The author has no actual idea how to write an adventure. To read this is pain. The adventure is presented as a blatant railroad and written as a series of cutscenes, which drag on and give no opportunity for actually doing anything but listen to the NPCs and enjoy the scenery. The text is unusable, presented as wall-of-text paragraphs that haphazardly combine a place description here, an NPC and its goals there, interspersed by some events, quotes, then another location... just horrible. Unusable unless the players follow the scripted sequence exactly.
So: A young trader and his business partner are building a mill in a supposedly haunted swamp. They hire the adventurers to do exciting adventurous work, eg. "guard these crates and dig up some standing stones" because their Strigany labourers refuse to touch them. This brings us to about the half of the adventure, and finally something starts happening. Things take turn to the worse... in a different way than you might expect. There's scheming, a conflict with the "beast", possibly even a moral dilemma.
Overall, there's some talking and two fights.
There's a solid encounter buried underneath all this dredge. The work camp contains several colourful NPCs with various conflicts and secrets which may be used in play. There are couple of nice treasures, and a nice idea including the usage of success levels to "fail forward" while digging up the stones. And the actual finale, when things go bad, seems enjoyable. I can see myself using this as a complex encounter while travelling or as a random hook inside a larger sandbox – but I will have to hack the thing apart mercilessly and destroy the dreadful railroaded structure. You can hardly call this an "adventure", and it has no right to have 26 pages. God!
At least it's free. (Unfortunately, I actually paid for is as part of the hardcover collection.)