Summary: After an extremly railroady opening the adventure present an interesting premise and a series of varied encounters in a spooky and gloomy setting. It fumbles slightly with a major plot point, then presents a satisfying ending. Don't be fooled into trying to treat this as a one-shot, it's way too long for that.
I've got mixed feelings about this adventure, but overall I rate it as above average. Spoiler warning, as I will be mentioning some specific plot points below. This will be a collection of random thoughts I have about the adventure, but I hope they might be useful for someone considering buying it.
I really like the premise of the adventure. The idea of a fallen paladin trying to create a Domain of Dread to trap his nemesis, and having the said nemesis trick the party into helping them, is quite interesting and I will definietly use this concept in a future campaign.
My most disliked part of the adventure is the opening. It creates a setup, with a big choice the players can make, most likely results in an overwhelming combat and presents a set of difficult ability checks - only to invalidate all of it and make it all meaningless, the players have no real choice an everything they do will have the same outcome. If the goal is to force players into a situation, the in my opinion the opening scene should just be narration - don't make the players spend time in comdat with vampires and dread knights just to snap your fingers and make it all disappear. The opening boils down to "players make a saving throw, if they suceed then they are captured, if they fail they are captured and take damage. But that damage is invalidated seconds later, so it's just rolling a bunch of dice for nothing, seems like the whole reason is to trick the party into thinking the messed up and ended up dead.
The "quest giver" is interesting and I think they could be easilly worked into getting the party to accept her request without the whole time reversal shennenigans. There's also a random dragon NPC that can throw a bunch of exposition at the party and is in no way explained in the adventure. Seems like a really weird addition that's not followed on later.
The random encounters in the forest are nicely varied, although at least one of them references critical failures, which are not a 5e mechanic. I wish the friendly NPCs were a bit more fleshed out in their goals, seems they serve just to point the party to their destination. I think they can easilly be worked into a more interesting altenative to the main story of "find the spider lair to progress".
The phase spider lair is the 2nd piece of adventure that I disliked. How does Claugiyliamatar know the spiders are able to locate the keep? Why doesn't she know where the keep is, considering she's been there before? Why does the spider queen let the party kill all her children, then give them the information they seek, just to attack them? This part of the adventure made very little sense compared to the rest. I also wish it mentioned the tactics used by spiders - phase spiders can be extremly deadly if played right, especially ruled by a highly intelligent queen. If the party have no way of seeing the ethereal plane they could be getting ambushed all the time. Especially for newer DMs so guidence on how to properly use the spidewrs and tone the difficulty up or down would be a great addition to this segment.
The keep is a cool location, although another example of the party fighting their way to a conversation. This is the 2nd big location in a row where the party is expected to proceed througha series of fights untill they get someone anwser their questions at the end.
The aftermaths are one of the high points of the adventure - there's several outcomes that will have a noticeable impact on the world and the party.
The production value of the adventure is impressive for its price. It's close to 60 pages long, contains maps and art. All the monsters are linked to dndbeyond, including the homebrew variants, which makes it very easy to use. I really appriciate the effort that went into putting it together, compared to many other adventure's I've read.
Overall: 3.5/ 5
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