Ultimately, Deep Horizon lacks the space it needs to tell the story it wants to tell.
Review Originally Published June 27th, 2002
Designed for 13th-level characters, Deep Horizon is WotC’s sixth Adventure Path module. Skip Williams, the author, takes us into the Underdark with this one, revealing a developing struggle between beholders, salamanders, and the long-forgotten civilization of the desmodus (a race of bat-like humanoids).
CONTENT
Warning: This review will contain spoilers for Deep Horizon. Players who may find themselves playing in this adventure should not read beyond this point.
One consistent weakness in the Adventure Path modules have been the character hooks, and this remains true with Deep Horizons: They’re tepid at best. You’ll be best off, in my opinion, using them as a way of foreshadowing the adventure.
Of course, part of the reason the hooks for these modules are weak is that, in general, WotC’s authors are not attempting to convey a plot. The Sunless Citadel, for example, is not a module about the PCs attempting to accomplish X, Y, and Z. The Sunless Citadel simply exists – and there are any number of reasons why the PCs might go there.
Similarly, Deep Horizon doesn’t convey a plot – it conveys an environment. A situation. How the PCs enter that situation, and what they do once they’re there, is entirely up to them.
Here’s the background: 300 years ago the desmodus were at war with the drow… and they were losing. In order to save themselves, the desmodus used powerful magic to reroute a magma flow – using it to seal off their city (and, simultaneously, destroy the nearest drow city). Although the desmodus survived, sealed off from the rest of the world (with the exception of small colony of salamanders, who traded with the desmodus for metal ore), every passing year of isolation brought them closer to the brink of extinction.
Three months ago, however, an earthquake reopened the desmodus’ corner of the Underdark. This has created a crisis in desmodu society, and their old ways of life have broken down: The entire race now stands on the edge of a knife, trying to find its way into the new future which has opened up before it.
Deep Horizon details three environments: The first is Chael-Rekshaar, the drow city destroyed when the desmodu redirected the magma flow 300 years ago. Today, it is inhabited by a trio of beholders (supported by a variety of slave laborers). These beholders are excavating the city with their disintegrate eye, searching for whatever treasure they can find.
The second is the Desmodu Enclave, the final refuge of what was – until just a few months ago – a slowly dying race.
The third is the Salamander Citadel, built upon the underground volcano formed by the backed up magma flow created by the desmodu 300 years ago.
Deep Horizon also details a power struggle: As their society has fragmented and redirected itself, the desmodus’ shipments of ore to the salamanders have slowed. This has angered the salamanders, who have allied themselves with the beholders – hoping to wipe out the desmodu once and for all. While the PCs are here, an assassination is attempted against the leader of the desmodu.
Also at work here is the destabilizing effect lying behind the recent earthquake: The ancient magic the desmodu used to seal themselves away is finally having consequences. If the situation isn’t completely remedied, the earthquakes will get worse. Unfortunately, undoing the magic and allowing the magma to return to its natural flow patterns will significantly cool the current habitat of the salamanders – something which is sure to raise their already heated ire.
STRENGTHS
If you want a summary of why you should pick up Deep Horizons, you don’t have to look any farther than the summary of its content: Skip Williams delivers an active, compelling scenario and invites you to bring along your PCs.
Of course, WotC consistently puts together a well-produced package, and this module is no exception: The cover, by Brom, is eye-catching. The maps are well done. The interior art delivers without detracting. The rules are impeccably handled. All the i’s are dotted and all the t’s are crossed.
WEAKNESSES
Unfortunately, Deep Horizon does have one significant problem: It just plain, flat-out lacks the space it needs to tell the story it wants to tell.
For example, the concept of the ruined drow city of Chael-Rekshaar is really cool. But, in actual execution, it’s rendered into nothing more than a single, ruined temple. (The rest of the city is left beneath the lava flow.)
Similarly, the assassination attempt which forms the module’s only substantive arc of plotted action is essentially squeezed into half a page. Its presentation is simply rushed, leaving you more with the sense of an outline than a module.
Which isn’t to say that Deep Horizon doesn’t work: It does. Everything on the page functions. It just doesn’t live up to its potential, and the primary problem here simply seems to be a lack of space. (Deep Horizon wouldn’t be the first Adventure Path module hurt due to its limited page count, either: The Speaker in Dreams was significantly gutted before its release. Ironically, WotC opted to increase the page count of its Adventure Path modules immediately after Deep Horizon — both Lord of the Iron Fortress and Bastion of Broken Souls feature 48 pages).
A less systemic problem the potential DM should keep an eye on is the introduction of the desmodu: I’ve had several DMs tell me that their PCs were initially hostile toward the desmodu, due to the fact that they fall victim to a desmodu raiding party on their way down into the Underdark. (When faced with an unknown race of humanoids in D&D, I’ve found that players tend to assume the worst of anything that attacks them first.) Since the rest of the module assumes that the PCs will be, at the very least, neutral towards the desmodu, this has the potential to cause some problems.
Deep Horizon also has an annoying flaw: The PCs need to travel through the ruined drow city of Chael-Rekshaar in order to reach the Desmodu Enclave. No problem. But the map of the Desmodu Enclave also shows two passages leading off deeper into the Underdark. Problem: If the magma flow sealed off the desmodu, why are there still passages leading into the Underdark? Plus, the descriptive text implies that Chael-Rekshaar was just the nearest drow city involved in the war with the desmodu: But there’s nothing between Chael-Rekshaar and the surface. And the only way to get deeper into the Underdark from Chael-Rekshaar, according to the map, is through the desmodu enclave. So, unless the drow had a habit of living on the surface three hundred years ago, the whole premise doesn’t seem to make any sense.
(This is easily fixed, however: Move the passages leading deeper into the Underdark to Chael-Rekshaar. These passages would have been sealed by the magma – and were recently reopened, along with the passage to the surface, by the earthquake.)
CONCLUSION
Deep Horizon is a good module: The PCs are dropped into a complex power struggle, and are given the opportunity to save an entire race. This module can represent a launching point for the higher levels of your campaign – as your PCs begin to have a larger and broader impact on the development of the campaign world as a whole.
But Deep Horizon isn’t a great module, and that’s unfortunate: Because the potential was definitely there. And with another twelve pages or so it probably could have been delivered on.
That shouldn’t dissuade you from picking this one up, though – particularly if you’ve followed the Adventure Path series to this point. If you’re willing to take the time to expand the material found here – or even just keep on your toes when it comes to improvising — Deep Horizon presents a highly enjoyable gaming experience.
Style: 4
Substance: 3
Author: Skip Williams
Publisher: Wizards of the Coast
Line: D&D
Price: $9.95
ISBN: 0-7869-1855-1
Product Code: WTC11855
Pages: 32
Year Published: 2002
In my retrospective on my review of The Sunless Citadel, I talked about how Justin the Younger was still belaboring under the Plot is Adventure/Adventure is Plot paradigm. You can see the vestiges of this here, as I use it (incorrectly) as an explanation for why the scenario hooks for the Adventure Path modules were so poorly done. (The reality, of course, is that there’s nothing about prepping situations that requires threadbare scenario hooks. Quite the opposite.)
In reprinting these old RPGnet reviews, we’ve skipped ahead a bit with this one in order to release all the Adventure Path reviews together. This was actually one of the very last reviews I ever wrote for the site, appearing on the same day as a review of Atlas Games’ Backdrops. Two years later I would write a review of A Song of Ice and Fire, but these two RPG reviews were the true end of an era. (I never finished reviewing the Adventure Path series.) There were a number of reasons for this, the most prominent of which was that in 2002-03 I was spending a lot more time doing professional freelance work. I also lost my primary gaming group during this time as multiple members moved out of town. Shortly thereafter, I was knocked out of the industry in late 2003 by the post-D&D 3.5 collapse, during which most of the companies I had contracts with simply ceased to exist.
It was a rough time. And, at the time, it felt like I’d left RPGs for a long time. Looking back, though, I can see that in 2005 I both started the Alexandrian and took the first steps to getting a new regular gaming group. So it was just a couple years. And then, a couple years after that, I wrote the viral articles that transformed the site, launched my long-running Ptolus campaign, and started publishing RPG books again. Since then, my road has taken many unexpected turns, but I don’t feel as if the journey has ever been interrupted.
Hopefully the road ahead of us will be long and prosperous!
For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.