The good: inspirational! I want to run this! I want to use this as a starting scenario for a campaign, set in Arkadia, or Arkadia-mixed-with-Theros. This ties into some of the great potential of the setting's history, a part I hadn't really latched onto when I read Arkadia last year.
The bad: somebody has dreamed up a story and wants the players to play roles in it. This isn't an adventure; it's essentially a railroad or a string of pre-defined scenes, with a bit of optional questing thrown in to the middle chapter, "strings of pearls" style. In Alexandrian terms, the author prepared a plot instead of preparing a situation. The worldbuilding seems to be totally in service to the story - populations, economics, geography don't seem to have been given weight or support verisimilitude; map layouts are artificial; there's precious little in the book that isn't directly connected to the story the author is telling.
On balance: it's not nearly as badly designed as Odyssey of the Dragonlords, the other quasi-Greek campaign. And I know this story-not-adventure is the norm for modern 5e play, and is referred to as an adventure; it's not, however, what I'd be looking for in an ideal product.
If I have the time and energy to invest, and my players want to do something strongly Greek-themed, I'd spend the weeks reworking this into, first, a set of sites, then second, the thread of events that could link them. The ideas in it seem worth my time.
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