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<blockquote data-quote="trancejeremy" data-source="post: 2008944" data-attributes="member: 924"><p>This is one of WOTC's adventure path modules, 1 of 8 or so designed to raise a party from level 1 to 20. This one in particular is designed for 13th level characters, and to raise them to 15th at the end.</p><p></p><p>This module is supposed to be fairly generic, but the premise requires that there is an 'Underdark' in the setting (that is, essentially a large network of caves and such where evil people live), and that it has drow elves. So, it's basically only useful for the Forgotten Realms and Greyhawk settings (or maybe your home brew world). </p><p></p><p>As stated, the basic premise is, after an earthquake in the players area, new caves have opened up. That is apparently supposed to be enough of a hook to get players to go spelunking, although a few other hooks are given to try to coerce players into exploring the caves.</p><p></p><p>Once into the caves, the players meet a long lost race of giant bat-humanoids, who have recently been freed by the earthquakes. It's up to the PCs to save them from destruction by various evil do-ers. Alas, no beautful bat-princess. </p><p></p><p>Saving the bat-people essentially involvings exploring and sacking a ruined drow city full of beholders and salamanders. Pretty straight-forward, though it is complicated by the fact that the bat-people have several different factions, some good, some no-so good. So there is some role-playing potential among the bat-people.</p><p></p><p>Besides the adventure locations, you get more than you really want to know about the bat-people, a couple new monsters, and a handful of new magic items, mostly bat-gizmos (perhaps a reference on the sly to Batman).</p><p></p><p>I really didn't like this. I guess it's a solid enough adventure, but I found the whole premise remarkably stupid. While I have nothing against bats (in fact, I used to have a fairly friendly bat that would hang around my dusk to dawn light and eat bugs - I would throw cat food to him and he'd swoop down and eat it), I don't find the concept of bat-people all that appealing. Not appealing enough to playr or run an adventure around saving them, anyway.</p><p></p><p>And it also suffers from WOTC's policy of making texture heavy maps - nice to look at (at least the originals), but when printed out, it's a blurry mess. The cover art features a bat, and so does much of the interior art. So if you are a bat lover, then the art is great. If not, it's pretty bland. </p><p></p><p>So, to sum up, if you (or your players) feel that you don't have enough bat people in your campaign, then perhaps this module is worth checking out. Or if you play in an underdark campaign, it might provide a decent amount of material. OTOH, if you aren't a bat or underdark lover, you should really give this one a pass.</p><p></p><p>I also have to say, this is quite a step backwards from the old module B4, The Lost City. Same basic premise, but that module gave you a most more interesting city to explore.</p></blockquote><p></p>
[QUOTE="trancejeremy, post: 2008944, member: 924"] This is one of WOTC's adventure path modules, 1 of 8 or so designed to raise a party from level 1 to 20. This one in particular is designed for 13th level characters, and to raise them to 15th at the end. This module is supposed to be fairly generic, but the premise requires that there is an 'Underdark' in the setting (that is, essentially a large network of caves and such where evil people live), and that it has drow elves. So, it's basically only useful for the Forgotten Realms and Greyhawk settings (or maybe your home brew world). As stated, the basic premise is, after an earthquake in the players area, new caves have opened up. That is apparently supposed to be enough of a hook to get players to go spelunking, although a few other hooks are given to try to coerce players into exploring the caves. Once into the caves, the players meet a long lost race of giant bat-humanoids, who have recently been freed by the earthquakes. It's up to the PCs to save them from destruction by various evil do-ers. Alas, no beautful bat-princess. Saving the bat-people essentially involvings exploring and sacking a ruined drow city full of beholders and salamanders. Pretty straight-forward, though it is complicated by the fact that the bat-people have several different factions, some good, some no-so good. So there is some role-playing potential among the bat-people. Besides the adventure locations, you get more than you really want to know about the bat-people, a couple new monsters, and a handful of new magic items, mostly bat-gizmos (perhaps a reference on the sly to Batman). I really didn't like this. I guess it's a solid enough adventure, but I found the whole premise remarkably stupid. While I have nothing against bats (in fact, I used to have a fairly friendly bat that would hang around my dusk to dawn light and eat bugs - I would throw cat food to him and he'd swoop down and eat it), I don't find the concept of bat-people all that appealing. Not appealing enough to playr or run an adventure around saving them, anyway. And it also suffers from WOTC's policy of making texture heavy maps - nice to look at (at least the originals), but when printed out, it's a blurry mess. The cover art features a bat, and so does much of the interior art. So if you are a bat lover, then the art is great. If not, it's pretty bland. So, to sum up, if you (or your players) feel that you don't have enough bat people in your campaign, then perhaps this module is worth checking out. Or if you play in an underdark campaign, it might provide a decent amount of material. OTOH, if you aren't a bat or underdark lover, you should really give this one a pass. I also have to say, this is quite a step backwards from the old module B4, The Lost City. Same basic premise, but that module gave you a most more interesting city to explore. [/QUOTE]
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