Billed as a sequel to Out of Body, Out of Mind, this adventure returns to the realm of Tirna'cel with the party having been summoned to the headquarters of the Paladins of Garadon. Although it states that it's not necessary to have played Out of Body, Out of Mind it is advisable to have done so, as reference is made to that adventure - the party is assumed to have undertaken it - and although there's enough material to be able to give your players the necessary background, it works better if they have that knowledge for themselves - as the adventure begins with them being asked to explain what they did!
The DM Background explains what has been going on with these Paladins and sets the scene nicely for what is to follow. The party needs to make its way to the Manor, deep in swampland, and find it quite luxurious even if most of the Paladins are out. Several options are provided for coping with a party that hasn't played Out of Body, Out of Mind, at least one of which is quite tempting as a concept on its own! However it's handled, the interview doesn't go too well and a brawl breaks out. Survivors can then explore the Manor and try to find out what is going on there.
The Manor has two floors plus a basement and sub-basement. All are mapped and supplied with brief but clear descriptions - you may wish to elaborate but the bare bones of what you need are there. The sub-basement is underwater, and poses the most dangerous part of the adventure. A new monster and a magic weapon are to be found here, and both are fully-detailed.
This is an excellent example of a sequel adventure, and ought to prove entertaining for characters who have played the first adventure (or who haven't - it's handled well enough for you to be able to cope with that eventuality). It is quite challenging in places, but capable of successful completion, and provides a good air of continuity. Actions do have consequences, even in a series of one-off adventures!