![]() Even with the plot being a little less freeform in the second half, players should still feel in control, especially if they are motivated to get to the exciting finale against Demogorgon. I felt like the second half asked the players to push through the adventure with a little less freedom, but the areas they are asked to explore are varied and the creatures they encounter will keep them entertained. The first half of the adventure did a great job giving the players options to figure out an escape and where to travel. Dungeon Masters are provided with lots of support to run each interesting location and really good set encounters are provided to bridge travel. That being said, this book provides more than just an adventure that links a bunch of Underdark encounters together. ![]() A first time Dungeon Master might have an easier time with Princes of the Apocalypse, as this is not an adventure that I would have been able to run well as a rookie with the high number of NPCs and madness rules needing to be run. The campaign also provides a good balance of colorful people and places against the backdrop of darkness and madness. Out of the Abyss is a flexible story driven campaign that balances the line between a linear plot with freedom for the party to go and explore areas and talk to people in the order they want. Its a very nice touch and very skillfully done. This book is grand in design, and the labor of love shows in the NPC's, which have a whimsical element to contrast the horror/demonic madness, that prevades the setting. Best part: Demons, lots of them and while they are given stats, the best survival chance is for the players to learn stealth, and escape. This and the fact that at the begining, in a very origial way, the players dont even need to know each other. As a DM I have the freedom to choose which encounters matter to my story. What I love about it is the simple plug and play, you have various locales that are interconnected, but not in a linear fashion. Besides the comparisons, this is probably going to be one of D&D's historic module series, akin to Vault of the Drow and Tomb of Horror. Many have compared this mod to games like Mask of Nyarlathotep and Horror on the Orient Express by Chaosium, both which have won major game design awards and which truly encapsulate adventure in a world going mad. The good folk of Green Ronin, who have partnered with Wizards to deliver the newest adventure series takes your characters from level 1 to level 15. Epic on scope, in setting, in combining two elements that I love: horror and fantasy. What can be said about Wizards' new epic adventure module? Epic. The Demon Lords are all pretty impressive, any one of them being worthy of being the final boss of a campaign, but I feel like the 16 pages dedicated just to them could have been better utilized adding more variety to the regular bestiary and magic items. The regular bestiary section is satisfactory, though they could have introduced a few more "new" underdark creature in addition to the variation on existing ones like duregar and myconids. My only complaint is that the book is very light on added system content, no new spells, no new races, half of the six new magic items are re-skins of existing ones. ![]() You don't have that feeling that "nobody would ever build something this arbitrarily convoluted" you get in more gamified dungeons. I also like the degree of complexity in the dungeons, they feel like they skew a bit more naturalistic/simple than the previous 5e modules which will make them work better with the theater of the mind assumptions of 5e. The randomly generated encounters really make the Underdark feel alive, I don't think players will be saying "oh its just a random encounter", they feel like they really mesh well with the main story. The NPCs are colourful and bizarre characters, they should work really well as allies or antagonists to the PCs, sometimes even both at the same time. I really like the campaign elements of this book.
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