As I said for the previous modules, the strength of this trilogy is the story. My players were very invested in Theema (and later Eka and Saultrophine) so that made for very compelling choices throughout this adventure. I will say, the major change I made was with the all-or-nothing initiative rolling. Rather than lock everyone into an initiative from the get go, I had players re-roll initiative at each major phase (so against the Mouther, exploring the Peacestone Cavern, Saultrophine, and finally Tomakas). It gave people a chance to, frankly, not be last for the entire game, for which several were very thankful, hahah! I certainly understand the use of initiative from the get-go as a device to amp up the tension and sense of time, but I thought these were natural enough pauses (basically like cinematics!) that warranted a re-roll.
Also, as someone else mentioned, I got to make very little use of the Far Realms Chaos effect in battle. Players see a Beholder and stay way back, hahah! If the chaos spread 10 ft at a time instead of 5 ft, I think I'd have gotten more traction with it. Otherwise, it wasn't much beyond flavor as I think it only affected players twice (and one was to throw me a bone, hahah!).
Again, an incredible module filled with amazing Quality of Life add-ons for the DM (COMBAT TRACKER!!! Stat blocks in order of encounter!!! Printable maps!!!) that, combined with the heart of the story, really pushes this adventure into the top tiers. Well done! We all enjoyed the heck out of it!
[5 of 5 Stars!]