I won't address the editing issues past saying there are a number of them.
What I will address is narrative and combat tuning issues.
The narrative is actually a pretty good narrative, for the most part. A degree of fun, a degree of wit, and some interesting characters to play with. It deliberately eschews the usual 'End of the World' T4 tropes of Utter Disaster and DOOOOOOOM!!!!! if the Great Heroes of The Realms don't the Grand Evil Poobah. If it weren't a T4 adventure, set in Faerune, I'd account that a strength.
Unfortunately, this is a T4 adventure set in Faerune. Faerune is a world that lurches from disaster to disaster, saved on a daily basis by the acts of heroes. Trying to pretend otherwise is silly -- it's just part of the narrative of the setting. Every land, every city, every village owes something to heroes of one stripe or another. From the lesser heroes who deal with lesser issues, to the greater heroes that deal with world-shattering issues. They have a perfect world-shattering plot here, and they just don't use it to it's full potential.
Now, by itself that flaw wouldn't even be worth knocking a singel star off for. But the result of that flaw is what costs this adventure more than anything else. It's undertuned. In trying to avoid 'End of the World!!!!' monsters, the writers have left themselves in a horrible place as far as monster selection. Much of the combat is appropriate to a T3 party. A low end T3 party at that. Some of the fights, to be completely honest, work better for a T2 party. Anyone who goes to DM this, have Kobold Fight Club handy to build encounters with, and be prepared to rewrite every single fight. (And don't forget that with Staff of the Magi, Cloaks of Invisibiliity, and other legendary's becoming standard equipment, you're gonna need to push into 'deadly' fights to make any progress at all.) Take the time to look up thematic replacements, and make sure to utilize every last trick you can get -- a T4 party has plenty of tricks of their own. The monsters chosen, all to often, simply aren't a significant threat to a T4 party, not even in numbers.
I'm going to give a special call out to two fights: one uses wil'o'wisps with a mere +4 to hit, another is a mass of CR 3 undead. +4 to hit isn't worth showing up with in T4 -- it's a joke. And CR3 undead are just an initiative roll away from being Turned and destroyed by a high-level cleric before they do a thing.
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