Minggu, 05 Januari 2014

[B863.Ebook] PDF Ebook Out of the Abyss (D&D Accessory), by Wizards RPG Team

PDF Ebook Out of the Abyss (D&D Accessory), by Wizards RPG Team

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Out of the Abyss (D&D Accessory), by Wizards RPG Team

Out of the Abyss (D&D Accessory), by Wizards RPG Team



Out of the Abyss (D&D Accessory), by Wizards RPG Team

PDF Ebook Out of the Abyss (D&D Accessory), by Wizards RPG Team

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Out of the Abyss (D&D Accessory), by Wizards RPG Team

Dare to descend into the Underdark in this adventure for the world’s greatest roleplaying game
 
The Underdark is a subterranean wonderland, a vast and twisted labyrinth where fear reigns. It is the home of horrific monsters that have never seen the light of day. 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 tears open portals to the demonic Abyss. 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!
 
A Dungeons & Dragons® adventure for characters of levels 1–15

  • Sales Rank: #6311 in Books
  • Brand: Wizards of the Coast
  • Published on: 2015-09-15
  • Released on: 2015-09-15
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.14" h x .67" w x 8.58" l, 2.00 pounds
  • Binding: Hardcover
  • 256 pages
Features
  • hardcover
  • Age range: 12 and up / Number of players: 2 to 5
  • Manufacturer: Wizards of the Coast

Most helpful customer reviews

70 of 74 people found the following review helpful.
this adventure is like a complex machine with many gears (which must be ...
By Mago Barca
I've only read through half the book, but already I can tell you some very important information. I'll try not spoil anything except for how the charcters start the adventure. The MOST important thing to realize about this adventure is that the mechanics are quite complex. DMs must keep track of many "conditions" which are not normally of high importance. Examples include: Drow level of pursuit throughout the first 6 chapters, levels of character insanity, dozens of important NPCs (and their actions), levels of exhaustion. There are many random encounter tables and many set encounters which require A LOT of pre-planning. For example, if you don't pre-plan, you will be turning pages to find many different tables and stat blocks in the middle of an encounter which would break the game flow. A DM will probably need to create a special DM screen to deal with all these potential situations. To use an analogy, this adventure is like a complex machine with many gears (which must be oiled) and many moving parts. It is NOT for new DMs. However, if a DM is willing to do all the hours of necessary "homework", this adventure is simply phenomenal!!

The characters start out as prisoners of the Drow with no equipment and have to escape their captors. Then the situation gets very "sandboxy" as the NPCs who are with the characters each want to go to different areas of the Underdark. The choices of where to head are up to the players What makes the adventure so great is the richness of the NPCs, and the variety of encounters. Some are heavy combat and some are role-playing and can be resolved in many creative ways. There are all sorts of decisions characters must make which have consequnces later on. The environments/encounters are extremely rich and some are truly bizarre (as would be appropriate for the Underdark).

In conclusion, a DM can't read a chapter an hour before the game and effectively run this adventure. DMs must really be willing to do the necessary prep work. But, if they are willing to invest the time, this adventure will provide months of fantastic entertainment as it takes the characters from 1st to 15th level.

30 of 33 people found the following review helpful.
Great campaign. Not for newbies.
By S. Thornton
Out of the Abyss is a fantastic campaign, but it isn't for everyone and requires an experienced group and seasoned DM to run it.

The first segment of the campaign features your party running away from pursuing drows through the Underdark. When/if you get away, you have to return for reasons I won't spoil. The plot is nice, the game is sandboxy enough to keep you going, and the initial chase mechanic has you constantly moving. So, if you were curious about whether or not the actual adventure is good, the answer to that is a resounding 'yes'. Not to break stuff down a little more.

The Environments

The Underdark is where the bulk the game will be taking place (if not all of it) and it is gloriously horrible. Gone are the days of the Underdark just being an underground metropolis with a different color scheme and 'just another dungeon'. It is a living realm, terrible, alien, and absolutely lethal to almost everyone. There is a damn good reason the bulk of the people who live in the Underdark are considered crazy or masochistic by outsiders, you find out quickly that you basically HAVE to be in order to survive this nightmarish landscape for an extended period of time. There are cities to explore as well as cavern systems (which the Underdark basically is, a continent sized cavern system) and each has a unique populace, features, and a hefty amount of NPCs. Given the amount of cities, NPCs, side quests, and the effects characters have on the relationship with each of these given their past actions. Keeping track of everything can be a major hassle for a new DM. Veterans? Better bust out with that note book while playing and have contingencies if things get bum-jumped fast for a planned encounter later on, like always. PCs rarely do what you plan on them doing after all. The good news is that OotA seems to take this into account. So while there is a lot of micro-management, it can indeed be easily managed. Overwhelming to a newbie, but thought out enough to get the job done to a veteran.

The exploring

Murder-hobos (the term used to describe PCs constantly killing anything and everything while out adventuring and never making a permanent home anywhere) will be met with a solid wall of obstruction in OotA. The adventure will deliberately have you encounter things where fighting is absolutely the worst option available. Running away and hoping that the monster trips while chasing you is preferable to standing your ground for combat in encounters all the way until the later aspects of the game. It makes you paranoid to attack anything really. Speaking of paranoia, madness effects are in full force and your party may survive the adventure only to be blithering idiots by the end of it who scream at their own feces for entertainment. Amusing enough while wearing epic gear and being able to one shot owl-bears.

So, yeah. I dig this adventure because it is more a horror campaign than anything else and D&D hasn't had a well-done horror campaign in many years. It isn't for everyone and the micro-management and having to think instead of fight your way out of a lot of encounters means this is a pass for newbie players and DMs, but if you get a good group of experienced folks it is a damn fine adventure.

19 of 20 people found the following review helpful.
Great Story, Poor Format, Challenging Gameplay.
By James Caldwell
Negative: The layout of the material is poor. In previous books, namely Princes of the Apocalypse (D&D Accessory), the first chapter was dedicated to using the book. It included a synopsis of the story, an explanation of the book's format and other general but useful information. Out of the Abyss simply drops you into the campaign and assumes that you know how to use the book which is frustrating. Consistency also seems to be an issue as the books format slightly changes the deeper into it you go. Physically my book was scratched and dented on arrival with the pages slightly warped into a wavy texture from what looks like humidity damage.

Positive: The cast of characters is robust and the environment is imaginative. With ease you will be able to pull your players into the Underdark and pit them against some of the fiercest creatures Wizards of the Coast has ever created. There are plenty of maps to keep your players visually satisfied and the NPC portraits are beautifully done. The balance of the material seems a bit heavy at first but as your characters progress you will find the campaign is meant to be challenging for both the players and the DM which is a plus for me.

Overall if you are a DM with enough time to properly prepare for this campaign then it is well worth your investment. If you are short on time however you might want to look into one of the two previous adventures. If you are simply looking for a book to add to your collection and refer to for ideas for your own home brew campaign this is also a great investment. It is so densely packed with information it borders on a setting source book.

See all 91 customer reviews...

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