I'm a little surprised not to have seen anything on Edge of Night, since it came out at GenCon! A ninja shopper picked it up for me, and while I haven't finished reading through everything yet, I like what I see.
Here's my observations based on reading the first couple chapters and skimming through the rest, obviously this is all IMO, and based on only limited information -- spoilers!
This has a very cool Old World feel to it. It's based in the town of Ubersreik. One chapter is a gazetteer of the town and seems well-written and useful, with some history of the town going back a few hundred years and then going over more recent events. I love having more context and descriptions, especially since this was all pretty thin in the core box. This is definitely useful stuff beyond the context of the adventure itself.
The context of the adventure is that several noble families are jockeying for status in Ubersreik, which has been a free town for a while, but rumors are swirling that the Emperor is about to revoke that status and everybody wants to be the guy in charge. One such noble, an out-of-towner, is hosting a masquerade ball. Additionally, Morrslieb has been acting strangely, and seems to be hanging constantly over the town. This has inspired a gray seer lurking beneath the town to try and poison the guests at the ball with warpstone. Overall, the adventure is a large amount of socializing and politicking building up to a pretty epic fight. This happens to be my very favorite kind of adventure structure -- but if you or your group prefer more combat-heavy adventures, this might not be the one for you.
The first part of the adventure is very loosey-goosey and involves the party basically exploring the town. Various events they can get into can modify their influence with the various families, and by eventually impressing one of the families enough, they get an invite to the masquerade (and need to find themselves some costumes!), kicking off the second part of the adventure.
The ball chapter first describes the numerous guests -- there's a large cast of characters -- then goes into a breakdown of the events during the ball, which runs from 7 PM - midnight. For every 15-minute increment, several events are described. The party can get involved with as many of these events as they want and get involved with as much politicking as they want. The three families are all trying to curry favor with various partygoers and rules are given for how these attempts go and how to track what's going on.
At five different points, skaven make attempts to poison the food or drink at the party. Unless the party catches wind of these attempts and stops them, at some point all hell will break loose as the partygoers being mutating as a result of consuming the warpstone-laced food and drink. Eventually, the party will track the skaven to their lair in the sewers underneath the town, which kicks off the last part of the adventure.
This section is essentially a short dungeon crawl where the party discovers and beats down the gray seer and his minions.
Overall it looks like a complex, but very fun adventure to run. Honestly, the details of the ball are so well laid out that I could see dropping the skaven attacks entirely and just basing an adventure on the political machinations -- since the political stuff will assuredly end (possibly quite early in the evening) once the party figures out what's going on, there's a lot of good stuff you might not get to use.
Plenty of goodies, as you'd expect.
- You get a tracking card for each of the three families, which represents how the family regards the PCs. If they advance far enough up the track, they are offered patronage: gaining patronage offers a several concrete benefits, including a new talent card socket. (IE, having the Aschaggenbergs as patrons gains 1 fortune die on Charm checks in certain circumstances, a 20 silver/month stipend, and provides the party with access to a Focus socket.)
- Some player handouts and maps. Unfortunately these are in the same size as in the Gathering Storm so a couple of the maps are a bit too small to be useful IMO. Frankly I'd probably do a full-size photocopy of these. I hope FFG moves away from this size for maps in future adventures!
- A bunch of new location cards and a few item cards
- Skaven action cards! You get six spells (4 rank 1, 2 rank 2) and one support action. These all seem really cool.
- A few new talents and a "Frenzied" status card
- Influence tokens for each of the families, and character cards for each of the major guests at the ball -- you can use the tokens to track who the guests are allying with, and also track how far along in their agenda the family is
- Various standups, and a 13-space ubertracker for tracking the families' claim to the town
- Some corruption tokens and mutation cards for warpstone mayhem. A synopsis of the corruption rules from Winds of Magic is also included in case you don't have that set. A nice bonus: the mutation cards are different from those included in Winds of Magic, so you can throw 'em in and won't have any dupes