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My only quibble, is that most of the loot came too late in the game. It would have been nice to get maybe one more magic weapon a bit earlier. I did like that the XP awarded was very low, keeping the characters at low levels for much longer than any other module I have played. It made each fight more tactical.
The fight with Gruel was a little anti-climactic as I went into after a long rest, at fourth level and mopped the floor with them. I couldn't get into the last door, in the same room as the exit, so I checked each button to see if I had missed one. I realised afterwards it must have been the one in the room with three ghouls that did not work the first time I pressed it.
The fun part was this allowed me to fight the giant mob that followed the party. By then, I was at fifth level and it was a cakewalk!
One item of constructive feedback, the Sorakh dungeon was too long and dragged on without adding to the adventure, though I appreciated your lampshading by noting that one of our heroes would have words with the builder of the maze....
Excellent little tidbits of commentary from the characters -- muttering about bears, grimly rummaging through evildoers' camps, having to clean spiderweb off one's clothing: all excellent. It's hard to add characterization to a combat simulator like Solasta, but you made it happen. I adore my little crew.