This is a dungeon crawl with 4 combat encounters, three traps, and one optional combat encounter spread over two very large area maps. The encounters themselves are not difficult and no group should worry about playing up, in my opinion. The dungeon delving slows the pace down dramatically unless the judge steps in to keep the party from probing every ten feet for the next trap.
My other critique is to add some call outs for the faction goals in the module text. I had a difficult time flipping back and forth from the faction goals in the back to the areas in the text until I made my own sidebars near them.
Lastly, I noticed the scaling for the tier 6-7 presented no challenge to my last table of six playing at that tier. The scaling seemed to use the idea of greater numbers presents a greater challenge, but that didn’t work out. Perhaps I ran the encounters wrong or the dice bounced against the monsters but it seemed like they waltzed right through it. I like the idea of not maxing out each encounter so some are easier rather than a full-on no holds barred such as many LG mods were/are. That’s part of the old-school feel I think. That’s my opinion. We welcome yours.