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The Tome Of Drow Lore.pdf - RoseRed

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136<br />

should ever touch more than tangentially on the lives of<br />

the Player Characters. In this campaign, the drow might<br />

appear as a chance encounter in the Underdeep or in some<br />

dungeon.<br />

In such a campaign, the drow will not appear as the primary<br />

instigators of events. While the drow would never assume<br />

the role of lackey or hapless servant, they may act as allies<br />

of the campaign’s true enemy. Likewise, there are many<br />

mercenary companies of drow to be found in the Underdeep,<br />

who will willingly sell their services to anyone that can pay<br />

their price. Additionally, it is not impossible for the drow<br />

to be manipulated into serving the ends of another entity,<br />

someone who is brave and clever enough to play on the<br />

goals, aspirations and hatreds of the dark elves.<br />

<strong>The</strong> information in this book will certainly make sure a<br />

fight against the drow is a memorable one, something to<br />

be discussed and dissected for months to come. <strong>The</strong>re<br />

is no reason an encounter with the drow must be a cusp<br />

event in the campaign. A chance encounter with a band of<br />

Kanahraun Reavers, for example, is something no Player<br />

Character would ever forget.<br />

Listed below are some ways the Games Master might<br />

use to incorporate drow into his campaign in the role of<br />

monsters.<br />

� <strong>The</strong> Player Characters are seeking a specific item and<br />

find themselves crossing paths with a group of drow in<br />

search of the same item.<br />

� One of the primary enemies of the Player Characters<br />

hires a pair of drow assassins to remove the Player<br />

Characters permanently.<br />

� <strong>The</strong> Player Characters find themselves trapped in a<br />

maze-like dungeon, which has also ensnared a band<br />

of drow. <strong>The</strong> two groups are faced with a choice of<br />

fighting or working together to get out and the Player<br />

Characters must beware a likely betrayal by the drow<br />

when the two groups do find the exit, especially if some<br />

sort of prize or treasure is involved.<br />

� A band of drow have been raiding villages on the<br />

surface, carrying supplies and slaves with them back<br />

into the Underdeep. <strong>The</strong>y must be stopped.<br />

� Camped in the wilds at night, the Player Characters hear<br />

the sounds of battle. A group of high elves is embattled<br />

by a larger group of drow and will need the help of the<br />

Player Characters to prevail.<br />

� A deep gnome approaches the Player Characters,<br />

offering to hire them to retrieve an item. When the<br />

drow overran the gnome’s village in the Underdeep, he<br />

was forced to leave a family heirloom behind, hidden in<br />

his old home.<br />

<strong>The</strong> <strong>Drow</strong> as Manipulators<br />

<strong>The</strong> drow come from a culture of suspicion and scheming,<br />

of endless struggles for power played out in plots that can<br />

take decades to unfold. Gifted with incredibly long life, at<br />

least as compared to humans, the drow are able to spend<br />

literally centuries hatching and crafting plans of nearinfinite<br />

complexity and misdirection.<br />

Games Masters can easily take this aspect of drow society<br />

and use it as the basis for the involvement of drow in the<br />

campaign. In such a campaign, drow are the puppeteers,<br />

the schemers that work behind the scenes. <strong>The</strong>y will appear<br />

in the campaign far less often than their many minions,<br />

spies, allies, agents and proxies, who work to bring about<br />

the fruition of whatever longstanding plan the drow have<br />

concocted. <strong>The</strong> drow build networks of these agents on a<br />

foundation of greed and ambition, though many of them<br />

are likely to be completely unaware of the fact they are<br />

indeed working for the dark elves. <strong>The</strong>se widespread nets<br />

of power enjoyed by the drow allow them to launch multiple<br />

plots and schemes which can become a series of story arcs<br />

in a roleplaying campaign, or even the major thrust of the<br />

campaign itself.<br />

In this scenario, the drow are not random encounters, nor<br />

are they being used and manipulated by a greater enemy.<br />

<strong>The</strong>y are primary villains, recruiting and using other<br />

creatures and Non-Player Characters at their whim as<br />

lackeys, minions and footsoldiers. In such a campaign, the<br />

Player Characters may have to unravel a number of plots<br />

or survive several story arcs before the involvement of the<br />

drow is even revealed.<br />

Listed below are some ways the Games Master might<br />

use to incorporate drow into his campaign in the role of<br />

manipulators.<br />

� Working through proxies, the drow fund a rebellion<br />

against a ruler of a surface nation, intending to become<br />

a power behind the throne of the new government<br />

� <strong>The</strong> drow assassinate the heads of major guilds in several<br />

large surface cities, replacing them with polymorphed<br />

drow. This gives them exceptional influence over one<br />

important aspect of the regional economy, allowing<br />

them to funnel money into the Underdeep or create<br />

chaos on the surface.<br />

� By magically controlling the leader of a large tribe<br />

of goblins, the drow are able to send the goblins on a<br />

series of carefully orchestrated raids into the surface,<br />

retrieving slaves and goods without revealing the dark<br />

elf presence.<br />

� <strong>The</strong> drow use their immense wealth and influence to<br />

stoke the fires of war between two formerly friendly<br />

surface nations.

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