Locations are interesting despite one being technically a repeat.
Lot of social potential, some more faction points although it does make you wonder when you will actually get to use them. Babysitter NPC is a bit annoying but they are interesting enough that players shouldn't feel stifled. Very good ending for players to be excited to get to in book 4.
Each chapter in this book features a hag of the coven and with them, another approach. While the first one is pretty much settled in direct combat, all the others have ways for your players to make it harder or easier, and to earn/lose faction points. Allies can be made (or enemies), and PCs trained in social skills will have many chances to shine. One of the best 2e books I've read yet.
This book is fairly combat heavy for what was touted as an intrigue AP but there also isn't much you can do with politics at level 1. It gives glimpses into the politics of Geb and sets up a route for your PCs to enter it with. A good amount of the encounters had resolutions that could be bypassed by stealth, out of the box thinking, or a silver tongue. However, they all could have also been resolved with a lot of violence for the "less subtle" groups. A lot of RP options with well-made NPCs. Offers several chances to build ties with the major factions and even a point or two where one can burn some bridges. A good opening to an AP with massive potential.