So, this is kind of frustrating. Something went very badly wrong in the translation of this module, in a very frustrating way. As a concept, there's nothing wrong with it: Discover the origins of the fake maps, gather allies to help you fight the villains, and then get into a rousing battle to finish it off.
In practice, however, it's kind of a mess.
The final battle is a good place to start. It is worth noting right off the bat that the module does give the DM a lot of very good ways to tailor the difficulty mid-fight to adjust the difficulty; primarily in giving the enemies smart or not so smart attacks. For example; the main boss deals an average of 20.5 damage on any successful pistol attack, but only 15 attacking with a shortsword. The thugs and spies, meanwhile, do only 5.5 damage per pistol attack, with melee being substantially more damaging. Smart DMs can adjust accordingly to keep the fight tense without being insanely lethal.
But it absolutely can be insanely lethal. While unlikely, it's entirely plausible that a single shot from that cannon could be a one-hit insta-kill on a squishier player, even at level 3.
Is that bad? Well, to my way of thinking it kind of is. D&D should not be perfectly safe for PCs. Characters can, and do, die. But to my way of thinking that kind of instant scenario feels unfair and more often leads to the players feeling cheated than fairly killed. That in turn means this scenario absolutely requires a DM who is aware of the danger and is careful with it.
Now, that's a matter of taste, I concede. But other aspects are more difficult to resolve as taste issues. For example, bonus objective A has a few points that are poorly worded or flatly difficult to integrate. Plague Rats Help or Hinder has the Help action see one of the drow attack the other drow instead of the players, but a hinder action which sees them target... the players. Which they were already doing. (One might interpret this to mean they exclusively target the players rather than the guards, but that's still a very odd decision.) And the Red Sashes card provides no way for the players to even think of them. Unless the players happen to know of the Red Sashes, they will never consider seeking them out because nothing in the adventure prompts it, and they're the only group for whom a random encounter makes no sense. (You could imagine running into the guards, or a resident, or the dung sweepers, but not the Red Sashes.)
Not everything here is bad! Bonus Objective B is very fun, with some cool little details. (I love that you can bribe the drow to leave, for example.) And the complications are all fun, interesting ideas.
But the whole scenario feels disconnected and piecemeal. The final fight is, to my mind, far too hard. And several components of Bonus Objective A feel both essential and utterly unworkable.
In short, it is kind of a mess.
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