CapnZapp
Legend
Brycelynch gave a terrific review of the module, providing a lot of specific examples of what the review likes and dislikes.
Review link:
http://www.enworld.org/forum/showthread.php?467608-Out-of-the-Abyss&p=6699572#post6699572
It inspired me to start a thread, this thread, about not only pointing out weaknesses but for every such issue suggesting an actual ready-to-use improvement too!
Let me start by compiling and completing Brycelynch's points:
1. The drow guards are described as sleeping on mundane pallets.
Solution: Have them sleep in spiderweb hammocks instead, or maybe cocoon pods!
2. Members of the Brilliant Society are "dedicated to solving the problems of the underdark". Such as what specific problems?
Suggestions: "I am trying to map a new shorter path from A to B", "This next part of the road has crumbled, I am finding a detour", "I need to find the source of all these nightmares", "I am adding permanent lights to help travellers along well-used trails", "I am scouting out a suitable location for a chain of travellers inns, as it were", "I am looking for XYZ, a Beholder that I think I can use as a road construction worker", "I am planting patches of edible fungus every eight hours of travel to help travelers", "I am on a diplomatic mission to stop a war between X and Y from breaking out", and so on...
3. There needs to be more bizarre examples in each location of freaky stuff caused by madness than "psychotic rampage".
Such as people painting their houses/cavewalls translucent orange, or by regular races imitating beasts by living in cavern ceilings only, or by collecting disgusting creepy-crawlies in their homes and clothing, or by sending their children away in irrational directions, or by appeasing the gods by bacchanal matings with the deformed or the insane, or by old chestnuts such as wearing bird beak masks (tentacle masks?) or public self-flagellation (leechings?) or witch burnings (sink hole shovedowns).
4. Don't railroad the Oozing Temple.
Solution: Don't railroad the Oozing Temple. Seriously, describe the junction, and if the PCs don't investigate, simply add it some other time. It's okay for players that never explore to miss out entirely!
5. The characters don't know how hot on their heels the Drow are.
Suggestions: Let the PCs hear about rewards/threats being made that refer to them, if the Drow are getting closer. And nobody recognizing them if they're giving the Drow the slip. The Drow doesn't always need to be *behind* to be behind - let the PCs meet NPCs that tell you they met them an hour ago up ahead, and that they should go this other way instead. They could hear about NPC slavers capturing somebody that looks like a PC; I wonder why? Let the party stumble upon an isolated Drow scout to let them know they need to get the move on OR that the Drow doesn't have a clue of where they are (and have just sent out spies in all directions).
6. As the party are leaving he underdark they are attacked by the following drow who have caught up to them!
Don't. I fully agree with BryceLynch. Either save this for when the PCs deserve it, or drop it.
7. NPC factions mainly try to capture the PCs to enable the tired trope of "do this mission and you get your freedom".
Should be easy to fix, once you are aware of it and see it coming. PCs are easily motivated and revile getting their free will taken away. So approach them peacefully and offer money. Or goods. Or a free hour at the Pleasure House...(!) Or to take care of their "drow problem" for them, or even just delaying/misdirecting Mistress Ilvara a small bit. Or appeal to their common decency, and then not forcing them to make the decent choice. Even consider having no bad consequences for being not decent - this is the Underdark after all! This way, when other factions DO capture and go all "mission for your freedom" it feels different if not fresh.
8. ...
Feel free to complain IF YOU ALSO suggest at least one ready-to-go solution for your listed problem. Let's keep this thread positive and focused on fixing things
Review link:
http://www.enworld.org/forum/showthread.php?467608-Out-of-the-Abyss&p=6699572#post6699572
It inspired me to start a thread, this thread, about not only pointing out weaknesses but for every such issue suggesting an actual ready-to-use improvement too!

Let me start by compiling and completing Brycelynch's points:
1. The drow guards are described as sleeping on mundane pallets.
Solution: Have them sleep in spiderweb hammocks instead, or maybe cocoon pods!
2. Members of the Brilliant Society are "dedicated to solving the problems of the underdark". Such as what specific problems?
Suggestions: "I am trying to map a new shorter path from A to B", "This next part of the road has crumbled, I am finding a detour", "I need to find the source of all these nightmares", "I am adding permanent lights to help travellers along well-used trails", "I am scouting out a suitable location for a chain of travellers inns, as it were", "I am looking for XYZ, a Beholder that I think I can use as a road construction worker", "I am planting patches of edible fungus every eight hours of travel to help travelers", "I am on a diplomatic mission to stop a war between X and Y from breaking out", and so on...
3. There needs to be more bizarre examples in each location of freaky stuff caused by madness than "psychotic rampage".
Such as people painting their houses/cavewalls translucent orange, or by regular races imitating beasts by living in cavern ceilings only, or by collecting disgusting creepy-crawlies in their homes and clothing, or by sending their children away in irrational directions, or by appeasing the gods by bacchanal matings with the deformed or the insane, or by old chestnuts such as wearing bird beak masks (tentacle masks?) or public self-flagellation (leechings?) or witch burnings (sink hole shovedowns).
4. Don't railroad the Oozing Temple.
Solution: Don't railroad the Oozing Temple. Seriously, describe the junction, and if the PCs don't investigate, simply add it some other time. It's okay for players that never explore to miss out entirely!
5. The characters don't know how hot on their heels the Drow are.
Suggestions: Let the PCs hear about rewards/threats being made that refer to them, if the Drow are getting closer. And nobody recognizing them if they're giving the Drow the slip. The Drow doesn't always need to be *behind* to be behind - let the PCs meet NPCs that tell you they met them an hour ago up ahead, and that they should go this other way instead. They could hear about NPC slavers capturing somebody that looks like a PC; I wonder why? Let the party stumble upon an isolated Drow scout to let them know they need to get the move on OR that the Drow doesn't have a clue of where they are (and have just sent out spies in all directions).
6. As the party are leaving he underdark they are attacked by the following drow who have caught up to them!
Don't. I fully agree with BryceLynch. Either save this for when the PCs deserve it, or drop it.
7. NPC factions mainly try to capture the PCs to enable the tired trope of "do this mission and you get your freedom".
Should be easy to fix, once you are aware of it and see it coming. PCs are easily motivated and revile getting their free will taken away. So approach them peacefully and offer money. Or goods. Or a free hour at the Pleasure House...(!) Or to take care of their "drow problem" for them, or even just delaying/misdirecting Mistress Ilvara a small bit. Or appeal to their common decency, and then not forcing them to make the decent choice. Even consider having no bad consequences for being not decent - this is the Underdark after all! This way, when other factions DO capture and go all "mission for your freedom" it feels different if not fresh.
8. ...
Feel free to complain IF YOU ALSO suggest at least one ready-to-go solution for your listed problem. Let's keep this thread positive and focused on fixing things
