It took me longer than I expected, as it was a busier and more stressful weekend than I expected, but before going to bed last night, I finished Out of the Abyss, an early 5e campaign that has a mixed reputation: it's considered a good narrative, a good campaign, but not really a very well organized book, and one that requires more work than one would expect to actually run. I read at least some of the book; maybe all of it, although I don't remember now, about eight years ago, although it wasn't even new then having first been published eleven years ago next week, I think. By this point, most of those earlier 5e campaigns are sadly out of print, and can only be picked up digitally. This is especially difficult for ones like Ghosts of Saltmarsh which you simply cannot find in physical book copy at a reasonable price anywhere, if you can find it at all. Out of the Abyss you can at least buy at about the same price as the cover price. After the last campaign, Princes of the Apocalypse was a reworking of a classic adventure from the 80s ("Temple of Elemental Evil") it was nice to see this one being an original. But, I kind of agree that as much as the gist of the campaign was a pretty cool idea, there are a number of things that I didn't like about it. I know it's easier to focus on the negative, and maybe that's a personality flaw of mine anyway, but let me, before I dive into all that, try and caveat this as saying that I rather liked the book, more so than Tyranny of Dragons or Princes of the Apocalypse, but I'm focusing on specifically things that I would change.
First, I think certain elements of the organization of the campaign is legitimate to complain about. The main conflict is the arrival of the demon lords (some of them anyway) in the Underdark, but we don't even get a solid understanding as a GM of what's going on until halfway through the book. Lacking some kind of introductory chapter, or at least a few pages where the campaign is summarized for the GM up front made for somewhat difficult reading, and I can see exactly why people suggest that it's difficult to run, and difficult to prepare for, and GMs need to read it at least twice just to understand how to run it, because you're given very little clarity on what's going on until it resolves. The kick-off event that starts the whole thing was published in a novel and if you didn't read it (which I did not) then it gives you nothing until more than halfway through the book to explain what the context is of anything at all that's happening. That's fine for players, but kind of rough for GM.
Another structural complaint which I think it definitely legit is that there are way too many NPCs who are sidekicks to the party, and actually keeping them straight, coming up with a unique enough roleplaying voice for them that they have some personality, and even just managing them mechanically is a huge headache. The NPCs don't have enough detail given to them to have much personality as written, so GMs will need to provide most of that on their own, which is fine, but its a bit onerous when there are so many. You'll inevitably focus on a few and leave the rest to be unremarkable and probably forgotten. And many times, the "hook" for an NPC is just mechanical. "What if there were a gelatinous cube that were sentient and wanted to tag along with the PCs?" Well... what if there was? What if there's a myconid "kid brother" who tagged along with the PCs? What if there were a quaggoth who were crazy and thought he was a curse elf prince? OK, the last one is actually something workable, but curiously, he's an easily forgettable NPC in terms of actually reading the campaign. In fact, I forgot about most of the NPCs most of the time except in the first chapter where they were introduced in about half of a column each, at most, or when they had a reason to be mentioned specifically again, like the pacificist kuo-toa monk being mentioned when you get to the kuo-toa village. Frankly, ideas like a "pacifist kuo-toa monk, deep gnome twins who are were-rats, and a sentient gelatinous cube" were more novelty value than deep more meaningful anyway.
Which brings me to my second problem; clashes and inconsistency with tone. Unlike most iterations of demons in D&D, the demons here, or even their presence kinda sorta nearby causes madness. This is a very Lovecraftian idea, that exposure to the demons like Cthulhu or even Elder Things causes you to make a Sanity check, and many NPCs nearby to fail it and become weird and crazy, and while I don't want to suggest that it is exactly like playing a Call of Cthulhu game in that respect, it does have some echoes of it, and the madness system, simplified and easy as it is creates much of that same ambience. Both the PCs and their NPC entourage are at pretty constant risk of going at least temporarily insane, requiring the use of either lots of restoration spells, or dealing with the consequences of a failed "sanity check", at least for a few rounds or two, which can be a big deal in combat. Chris Perkins, who was the lead editor, called Out of the Abyss "D&D on hard mode". So far so good, right? That's a solid bit of theming, and one that's right up my alley.
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| Prince of Demons, on his home layer of the Abyss |
But Chris Perkins also thought that the Underdark was like Alice in Wonderland, and was very proud of noticing that, mentioning it several times in interviews, and even in a brief forward to the book. References to Lewis Carroll were scattered all throughout the book, including a "white rabbit" character that you were supposed to chase, who said something to the effect of "I'm late! I'm late! For a very important date!" as you did, mushrooms that made you bigger or smaller, lots of explicit references to "The Jabberwocky". This stuff took the Lovecraftian horror and added to it a strong dose of whimsy and silliness that is really baked right in to the game. Almost the entirety of the time spent with the oddly friendly myconids has them giving off Alice in Wonderland vibes; they're weird for the sake of being weird, but also whimsical and the only threat there is that the demon lord (lady?) of mushrooms wants to "marry" a gigantic sentient fungus, and you can actually meet her working on her mushroom wedding dress. When you come back later in the game, it's somewhat more serious, but this mismatch of horror alongside silliness and whimsy characterizes the whole adventure. Maybe that's not a problem per se, but it's not something that I particularly liked, and I thought that leaning in to the Underdark being "Wonderland" where normal little girls like Alice just get annoyed by crazy characters who act silly rather than sensible was not a direction that I cared to lean in to. Perkins said in another interview that he actually talked to R. A. Salvatore in preparation for this multimedia tie-in event (Salvatore wrote the novel that kicked it off, as mentioned above) and asked him if he had deliberately leaned in to those themes when he created the modern interpretation of the Underdark in the Dark Elf trilogy, the prequel trilogy to the Icewind Dale trilogy. He said no, but he could see the appeal of making the comparison. So that's all Perkins pushing that, not Salvatore, nor anyone else who created the predecessors to what Salvatore did. (I'm actually quite pleased that I recently read the Dark Elf trilogy again less than a year ago. Good timing!) More to the point, although not well described at the time, Gygax probably came up with the idea of the Underdark more directly from Lovecraft, specifically the underground parts of "The DreamQuest of Unknown Kadath" and the story that he ghost-wrote for Zealia Bishop, "The Mound." That's the vibe that the Underdark was "supposed" to have. And frankly, the Underdark of the Dark Elf Trilogy isn't nearly as Wonderland-like as Chris Perkins is making it out to be.
As an aside, resist the urge to reorder books. You can buy omnibus versions of a lot of Salvatore's series; I bought the omnibus version myself of the Dark Elf trilogy, and would have bought the Omnibus version of the Icewind Dale trilogy if I didn't still have pretty solid paperback copies that bought back in the late 80s or early 90s when they were pretty new. But just because it takes place chronologically before the Icewind Dale trilogy, it doesn't make sense to read them in that order. That was a prequel, and without the context of having already read the original trilogy, the prequel trilogy doesn't make as much sense. I think people forget what prequel actually means. It's been around long enough that people forget that it's a "clever" neologism; taking the word sequel which means of course a subsequent work that follows an earlier work, but changing the first couple of letters to indicate that it takes place earlier. It was published later of course, and reading books in publication order, unless they've been heavily edited to facilitate reading the in the new order. Reject the new ordering. The Dark Elf trilogy is not the first three books of the Driz'zt saga. It's the second three books.
To add to the tone challenges, the art, while often quite good, is sometimes also very cartoonish, especially of the NPCs. I'm not going to include any of it, because it's readily viewable online, but I really like some of it, and I really dislike some of it... or rather, I think that it encourages the whimsical silliness when it needs to be leaning more into the cosmic horror. NPCs who look like cartoons next to demon lords who look... well, more savage and alien then they have ever looked previously, is a weird juxtaposition, and once again, there's a kind of mismatch between the tone that the demonic incursion is meant to invoke vs the tone that the Underdark normally invokes. But the Underdark was literally pioneered by H. P. Lovecraft, most especially in "The Mound" where K'n-yan, the upper level, is most like the land of the drow and the Underdark as its usually known, Yoth below that was once the abode of the now extinct Serpent-men, and N'kai below that is pitch black, and apparently where Tsathoggua-worshipping shoggoths now roam, sealed off in panic by the K'nyanians. In "The DreamQuest of Unknown Kadath" the first layer is the Twilight Realm of the Gugs, with gigantic Cyclopean architecture, including the Tower of Koth, which is a staircase leading to the surface in the Enchanted Wood. Below that is the Abyss of the Ghasts and the Kingdom of the Ghouls. The darker, savage tone of the demon lords absolutely applies to the Underdark too, or at least it should.
The Underdark was probably invented as a D&D concept in the Against the Giants series by Gary Gygax himself, when after fighting giants for a while you find out the drow are secretly the mastermind villains of the adventures. The D-series trilogy was much more explicitly set in the proto-Underdark, and kind of late 1e AD&D's Dungeoneer's Survival Guide is the first really explicit source, and coined the name Underdark. 2e AD&D had some source material, including a modular campaign, Night Below, a number of drow products, and of course the Driz'zt Dark Elf trilogy, which largely spawned the D&D sourcebooks.
3e had a book called Underdark, although it was part of the Forgotten Realms line specifically, but it also had Drow of the Underdark which was mostly campaign neutral, but implicitly was a Greyhawk setting, and instead of Menzoberranzan we had Erelhei-Cinlu and the Vault of the Drow. 4e's Underdark was explicitly part of the Nentir Vale setting, although the very late Menzoberranzan: City of Intrigue book was specifically Forgotten Realms. 5e, of course, has mostly pretended like Forgotten Realms is just D&D, and done relatively little to support, or even admit that other settings exist, until very recently. I know that that's an exaggeration, but don't argue with me on that; I like looking at high level patterns and generalities, and pedantic nit-picking does not impress me.
Anyway, I think the older Underdark is a tone that works much better for me, but there you have it.
Finally, at least in terms of things to "complain" about, the finale where you are basically spectators to the Rumble in the Underdark between the demon lords and then you fight a weakened Demogorgon was pretty weak-sauce, especially considering that you fight an unweakened (well, sorta) Demogorgon at the finale of Savage Tide. There's a lot of potential weirdness; Juiblex and Zuggtmoy might have already had their rumble together, and you only had to fight a weakened Juiblex afterwards, and Yeenoghu and Baphomet might have had their rumble together previously too. And, of course, Orcus shows up out of nowhere, and other than one off-hand reference from some mind flayer, you might not have ever suspected that he's supposed to be here in the Underdark at all. Chris Perkins calls this a "plot seed"; I call that gas-lighting. They either never developed it, or cut it for space. There's art for it, but it was in a totally different book that didn't even reference it... except in that piece of art. In general, I feel like the finale was altogether kind of confused, chaotic (not in a good way... I know, demons) and a little bit underwhelming.
UPDATE: There is a small mini-adventure published by a 3pp that fleshes this out in about 15 pages or so. I ran down a copy; I'll read it too in a little bit and see if I think it better fleshes out the narrative or not.
Ultimately, the bigger questions are would I use this material, and can I combine it with other Underdark material that I have, like the recently read
Second Darkness adventure path? (And I should point out that
Second Darkness was significantly less Underdark focused than I would have liked.)
I think actually that I'd need to combine them, and maybe with some other Underdark material too. Second Darkness really only has two modules (of six) that take place in the Underdark, and one of those is one that is hard to adapt, because you're posing as servants in a drow household. Out of the Abyss has too much of the wrong tone; funky and friendly cartoon-like mushroom people, deep gnomes, and whatnot. When I check out stuff related to Paizo's 1e Darklands stuff, it feels much more like what I want, but there simply aren't enough adventures that feature it. (That video is quite long, by the way. Don't click on it unless you want to spend a good hour and a half going through it.) Ultimately, if I do a massive Underworld campaign in some kind of Old Night version of the Underworld or the Underdark, or the Darklands, or whatever you want to call it, I can borrow a few elements from these two works, but I can't do it as is. I'll need more material.
Given that, I'm not going to move on to the next 5e campaign (Curse of Strahd) anytime too soon. I'm going to focus on some third party campaigns, including Kobold Press's Empire of Ghouls, the next Sandy Petersen Cthulhu Mythos Saga, and... well, we'll see from there. While I do have, and have had for some time now, the aspiration to create a campaign 5x5 Front focused on the Underworld, or whatever you want to call a more generic version of "the Underdark"—but ultimately, I'll probably have to create most of it myself. Despite the Underdark being such an iconic D&D setting, there's not much going on there that I feel that I can use. Out of the Abyss shows how it could be done, but then kinda goes the wrong direction with it.