
A very unique and solid campaign. However it has issues. Not sure if the issues are core to the campaign or how it was created in Roll20.
1) The hooks are weak. Most campaigns have weak hooks so I can overlook this and the DM can supplement.
2) Information is scattered all over the place. Used to this to a degree with WOTC campaigns, but this takes it over the top. City information isn't contained along with the city. It's in the compendium. There's tons of additional information in the compendium that isn't visible with the actual campaign and won't be seen unless you stumble across it. They should all be handouts within the campaign. There's tons of information within the characters bios that really belong in their own handouts and within the campaign. As a result, the actual campaign seems incomplete at times, scattered and missing key information.
3) The maps are way too small. I ended up redoing many of them. Speaking of, the next to final part of the campaign, the tower contains multiple levels with lots of content, but the map has a stairway going from bottom to top outside all of it. 90% of players are simply going to bypass all these levels without sufficient motivation to search them. Why would they search them? No direction at all for this and probably the most glaring design flaw. So tons of content bypassed. The underworld campaign map makes little to no sense, in part because the the description of the locations is in the compendium. There's references to other areas with nothing more than a paragraph. I ended up not using the campaign map and doing theater of the mind. The underworld encounters needs a lot of love. Bare bones at best. I ended up using a lot of OOTA encounters to supplement.
4 Speaking of, there's no content between levels 8 to 11, another major design flaw. A single sentence saying that the party will have countless encounters with Drow, which will get boring and old very quick and why I used OOTA encounters to supplement. As I said, underworld encounters is bare bones and part of the reason why I didn't use the underworld map.
5) The next to final boss battle at the top of the tower is very disappointing. There's simply not enough firepower to make it a real threat to the players and it should be. I haven't run the final boss battle but in looking at the setup, it seems to be the same thing. The economy of actions is simply not matching up. There need to be more minions. If I run this again, I'll need to add minions. Simply not near enough offensive spells and yes, the boss can cast a spell, plus a spell with each legendary action, however, characters with evasion can easily avoid any damage from dex based saves, which is the majority of offensive spells. So again, I'd need to buff the boss spells if I run this again to make her more of a challenge. And the NPC AC isn't high enough for 12th level characters.
6) And one of the most disappointing things is the motivation of the boss. There's a single sentence with no description why she is doing this? There's ton's of backstory for tons of characters, but the main motivation is almost missing. Extremely strange design. Perhaps it's in another compendium handout I missed?
In summary, this module isn't worth the $100 price tag as it currently sits in Roll20. The campaign itself is worth it in terms of concept, but the execution isn't there in Roll20.