Ran this last night for a weekly AL game. First, the story idea for the module is FANTASTIC! The concept was amazing, but the execution was a bit lack luster. Without giving out too many spoilers, the module is basically designed to nickle and dime the party members down until the final battle, and IF they take the correct path, they can in turn make the final battle weaker as they go. However, there are a number of unnecessary fillers in the module that really aren't needed or could be modified to enhance the plot line without bogging it down. To start, there are a list of possible encounters before the characters get to the adventure location that help set the mood for the landscape and scope of the area, but most really serve no purpose to the story. One of them can allow for information to be gleaned by the players, but only if the DM has the encounter really prepared (it could be tricky and disastrous for inexperienced DMs), as the party could easily just destroy the situation, and the characters might not get some needed information. Once the party gets to the adventure location, there is a possiblity that a faction assignment might not be able to be completed because of the make up of the party (missing a crutial class). Then there is a series of low level encounters that are time consuming for a tier 3 party, but not challenging at all. Once this area is completed, the characters find a way into the heart of the location, and through a long series of fights, again against lower tier mobs that are more of a nuisance than a challenge, the players can face 'mini bosses,' that if defeated, will weaken the final boss in the final encounter. That is IF the characters explore correctly. There is a chance that they make it to the final encounter FIRST by chosing the wrong path to take. Experienced players who conserve resources and are careful will find the module way too long compared to the rewards. Inexperienced players might get wiped before they even get close to the end due to unloading early, and having nothing left in the tank. I do like to run mods as they are written before giving them the AL allowed DM empowerment. With a few adjustments to the mobs present (more tier appropriate, and few numbers), and ommitting some of the filler, it can definitely be a fun mod to play. I will definitely run it again, but with some treatments next time. Not the best season 7 mod so far, but definitely worth the purchase.
[3 of 5 Stars!]