This adventure was very approachable and easy to run as a beginner DM, but still allows for a lot improvisation and player choice.
Further details: I ran this over about five hours as my first time DMing with my usual table when our usual DM needed a couple weeks off. I found it very approachable and easy to run as a new DM for a table full of roleplayers who were all-too-happy to get into character as former bandmates. (Note: I highly recommend "PCs were in a band that broke up at some point between signing the contracts and the present" if playing with players who already know each other.)
This adventure is comedic in tone and provides lots of room for the players to get up to shenanigans and make lots of easy jokes at the devils' and attendees' expense. It contains only one (relatively easy) unavoidable combat, and then allows players to direct how they want to solve their predicament. More combat-oriented players can certainly solve things with combat, but I think most parties will lean into sneaking, fast-talking, and shenanigans. The puzzles are easy enough to not take up too much time in a one-shot, but opaque enough to not be immediately solveable.
There's a lot of room to make this module your own by filling in the details in the ballroom and Emmanuel's study, but enough detail and options are given that it should run fine with minimal preparation.
There are some typographical and editing errors in the module, but nothing super egregious, and nothing so problematic to take away from the strengths of the module.
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