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Out of the Abyss

Out of the Abyss

The Underdark is a subterranean wonderland, a vast and twisted labyrinth where fear reigns. It is here that the dark elf Gromph Baenre, Archmage of Menzoberranzan, casts a foul spell meant to ignite a magical energy that suffuses the Underdark, and he tears open portals to the demonic Abyss in the process. What steps through surprises even him, and from that moment on, the insanity that pervades the Underdark escalates and threatens to shake the Forgotten Realms to its foundations. Stop the madness before it consumes you!

Authors: Christopher Perkins, Adam Lee, Richard Whitters

Game System

Dungeons & Dragons 5e

Release Date

9/15/2015

Themes

Eldritch Horror
Grimdark
Fantasy
Survival

Details

4-6 Players
100-150 Hours
30-60 Sessions
Levels 1-15

Out of the Abyss Reviews (10)

See what other Game Masters and players are saying about Out of the Abyss

DuChampion (JJ) avatar

DuChampion (JJ)

New review

Welcome to Out of the Abyss, where your players start as prisoners, immediately realize theyā€™re in over their heads, and spend the next several sessions running for their lives while the Underdark actively tries to kill them. Unlike most D&D adventures where heroes choose to go on a quest, this one throws them into a nightmare and says, ā€œGood luck surviving!ā€ The campaign is split into two halves: Escape the Underdark ā€“ Your party starts in drow chains, held in Velkynvelve, a prison outpost run by Mistress Ilvara, a sadistic drow priestess who really wants you dead or recaptured. The first act is all about finding a way out, dodging drow pursuers, and navigating the horrors of the Underdark. Return to the Underdark ā€“ If the party survives (big if), they discover the demon lords themselves have been unleashed, causing absolute chaos. Now the group must plunge back into the darkness and find a way to stop massive reality-breaking entities like Demogorgon, Zuggtmoy, and Juiblex from ruining everything. Pros: āœ” The opening is INTENSEā€”nothing like starting in a death trap to get the party invested. āœ” The Underdark feels like a true alien worldā€”youā€™ll encounter mad gnomes, two-headed giants, mushroom people, and worse. āœ” Demon Lords are terrifyingā€”each one brings a unique horror element, and the moment Demogorgon shows up, players realize they are WAY out of their depth. āœ” Tons of cool NPCsā€”some of your fellow prisoners are hilarious, tragic, or just straight-up weird. Cons: āœ˜ The first half can feel like survival horrorā€”food, water, and resources actually matter, which some groups hate. āœ˜ There is a LOT of travelā€”the Underdark is huge, and the game sometimes turns into an extended road trip with occasional demon-induced hallucinations. āœ˜ The second half is a little looseā€”the ā€œgo fix the Underdarkā€ portion relies heavily on DM creativity to keep the momentum going. āœ˜ The Demon Lords are NOT balanced fightsā€”if your players expect to win a straight-up battle against Demogorgon, tell them to start rolling new characters now. Final Verdict: If your party loves survival horror, weird Underdark lore, and the creeping realization that they are ants in a cosmic demon war, Out of the Abyss delivers hard. If they just wanted to fight goblins and collect loot, they are about to have the worst time of their lives. 9/10 ā€“ You Are Not Prepared.

Game Master Teague avatar

Game Master Teague

New review

A fun romp in the Underdark. The story is a bit convoluted and needs homebrew additions from the Game Master.

Belle avatar

Belle

New review

Ran 152 sessions

This is probably my favorite campaign to run. It can easily fit anything from a super crunchy table looking for intense survival and combat encounters to a sillier lighthearted group looking to meet all the strange denizens of the underdark (and try to adopt every npc along the way).

Gabe avatar

Gabe

New review

Out of the Abyss is an ambitious and atmospheric D&D campaign that throws players into the depths of the Underdark, a nightmarish and alien world teeming with danger. The concept is fantasticā€”the party starts as prisoners and must survive, escape, and navigate a realm of madness, all while dealing with the consequences of a catastrophic magical disaster. However, while the setting and themes are compelling, the campaign's execution leaves a lot to be desired. What Works Well: šŸ”¹ The Underdark Feels Unique & Dangerous ā€“ This campaign nails the horror and mystery of the Underdark. Every city and faction feels distinct, and the landscape itself is as much of an enemy as the creatures lurking in the darkness. šŸ”¹ Strong Survival & Exploration Elements ā€“ Unlike most campaigns, Out of the Abyss forces players to scavenge for resources, navigate treacherous terrain, and constantly stay on their toes. If you enjoy gritty survival mechanics, this campaign delivers. šŸ”¹ Memorable NPCs & Factions ā€“ From deranged kuo-toa cultists to the drow of Menzoberranzan, thereā€™s no shortage of weird and fascinating encounters. The NPC companions, if used well, can add depth and tension to the story. šŸ”¹ Demon Lords as a Huge Threat ā€“ Having actual Demon Lords running wild in the Underdark is an epic concept. Encounters with Demogorgon, Zuggtmoy, and Graz'zt make the stakes feel massive, even if theyā€™re difficult to handle mechanically. Where It Falls Short: šŸ”ø Pacing Issues & an Unfocused Narrative ā€“ The campaign starts strong but loses direction fast. Players are thrust into a sandbox survival experience, which can be fantastic in the hands of an experienced DM but overwhelming and meandering if not carefully structured. šŸ”ø Too Many NPCs, Too Little Player Agency ā€“ The game gives a ton of NPCs right at the beginning, and while they add flavor, they can also steal the spotlight from the players. Managing them all can feel like a chore. šŸ”ø The Underdark Can Feel Repetitive ā€“ While the setting is immersive, the gameplay loop often boils down to travel, survive, deal with another Underdark faction, repeat. This can make it feel grindy and exhausting, especially for players who prefer a more structured narrative. šŸ”ø The Ending Feels Rushed & Unbalanced ā€“ After all the buildup of the Demon Lords, the final battle against them feels anticlimactic and rushed, with a forced resolution that doesnā€™t always satisfy player choices. My Experience Running It: I've found that Out of the Abyss can be an incredible campaign if the DM does a lot of heavy lifting to smooth out its rough edges. It requires extra planning to balance survival mechanics, refine the pacing, and keep the story engaging rather than letting it drift into endless wandering. While I love the dark and oppressive tone, Iā€™ve also seen players grow frustrated with the lack of clear direction in parts of the campaign. Final Verdict: Out of the Abyss is a great concept with uneven execution. The atmosphere, lore, and potential for horror storytelling are top-tier, but the pacing issues, lack of direction, and grindy middle section hold it back. With a dedicated DM willing to make adjustments, it can be an unforgettable campaign, but as written, it struggles to maintain momentum.

Darren avatar

Darren

New review

Ran 23 sessions

Out of the Abyss is one of Dungeons & Dragons 5Eā€™s most unique and challenging adventures, taking players from levels 1-15 as they escape captivity in the Underdark, navigate its alien horrors, and ultimately confront rampaging Demon Lords in an all-out war for survival. This adventure mixes survival horror, open-ended exploration, and high-stakes cosmic horror, making it one of the most atmospheric and thrilling campaigns in 5Eā€”but its nonlinear design, overwhelming chaos, and abrupt tonal shifts require a skilled DM to manage effectively. The Good: āœ… A Gritty, Desperate Survival Story ā€“ The opening chapter is one of the best in 5E, as the players begin as prisoners of the drow, forced to escape and survive in the alien depths of the Underdark. āœ… A Rich, Thriving Underdark to Explore ā€“ Out of the Abyss makes the Underdark feel alive, with unique locations like Gracklstugh (the duergar city), Neverlight Grove (a fungal nightmare), and Blingdenstone (a crumbling gnome stronghold). Each location has its own politics, dangers, and mysteries. āœ… A True Sandbox of Player Freedom ā€“ After escaping captivity, players can go anywhere, encountering madness-infused settlements, corrupted rulers, and cults devoted to demon lords. Itā€™s one of the most player-driven campaigns in 5E. āœ… Memorable NPCs & Allies ā€“ The other prisoners from the drow stronghold include a noble orc, a kuo-toa zealot, a myconid philosopher, and an insane deep gnome, all of whom can develop deep bonds with the playersā€”or meet tragic ends. āœ… The Madness & Horror Are Fantastic ā€“ The Underdark is infected with demonic corruption, causing NPCs and even the players to suffer from insanity, paranoia, and visions. This gives the campaign a constant feeling of dread and unease. āœ… The Demon Lords Are Incredibly Thematic & Memorable ā€“ Players witness (or accidentally trigger) world-shaking events involving famous Demon Lords like Demogorgon, Zuggtmoy, Juiblex, and Baphometā€”each with their own terrifying lairs and influence over the Underdark. āœ… The Final Battle Is Absolutely Insane ā€“ The climax pits the players against multiple Demon Lords at once, turning the Underdark into a chaotic, reality-warping warzone. Itā€™s one of the most cinematic finales in D&D 5E. The Not-So-Good: āŒ The Open-Ended Structure Can Be Overwhelming ā€“ While freedom is great, Out of the Abyss provides little direction, which can leave players unsure what to do and DMs struggling to keep momentum going. āŒ Pacing Issues & Abrupt Tone Shifts ā€“ The survival horror of the first half contrasts heavily with the cosmic, high-level madness of the second half. Some groups love the shift, but others may feel disconnected from their initial goals. āŒ The Madness Mechanic Can Be Too Harsh ā€“ While madness effects add to the horror, some of the mechanics make roleplaying difficult, as players randomly lose control of their characters. DMs may want to tweak the rules for balance. āŒ Demon Lords Feel Underused Until the End ā€“ Despite being a huge part of the campaign, the Demon Lords donā€™t directly interact with the players much until the final chapters. They loom over the adventure, but their presence often feels distant. āŒ The Second Half Feels Less Developed Than the First ā€“ The opening chapters (escaping the Underdark and surviving) are fantastic, but the later sections feel rushed, with less depth in the faction warfare and final battle than players may expect. āŒ New Players May Feel Lost ā€“ Because the campaign is so open-ended, newer players may struggle to know where to go or what their goal is beyond just surviving. It takes a proactive group to make the most of the Underdarkā€™s sandbox. Final Verdict: Out of the Abyss delivers one of the most immersive and unique adventures in 5E, blending survival horror, cosmic madness, and open-ended exploration into a thrilling, high-stakes campaign. However, its loose structure, abrupt tonal shifts, and overwhelming number of choices mean that it works best for experienced DMs and players who enjoy improvisation and deep world exploration. If you want a dark, high-stakes campaign set in a terrifying and chaotic world, Out of the Abyss is a must-play. But if your group prefers structured narratives and clear direction, it may be a frustrating experience.

David | The avidDM avatar

David | The avidDM

Ran 35 sessions

This is a solid campaign with a classic start and an epic finale. Groups immediately bond after starting in captivity and those that stay together and persevere have a chance to save the rest of the world. There is beauty to be found in the natural world, but the ways of the Underdark are strange and terrifying. I held off on the 5th star due to some of the content being dated, and it was a little long in the tooth. It takes about a year to play through this one. If you're a fan of the Underdark and you know who Drizzt is, this one is a must for you.

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