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TPK sauce.

4/5

Without spoiling anything besides confirmation that, guess what, there are fights in this module:

The fights vary from aggravating time fillers (there's more than enough content to make this last two 4-5+ hour sessions even if you drop a bunch of the pointless fights) to absolutely brutal.

My party of five players (Pregen cleric, sword & board fighter, party buff spellcasty/secondary melee type, reach fighter and zen archer) actually did fairly well against the "main" encounter (took some heavy damage but at no point was I concerned for their survival) but were absolutely BRUTALIZED by the other hard encounter.

By brutalized I mean even GM rolling damage to pull punches at the end of the fight one was dead, three were unconscious and the last one standing surrendered. Had I not pulled punches at least three of them would have been dead.

HOWEVER as a GM I thoroughly enjoyed running encounters that players were not able to breeze through and the scenario is top notch in all other aspects. Mood is suitably drippy and sour. Backstory is great although it may take some GM thought to expose the cooler bits to players. Ending is satisfying.