THe Night Land is a collection of 3 shorter adventures (althought short in this case is slightly misleading) . Each adventure bar one makes use of the Mournlands but If Im honest, I dont think they needed to do so.. at least not yet.
I have run this collection of scenarios twice.
Firstly there is good use of locations within salvation. Both the Chapel of the Silver Flames and the Salvage Market are interesting locations. A visualised a frontier chapel .. but that was not exactly what we got. I think I would of preferred a little more preaching on behalf the of the cleric there (who is essentially the quest provider). My hope is that the first scenario gives a lot of lore exposition. Something that i think the scenario could of done more in, without me needing to explain who the silver Flame were using my own knowledge).
THe quest involving the Chapel is essentially involving a Changeling (a race unique to Eberron) who masqueraded as a priest at the chapel to steal a recently received holy item. This leads to a trip to see 2 salvage on sellers, who do a good job of deceiving the party until they dont and the characters find out they need to travel inside the Mournlands to a location where the changeling and friends are.
Only to discover they are now part of a strange totemic creature and Dolgrim are present. I would of loved some more inn game information on each of these concepts to give to players as I dont think enough was given. Perhaps the Dolgrim could of gotten the characters to recite some dark religous speech in an attempt to get the salvage team freed (who may or may not be dead by this point). The grisly collection of the salvage team are turned into a Scorpion like creature which has the religous item buried within it. After that its back to either take the people home or just the item.
Another quest is that of a Goblin trader who has lost a scavenger (and I honestly had the hardest time believing that ANYONE would go into the Mournlands alone.. even just a little way in). Visually I enjoyed this one the most because while it was another short trip into the Mournlands , the 2 combat encounters were interesting. a Creature formed from some strange crystal lattice and the set piece .. a 'body' on the tracks in front of a speeding Ghost Train. Sadly I couldnt do the image in my head justice on the map. THe scavenger has been turned to stone by some Cockatrices (which only lasts 24 hours). But is no a stone body on the tracks defended by an Iron/Steel Defender. This means we get our first introduction to the artificer class which I think was great. It was a perfect combination of putting a Goblin in the game as a sympathetic character with the new class that half my table was playing.
The last encounter was a jaunt to see a caretaker of a salvage yard who worked for a more powerful.. identity in town. A Great Warforged Colossus sad on the ground in disrepair ( A visual here would of been great) and the Caretaker had found a tunel lead under the great felled metal warforged. This is where we had the introduction of the Order of the Emerald Claw.. a Antagonist organisation which came from one of the nation states of Khorvaire. In turned out that the Emerald Claw were using a secret space under the salvage yard to conduct experiments on bodies (and not just any bodies.. often their own volunteers). An 'evil' doctor was all the exposition on offer here but in the end could be broken and inform the party that the lady owning the salvage yard was a bad bad bad lady.
We get the 'Sheriff' of town turn up out of the Blue to investigate and eventually its off to the local inn to confront the person.. who as I was expecting was too well defended to actually do anything about . But it felt straight out of a western , Hero attempts to arrest the powerful baron and just cannot.
In all, I would of preferred some more social interaction with some of these mini scenarios. The Ghost train was my favorite and I used a lot of my own knowledge of Eberron to flesh things out.
I would recommend this scenario , but be aware it can run long.