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DDEX1-14 Escape from Phlan (5e) $2.99 $2.54
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.



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DDEX1-14 Escape from Phlan (5e)
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