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Deep Horizon (3e)

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Watermarked PDF
$9.95
$4.99
Description:

The Underdark Holds Many Secrets

A series of earthquakes and eruptions have rocked a normally placid land. Strange creatures sighted in the dark of night raise fears across the already disturbed countryside. As tales of a lost race that once warred with the drow begin to surface, only the boldest adventurers dare to descend into the shadowy darkness.

"Deep Horizon" is a stand-alone adventure for the DUNGEONS & DRAGONS® game. Designed to challenge 13th-level D&D® characters, it presents a long-forgotten civilization for heroes to discover and save, if they can.

To use this accessory, a Dungeon Master also needs the Player’s Handbook, the DUNGEON MASTER’S Guide, and the Monster Manual.


Product History

"Deep Horizon," by Skip Williams, was the sixth adventure path module published by Wizards of the Coast for 3rd edition Dungeons & Dragons. It is a solid, combat-heavy Underdark adventure that focuses on helping a troubled race of bat-people via both diplomacy and strength of arms.

Negotiations with a New Race. After an earthquake creates a fissure in the earth, exploration of the Underdark leads the player characters to discover an entirely new sentient race, the desmodu bat-people, smart and powerful warriors with a unique culture. The recent tremors have reopened the desmodu enclave to their enemies, and the bat-folk now need help defending themselves from a force of beholders and salamanders. Desmodu political factions clash with nearby power-groups in the Underdark, with PCs thrust into the middle; how the heroes respond might save or doom the desmodu race.

This adventure focuses on exploration and combat rather than politics and roleplaying, although there are some memorable opportunities for the latter that may lead to fun and challenging fights. It's worth noting that "Deep Horizon" is a straightforward module with tremendous potential for additional DM expansion and development. The adventure even includes a minor murder-mystery, although experienced players might identify the perpetrators more quickly than the villains would prefer.

Hook Them In. "Deep Horizon" follows old-school module design, in which the DM is given locations and set-ups, but is encouraged to develop and build out details to make the entire civilization come alive. An occasional complaint about the adventure is that the initial adventure hooks are less enticing than the fun, challenging adventure itself. DMs are encouraged to personalize and add robust adventure hooks to ensure the PCs' interest in the adventure.

Sixth of Eight.This 13th-level adventure is the sixth in the eight-module adventure path:

  1. The Sunless Citadel
  2. The Forge of Fury
  3. The Speaker in Dreams
  4. The Standing Stone
  5. Heart of Nightfang Spire
  6. Deep Horizon
  7. Lord of the Iron Fortress
  8. Bastion of Broken Souls

About the Creators. Skip Williams is one of the people who influenced and developed the original Dungeons & Dragons game and is the former Sage of Dragon Magazine's "Sage Advice" column. Joining TSR in 1976 and departing Wizards of the Coast in 2002, Williams masterminded the design and development of the 3rd edition Monster Manual.

About the Product Historian

History and commentary of this product was written by Kevin Kulp, game designer and admin of the independent D&D fansite ENWorld. Please feel free to mail corrections, comments, and additions to kevin.kulp@gmail.com.

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Product Information
Copper seller
Author(s)
Artist(s)
Pages
36
ISBN
0-7869-1855-1
Publisher Stock #
WTC11855
File Size:
1.98 MB
Format
Original electronic
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File Last Updated:
January 30, 2013
This title was added to our catalog on January 22, 2013.
Publisher Info
Wizards of the Coast
Wizards of the Coast
Publisher Average Rating