Issue 100 of Dungeon has a lot in it: the Critical threats, four adventures - including the ultimate finishing touch on the notion of a Githyanki "Incursion" campaign. For sheer size and content, I grant three stars.
But unfortunately, one of the four adventures is quite messed up. "Old Embers Never Die," is a two-part adventure that doesn't work. One the one hand, the maps are missing information or incorrect ('Guardians of the Pond' is missing half the information; 'Lake Haven' has an F6 that's never discussed, F5 is mislabeled, and there's a bridge on the map - but not in the text; a trap inside 'Flame's Lair' relies on knowing where a shaded area is - but there isn't a shaded area, and so on).
And on a challenge level, even fixing the map issues and trying to figure out what was supposed to really be where, in both halves of the adventure, the damage output just outright slays every adventuring band I've ever put through the adventure, despite precautions.
While, with a re-write and a bit of working of the maps, we found a way to make "Old Embers Never Die," work, it really wasn't functional as written. It's unfortunate, as Collins is usually an author I keep tabs on - don't let this adventure be your benchmark for him.