The Good: The chase mechanic in Part 2 is a lot of fun and I enjoyed how it was implemented: abstract areas, additional actions, complications, etc. A moonlit attack on a caravan with characters leaping onto wagons, trying to throw enemies off, and dodging obstacles? Yes, this is great!
The Bad: The faction-choice (bandits vs guards) caused more problems than the benefits it creates. This led to a lot of back and forth in the text about which opponents they'd be fighting as well as who might survive from one part to another. I really had trouble figuring out who was still around in the first half of Part 3 because of this, and I'm not sure why the text assumes that players acting as guards would immediately free the captives. Then again, my group had precisely zero interest in helping the Red Plumes do anything at all, so that didn't come up. The editing problems rife in Season 3 AL content show up here as well; DMs need to review carefully to make sure that they understand the intent of any given instruction or description rather than what was actually printed.
[4 of 5 Stars!]