5 out of 5 rating for Out of the Abyss (sandbox GM review)
90% (A-)
Out of the Abyss is a fantastic pull-no-punches epic adventure, with evocative writing, colorful NPCs, and brilliantly detailed Underdark setting. The only drawback is weak organization that will have you developing a bit of Abyssal madness flipping about trying to remember where you saw an NPC's name or which section had that random encounter table you need. It requires the DMG and Monster Manual, and I would personally recommend new GMs get some experience under their belt before running this one. For a seasoned GM and dedicated players? It's a treasure trove of awesome!
SPOILER ALERTS
I purchased Out of the Abyss with the intention to adapt it for an Underdark sandbox-style campaign based on the old AD&D boxed set Night Below. And man, I am happy that I did. Steve Kenson, the lead designer, knocked it out of the park with the encounter tables and the evocative descriptions of the various micro-regions in the Underdark.
That said, it desperately needs a few pages of introduction and possibly an index to a help a harried GM keep track of all the moving parts. Here's my break-down of the adventure (17 chapters & 4 appendices) for sandbox GMs like me looking for an Underdark adventure setting...
CHAPTERS
1. Prisoners of the Drow: About 1/2 the chapter is description of Velkynvelve, a drow outpost where slaves are held prior to transport to Menzoberranzan. Velkynvelve could easily be used by a sandbox GM.
2. Into the Darkness: Very useful generic Underdark encounter/terrain tables, fungi descriptions, adaptable rules about being pursued thru the Underdark (by drow), and 4 encounters you can place pretty much wherever you want (The Silken Paths, Hook Horror Hunt, The Oozing Temple, and Lost Tomb of Khaem).
3. The Darklake: Evocative Underdark aquifer with encounter/terrain tables and a interesting little kuo-toa settlement called Sloobludop.
4. Gracklstugh: Well-detailed duergar "City of Blades" with encounter tables, NPCs & intrigues, notes on duergar culture, district-by-district descriptions, and Whorlstone Tunnels dungeon inhabited by derro cultists.
5. Neverlight Grove: A myconid community under corrupting influence, with encounter tables, and a mini-dungeon leading to the lair Zuggtmoy has carved out for herself in the Underdark.
6. Blingdenstone: A svirfneblin (deep gnome) settlement, with encounter tables, interesting NPCs with tons of side quests, district-by-district descriptions, and a nasty dungeon called The Pudding Court.
7. Escape from the Underdark: Pretty much ignore this chapter, unless you need a good Underdark Chase complications table.
8. Audience in Gauntlgrym: Pretty much ignore this chapter.
9. Mantol-Derith: Weak chapter. A neutral Underdark trading outpost, with some loosely sketched out NPCs, area descriptions, and an overall sense of an opportunity for intrigue that was missed. I actually found the way Mantol-Derith was used in the D&D Next playtest adventure "Return to Blingdenstone" to be much better.
10. Descent into the Depths: Interesting ideas about running a party with a large number of followers thru the Underdark, with random events tables, downtime activity for establishing Underdark outposts, and a lot about what's been happening about various Underdark regions after certain PC actions. Some hidden gems in here, but surrounded by a lot of stuff that sandbox GMs won't have any interest in.
11. Gravenhollow: An ancient stone giant library that's very very evocative. However, about half this chapter deals with visions of things relating to the Demon Lords, so be prepared to do some work to fit it into your sandbox game.
12. The Tower of Vengeance: Pretty much ignore this chapter. Potentially you could adapt it into some kind of solitary drow archmage's stronghold, but there isn't much in the way of area descriptions so you'd be doing a lot of the heavy lifting yourself.
13. The Wormwrithings: Here we go! Back to sandbox stuff! Old caverns carved by a purple worm, with encounter tables, and several mini-dungeons (Troglodyte Lair, Purple Worm Nursery, and The Vast Oblivium - lair of a beholder).
14. The Labyrinth: A mess of tunnels with an encounters table and a whole bunch of 1-page dungeons (Adamantine Tower, Spiral of the Horned King, Filthriddens, Modron March to Nowhere, Yeenoghu's Hut, Gallery of Petrified Angels), all organized around a damaged Machine Engine emitting bizarre magical effects.
15. Menzoberranzan: The famous drow "City of Spiders" described in solid detail, with potential points of entry, district-by-district descriptions with a ton of encounter tables, interesting tidbits about drow culture, and a quasi 1-page dungeon of the Tower Sorcerer & Gromph's Sanctum.
16. The Fetid Wedding: An interesting scenario with Zuggtmoy marrying a giant sentient fungus called Araumycos, complete with encounter tables, a few area descriptions, and a fight with Jubilex. You could strip it down just to the Araumycos caverns setting for a sandbox game. Or ignore the chapter.
17. Against the Demon Lords: Pretty much ignore this chapter.
APPENDICES
Appendix A: Modifying Backgrounds: It's alright, nothing special.
Appendix B: Magic Items: Same, nothing special here. A cloak of elvenkind by another name (when they already have a sidebar for drowcraft items), a piwafwi of fire resistance (instead of, you know, a ring of fire resistance...because piwafwi is fun to say?), a spell gem which is basically the same as a spell scroll, an intelligent sunblade, and a stonespeaker crystal (that speaks with everything but stones!) are the mediocre or redundant items described here. The Wand of Viscid Globs is the one interesting item.
Appendix C: Creatures: Full of awesome in the CR 1-4 range! As a DM running an Underdark sandbox, I would have liked even more Underdark monsters of higher CRs, but space limitations I suppose.
Appendix D: Demon Lords: Wow! Some very cool 2-page writeups of Baphomet, Demogorgon, Fraz-Urb'luu, Graz'zt, Jubilex, Orcus, Yeenoghu, and Zuggtmoy! Personally it seems a touch excessive, and I'd have preferred more monsters for my sandboxing, but maybe our sandbox group will get use out of Zuggtmoy, who knows!
Afterword: A collection of concept art that is a wonderful touch and closer.
Final Word: I'd say sandbox DMs looking for an Underdark sourcebook can definitely use 60% of the material straight out of the book with little to no work. Another 20-25% looks potentially useful but would require moderate to heavy work to adapt it for a game not set in the Forgotten Realms around the Rage of Demons premise. And maybe 15-20% is not useful at all to sandbox DMs. All in all, I'm happy with my purchase, enjoyed seeing some innovative design alongside old school exploration, vivid settings, and colorful NPCs. Definitely worth checking out!