I thought it was way overpriced for what it was. The "delve" encounter format doesn't decrease the page turning, it increases it! It was weird to read because half of the important info on a room was in the front, the other half was in the back, and neither place was complete by itself.
The hook is awful! The characters come into town, grab a pint, and the mayor and captain of the guard litterally walk up, point a finger at the party and say something like "You there! I know you are adventureres, don't try to deny it!". If they do try to deny it, it doesn't matter, because they just continue on with the same pitch/hook.
The adventure uses too many different types of monsters for my tastes, and it pulls them from several different sourcebooks without telling you where they came from, much less what they even look like! And why? Why use some weird humanoid race as muscle, when their leader is a hobgoblin with character levels? Why not have them all be hobgoblins, for example?
Art was sparse, despite the hideous filler full-page player handout of a puzzle room.
The dungeon is beyond linear. It even has notes after two rooms saying "at this point, the party should be ready to level up. Let them make camp here and level up before continuing". And this is in an adventure where the premise is they are trying to CATCH UP to another dungeon delving party! I can see it now, "Fellows, I can tell we are getting close! Our prey must be only a few rooms ahead! Let's camp for the night and have at them in the morning." Huh??
There are role playing encounters in the dungeon, this is true, and is nice. But in reality, it's more like an option to get through the room without fighting instead of any real role playing. And since it's a linear crawl, it seemed to me to be more like "here are some skill checks to make instead of attack rolls to 'defeat' this room and advance". Blah.
For $20, I'm very disappointed. I'd rather have saved that money and put it towards one of the upcoming "Expedition to.." adventures.