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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.