Horus Heresy: Horus Rising: Not bad, but the final encounters will challenge even the most experienced adventuring parties. And why was this adventure released before the core rules are published? Once again, rpg company schedules make no sense. Style 4/Substance 3.
Gormenghast: Oh, come on. The 'villian' of the piece, Steerpike, is just a mid-level commoner. Ok, he's got good stats, but he's still going to get taken down in one round by any competent party. This adventure would be much improved by full maps of the castle, and in this reviewer's opinion, even aged modules like Castle Amber are still superior to this. Style 2/Substance 1.
The Lord of the Rings: Very reminiscent of the old Dragonlance modules, with the player characters being divided at the end of the first section. Dungeons, sieges and plenty of combat make this a joyful old-school experience. Unfortunately, the boxed text sections go on for far too long and appear to be composed entirely of descriptions of trees. Also, the plot requires that one group of PCs put up with an NPC guide who is both annoying and untrustworthy. There's also a major plot hole - several dungeons and encounters can be bypassed by a party with flying magic, or who use the flying eagle mounts mentioned elsewhere in the scenario! Still, Style 3/Substance 4.
Ulysses: Would be better as a choose-your-own-adventure book. Style 3/Substance 2.
*: Well, can. 'cos it's funny.