I know high level scenarios take more time, but this took ~6 hours to run where my players found the hidden entrance after only exploring 3 other hexes. The author put way too much content in this scenario. It should have been broken into two parts: the hexploration and the dungeon. The Scourge of Sheerleaf had it right for a high-level scenario with only 2 combat encounters plus a Hazard.
A hazard was a near TPK and then really boring because one Quickened PC ran in, 2 actions to disable the hazard, then ran out while everyone else did nothing because of how deadly it was. Another fight, few of the players had a way to deal with flying enemies, so I took pity on them and landed (well, more to keep the session from running another hour or more longer). They never found the two social encounters even after I told them certain encounters might not be listed on the map. No one wanted to do the chase after the final combat. I am unsure how the unmarked encounters were supposed to be discovered without GM guidance or exploring every hex.
I would like to see better proof-reading. One part mentions keeping track of time, but the time has no effect on the scenario. Rather, the number of encounters survived does. This, and the large number of encounters could easily have been fixed to make this a great pair of scenarios.
Overall, it definitely needs improvements for me to recommend, but I liked the hexploration to make things feel different.