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Guardians of the
Underhalls
A Class Expansion Sourcebook for Deep Druids
By Eric Price and Matthew Smith
Play testers
Jacob Smith, John Felder, Brian Harmon, Brian Dinwiddie, Will Kimbrel, John Griffith, Kevin Spencer
Special Thanks to
Phil Thompson — for his comments and review.
Joe Selby — who told me I should just quit.
Cover Art: Matt Smith
Interior Art: VShane, Matt Smith, Eric Price
Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by Wizards of the Coast,
Inc. This product utilizes updated material from the v.3.5 revision. 'd20 System' and the 'd20 System' logo are
trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20. Dungeons and Dragons® and Wizards of the Coast®
are Registered Trademarks of Wizards of the Coast, and are used with Permission. All content is © 2005 Dragon
Scale Counters, LLC. All rights reserved. The mention of or reference to any company or product in these pages is
not a challenge to the trademark or copyright concerned. This edition of Guardians of the Underhalls was
produced under version 1.0a of the Open Game License, the d20 System Trademark Logo Guide, and the System
Reference Document by permission of Wizards of the Coast.
Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with
Section 1(e) of the Open Game License: Any and all Dragon Scale Counters logos, artwork, or trademarks; all
artwork, symbols, designs, depictions, illustrations, maps, and cartography, except those which represent the
illustrations done by VShane, which are the property of VShane and are used with permission.
Designation of Open Game Content: Subject to the Product Identity designation above (which retains precedence),
the following portions of Guardians of the Underhalls are designated as Open Game Content: the name and all
game mechanics related to the Deep Druid class and the prestige classes, the poisons, the feats, the spells, and the
stat blocks of all NPCs that appear herein as well as anything else contained herein which is already Open Game
Content by virtue of appearing in the System Reference Document or some other OGC source.
Some portions of this book are previously released Open Gaming Content. See section 15 of the Open Gaming
License for a complete list of possible contributors to the OGC that appears herein. The remainder of these OGC
portions in this book are hereby added to Open Game Content. If used they should include a complete section 15 of
this work. Dragon Scale Counters cannot be held liable for third party misuse or misidentification of material from
this adventure. If in doubt, ask. This material is protected under the copyright laws of the United States of America.
Any
reproduction, retransmission, or unauthorized viewing of the artwork or non-Open Game Content herein is
prohibited without the express written permission from Dragon Scale Counters, except for purposes of review or use
of OGC consistent with the OGL. The original purchaser may print or photocopy copies for his or her own personal
use only.
This document is a work of fiction. Any similarity to actual people living or dead, organizations, places, or events is
purely
coincidental.
Table of Contents
Introduction
Introduction
The brown-eyed Dwarf ran his short stubby
fingers through the dirt-encrusted beard that hung
from his face. From across a great cavern of
mushrooms he watched as the tiny pinpricks of
light grew brighter with each passing minute.
Surfacers had come to his grotto once again. The
Dwarf smiled as he took in another deep breath of
the musty, earth-filled air. The cavern below was
filled with the bones of many a surfacer –
surfacers just like these no doubt. Few knew the
dangers of the UnderEarth as well as he, and few
respected the danger that even a benign-looking
mushroom represented. He could warn them, but
even the creatures of the UnderEarth deserved to
eat. No, if these surfacers were reverent, if they
despoiled nothing in his garden and hurried along
their way, they would be safe. What could be
more just?
For millennia Human and Elven scholars have
told stories of those who take up the mantle of
protecting the forests and mountains of the surface
world. The druids of the forests above and their
role in keeping a balance in the groves they
protect are well known by all. The calling to
protect nature from those who would spoil it is not
limited though to those areas where the sun
shines. Select races from the UnderEarth -
Dwarves and Svirfneblin, Gnomes and even the
occasional outcast Drow, protect nature deep
under the surface of the earth, far below the
deepest tree roots. Like their surface cousins they
are often looked down and ostracized by
mainstream society. Unlike their surface cousins
their dangerous environs have demanded new
consorts in the battle to protect nature. Those
below consort with beasts unknown to all but the
wisest sages of the surface world, and have
druidic powers here-to-fore unknown to the world
above.
In the world of dark elves and other evil
subterranean races there is little room for those
who do not share the vision of the community.
Even among the lawful Dwarves of the mountain
the one who argues against mining may find
themselves at odds with the “rightful” authority.
Individuals in these situations frequently become
outcasts.
1
Defining the Book
2
Chapter 1—The Deep Druid
3
Character Concepts
3
Racial Concepts
6
Playing the Deep Druid
8
The Deep Druid
9
New Feats
13
Animal Companions
17
The Deep Druid’s Companion
17
Alternative Companions
18
Chapter 2—Environment and Tools
19
The Grotto
19
The Great Maw
19
Water Cavern
19
Mushroom Forest
19
The Abyss
20
The Vast
20
Honeycombs
20
Poisons
21
Chapter 3 - Prestige Classes
23
Dark Walker
23
Deep River Tracker
24
Shifting Guardian
26
Spore Master
27
UnderEarth Stalker
28
Chapter 4 - Spell Lists and Spells
30
Spell List
30
Spell Descriptions
32
Chapter 5 - Magic Items
46
Chapter 6 - Animal Compendium
55
Chapter 7 - Sample NPCs
72
Open Game License
75
Herein are their stories.
Guardians of the Underhalls
Page 1
Defining the Book
This book is the basis for a new core class variant
of the traditional surface druid. Applying the same
concepts of protectionism and guardianship to the
lands beneath the surface of the world the book
crafts an interesting twist on a deadly predator. A
lot of the material, particularly the spells, in
Guardians of the Underhalls has been offered to
the community before in one sourcebook or
another. Section 15 of the Open Gaming License
printed at the very back of this book will shed
some light on some of the potential sources for
this material. The book is not entirely a
compilation however. The class itself, its new
twist on wildshaping, and the poisons are just a
few of the original content that was blended with
the original OGC to create this book.
This book does not try to give you new rules for
the sacred rituals performed by a coven of druids
or for rituals made possible by special groves.
Several other books on those types of subjects
already exist in the marketplace, and are an
excellent source of creative ideas if you wish to
expand your UnderEarth druidic campaign in that
direction.
In some places throughout the book new rules are
offered that would supercede those presented in
earlier supplements or editions of the game. In
each case an attempt was made to clearly mark
these changes so that they can be evaluated by
your DM for inclusion in his or her game.
This book is divided into seven chapters.
Chapter One covers the basic creation of a Deep
Druid. It discusses some of the motivations for
taking up the role and which races of the
UnderEarth are typical for differing aspects of the
class. It also specifically defines the new class
variant in full detail and provides 25 new feats to
help create an interesting character for your game.
Chapter Two covers several types of grottos and
caves that Deep Druids typically watch over and
protect. It also offers insight into some of the
poisons they might employ to aid them in that
protection.
Chapter Three brings five new prestige classes
to life that will breathe variety and spice into your
campaign. These specialized classes can provide a
rare or unique flair to your Deep Druid abilities,
transforming him into an agent of darkness itself
(the Dark Walker) or into a fearsome
transformation master (the Shifting Guardian).
Chapter Four offers up the spell list and dozens
of new spells for helping the Deep Druid control
and nurture the world around him. The spells
range from minor orisons to the most fearsome of
druidic magic beneath the surface of the world -
Earth’s Fiery Vengeance
Chapter Five contains more than a dozen new
and unique magic items centered around
campaign ideas in the UnderEarth, or appropriate
to the Deep Druid.
Using the Book
The sole purpose of this book is to help players
create and customize a new kind of core class -
the Deep Druid. While the Player’s Handbook has
all the specific information necessary to create a
new character, Guardians of the Underhalls adds
this new class variant as a way to broaden your
campaign’s options. Much of the information
presented in this book applies to both DMs and
players, though some of the information presented
in the Magic Item section could provide seeds for
an UnderEarth adventure. These seeds often refer
to specific names, places, and deities. When this is
the case you should feel free to replace them with
suitable elements from your own campaign.
Chapter Six is an appendix of animals and
vermin suitable for wildshaping or for
companionship. This will be an important chapter
for would-be deep druids as they progress through
their career.
Chapter Seven finishes the book by providing a
handful of NPC Deep Druids. These Deep Druids
can offer you a quick look into the power of the
Deep Druid class at various levels. Alternately,
these NPCs could be put to use in your own
campaign.
Guardians of the Underhalls
Page 2
Character Concepts
Deep druids, like all would be adventurers, have
many reasons for taking on the role that they do.
Below are some of the more common archetypes
of Deep Druids. It is worth noting now that they
are not all equally suited for adventuring in a
traditional party of would-be heroes. Those that
are not might still be used for temporary walk-in
players, as non player character benefactors, or as
a seemingly (or truly) malevolent nemesis.
whatever environment the party finds themselves
in. As with all druidic characters, this may cause
friction within the group.
Dark Druid
“…and darkness spread across the land…”
The dark druid is a master of darkness and gloom
and the lore of places. These druids place the
importance of the UnderEarth above all other life.
In fact, most dark druids believe the surface world
to be a place that needs to be destroyed, or
changed to resemble the ‘true world’. Many of
these druids revere dark elemental gods and their
sinister powers are feared by all that know them.
Drow and Duergar are the races most likely to be
dark druids. Similarly, hermits or outcasts may
turn to dark powers for succor and ultimately stray
down the path of the Dark Druid. Chaotic neutral
and neutral evil are the alignments best suited for
this ideology.
Baneful Protector
“Blood Makes the Mushrooms Grow”
These deep druids think of their grottos above all
else, taking no prisoners and having no guilt over
the spilling of other’s blood in their tunnels and
caverns. They are often single minded, fixated on
the protection of their grotto of rock, stone, and
sea from despoilment by the nearby “civilized”
UnderEarth races. Because of the “slaughter first,
ask questions later” attitude of the baneful
protector, chaotic neutral and neutral evil
alignments are the most suitable.
Adventuring: Dark druids are always on the
move searching for interlopers and ways to
exploit the surface. Their adventuring goals
almost always reflect a plot to cause harm to
surface races or ecosystems.
Adventuring: The baneful protector does allow
for some plots and storylines that fit with an
adventuring persona. A threat (real or imagined)
to his grotto might be enough to leave his grotto in
the protector in the hands of another and head out
into the UnderEarth (or worse, the surface world)
to try and remedy the situation from its source.
Explorer
“You would never find THAT in MY grotto”
The curiosity of the exploring deep druid has
grown so great that he eventually leaves his
comfortable surroundings and begins a quest for
self knowledge and exploration. Often young
druids go through this period while searching for a
grotto to call their own or while waiting to inherit
a grotto from an elder druid. A number of other
things can motivate an explorer, but whatever the
cause they seem to be working for the explorer
seems the most qualified to adapt to changing
ecologies. Because of the wide variety of
motivations that drive the exploring deep druid
almost any race and alignment could be
appropriate.
Considerate Overseer
“I wouldn’t touch that if I were you.”
Not every Druid under the ground is so impartial
as to let those coming to her domain live or die by
their own actions. Some believe the best way to
defend their UnderEarth grotto is by educating
would-be interlopers on how to interact with the
environment. Lawful Neutral and Neutral Good
characters make the best Considerate Overseers.
Adventuring: The Considerate Observer likely
spends their time patrolling the UnderEarth. In
time they may grow bored or merely seek to
expand their knowledge about those who come
below from the surface. Their alignments mix
well with traditional adventuring parties, but their
opinions of the value of nature should extend to
Adventuring: The explorer makes perhaps the
best suited deep druid for outright adventuring.
Perhaps they lack their own grotto or are simply
awaiting the time when their master will pass on
the grotto to them. That does not mean exploring
deep druids are at ease in the foreign ecologies
Guardians of the Underhalls
Page 3
that adventuring often takes them, but their
inquisitive nature, thirst for knowledge, or
dedication to the task of finding a new grotto
seems to overcome any fears they might have, and
allow them to work with relatively good success.
Adventuring: The quest for vengeance can drive
a deep druid into the tunnels and even out to the
surface world itself in an attempt to satiate the
anger seething up from the Druid’s heart. While
there is anger and vengeance in his heart, such a
druid is not above being not only a productive
member of an adventuring party but of good
moral ethos too. Such an individual will no doubt
require some supervision and training to keep
otherwise hostile words and deeds in check during
socially inappropriate times.
Observer
“Knowledge is life, ignorance is death.”
Like the druids of the surface realm many deep
druids seek only to preserve a balance of ecology
in their UnderEarth grottos. While they might be
called disinterested or even apathetic by the
unknowing, these deep druids find the best way to
protect their grottos is by simply letting nature
take its course. From time to time they do find it
necessary to intervene when something disrupts
the balance too severely, but generally the
Observer is content to let things unfold on their
own. While each of the UnderEarth races has been
known to take up the mantle of the observer, only
those of true neutral ethos typically can maintain
such a passive position on the world around them.
The Exile
While many deep druids are outcasts from their
own racial communities, so too are there the
occasional deep druids who are not accepted by
their druidic peers. Perhaps they share
controversial ideas, or were involved in suspicious
events at some earlier time in their life. Whatever
the reason the outcast is shunned even by the
druids of the surrounding caverns and tunnels.
Their true love for the earth and stone of the
UnderEarth is no less and their bond with it no
less great. Nonetheless, where druidic circles exist
the outcast has likely been stripped of his grotto
and / or his responsibilities, leaving him free to
move through the tunnels and contemplate his
future with the earth.” Only lawful neutral druids
are excluded as possible alignments for this type
of druidic ethos.
Adventuring: Like the baneful protector, the
Observer adventures because he has perceived
some disruption in the balance that can not be
fixed quickly, easily, and / or locally. The
disruption might even be enough to cause him to
leave his tunnels and caverns and join the surface
world if the situation is dire. Just the same, he is
unlikely to get involved in any issues not directly
related to his cause, though he might do so as part
of an agreement with other adventurers. His
predominant alignment and past history will
dictate how he interacts with the surface world.
Adventuring: Because they are shunned many
exiles will eventually take up travel with a group
of adventurers. Indeed it may be that very act that
leads them to becoming an exile.
Vengeful Druid
“By earth and stone you will be crushed into
paste interloper!”
The vengeful druid is one who has suffered some
great loss. For some it is the untimely death of a
fellow druid, for others nothing less than the
complete decimation of their grotto. Sometimes
the pain is less, such as that suffered by a Deep
Druid who has failed to stop the defilement of his
protected grottos of stone. The Druid might
believe that taking care of the interloper will
prevent the act from happening again, or perhaps
he merely wants to send a message to others that
such acts will not be tolerated.
Guardians of the Underhalls
Page 4
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