Thanks for the judgment, Nifft. I'll have to read it again, but I consider that you'd want to use the city and/or crypts a win of sorts. Building cities and cultures is one of my favorite things to do.
As far as that the adventure punishes the players/PCs for going along with it, I disagree. But then as a player, I don't think of the DM as someone whose job it is to punish, so much as someone whose job it is to challenge. And that's the kind of DM I am too, or at least, that's what I aim to be. The 'punishment' is
adventure. A story to tell, 'haha, Bard, remember when you were trapped in that battleaxe and Grug wanted to keep you that way? haha, don't look at me like that, we came in after you.'
As far as splitting up the party... I dunno... I don't think it's reasonable to expect PCs to live in eachother's pockets every moment. I do agree that the weakest part is the rescue of Jernin and submitting to the poison under questionable supervision. And for Fleeing the Feydream's skill challenge, all I can say is... I'd just finished the most recent Ratchet & Clank game.
Good on ya, Iron Sky! I really liked the dreaminess of your dreams. Particularly the poor shepherdess. Oh, and I thought the hooks into your adventure were particularly good. Good luck in Round 3!
EDIT: Oh, I forgot to address the soulrider's power - Maskim didn't want to lose the body, a PC's powers are WAY better than most NPCs/monsters. So he'd do pretty much anything not to have to flee the body. I could have made that clearer.
EDIT 2: Also, the Bard doesn't sit out, the session should alternate between stuff the Bard is doing and stuff the rest of the party is doing. Now, granted, some of it is RP, so not specifically encounters. I could have explained that better too.