A hard adventure to judge based on play styles and world considerations.
If you embrace Eberron and all it stands for the adventure is really good and take advantage of the world’s history and background. It’s not a good adventure for any other world, really.
Written by Stephen Schubert and Paizo favorites Tim Hitchcock and Nic Logue, the adventure makes frequent use of the Indiana Jones “Red Line Across the Globe” method of travel. As this suspends a little disbelief (and I knew my players would’nt fall for it) I had a ton of work researching the places along the way I just knew they could not pass up to visit. The adventure however assumes just this and rushes the PCs from spot to spot where they invariably meet things, kill them and take their stuff.
My work payed off in that the locations, for what they are worth, are beautifully woven into the story. So it took us a lot longer to finish than expected, but as I said it’s just waiting for that kind of fleshing-out.
As mentioned, it makes liberal use of Eberron staples and involves Lady Vol, an ancient MacGuffin, the Emerald Claw, the pirate isles there, the continent of dragons, and others. World-spanning by design it’s a whirlwind tour of the planet and campaign setting.
The adventure is full color and 128 pages. It utilizes the much debates WotC staple of the “easy encounter format” rounding up rooms meant to have combat and grouping all you need to run it on 1 page. I don’t mind this style, some vomit at the thought and others don’t care. It can be a space-eater, if you get my meaning.
A wide variety of locations and a load of creative monsters to hack are provided. The beasties are very Eberron-flavored and work well to provide good threat to smart players. Nice maps and mighty fine artwork round out the package.