Overall: An exciting conclusion that, while it suffers some faults due to the nature of adventure module writing processes, serves as a satisfying conclusion to the Converrgence Manifesto.
- Many, many scenes with returning characters or threads to help players feel like they're racing to the finish line.
- Most of the combats achieve their core goals, either wearing on resources or feeling appropriately climactic. Those that don't are straightforward to modify.
- It justifies the inevitable paranoia of the player.
- One of the scenes w/ a 600 ft stretch to cross gets more grindy than action-y.
- Several of the scenes do not have compelling failure modes by default - player success is perhaps overly assumed.
- Solo encounter with a spellcaster is doomed to end in spellcaster getting wrecked by default.
- The main plot twist has been unforeshadowed by default running (standard adventure path problem) and may be in an awkward fictional positioning for not having your players jump on it if they find out early. I chose to avoid it.
- The riddle puzzle leans toward unintuitive... and also crosses a weird "player knowledge" vs "character knowledge" divide.
[5 of 5 Stars!]