When I ran this, my favorite part is that I did not need to really work at all to get the the players to looking for safety. I think that the designers well-written narrative amplified by a DM projecting a sense of hopelessness gives the players that sense of urgency they need to get to safety and find ways to mitigate the threats that exist in the adventures.
I'm beginning to notice a trend with adventures that have James Introcaso's name anywhere in the acknowledgements. They are well-designed, well worth it and well done.
Your players shouldn't be disappointed.