter 5: Roleplaying With Derro</p><p>After a section discussing general behavioural traits, there is an exhaustive section on the different castes and their personality traits and attitudes. There are a few example derro names with some guidelines for creating your own. Three new 10-level prestige classes are offered:</p><p>* Persecutor - a cleric of The Tormentor with good Fort and Will progressions, average BAB, limited access to spells, domain access, spontaneous 'inflict' spells (and other class abilities involving damage by touch), rebuke undead, and a couple of abilities that use voice to enchant victims. Suffers from odd prerequisites (3 ability score minimums, can be accessed from 1st level).</p><p>* Savant - derro sorcerer, gains +1 level of existing spellcasting class and are proficient in making magical items through various abilities and have a similar ability to bardic knowledge, enhanced by progression. No mention is made of the prerequisite of 5th-level sorcerer mentioned in the MM.</p><p>* Taskmaster - whip specialist with fighter-like bonus feats, BAB and save progressions but a d4 hit die, and again odd ability-based prerequisites allowing entry at 1st level.</p><p></p><p>Five new spells essentially recreate the sun-braver and shade-stalker feats on a temporary basis, plus access to ancestral wisdom through a speak with dead-like spell.</p><p></p><p>Chapter 6: Scenario Hooks And Ideas</p><p>Four one-paragraph plot hooks that tie in with the information provided earlier in the book.</p><p></p><p>Chapter 7: Finnius's Mine</p><p>This is a more fleshed-out adventure idea introducing the lair of a derro clan, with stats for the clan leader.</p><p></p><p>Chapter 8: Derro Reference List</p><p>Generic stat blocks for various derro castes plus stats for the reptera (giant lizard, no illustration), which is used as a mount by derro outriders.</p><p></p><p>High Points:</p><p>I liked the way that the basic idea of the savant mentioned in the MM was taken and expanded into a full-blown caste system for the derro, and the way the theme of the caste system was mirrored in other sections. Unlike some of the other Slayer's Guides, I thought this one managed to strike a much better balance between flavour and crunch, with the crunch backing up and clarifying the engaging descriptive information elsewhere in the product.</p><p></p><p>Low Points:</p><p>It was a shame that the crunchy bits had a few inconsistencies and weaknesses to them, particularly the prerequisites for the prestige classes. I was also disappointed at the lack of space given to Finnius's Mine, which I was expecting to be more fully described rather than the extended plot hook it actually is.</p><p></p><p>Conclusion:</p><p>An illuminating and well-written account of derro with some good ideas that will still need some work from the GM before she can use them in her campaign or adventure.</p></blockquote><p></p>
[QUOTE="Simon Collins, post: 2010634, member: 9860"] This is not a playtest review. Slayer's Guide To Derro is next in Mongoose's guides to under-rated monsters. Slayer's Guide to Derro is a 32-page mono softcover product costing $9.95. Both inside covers are used - one for an ad, the other for a full colour illustration of the skeletal and muscular structure of derro. Layout has an airy feel to it common with other Slayer's Guides but there are no chunks of white space. Artwork is generally appropriate to the accompanying text and one artist is used for all the mono internal artwork providing a similar monster concept throughout. The front cover shows a line of chained slaves trudging through the underdark guarded by derro - its both atmospheric and succinctly shows the focus of the race. Writing style is literate and engaging, and editing average. There seems to be slightly less flavour text than normal for a Slayer's Guide and the spacing between paragraphs unfortunately strings the text out a good bit, but the quality of writing is good. Chapter 1: Derro Physiology Discusses such aspects as the appearance of derro, particularly their magic-resistant skin (and its possible origins), diet (mainly fungi, but with a predilection for flesh), and the derro life cycle (essentially a fight for survival with a 2 in 3 child mortality rate). Two new variants of Derro are described - Sun-bravers (who have a reduced susceptibility to the sun) and Shade-stalkers (who have increased ability to perceive in the dark). Four new feats are provided to match these variants - two which give the variants their abilities only at 1st level, whilst the other two offer an improved version of the original feat as the character develops their innate ability. The section on psychology reiterates the hard life that toughens the derro, their dislike of direct combat, and some of the reasoning behind their arrogance and love of power. Chapter 2: Habitat This chapter discusses the likely location of derro settlements, along with the complicated procedure the derro go through to relocate a clan in the face of local hostility of environment (e.g. volcanic activity) or threat (e.g. drow attacks). Chapter 3: Derro Society This chapter looks at the derro caste system from the sorcerous savants at the top of the ladder through Mandare (clan chiefs), Sun-bravers and Shade-stalkers, Persecutors (clerics), Taskmasters (slave masters), workers and warriors, children, women, elderly, and lame, right down to the slaves. The information on each level of caste is interspersed with magical items - a tome that records the names of dead derro and is a powerful spell focus, a mask that grants darkvision and divining spells, and a barbed bonding whip used to magically initiate taskmasters. The chapter also discusses technology and industry (similar to dwarves), religion (the derro worship The Tormentor, whose stat block is not provided, though there is information strewn throughout the book on the deity), and relations with other races (pretty poor). Chapter 4: Methods Of Warfare This chapter discusses the role of the Mandare (clan chief), the different types of squads and platoons formed for battle dependent on the task, and how spoils are divided between the different castes after a successful battle. There is also a section on new arms and equipment, including a new poison and crossbow bolts with a knockout gas concealed in a clay tip. Chapter 5: Roleplaying With Derro After a section discussing general behavioural traits, there is an exhaustive section on the different castes and their personality traits and attitudes. There are a few example derro names with some guidelines for creating your own. Three new 10-level prestige classes are offered: * Persecutor - a cleric of The Tormentor with good Fort and Will progressions, average BAB, limited access to spells, domain access, spontaneous 'inflict' spells (and other class abilities involving damage by touch), rebuke undead, and a couple of abilities that use voice to enchant victims. Suffers from odd prerequisites (3 ability score minimums, can be accessed from 1st level). * Savant - derro sorcerer, gains +1 level of existing spellcasting class and are proficient in making magical items through various abilities and have a similar ability to bardic knowledge, enhanced by progression. No mention is made of the prerequisite of 5th-level sorcerer mentioned in the MM. * Taskmaster - whip specialist with fighter-like bonus feats, BAB and save progressions but a d4 hit die, and again odd ability-based prerequisites allowing entry at 1st level. Five new spells essentially recreate the sun-braver and shade-stalker feats on a temporary basis, plus access to ancestral wisdom through a speak with dead-like spell. Chapter 6: Scenario Hooks And Ideas Four one-paragraph plot hooks that tie in with the information provided earlier in the book. Chapter 7: Finnius's Mine This is a more fleshed-out adventure idea introducing the lair of a derro clan, with stats for the clan leader. Chapter 8: Derro Reference List Generic stat blocks for various derro castes plus stats for the reptera (giant lizard, no illustration), which is used as a mount by derro outriders. High Points: I liked the way that the basic idea of the savant mentioned in the MM was taken and expanded into a full-blown caste system for the derro, and the way the theme of the caste system was mirrored in other sections. Unlike some of the other Slayer's Guides, I thought this one managed to strike a much better balance between flavour and crunch, with the crunch backing up and clarifying the engaging descriptive information elsewhere in the product. Low Points: It was a shame that the crunchy bits had a few inconsistencies and weaknesses to them, particularly the prerequisites for the prestige classes. I was also disappointed at the lack of space given to Finnius's Mine, which I was expecting to be more fully described rather than the extended plot hook it actually is. Conclusion: An illuminating and well-written account of derro with some good ideas that will still need some work from the GM before she can use them in her campaign or adventure. [/QUOTE]
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