This adventure requires a lot of DM prep, but my players loved it. Highly recommended. Likely to run long (took us almost 7 hours instead of the offical 4). Definitely suggest running this directly after Eye of the Tempest so players are familiar with the situation and you can get them into the Air Node quickly. I'm definitely running this again sometime. Big fan.
PRO
- the Air Node has an interesting setup, with unique encounters at each location
- high replayability because groups aren't expected to visit every location
- one node has characters switch personalities, which my players had a blast roleplaying
- good opportunities for negotiation and deception to get out of combat situations
- once I understood the setup and timeline, the provided DM materials for each were very helpful in keeping myself and my players on track
- excellent follow-up to events from Breath of the Yellow Rose and Eye of the Tempest
- very clear ticking clocks in the adventure kept the tension hig
CON
- there's a lot to prepare, since players have many options and behind-the-scenes activities have consequences that must be applied
- very difficult to complete in 4 hours, so not recommended for an event or con where time is limited
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