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The Slayers Guide to Duergar
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<blockquote data-quote="Simon Collins" data-source="post: 2009758" data-attributes="member: 9860"><p>This is not a playtest review.</p><p></p><p>The Slayer's Guide To Duergar (TSGTD) is next in Mongoose's 'Slayers Guide' line.</p><p></p><p>TSGTD is a 32-page softcover mono book, costing $9.95. Both inside covers are used (for the usual useful physiological graphic representation of the race covered, and an ad). Space usage elsewhere is also good, including font, margins, and little white space. Internal artwork is mostly good, as is the cover showing three tattooed duergar in a dank tunnel. Writing style is also good, and editing seems fine.</p><p></p><p>The book begins with an overview of the Duergar and a page of flavour text. It continues with a detailed look at duergar physiology, discussing their lack of hair, grey skin colouration, and racial abilities, along with a random height/weight table. There is also a brief discussion regardin their weakness in light.</p><p></p><p>The next section covers the Duergar's underground habitat with discussion of the different living quarters for both the duergar and their slaves, as well as the defences to their lairs. </p><p></p><p>The section on Duergar society with a particular focus on the basics of Duergar life - the 3 M's (mining, murder, and misogyny). There is also a discussion of the drab and tortuous religious life of Duergar, dedicated to their one god, the Lord of Toil.</p><p></p><p>The book also takes a look at Duergar warfare, focusing on ambush and assassination, with a discussion on the modified weapons and armour the duergar use, and the dark magics of duergar clerics. The concept of a bladed crossbow that can be used in melee is offered.</p><p></p><p>A further section looks at roleplaying with Duergar - taking the worst traits of dwarves (greed, xenophobia, and an extremist work ethic) and exaggerating them seems to be the order of the day. One begins to get the feeling that the evil of a Duergar is merely an accumulation of societal influence rather than an inherent black vs. white inexplicable evil. This grey moral ground (excuse the pun) definitely brings a realistic feel to the race. There is further discussion of the allies a duergar clan may have made, and some of the aspects (planning, treachery, invisibility) a GM should take into account when running a scenario involving Duergar. </p><p></p><p>The book then expounds on the possibility of running Duergar as PCs (albeit as a renegade Duergar, since the workaday life of a standard Duergar is fairly mundane to say the least). This includes advice for level differences for Duergar PCs, pitfalls to be aware of in terms of personality clashes, unlikely classes (e.g. paladin) and a list of Duergar racial traits. </p><p></p><p>Three feats are also included: Exotic Weapon Focus (Bladed Crossbow), Unrelenting (sacrifice hit points for better Fortitude save), and Stone-touched (part of the duergar's body has a stone or crystalline facet - the change brings with it increasing spell-like abilities related to stone each time the feat is taken - the feat must originally be taken at 1st level).</p><p></p><p>Two Duergar prestige classes are offered:</p><p>* Stonecaller - must have taken the Stone-touched feat twice, gains Earth domain powers, can summon earth-subtype monsters, and gains various other stone-related abilities as he progresses. 10-level PrC.</p><p>* Black Rock Magi - 10-level arcane spellcaster that draws magical energy from a black rock that emanates evil power.</p><p></p><p>The Mines Of Verhaven details (in about 4 pages) a duergar colony, covering the colony's history, society, and defences, as well as a brief description of the nearby decadent human boom town on the surface.</p><p></p><p>The book ends with a reference list giving standard stats for a Duergar stonecaller, summoner, cleric, guard, footman, and scout (from CR 2 to CR 9).</p><p></p><p>Conclusion:</p><p>Gives some additional depth to Duergar for those who are intending to use the race as a prominent aspect of their campaign setting or adventures. Manages to give a fairly realistic background explanation to the traits of the duergar by expanding on duergar society and religion. Also provides some useful ideas and prestige classes for running challenging encounters with Duergar. Would have benefited from some adventure ideas, NPCs fleshed out some more in terms of personality, and a wider and more in-depth view of duergar politics with other races. Perhaps in place of the (rather lengthy at times) discussion of physiology and the dreary day-to-day lives of the grey dwarves.</p></blockquote><p></p>
[QUOTE="Simon Collins, post: 2009758, member: 9860"] This is not a playtest review. The Slayer's Guide To Duergar (TSGTD) is next in Mongoose's 'Slayers Guide' line. TSGTD is a 32-page softcover mono book, costing $9.95. Both inside covers are used (for the usual useful physiological graphic representation of the race covered, and an ad). Space usage elsewhere is also good, including font, margins, and little white space. Internal artwork is mostly good, as is the cover showing three tattooed duergar in a dank tunnel. Writing style is also good, and editing seems fine. The book begins with an overview of the Duergar and a page of flavour text. It continues with a detailed look at duergar physiology, discussing their lack of hair, grey skin colouration, and racial abilities, along with a random height/weight table. There is also a brief discussion regardin their weakness in light. The next section covers the Duergar's underground habitat with discussion of the different living quarters for both the duergar and their slaves, as well as the defences to their lairs. The section on Duergar society with a particular focus on the basics of Duergar life - the 3 M's (mining, murder, and misogyny). There is also a discussion of the drab and tortuous religious life of Duergar, dedicated to their one god, the Lord of Toil. The book also takes a look at Duergar warfare, focusing on ambush and assassination, with a discussion on the modified weapons and armour the duergar use, and the dark magics of duergar clerics. The concept of a bladed crossbow that can be used in melee is offered. A further section looks at roleplaying with Duergar - taking the worst traits of dwarves (greed, xenophobia, and an extremist work ethic) and exaggerating them seems to be the order of the day. One begins to get the feeling that the evil of a Duergar is merely an accumulation of societal influence rather than an inherent black vs. white inexplicable evil. This grey moral ground (excuse the pun) definitely brings a realistic feel to the race. There is further discussion of the allies a duergar clan may have made, and some of the aspects (planning, treachery, invisibility) a GM should take into account when running a scenario involving Duergar. The book then expounds on the possibility of running Duergar as PCs (albeit as a renegade Duergar, since the workaday life of a standard Duergar is fairly mundane to say the least). This includes advice for level differences for Duergar PCs, pitfalls to be aware of in terms of personality clashes, unlikely classes (e.g. paladin) and a list of Duergar racial traits. Three feats are also included: Exotic Weapon Focus (Bladed Crossbow), Unrelenting (sacrifice hit points for better Fortitude save), and Stone-touched (part of the duergar's body has a stone or crystalline facet - the change brings with it increasing spell-like abilities related to stone each time the feat is taken - the feat must originally be taken at 1st level). Two Duergar prestige classes are offered: * Stonecaller - must have taken the Stone-touched feat twice, gains Earth domain powers, can summon earth-subtype monsters, and gains various other stone-related abilities as he progresses. 10-level PrC. * Black Rock Magi - 10-level arcane spellcaster that draws magical energy from a black rock that emanates evil power. The Mines Of Verhaven details (in about 4 pages) a duergar colony, covering the colony's history, society, and defences, as well as a brief description of the nearby decadent human boom town on the surface. The book ends with a reference list giving standard stats for a Duergar stonecaller, summoner, cleric, guard, footman, and scout (from CR 2 to CR 9). Conclusion: Gives some additional depth to Duergar for those who are intending to use the race as a prominent aspect of their campaign setting or adventures. Manages to give a fairly realistic background explanation to the traits of the duergar by expanding on duergar society and religion. Also provides some useful ideas and prestige classes for running challenging encounters with Duergar. Would have benefited from some adventure ideas, NPCs fleshed out some more in terms of personality, and a wider and more in-depth view of duergar politics with other races. Perhaps in place of the (rather lengthy at times) discussion of physiology and the dreary day-to-day lives of the grey dwarves. [/QUOTE]
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