This is very lore heavy adventure, so it plays well for those who like that, and is not as engaging for those with less appetite for a history lesson with a side of dungeons of dragons.
The first fight is effective at humbling a party that is not ridiculously tough. That isn't necessarily a good thing, as they're basically set up to lose and the outcome of the fight literally does not matter. They must all be ushered into the next section no matter how the fight ended. Its like a combat crunch amuse bouche thrown out to give the murder hobos something to sink their teeth into.
The roleplay skill challenge while glamoured works pretty well overall, though the check DCs are very tough and a bit more thought regarding avenues other than persuasion would help. The followup in part 4 where they all take a run at the candidate is a bit monotonous. By that point everyone has already thrown out their best pitch in part 3.
The final fight for the Neither option (fairly likely if the party was split, or not up to the epic DCs) is lackluster. It lacks a second wave to spice it up. The candidate is basically a sack of hit points to get dogpiled, his bodyguards have no interesting ways to actually do the job of bodyguard. The phaerimm provide some interesting abilities, but are chock full of save or suck powers. If they work the afflicted player has the fun of showing up to play some D&D, but gets to spend their time watching everyone else play while they literally do nothing. If they don't work, that phaerimm first round accomplishes nothing, which leaves us with the aforemention dull as ditchwater opposition.
Not as strong as the prior entry in the trilogy.
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