This module is generally pretty well structured: a ticking clock to keep the party on task; a series of choices that, while apearing to give agency, actually give none; a nice mix of social encounters interspersed with combat.
One big issue, though, is that the "cutscenes" can easily appear forced. This is especially true in the final encounter where "as a reaction" roughly 2 minutes of box-text appear (and thus end the encounter). I suggest forgoing all of this and effectively giving the boss infinite HP, but letting them do their cutscene whenever their next turn would otherwise occur after triggering it. It'll still feel "cutscene"-y (and a seasoned player will know that young dragons don't have 300 HP), but I think the only real alternative is to be tongue and cheak about it and explain how this is all happening "as a reaction".
[4 of 5 Stars!]