This adventure is not good. It is a straightforward adventure with very few interesting elements, and the challenges it presents are entirely inappropriate for the tier it is written for.
The primary and most egregious problem with the adventure is that the combat encounters are handled very poorly. The challenge level is not even remotely appropriate for tier 3; combats range from moderately difficult tier 1 fare (six shadows), to moderately difficult tier 2 fare (vampire and giant centipedes). Worse yet, there is nothing interesting about any of the combat encounters. They all consist of one or two Monster Manual creatures, with no major terrain elements or special features to spice up the combats. Even if they weren't laughably easy, the combats are unoriginal and unmemorable. Even the boss fight is just the aforementioned nameless vampire(s) plus centipedes, which is nearly identical to the vampire boss fights in 8-13 and 8-15 (both of which handle it slightly better). There aren't even adjustment suggestions for the boss encounter!
The only redeeming elements of the adventure are the puzzles, which are interesting, if problematic in their own ways. There are two puzzles in the adventure, both of which have decent graphics accompanying them. The first puzzle is in Episode 1, and starts off well, but the leap in logic between the letter and how to use it is not handled well. The key to the puzzle relies upon facts that can only be discerned with an ability check, which theoretically means the adventure is just over if the characters fail the check (something that adventure designers should always avoid). The puzzle also hides room descriptions in an appendix and has difficult leaps in logic that really need additional clues to solve, clues which are not present in the adventure itself. The second puzzle is in an optional obective, and it has a very interesting setup, but again, it really needs additional clues from the DM to be solvable for most parties. There are leaps in logic which are difficult without additional clues. The graphic that comes with this puzzle is very cool, even if it's hard to read and mostly unnecessary.
The story is pretty generic and doesn't feature any interesting twists or turns. Party needs to go into Undermountain to save captives from an evil ritual. They do some dungeon crawling, they save the captives, and they leave. The adventure mentions villains from 8-13 and 8-15, but no such interesting characters show up here. There is a single unique element of the dungeon in Shar's Perpetual Darkness (HP max goes down by 1 each hour), which is a novel way to discourage resting, but it's a very minor penalty for tier 3 characters, and it begs the question of why the 4 HP commoners haven't died yet. In addition, the adventure doesn't mention how to cure the max HP drain. If Greater Restoration is the only way to cure it, that's a very mean thing to do to every character playing this adventure in an AL season where gold is so limited. The bonus objectives tie into each other in a unique way, and hint at a deeper story, but that story isn't presented in a straightforward manner and doesn't stand up to scrutiny. Apparently, Ganloch the dwarf falsely accused Ambergris of a crime, stole her ring, and banished her from the clan. Then, she found him, locked him in a chamber, and used (allowed?) shadows to kill him. If she was able to overpower him like that, why didn't she just take her ring back then? For that matter, how does Ganloch know where she's living in the Shadowfell? The adventure explicitly says that "Very few know her whereabouts... only people with whom she has the utmost trust," which Ganloch clearly doesn't number among. In short, the main adventure story is thin and uninteresting, and the bonus story is deeper but doesn't actually make much sense.
Finally, we have the editing. Adventurers League has never had very good editing in its main adventures, so it's hardly worth even complaining about at this point, but suffice it to say this adventure's editing is very bad. The map is unlabeled so it takes a while to figure out where any of the rooms are (for the record, the portal is in the top left room). There are numerous points where information is just missing (you can convince vampire spawns to tell you about Seabordt's plans, but the adventure doesn't mention what those plans are; the adventure says some pendants may prove useful in later encounters, but they never come up again). The adventure seems to take for granted that the DM has read Dungeon of the Mad Mage, since it mentions a relationship between Keresta Delvinstone and Seabordt which doesn't make sense without knowledge of who Keresta is in the hardcover. It also mentions in the conclusion that the adventurers can use the shadow dragon's Dimension Door Breath to go back to Skullport, without ever mentioning what that breath is, how it works, or why the adventures might know that it can be used this way. The organization of the appendixes is a complete mess. You have DM puzzle solution appendixes far from the puzzles themselves, and interspersed among the bonus objectives. I can imagine reasons for why it's organized this way, but it certainly doesn't make things easier for the DM.
Overall, this adventure is bad, and not worth running or playing. The Season 8 Tier 3 trilogy is mediocre as a whole, but even if you want to run them, you can safely skip 8-14 without missing almost any of the story.
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