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In the Abyss (2e)


Looking for a little extra jink and maybe some excitement? It seems the Doomguard lost track of their coveted ship of chaos. It's flying about the abyss, driving the local tanar'ri even more barmy than they already are. Several factions want to get their hands on the Doomguard's stake, so there's bound to be a few job offers for bloods looking for a little action.

Every sod's got a tale to tell about the abyss—it's the sinkhole of the multiverse, after all, peopled with every kind of scum a body can imagine and a few he can't. Never been there? Well, there's no time like the present.

"In the Abyss" is a Planescape adventure for a party of four to six characters of levels 8 to 10. A simple errand to salvage the lost ship of chaos allows the player characters their first opportunity to explore the most notorious plane of them all. Of course, complications are as inevitable as the tanar'ri!

The Planescape Campaign Setting and Planes of Chaos boxed sets, as well as the Planescape Monstrous Compendium Appendix, are required to run this adventure.

Product History

"In the Abyss", by Skip Williams, is the second adventure for Planescape. It was published in November 1994.

Continuing the Planescape Series. TSR published a variety of titles for Planescape in 1994, including the original Planescape Campaign Setting (1994), a setting supplement, and a Monstrous Compendium. However by the end of the year, they'd settled down to adventures. "In the Abyss" was Planescape's second standalone adventure, following "The Eternal Boundary" (1994) and an adventure anthology, The Well of Worlds (1994).

Of all the adventures from 1994, "In the Abyss" was the most tightly connected to the rest of the line, because it required both Planes of Chaos (1994) and the Planescape Monstrous Compendium Appendix (1994) to play. It was also the most closely tied to underlying themes of the line.

Adventure Tropes. "In the Abyss" follows much the same pattern as "The Eternal Boundary". It starts out in Sigil, and then the players travel to another plane for adventure — in this case, the eponymous Abyss. The actual adventure is a mix of wilderness exploration and dungeon (chaos ship) crawling — which would have made it a very traditional adventure for the '80s if not for the novelty of the Planescape setting.

Expanding Planescape. "In the Abyss" returns to the Abyss, the most storied planar location for D&D to date. It had been previously featured in adventures in Q1: "Queen of the Demonweb Pits" (1980), H4: "The Throne of Bloodstone" (1988), and (to a lesser extent) The Well of Worlds (1994). "In the Abyss" returns yet again to the ever-popular Plain of Infinite Portals (layer 1) and also briefly touches upon Twelvetrees (layer 12).

However, the most important element of "In the Abyss" to the overall Planescape setting is the fact that it puts the Blood War front and center. It was the first full-length adventure to do so, though the war had also been featured in some of the shorter adventures in The Well of Worlds. The Blood War would continue to be a focal elemental throughout the Planescape run.

About the Creators. Williams had been writing occasional books for D&D since the mid-80s, but 1994 was the year that his writing career really took off, with five different supplements appearing under his name, in D&D's generic, Mystaran, Planescape, and Ravenloft lines.

About the Product Historian

The history of this product was researched and written by Shannon Appelcline, the editor-in-chief of RPGnet and the author of Designers & Dragons - a history of the roleplaying industry told one company at a time. Please feel free to mail corrections, comments, and additions to

We (Wizards) recognize that some of the legacy content available on this website does not reflect the values of the Dungeons & Dragons franchise today. Some older content may reflect ethnic, racial, and gender prejudice that were commonplace in American society at that time. These depictions were wrong then and are wrong today. This content is presented as it was originally created, because to do otherwise would be the same as claiming these prejudices never existed. Dungeons & Dragons teaches that diversity is a strength, and we strive to make our D&D products as welcoming and inclusive as possible. This part of our work will never end.

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Xavier C May 29, 2022 10:47 am UTC
POD please
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Spyros N October 20, 2021 7:05 pm UTC
POD please
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Tara F April 29, 2021 3:01 pm UTC
Definitely the worst of the Planescape modules. The other five are really good.
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Frederic L April 12, 2021 1:35 pm UTC
Print on demand please!
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Nicholas P January 13, 2021 5:07 pm UTC
POD please
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Gary M June 06, 2020 8:36 am UTC
Why is this not available on POD? I'm sure there's a market for it. Adventure modules are just NOT practical as pdf.
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