I DD as a 1 shot to the end. It's so damn fiddly. I love the concept and the encounters taken individually. But it's parts are greater than the whole. With some tweaking and more prep work than I prefer for a published adventure, it has the foundation to be great, but as written there's a lot to bog you down.
A couple weeks ago I was looking at the "Creations Unlimited" pdf version of this and it reinforced my opinion that I don't like this adventure very much - it doesn't seem like it would be very much fun either to run or to play in. I like the idea of "dark druids" a lot, but I don't like much of anything about the actual adventure and have no desire to run it. I could see taking the dark druid class and maybe a couple of the encounters from the module and using them in some other context, but there's no way I can see running it in anything even close to its published form (especially the the cheesy Dark Quest railroad ending).
I loved it when I first read it. I had a few big problems running it though. There is too much extra material, and it's all tucked into Appendix A, Appendix B, etc. making it hard to have any flow. Every DD has DD variant versions of the normal druid spells, and the variants are different by faction. There's the time keeping required to track the summoning of one faction's demon lord. There's time keeping for the multiple druids summoning creatures that will follow certain paths at certain intervals. Lots of extended, detailed activity required by the PCs based on short, vague clues. I think I'd like a stripped down, streamlined version of the adventure.
I don't like the maps (even apart from the ugly rendering I don't like their structure) and I don't like some of the feel (lots of force-fields and such that don't feel "druidy" to me) and I don't like the canned "plot" with its forced timeline of events that make it feel limited and railroady. I'd have liked something more open and modular that allowed the freedom and tools to use the DD in different ways rather than a single tightly-scripted situation (especially since it relies on a ton of backstory-detail that the players aren't going to have any idea about unless it's spoonfed to them).
The only thing I have is the Troll Lords version and when it came out it was definitely not what TSR/WOTC/Hasbro was making which was vapid "TALKY REALMS" to cartoony (what would later be known as "PERTHFERNDER".
As a continuing series it seemed to have some more potential but in retrospect without the promise it does seem weaker.
The maps are bad. As far as I can remember there is no scale for the wilderness. The DD lair maps look like brainstorming sessions that were never fleshed out. I still think it's a good read, and the concept is a good one. I don't think it's any more railroad than the GD series; I kind of accept that in a published adventure series. The layout is bad, and the record keeping takes the fun out of running it. With a ton of prep work I could probably run something very close to what I expected from the published adventure.
Here's a little background of Wieg, master orator of Jepton:
The curious character of Wieg oft appears as an easy mark on the streets of Jepton. In that his attire could only be described as that of a colorful merchant on his way to a royal jubilee. That is until he opens his mouth. Known for his reputation as being a master of words, this tale weaving bard is sometimes called upon to settle disputes of an unlawful and sometimes unwholesome nature. The seemingly omnipresent Wieg can be found spinning a yarn equally amongst the areas wealthy lords as well the lowest untouchables. With his bizarre cane fashioned with the head of a warhammer one could easily picture this bard being from some far away land. Indeed he will recount his service in the courts of the west as herald to an anonymous great king but will politely refrain from the details of his hasty departure. But depart the western lands he did but not to his intended destination...
After being enslaved by pirates of the southern seas on his way by ship to the great courts of the east, Wieg talked his way to freedom or at least that's what he'll tell you. Truth is there appears much ado behind his glib and silvery tongue. Partially due the unwholesome company he keeps in the form of several ever present, shadowy "half-men" servants of a simian countenance. His easing charm is welcomed by many of the denizens of Jepton but some would disagree. The gripping tales of the adventurous path would have many a widow blame the inspiration of Wieg's brazen challenges for their loss. Although Master Wieg is not one to keep a lady harboring contemptuous feelings for long...
Of course, I was planning on Wieg to be an EHP in a spin off module called TEMPLE OF THE APE but thats pretty fucking obvious looking back now. FAIL