I find myself rewriting the whole module. It just does not work for me as written. I have three goals:
(1) Give Arazni a plan a bit more gratifying than "I will get myself killed, leaving you in the lurch."
(2) Get rid of module 5. It just does not work for me in terms of pacing and emphasis--it is too much of a break from "We are desperately fighting to save Lastwall from the Tyrant."
(3) Make the graveknights actually matter. As it stands they are just random monsters--they have these great backstories but the PCs will never know! Very likely they'll just beat all of them without having any idea who they are.
The graveknights are a huge problem for Arazni. If they are ever in earshot, they can tell her to surrender and come home and I think she has to do it; and she can't fight them. Therefore, it's entirely logical for her to ask the PCs to get rid of them.
To make this more interesting, let's have them actually looking for her! (Rather than randomly spread around Gallowspire. For people who repeatedly claim to be able to smell Arazni, they sure are clueless about her not being there.) I think a couple will patrol the teleport traps, in case she mistakenly teleports within Virlych, and a couple will lay an ambush at Gallowspire because they figure she will come there eventually.
I can repurpose the teleport blocker scenarios in Carrion Crown 6 for this purpose.
I think Arazni's purpose in this section, besides getting rid of annoying graveknights, is to search Gallowspire for clues as to how to get rid of the Tyrant. So she needs the teleport blocks down; when they are, and graveknights are gone, she'll teleport in and do her research.
I haven't worked out her exact conclusions yet. My player says, the PCs end up *inside the Tyrant's phylactery* fighting to keep him from coming back. If I can figure that out, I'll definitely go with it.