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Deep Horizon

Deep Horizon Capsule Review by Anthony Roberson on 05/01/02
Style: 3 (Average)
Substance: 3 (Average)
A combat heavy excursion into the Underdark that features a lost society of nasty bat people.
Product: Deep Horizon
Author: Skip Williams
Category: RPG
Company/Publisher: Wizards of the Coast
Line: Dungeons & Dragons
Cost: $9.95
Page count: 32
Year published: 2001
ISBN: 0-7869-1855-1
SKU: WTC11855
Comp copy?: no
Capsule Review by Anthony Roberson on 05/01/02
Genre tags: Fantasy
Warning: this review contains spoilers that will decrease your enjoyment of the adventure. If you plan on playing it, please stop reading now and return to the flame wars on the message boards.

Overview

The latest Adventure Path module from Wizards of the Coast takes on the high-level challenge with a plunge into the Underdark. Like previous Adventure Path modules, Deep Horizon is a 32-page stapled booklet priced at $9.95 US. The layout, design and art conform to the standards set in the other modules of the series.

Deep Horizon is designed for a party of four 13th level characters. It introduces one new monster, a race of huge, bat-like humanoids called the desmodu, as well as a handful of new magical and non-magical equipment.

Adventure Summary

The suggested hook for the adventure has the characters off to explore the source of a serious of earthquakes that do not appear to be of natural origin. The characters' explorations lead them into the Underdark where they quickly encounter a group of desmodu raiders. Assuming they defeat the raiders, they are able to rescue a desmodu captive and learn something about the unfamiliar race's history and culture.

After the initial encounter, the players make their way into a not-quite-abandoned Drow city and do battle with a group of Beholders and their minions. From this point, the characters enter the desmodu enclave where a side plot calls for them to become embroiled in a murder investigation. The grand finale is an assault on a salamander citadel.

Opinion

My main gripe with Deep Horizon centers on the desmodu. Maybe it's just me, but does the game really need a race of nasty (Challeng Rating 9) giant bat people with sonic abilities and a boatload of equipment? Also, if desmodu society has been almost completely sealed off from outside influences for 600 years, how come they have divided themselves up into three neat little factions in only a couple of months? Finally, why have they been able to develop sophisticated technological and alchemical equipment? A little explanation for all of this from Skip would have been nice.

The other thing that bothers me is what separates a module like this from a long adventure in Dungeon magazine? A feature-length adventure in Dungeon is almost as long, you get a couple of other adventures to go with it and the whole thing costs four bucks less! For me to spend $9.95 on a module it either needs to either be brilliantly written or include something that gives it 'added value'. I find neither feature in Deep Horizon.

Should you buy it?

If you are looking for a straightforward adventure that features plenty of combat for high-level characters or an excuse to get your players into the Underdark, (and don't mind spending the money to get it) then by all means give Deep Horizon a try. If not, then flip through the latest issue of Dungeon or search elsewhere.

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