There is simply too much in this module that isn't explained. When I'm running a module, especially in an environment like Adventurer's League, I expect that module to provide enough information that I can improvise what happens on the basis of a story that I already know. I shouldn't have to invent motivations and past events to explain the things that the module expects to happen. If I'm going to invent the story myself, I may as well be playing in a home game. This is especially inappropriate in organized play because my players' future DMs aren't going to know any of the things I had to make up. This means that characters aren't continuing the same story at all.
Examples follow, so expect spoilers.
So, Yraxilinith upset some Zhentarim by eating the wrong brain, and he needs money to do them a favor, so he gets that money by betting on fights at the Bat's Roost. That's about as much of the module as makes sense. Why wouldn't Yraxilinith just buy the key from Thimblewine's pawn shop itself? Why involve Laurel Stillwater and Mugrub at all? What are their reasons for participating? If there is some reason to use so many go-betweens, why kill Mugrub? If there is some reason to kill the go-betweens, then since Yraxilinith prefers to eat evil brains, wouldn't it be motivated to find evil go-betweens?
Volo tells the adventurers that the key is stolen. The module says that this is a lie, Volo simply wants it. That's fine, but that means that players are going to reasonably think that the pawn shop might be a fence for stolen goods. They're going to ask where the shop got the key. The shop's extensive records mean that there's no way Krystaleen doesn't know, but the module doesn't say.
Since I have different players every week, when players ask reasonable questions that the module doesn't answer the best option for me is to just break immersion and tell them that the module doesn't say, since anything I improvise won't be true in the next module. I really don't like how often season 8 puts me in this position compared to past seasons, especially with how careful season 4 was to have a season-long plot that can be run effectively by multiple DMs who aren't communicating with each other.
It's possible to make it through this entire module without combat, and I appreciate that. Unfortunately, this means that the module either contains no combats or far, far too many. Characters who can't tolerate monstrous races and default to attacking them mean that every single encounter is going to turn into combat while more cosmopolitan characters mean that the entire module passes more or less peacefully. This makes timing the module very difficult.
Too much of the module exists in sidebars that suggest you could make something up but don't give examples. If you want to suggest that the DM involve the flameskulls of Skullport to add "weirdness" and give "bizarre quests," you need to give some examples.
The sidebar that suggests adding up to twelve intellect devourers to the series of trap rooms is perhaps the most dangerous.
I'm going to reiterate my standard of a knowledgable but inexperienced DM. A DM who understands how combat works but isn't familiar with the details of every monster is going to see that the Intellect Devourers are intelligent and have them gang up on the most vulnerable looking characters. With 7-12 Intellect Devourers, especially if they by chance do well in the initiative, vulnerable characters are going to fail their saving throw and have their int reduced to 0. If they get taken over, their own party has to fight them to the death.
Only then will this DM discover that there's no described way to recover from the intelligence drain, so the 5th level spell greater restoration is required. Many T2 parties won't have the ability to cast that spell. If a character was taken over, not only did their own party have to fight them to the death, but they're dead in a way that Raise Dead can't fix since they're missing a major organ.
That is not fun. It probably shouldn't be here, and if it must be then it needs to be a combat writeup with adjustments instead of just a sidebar with some suggestions of what the DM "could" do.
The module doesn't provide enough detail to allow a DM to improvise effectively, and the combats aren't written with enough care and clarity that I could hand this to an inexperienced DM without taking the chance that they'll kill characters accidentally. I don't know what this module is supposed to be providing.
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