Defiance in Phlan is an outstanding introduction to both Adventurer's League play and to D&D in general for either new players or those who haven't yet played in this edition.
Each of the five 1-hour mini-adventures highlights a different aspect of the game and can be run separately and in any order. Each also introduces one of the 5 factions used in Adventure's League play. And they tie in well with the Horde of the Dragon Queen hardcover by introducing the Cult of the Dragon.
I used this to introduce a group of 7th graders to the game in what started as a 1-shot session but which as evolved into their starting along the path of the Horde of the Dragon Queen hardcover.
In "Meeting at Deepnight", the characters are approached by a Harper's agent to help intercept a stolen dragon egg and surrepticiously place a magical tracking device on the sellers. Heavy on role-playing, intrigue, and puzzle solving, it is possible to complete the mission without any combat. There is enough flexibility in the setup for the players to have real agency in determining the approach they want to take.
"The Screams at Dawn" is more of a typical short dungeon crawl with a timer adding to the tension. This one introduces the Zentarim faction via a rescued prisoner. Although the dungeon layout is by necessity simple, and includes a typical trap, it is not simply linear, and there are paths that the monsters can take to circle the party to attack from behind. The length and variety is perfect for the intended 1 hr playtime and builds nicely to an good boss fight for 1st level characters.
"The Dead at Highsun" is a bit tougher than "Screams" and involves undead. Time for the cleric to shine. The adventure starts off with an interesting puzzle trap. There are some important clues here that could be turned into hooks leading to the plotline in Horde of the Dragon Queen. Also, the environment takes a bit more of an active role in this mission, allowing clever characters to dramatically shorten the final fight if they are open to non-combat activities during a melee.
Mission 4, "A Chock at Evenfeast" is a complete departure from combat, focussing on exploration and investigation to solve a rapidly evolving threat taking place in the inn at which the adventurers are staying. I was most nervous about this mission prior to playing it, worried that the players wouldn't really know how to begin and wouldn't be able to figure out the puzzle without some intense clue dropping. I was very pleasantly surprised. This was one of the boys' favorite missions in this module, with some great comedic moments.
The final mission, "The Danger at Dusk" takes a bit darker turn as the party investigates a secret prison of the town guard, culminating with an encounter with a somewhat anticlimactic (at least for our group) encounter that in the reading seemed to promise more dynamic action due to environmental effects and the monster.
Overall, an outstanding module.
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