It's not just that the maps are bad. They are, but it's so much more.
There are map handouts for the players, cool, those maps have 40 points of interest identified.
There are maps for the DM, cool, those maps have 29 points of interest identified and 9 more unidentified.
The section of the adventure dealing with the maps has 23 points of interest identified. So just wing it for the other 17 locations.
Also, the DMs maps and player handout maps differ. Understandable, some bad intel, some assumptions, some guesses go into what the players get. But the cartographic differences are immaterial. There's some extra squigles on the DM's map, but nothing that would meaningfully impact the game. And to make it even better, the DMs map and the Players' map have different points of interest.
Not only are they different, the numbering scheme differs as well. So when your players tell you they want to go to 18, and you start describing the library, and they're like, "no, here, the 'small entrance'" and you look at the map and you're like oh, you want number 20, the "servant entrance". Which means you actually have to find the "staff entrance" in the description.
One of the maps has two locations labeled "bunk room", which kinda lines up with the descriptions as there are two barracks described. But one of those rooms on the DM's map is a banquet hall. The second barracks in the DM's map is in what the player's map is the chapel (it looks like a chapel too), but there's no chapel described in the adventure.
Oh, and the player maps are all labeled with numbers and a key lets them know what each number means. The DM's maps though? Only 2 of the maps include the key. The third, you just get the numbers.
It's not a bad adventure, just be prepared, section 2 and 3 are likely to be highly interactive with the maps, and they are bad, really bad, you're going to want to take an hour or two to review and mark up your own copy of the maps to make it even remotely useful.
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