(THIS REVIEW CONTAINS SPOILERS-- and tips for GMs preparing to run this adventure)
My group of 4 level 3's played this over the weekend. It took a little over 3 hours to finish; I would budget at least 3 hours for a newish group of PCs.
The introduction and betting fell a little flat. The main NPC has a dialect that is difficult to get around-- I worked it by simplifying the dialect a bit, and prefacing the RP with "this NPC has a difficult accent, and that's deliberate." I also had had pre-existing contacts between NPCs and the players-- Pock Marked Po made a return in this adventure to serve as an introduction.
The betting scene was very basic-- the avarice-minded PC was into it, but nobody else really was. They all wanted to examine the animals before the race, partly for evaluating their bets, and largely because they thought there was a big cheating investigation plot they needed to pursue. They were doggedly pursuing as many clues and leads as they could, but the reality is, this module is a bit thin and doesn't support it. There's no guidance for which dinosaur in the betting round has been doped-- and there really ought to be.
If I were running this again, I would beef up the cheating angle, and flesh out one of the rival teams in the race section as a more dedicated cheater, so the PCs have someone to accuse.
The race was surprisingly engaging for the players. They had previously played the dinosaur race mission in 0701, so I worried that they would find this to be "old hat." It was not-- the different mechanics were engaging, especially when I made comparisons to the Triwizard Tourney at Hogwart's. In the second major section of the race, they really got into the interference aspect of the race-- and here again, the module didn't strongly support counter-interference from the rival teams. They were rather pre-programmed and weren't set up to do anything to retaliate against the PCs. If I were running this again, I'd have one of the rivals cheat more heavily, and use all manner of dirty tricks against the PCs.
The final encounter felt tacked on, and the PCs got very frustrated with the terrified little girl. They had little patience for a non-combatant who had no agency. I don't think I'd run that section differently, but it would have been smarter in hindsight to have introduced her before the races, when the PCs went down to the animal pens to do their investigation. Then they'd have seen her normally, and would have felt some kind of connection there. You could even put in a clue or two earlier where the PCs might spot the yuan-ti woman, or have better foreshadowing.
I give this a 4 out of 5, largely because there are enough places where you really need to tweak the adventure to make sense, but the bones are there, and you can make those tweaks without really taking it out of the Adventurers League format.
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