5 out of 5 rating for Defiance in Phlan
This is an exemplary adventure - so good it should be mandatory reading for every organized play author who is writing an introductory scenario. The task behind this adventure was supremely challenging for an author: write five 45-minute adventures, each introducing an aspect of the town or environs of Phlan and featuring one of the five Factions used in the campaign... and they should work well together or stand alone independently. That is a very tough task to execute well, but it ran to phenomenal acclaim at Gen Con 2014, PAX 2014, and in countless small conventions and gaming stores since then. I first played all of it at Gen Con, then ran it at PAX, then ran it for my kids, then ran it in a gaming store. Here's what it does incredibly well:1. Simple solid hooks with interesting characters, resolved quickly.45 minutes is incredibly challenging. Just the fight portion is tough, but every adventure scenario features an intro in a tavern, meeting up with an NPC, and helping them with a conflict. The scenarios feature the three pillars of exploration/roleplaying/combat, including one scenario that usually features no combat at all. There are opportunities for PCs to be very clever and formulate quick but significant approaches to the presented problems. NPCs include a crafty gnome, a threat that turns out to be a faction representative, a surprise visit by members of a resistance group, a hysterical mother, and a mysterious dealer with whom the PCs have to negotiate. These scenes all work in the allotted time (though barely), but really work amazingly with an hour of time or more. Away from a time pressure I've seen players really dig into the presented concepts and enjoy resolving the situations greatly. 2. Action is placed in the PCs' handsMost of the scenarios place important tactics in the players' PCs' hands. Their actions have direct consequences. Examples include how they deal with a trap, the plan they create for a spy-style exchange of money for stolen goods, how they go about exploring a situation or speaking to NPCs, choosing to fight the enemy with keys before they unlock reinforcements, or just solving a puzzle. Players feel rewarded for their actions. 3. New players blossomI've been blown away by how the scenarios draw in completely new players. I've seen players that don't know which die is the d20 come up with great plans, role-play their way through situations, and do things that aren't optimal for in-character reasons... all because the scenario promotes this behavior in very subtle ways.4. Fast and fun combats, generally easyMost of the combats are great for new players, with a nice balance of slight danger and ease, plus a touch of unpredictability. This is especially impressive, as these adventures were written before the published Monster Manual was complete.Overall, I'm blown away by this adventure. This is a fine example of a writer taking a challenging assignment and absolutely rocking it. Shawn Merwin even managed to put in a few Easter eggs... but I won't spoil them.