Its fun, but it reauires a huge amount of prep for the DM; basically requires prepping three different modules. My main criticism is that the macguffin should have a better drawcard...something that sets the tone of the season that players would desperately want to find and keep (some of the macguffins have led to my players ask "so? Why would we care?" requiring some on the spot creative fudging of the items importance).
However, the premise, the setting and the engagement with the players in creation of an NPC at the start of the adventure really makes this special.
[4 of 5 Stars!]