Disclaimer: I received a free copy of this product. Furthermore, I'm actually a contributor to this product, though I only had a hand in creating the faith of Amaura (and I was paid for that). As such, I won't be reviewing that part of this book, though I hope you enjoy it. Now, on to the main review!
This is a 28-page, full-color PDF with a decent amount of original artwork. Minus the front and back cover, the table of contents, and two pages for the OGL, we have 23 pages of actual material. Now, as the front page clearly indicates, this is part two of six in a series of adventures. So far, it's looking like a sort of light Adventure Path, which is good for those who want a series of adventures that cap fairly low (presumably level 6-7 - good if you play under the E6 rules, I might add). Players should start at 2nd level, and will reach 3rd level before the end of the adventure.
Speaking of adventures, we head right into that after the Table of Contents. This is easily the bulk of the PDF. After about half a page of adventure background to explain what the heroes are about to poke their heads into and what the basic plot of this adventure is, things get started. The publisher has helpfully included a suggestion on starting here without having played the previous part, so this CAN work as a standalone product, even if most people are probably going to play through all the parts.
For the sake of avoiding spoilers, I can't give too many details about the adventure itself, but it offers a number of interesting new rules in addition to character text and room descriptions. For example, a fight soon after the adventure begins offers a new weapon quality, "Slick", that can be used for weapons and certain objects containing liquids when they're thrown as improvised splash weapons. It's a fun way to liven up the scene in question, and GMs may want to encourage players to make use of it while they've got the chance. There's also a selection of events for that fight to liven it up - and here, GMs will need to pay attention. This is meant to be something the PCs can get through, but as with anything that has random events thrown in, it's possible for things to get harder than anticipated. You may want to roll out the events before the game and make sure you're happy with them, rather than rolling at the table.
The adventure continues from there, and after wrapping up the early scenes, the PCs get to encounter a new creature - with some interesting and amusingly thematic powers - on the way to the second part of the adventure. This is a fairly standard "ruin exploration" mission, complete with multiple floors and areas to explore. I was pleasantly surprised to see that there were some truly creative ways of messing with the players here - suffice to say that monsters aren't the only challenges they're going to face.
The boss of this adventure is a fairly nasty foe, all things considered. However, a few pieces of treasure in this adventure are specifically intended to help the PCs face it, and it's probably a good idea to nudge them towards those if it looks like they're going to overlook them. All in all, it's a fairly satisfying adventure, with a little of almost everything thrown in to help different kinds of characters shine. In addition to whatever treasure they found and some payment from the town, PCs who meet the prerequisites also get a bonus story feat at the end, which is a nice touch.
The next two pages detail one of the deities of the setting - Amaura, the Mother of Life. This is the part I wrote, so I have no comment on the quality of the content - however, I can say that it was written following the basic structure contained in other books, and includes information on things like her church, the role of her priests, what adventurers who follow her are often like, and what her holidays are.
The last part of this book, Lamentations of the Fungus Men, deals with a tome of the same name that the players may come across. This is Lovecraftian as all heck (which is a running theme of these adventures, by the way), and as expected of eldritch books, failure to properly read it is a Bad Thing. This section also includes a new occult ritual included in said book (player characters should NOT perform it), two new spells (one that summons 1d2 entropic lemures, template helpfully provided, and one that's basically Protection from Chaotic and Summoned Creatures, a sort of mythos-equivalent of the old Protection From Evil), and two new creatures.
All in all, I feel like this book was put together well. Full-color products are always nice, and the original art is quite pleasant to look at. Unfortunately, I found a few spelling and grammar mistakes that probably would've been caught with some more proofreading (such as "adventurer's" instead of "adventurers" at the end of the Adventure Background section). I also noticed that I couldn't seem to select and highlight the text, which probably has something to do with the way it was made. This isn't a problem if you're printing out a copy or reading from your screen, but it does mean a bit more work for those who play online and like to copy/paste the text. (Note: This was tested on Adobe Acrobat Reader DC, and I don't know if it will be different with other PDF readers.)
Overall, I feel this product is a very solid 4/5. It's not the best low-level adventure I've ever read, but the creators clearly put a lot of effort into it - and at $3.99, it's available at a good price for the amount of content you'll be getting. If your group enjoys adventuring with a bit of Lovecraftian horror sprinkled in, this is definitely worth taking a look at.
[4 of 5 Stars!]