This is a critical review, so expect spoilers.
The Background section on page 2, basically the first actual content of the module, ends like this. "The gang tracks the
key to an agent of a rival group, BREGAN D’AERTHE,
in SKULLPORT. They kill the drow and bring the key to
one of the Xanathar’s nearby bases. The beholder wastes no time and immediately contacts the Shadowdusks. They quickly arrive to claim their prize and then return to the depths of the mountain. Of course, as far as the player characters know, the Xanathar still has the key and their job is to get it."
This fact and its implications are mentioned nowhere else in the module that I can see. The PCs do find a key in the Xanathar's vault and the module doesn't say that the key is a copy or a fake. I am forced to wonder if the background section is an editing error or if this major plot point just doesn't merit any followup. Given the number and magnitude of other editing mistakes in the module, I can't be sure.
I believe the key is probably fake based on details in the module and because the blurb for DDAL08-17 "The Tower of Ahghairon" is about not being able to get into Ahghairon's tower, which the key is supposed to unlock.
It bothers me that I can't really be sure if this is a major plot detail or an editing mistake. It also bothers me that it might be a plot point because that means that this module and its trilogy are participating in one of the most corrosive trends in season 8.
It is in character for the Xanathar, as a successful beholder, to have convoluted schemes and trick PCs. However, of the four trilogies releases so far in season 8, the players do not accomplish their goals in three of them, and in the remaining one, they are knowing servants of evil.
In the first trilogy, they follow a map that they are meant to assume leads to treasure. It doesn't.
In the second they are sent on a fact-finding mission to a mental projection of the past, which they cannot change. They do not find the information that they go looking for.
In the third, they help a vampire find a new lair. They technically succeed at the goal they were given, and they get to defeat a nest of vampires to make room for their vampire employer. However, many players at my FLGS felt coerced. They needed to make their character go along with things they wouldn't tolerate so that the player can play the module. Succeeding at that is not something that makes the players or their characters proud.
Now they spend the fourth trilogy chasing a key for Volo and fail to retrieve it.
This is not normal for adventurer's league. Go back over past modules and summarize what the PCs accomplish like its a bullet point on their heroic CV. Usually, they accomplish something independent of the way that they did it. The stakes do not always have to be high. They might escort some refugees out of an occupied city, or they might rescue a kidnapped child or solve a murder mystery.
So yes, it might be very impressive that the PCs managed to infiltrate a Xanathar base and then escape, but if they can't say what they accomplished by doing that then it isn't a success and it isn't in keeping with previous modules.
Players at my FLGS have been making grim jokes about how nothing their characters do matters since the very first trilogy when they realized that they don't know where the map leads and nothing bad happens if they stop following it. The players have a reason to keep playing but their characters don't.
Let's look past the issue of whether or not the key is fake for a moment after all that won't matter until a future trilogy anyway. That leads to the next problem with this story.
My FLGS runs tier 1 and tier 2 content basically every week, but we only have the resources to run tier 3 content once a month, and we can only run tier 4 content at special events. Many of our players don't have tier 3 or tier 4 characters. I know that many other stores and players are in similar situations.
For most of the players in my community, this module was the finale of regular season 8 play. It features a major NPC that they're not really supposed to fight and that there's no reasonable way for them to defeat for story reasons if nothing else. It doesn't contain any kind of climax or resolution. In fact, because they spend the whole time chasing a key and won't get to see what it opens it is an unresolved cliffhanger.
At the very least the modules for season 3, 5, and 7 are written so that each tier is its own story. Season 4 is an exception and even that is designed to provide enough experience so that players can take a single character through the whole story (with exceptional help from Genny Greenteeth after the T1 finale module).
Why is season 8 an exception to a pattern that has held, in one form or another, for at least 4 seasons? How are players supposed to feel about this and what are DMs and organizers supposed to do? Because I am getting frustrated messages from players about the situation assuming that there must be some kind of answer or at least an explanation and as far as I can tell there is not. I don't appreciate being put in that situation.
All of those things might not be the responsibility of this specific module, but they need to be mentioned here because this is the point where I as a DM need to face the consequences of these overarching patterns and decisions.
But okay, let's talk about the module itself.
I have to commend the author for creating a scenario where everyone has reasons for what they're doing. Congratulations, genuinely.
Unfortunately, it isn't really possible to avoid discussing the editing problems in this module. The air elemental in the vault is basically the only combat that can't be avoided, and there are no stats for the air elemental. The Xanathar's second in command, Ahmaergo very likely acts as a major antagonist in this module and doesn't have stats. Ott, Sylgar's caretaker, is very likely to be in the room with the Xanathar if the players choose to risk confronting it. Ott has no stats either.
The Oni encounter in the bonus objective "Preserving the Att(ist)" is disruptively awkward and coercive. Both times that I have been involved with this module so far the players have refused to tolerate it. It's just there to prevent the characters from doing the most reasonable thing and trying to arrange transport home for the child. It's trying to coerce the PCs into taking a child into a probable combat situation which many players refuse to have their characters do. It's also really clear that it has no other purpose.
Are you telling me that if the PCs told the Zhents to ransom the kid to her parents that they'd still let the Oni eat her? If the PCs take her to the teleportation circle out of Skullport in the previous module, then the Oni follows her out of Skullport? Neither of those things seems particularly reasonable. But according to the bonus objective as written the players fail the bonus objective because that's what happens.
At a minimum the bonus objective needs to explore the likely implications of what it suggests is supposed to happen. Ideally, it would, like the third trilogy, stop putting PCs in situations that their players would rather withdraw from than engage with.
The oni encounter is so awkward that it effectively undoes any benefit provided by the fact that all the NPCs have motivations in terms of the confused or angry conversations that I will have to have with my players as a result.
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