This is a good adventure for a new DM to get a feel for the flexibility that D&D offers. Experienced DMs will appreciate how everything fits together in a way that they can also ad lib a fair bit, as well, as there's a lot of little details that permit you to add your own touches.
The subtitle "a feywild chase" is a great description, the players need to chase their objective through various scenes. The adventure gives the DM guidance for good skills to do at various points, in a few interesting situations, along with all of the whimsy (and candy deliciousness) of the Feywild.
The end encounter does something that I've seen a lot in this season, and I hope that people keep doing it: a combat that permits different people to do different things. So folks can concentrate on the combat while someone else takes care of something else. I love that for cinematic purposes.
I love having a good 2 hour adventure that I can run on the spur of the moment, as well. This will definitely go into my bag of tricks, because I feel that I could pick this up with minimal prep and run another fun romp through candy fields chasing after honey bees. I appreciate two hour adventures in general, but ones like this are great because they're easy to run and are still filled with fun situations. (It'll join my other adventures that I pull out for those tricks, like Giant's Diplomacy and No Foolish Matter.)
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