I think what my players need is just a bit more information than what is given in the Princes of the Apocalypse adventure. One bit of information they need is that air is the weakest element, followed by water, earth, and fire. If knowing that they still want to go to the fire dungeon, I'm fine with that.
I'm playing a shortened version of Lost Mine of Phandelver (without the mine, so just to level 3) before PotA, and I'll change the dragon cultists in that adventure to air cultists, and also make Glasstaff take order from the air cultists instead of the Black Spider. That should get things started without the players being totally lost.
I'm playing a shortened version of Lost Mine of Phandelver (without the mine, so just to level 3) before PotA, and I'll change the dragon cultists in that adventure to air cultists, and also make Glasstaff take order from the air cultists instead of the Black Spider. That should get things started without the players being totally lost.