Fun in theory, but quite counter-intuitive to run. 6 stars for the awesome setting establishment and idea, but -2 stars because motivational and mechanical problems obstruct the ability to get the most out of this content.
The Good: This adventure provides a creative group of villains that are fun to play against your PCs. It also adds more intrigue to the Oracle of War, and it further develops the setting and inhabitants of the Salvation outpost. In a proper run, PCs should be able to establish new connections with the townsfolk, receiving resources and aid in kind.
The Bad: The module advertises "a game of cat and mouse" the party must play with the assassins, attempting to remain mobile while skirting across town and taking them out one by one. In practice, this did not play as advertised. My players stayed in the streets, controlling the assassins with Web as they centered in on the party, with the party eventually finishing everyone but Saal without ever having to reroll initiative. While doable for this group, this also meant the majority of the town content (and the resources/rewards they could have encountered) was skipped entirely. And unfortunately, the adventure setting provides too many conflicting motivations to convincingly direct players to approach the challenge as advertised. Between the Oracle's constant malfunctioning cries and the ongoing threat that hostages will be killed, Belaluur's advice may not be nearly enough to persuade the players along such a counter-intuitive path. Additionally, this adventure creates another rest-limited battle of attrition which mirrors the modules immediately before and after it (if running EBEP-01 in intended order).
Advice to future GMs: Both EB-03 and EBEP-01 are also very combat-heavy, light on actual roleplay, and limited in ability to rest. In isolation, this works well for each adventure, but after running them all together, many of my players were seriously doubting the fit of some of their character choices and were ready to remake new characters. Your players may just need a break here, and that probably requires a deep retooling for this adventure. At the very least, I don't think the assassins should announce their target to the town and threaten hostages. If I ran this again, I would give them more subtlety instead, acting as undercover spies seeking to urgently--but far more covertly--re-acquire the Oracle and terminate its current owners through their gradually closing investigation. It may provide more opportunities for the party to engage with the Salvation inhabitants a bit more.
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