On Thursday nights I’ve been running Out of the Abyss with my Dungeons & Dragons group. Tonight a number of players weren’t able to make it, so I decided to run a little side adventure for the three players who were available, rather than advancing the main plot too much. Only one of the players is an evil character, but I was basically able to get get them all to make deals with a sea hag, Auntie Pong. It was a lot of fun trying to trick the players. One of the players was suggesting that the hag should be giving them cursed items, but my hunch was that she’d be more likely to give them things that she’d find amusing (like the cloak of displacement that looks like a frog onesie) or information that wouldn’t actually be very useful. But who knows, maybe the ‘croak of displacement’ will turn out to be cursed?
Warning: this post deals with the topic of slavery, and it also contains spoilers for Out of the Abyss.
The last few Thursday nights I’ve been running Out of the Abyss for our Dungeon’s & Dragons group. Out of the Abyss is set in the Underdark, an immense and labyrinthine network of caverns miles below the earth and deals with a number of sensitive themes, including madness and slavery.
The adventure starts off with the player characters imprisoned by drow slavers, waiting to be transported to Menzoberranzan. The first part of the adventure is occupied with escaping the drow outpost. I expect a lot of parties would just try to get as soon as possible, but my group decided to fight the drow, despite being hugely outnumbered. (The reason was because they wanted to get their items back, which seemed to have been confiscated when they were captured.) After a lot of drow had been killed and the remainder were cornered in a tower, the dwarf druid brought up the possibility of negotiating with the drow in order to get the items back, but there was disagreement about whether it was okay to negotiate with slavers.
After the party (including a number of non-player escapees) had left the outpost and headed out into the Underdark, they ran straight into a group of goblins transporting two slaves. (We had a couple of new players joining the game, so that’s who the two slaves were.) After a little negotiation, the party ended up fighting the goblins, and once they had killed the leader, the others ran away. However, they managed to figure out that the goblins were a family group (the leader was their mother) and that they may have been acquiring slaves for the drow because their leader knew the drow would take her children as slaves otherwise. (Evil, but complicated.)
Later on, when they discovered a member of the party (a character belonging to a player who could no longer join us) had been brutally murdered in his sleep they began to wonder whether some of their fellow prisoners might have been imprisoned for legitimate reasons. (They know that one member of the party stands accused of murder in Menzoberranzan.) Since they don’t know who killed their friend, they’ve tied up the two main suspects and are marching them through the Underdark. They’ve figured out that this is likely to make them look like slavers themselves. Perhaps next session we’ll find out whether that’s helpful or unhelpful?
On Wednesdays I’ve been posting a roundup of content related to D&D and other roleplaying games. It’s on Wednesday anymore, and that’s because I’m finding my Wednesdays a bit too busy. I’m going to have a go at posting on Thursdays instead.
This week I thought I’d focus specifically on Out of the Abyss, and adventure that was published about two years ago, which I’m going to start running for my group next week. I’ll probably keep adding to this as I find more content on nthe Underdark, demon lords, madness, the drow, mindflayers. I can guarantee that this will contain spoilers, so if you’re looking forward to playing Out of the Abyss, you have been warned!
For players and dunegon masters:
- ‘Out of the Abyss Walkthrough Poster’ Wizards of the Coast – Jason Thompson has illustrated a party of adventurers playing through Out of the Abyss. There are quite a few ideas here that could help you inject some humour into what could be a rather grim adventure.
- ‘The Insanity of the N.P.C.’ Dragon+ – some crowd-sourced nonplayer characters to incorporate into your Out of the Abyss adventure, with illustrations by Richard Whitters
- ‘Underdark Spell Components’ Dragon+ – player characters might find it hard to find the standard spell components in the Underdark, so here are some crowd-sourced alternatives
- ‘Unearthed Arcana: Fiendish Options’ Wizards of the Coast – this playtest package includes lists of spells that different kinds of demon cultists would be likely to have
- Tribality’s Out of the Abyss review – this review gives a pretty thorough overview of what’s in the adventure, as well as some thoughts about who this book is for and who should avoid it
- Power Score’s Out of the Abyss review – the assessment here is that the book provides a lot of interesting NPCs and dungeons, but also requires a lot of planning and note-taking for the dunegon master
- Power Score’s guide to Out of the Abyss – since Out of the Abyss requires a lot of notes to run, why not take advantage of these notes from Power Score?
- Elven Tower’s guide to Out of the Abyss – more notes for dungeon masters
- ‘A Guide to the Drow’ Power Score – more from Power Score? This blog just happens to publish a lot of great content, from across different editions of D&D. This article pulls together content about the dark elves of the Underdark.
- ‘Out of the Abyss Needs More Mind Flayers!’ reddit/DnDBehindTheScreen – a lot of folks (myself included) were surprised at how little mind flayers feature in the books, especially since they were used to promote the story! This thread has some suggestions about how to involve them more in your own adventure.
- ‘Mind Flayers Revisited’ The Monsters Know What They’re Doing – this post suggests that mind flayers as they are presented in 5th edition D&D don’t have the kind of stats and abilities that would allow them to achieve any of their schemes. It suggests some simple modifications that should make them a greater challenge.
- ‘Survival Days’ Charm Person – Out of the Abyss involves a lot of walking through tunnels, often for weeks at a time. The published adventure presumes that characters will be foraging for food each day, which sounds tedious. This article looks at an alternative from the Dark Sun campaign setting.
- ‘More Fungi for the Underdark’ Charm Person
- ‘The Mock Dragon Turtle’, ‘Virnig the Dracopillar’, ‘The Similodon Cat’, Charm Person – here we have some encounters based on scenes and characters from Alice’s Adventures in Wonderland, which could be added to your Out of the Abyss adventure
- ‘The Duchess’ Charm Person – another encounter based on Alice’s Adventures in Wonderland, which allows you to incorporate Malcanthet, the demon lord of succubi, into your Out of the Abyss adventure
- ‘Alternative Indefinite Madness Table’ reddit/DnDBehindTheScreen – here’s a madness table that will give your players some serious drawbacks
- ‘NPC Companion System Idea’ Giant in the Playground – this forum post is about a system for simplifying NPC party members – because you’ll probably have a lot of them to manage if you run this adventure
Here are some creatures I’ve drawn recently, which you might expect to find in the Under dark – a quaggoth, a kuo-toa, a myconid, a rust monster and a grick:
Warning: this post might contain spoilers from Lost Mine of Phandelver, In Volo’s Wake and Out of the Abyss.
I’ve recently been running a regular 5th edition D&D group at Games Laboratory on Wednesday nights. We started out with In Volo’s Wake, a six-part adventure that was released digitally at the same time as Volo’s Guide to Monsters. However, the adventure paths offered in In Volo’s Wake are pretty linear, so I worked out some ways to incorporate some of the side plots from Lost Mine of Phandelver (which is set in the same area, around the town of Phandalin) and a couple of the dungeons from Tales from the Yawning Portal (which I haven’t used yet, so won’t talk about here). I also did a survey of my players to find out what kind of locations, villains and monsters they were interested in, which gave me the sense that we could start Out of the Abyss once we’d finished all of the In Volo’s Wake quests.
Two weeks ago, the party travelled to Old Owl Well, looking for Master Aumaro, who was investigating the yuan-ti cult at a quarry nearby. I decided to include the red wizard who is at Old Owl Well in Lost Mine of Phandelver with his zombie minions. The party destroyed most of his zombies (besides two that they pushed into the well) but the wizard ended up casting misty step to escape.
At our most recent session I had the orchardist Daran Edermath approach the party in Phandalin and ask them if they could find out what the Red Wizard is looking for at Old Owl Well. They found out that he was looking for ancient magical knowledge from the fallen Netheril Empire. He asked the party to accompany him down the well, but they killed him instead, and then descended into the well.
They wound a steep stairway going deep into the earth. On the walls of the stairway were bas reliefs of elves and giant snakes descending into the earth, possibly connecting the Netheril Empire to the secret, hidden knowledge of the yuan-ti that the party had encountered in the previous session. Eventually they came to a place where the stairs dropped off in to a great fissure with a building in the middle – the Lost Tomb of Khaem from Out of the Abyss. So we now have one location where the party could begin to explore the Underdark if they wish to go in that direction.