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DDEX1-14 Escape from Phlan (5e) $0.00
Average Rating:4.5 / 5
Ratings Reviews Total
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DDEX1-14 Escape from Phlan (5e)
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DDEX1-14 Escape from Phlan (5e)
Publisher: Wizards of the Coast
by Matt T. [Verified Purchaser]
Date Added: 04/27/2023 11:29:20

A solid, workable adventure with maps and full creature stats. Given it's free, it's excellent value.



Rating:
[4 of 5 Stars!]
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DDEX1-14 Escape from Phlan (5e)
Publisher: Wizards of the Coast
by Greg T. [Verified Purchaser]
Date Added: 05/26/2020 05:58:24

A frustrating denouement to Season 1: Escape From Phlan closes out Season 1 of Adventurer's League on a decidedly mixed note. On the one hand, there's a lot to love here. Phlan, as transformed by Vorgansharax's lair effect, is moody and atmospheric. There's some good encounters. There's a chance to take part in a very ill-advised suicide battle against the dragon, if players are inclined.

But for all that, it's just incredibly frustrating. It's a module that lives in the shadow of the excellent Tyranny In Phlan, which does everything that this module does except better, leaving this feeling like an unnecessary retread. All of the NPCs here feel weirdly chosen - Jhessail Greycastle comes out of nowhere as an uninspired stand-in for Alleyd Burral; Madame Freona hasn't been seen since the very first module of the season; Ellison Berenger may well actually be dead based on the player's previousl actions, and is certainly not someone they are greatly invested in now. The plot of the module - getting people out of Phlan - is undermined by the ease with which the players themselves have been doing that very thing in every module since Tyranny. And it remains incredibly frustrating that the players don't get to face the dragon in any meaningful way and live to tell it. The season ends on a sad trombone - the players lost, and they don't even get given a chance to win. (And nor will they get an official chance to redress the problem until an Epic adventure years later whose plot and characters largely assume you've played several seasons in between.)

I like the module because it has the feeling of significance, and of plot moving forward, and of real consequences and stakes - but at the same time, it's a disappointment, and player expectations need to be carefully managed to avoid leaving them feeling cheated by the entire season.



Rating:
[3 of 5 Stars!]
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DDEX1-14 Escape from Phlan (5e)
Publisher: Wizards of the Coast
by Daniel D. [Verified Purchaser]
Date Added: 09/16/2019 18:59:41

This one worked well only because some of the players had played DDEX1-1. Otherwise, they'd have had a hard time caring for the NPCs. Riding the roller-sleds underground was fun, but a battle where they're all prone (and thus at disadvantage while the enemy has advantage) is potentially TPKing. Beware.



Rating:
[4 of 5 Stars!]
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DDEX1-14 Escape from Phlan (5e)
Publisher: Wizards of the Coast
by Thomas M. [Verified Purchaser]
Date Added: 06/03/2019 23:10:23

This, IMHO, is one of the better Tier 2's out there for Season 1. DMs running it should focus on making the time pressure papable. The NPCS are memorable (one returns in Season 2 with a dramatic character arc), and the final encounter is challenging tactically.

Very satisfying to play or run.



Rating:
[5 of 5 Stars!]
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DDEX1-14 Escape from Phlan (5e)
Publisher: Wizards of the Coast
by William F. [Verified Purchaser]
Date Added: 08/26/2018 01:01:26

There are great ideas in this adventure, but the execution still needs a lot of work. It feels like they didn't have an editor review this before publication. It is very important that you emphasize to the players that their mission is to rescue the 3 individuals and to escape. If they lose track of this, the characters may be lured into a potential TPK. The adventure hook and the beginning of part one both talk about the party using a teleportation circle. It is confusing, but there was just one use of the teleportation circle with a flash back in the middle back to when the characters were recruited to do the mission. The characters are promised 700gp each from the different faction leaders with a 100gp bonus for each individual rescued but the rewards section lists only 700gp total and 50gp for each rescue (terrible editing). The thickets were very cool but there was no information about the acid clouds (Does it do anything other than discoloring things? Why was it even mentioned?). Ellison Berenger is shadowing the party but there is no combat award listed for him. The treasure listed for rescuing Madam Freona ranges from 450gp to 600gp depending on the party strength but the rewards section lists only 400gp (terrible editing). If the party doesn't rescue Madam Freona first, then it is extremely difficult to find the Lord Sage without a good persuasion face character (Why?). This can drag things out. The rewards section lists a magic item and a spell book but they are encountered nowhere in the adventure (again terrible editing). This could become a good adventure if they were to do an edited update but for the time being, I reccomend against this.



Rating:
[1 of 5 Stars!]
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DDEX1-14 Escape from Phlan (5e)
Publisher: Wizards of the Coast
by Heath B. [Verified Purchaser]
Date Added: 08/16/2018 09:40:12

I enjoyed running this module. Regular players will see lots of callbacks from earlier Season 1 adventures. Not much exposition needed; I added the five Freona daughters as questgivers. Combats are surprising and challenging (players will find every way to avoid an attack roll when you force them to fight from prone - fun). My personal challenges continue to include running a 4-hour adventure within the time allowed, and this adventure really suffers if you break it up into two sessions. I also seem to have a hard time balancing for the APL; party did all the things and still walked away with the minimum 3000xp. That particular problem appears to be moot for AL play now, though.



Rating:
[4 of 5 Stars!]
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DDEX1-14 Escape from Phlan (5e)
Publisher: Wizards of the Coast
by Paul C. [Verified Purchaser]
Date Added: 08/06/2018 21:47:16

Somber, moody, creepy and claustrophobic. If you dont have fun running this and scaring the patchwork form your players then I think you have missed a golden opportunity. The choking, pessimistic and oppressive setting here is a perfect opportunity for a great adventure. Make it so they barely get out with their lives and have nightmares for weeks.



Rating:
[5 of 5 Stars!]
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DDEX1-14 Escape from Phlan (5e)
Publisher: Wizards of the Coast
by Dane H. [Verified Purchaser]
Date Added: 06/30/2018 18:52:07

Has loot but doesn't even say where it is. Badly needs an update but it hasn't ever happened and it's been out for years.



Rating:
[1 of 5 Stars!]
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DDEX1-14 Escape from Phlan (5e)
Publisher: Wizards of the Coast
by Steven G. [Verified Purchaser]
Date Added: 02/10/2018 10:40:00

This one had some very interesting elements with in it. I enjoyed tricking the players in the begining and then creeping them out with the thicket. Some of the players had played other adventures in the season and knew how to escape with out the help but played along for the sake of the story. The idea of fighting a Dragon seemed really appealing to the group I ran through this but due to some DM fiat through having an NPC not be totally deceived by them gave them enough of a hint not to straight up fight the Dragon a leave safely. The players really wanted to see if they could take down the dragon so after the adventure they faced just the dragon and all died.



Rating:
[4 of 5 Stars!]
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DDEX1-14 Escape from Phlan (5e)
Publisher: Wizards of the Coast
by Brian M. [Verified Purchaser]
Date Added: 02/08/2018 22:04:32

An enjoyable adventure where the group first thought they were helping some children trapped in the thicket only to realize they were will-o'-wisps stiring up trouble in order to feed off their emotions. Their next shock came as the dragon's voice is heard around them while they were fighting. The effect caused everyone to be more cautious and observant as they interacted with the town and the people. Play this adventure went quite smoothly and offered many opportunities for the players to interact and show off their skills.



Rating:
[5 of 5 Stars!]
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DDEX1-14 Escape from Phlan (5e)
Publisher: Wizards of the Coast
by Mark S. [Verified Purchaser]
Date Added: 11/21/2017 21:45:06

I really enjoyed running this module. While it is a little light on actual roleplay, it offers plenty of opportunities for players to engage in creative problem solving. The fact that the characters enter the mission without a definite way out lends a bleak air to the module, that really pushes some groups to get all of the VIPs as soon as possible.



Rating:
[5 of 5 Stars!]
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DDEX1-14 Escape from Phlan (5e)
Publisher: Wizards of the Coast
by Jeffrey W. [Verified Purchaser]
Date Added: 10/10/2017 19:38:57

I will admit to having a soft spot for this module that may colour my impressions of it. This module represents the first time, and very likely the last time, that I ever had the chance to run the world premiere of an Adventurer's League module. No one else will care about that detail, but I'm still proud of it, heh.

One difficulty I've experienced with this adventure, is the introduction. In the interest of brevity, it assumes that all players agree to be teleported back into Phlan. I've had some players balk at what they consider "railroading", but honestly, if they want to adventure today, then they've already agreed. Just be aware that occasionally some will balk.

After that minor hiccough, it's a wonderful infiltration and extraction mission that leads up to a final decision. I will agree with other reviewers that have said it feels very strange that the "correct" decision is to avoid the finale that the last 13 adventures have prepared you for, but I think that it also lends to a very interesting philosophical RP element. Sometimes, being the best hero you can be means NOT dying in a blaze of glory, and instead helping others survive the day.

That said, the blaze of glory is ALWAYS happy to oblige!



Rating:
[5 of 5 Stars!]
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DDEX1-14 Escape from Phlan (5e)
Publisher: Wizards of the Coast
by Keegan D. [Verified Purchaser]
Date Added: 09/25/2017 10:00:31

"One of my top 5 moments in 30 years of D&D was in that adventure." - a player from my table. Escape from Phlan is an odd beast. It is at the same time, an incredible adventure, and also a strangely disappointing finale. The first season gears up the players for a final encounter that is never supposed to happen. That being said, this module permits the choice to engage in that encounter if the characters choose to do so, and it's a doozie. As for the rest? Creative, interesting, vibrant, and a blast to DM. The players LOVED the grim and bleak tone of the module that made all of their choices feel important and large. At one point a player asked, rightly so, "Wait, so we don't actually have a plan for getting out?" I didn't even have to answer. Another player responded, "Exactly." And they charged forward with their task.

Admittedly, the final encounter that I allude to, my players did enter. It was a brash, unwise, choice, that I expected would end in a TPK. To my own surprise, they found a really incredible and creative way to circumvent a challenging piece of it, and came out triumphant. It was an incredible end to the season and the module. That night, they each felt like heroes. This module is good D&D at its core.



Rating:
[5 of 5 Stars!]
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DDEX1-14 Escape from Phlan (5e)
Publisher: Wizards of the Coast
by lowell s. [Verified Purchaser]
Date Added: 09/05/2017 22:57:53

One of the main points to this module is the players are under a time constraint. GMs need to keep the players on thier toes. Good RP situations. Good final battle.



Rating:
[4 of 5 Stars!]
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DDEX1-14 Escape from Phlan (5e)
Publisher: Wizards of the Coast
by Blake J. [Verified Purchaser]
Date Added: 09/04/2017 12:24:00

This module is very high stakes, with there being a time pressure and constant awareness of enemy attacks, it causes the players to think very creatively on how to accomplish all of their goals (which there are a lot of in this module). I also think that it serves as a fantastic end to the season 1 storyline, as well as getting players to go do other things and find help. I thought it was very well written in that regard.



Rating:
[4 of 5 Stars!]
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