This is the first AL module I've DM'd.
A general comment first: as others have said, these run far longer than the specified 1 hour. If you are mixing in hardcover information for a richer role-play experience it will take even longer. As it was, I was not successful in mixing in plot hooks for other potential adventures (Guild Adept content & Tortle package) prior to starting the actual hardcover as they served to derail the actual missions.
The hooks : these are a bit vague, but I guess serve as alternates to those in the ToA hardcover.
Arrival and general info about Port Nyanzaru (PN): I found the arrival description text, and quick info about the various sections of town to be useful as I constantly referred to them as quick refreshers when asked about various sections of town.
Mission 1: I felt that the brigands were too easily bypassed, and that there were insufficient consequencse to setting off all the traps (seriously, my party found all the traps, then tripped them anyway).
Mission 2: This was by far all the players' favorite. They would have participated in a number of races if possible. This was my favourite part as well. It was the quickest to run, and the players felt the significance of meeting one of the Princes.
Mission 3:This mission felt disconnected with the overall narrative of the module, but provided needed exposure to what the jungle might hold. I enjoyed the Grung encounter, but it could've connected better
Mission 4: The combats here were a real challenge for the players, and they seemed to really feel they earned their victory. They also really enjoyed recognizing the finger-tracing mechanisim here. This mission felt the most like an Indiana Jones adventure. I was really intrigued by the premise and felt it would have been better if it could've been more fully developed as a stand-alone module. It felt "thin," with an interesting mystery that is quickly resolved in 2 combats.
Mission5: The players felt a bit rail-roaded by all this, and except for the one player who continuously sets off all the traps, this wasn't much of a challenge despite the additions for a very strong party.
I preferred the Tier 2 intro module which I played, which I just found more interesting, though I might have played for a better DM than I am. I think the best use of this is throwing an individual mission in here and there for extra money and XP rather than the entire module.
I would really like to see some of the roleplay encounters like in the season 7 epic , or Too Fancy in Encounters in Port Nyanzaru added to some of these intro modules. While Mission 2 was non-standard, it was not in the same style as those (though it was everyone's favorite). I think it would be a nice change of pace from combat, and also help speed things up.
Possible hooks with Guild Adept products:
These became AL legal after I had already run most of the module, so I only added one at the end.
The Encounterse in Port Nyanzaru would work really well in-between these missions (or instead of, because they offer more XP in some cases).
-Snuffed Out works well after the end of Mission 5. It only takes moving the location of the warehouse to the warehouse district in the harbour. It depends on how badly hurt the party is after completing the mission as there is a lot of combat.
-Too Fancy fits in well after that, as they meet up with the Faction leaders to get their rewards, they can suddenly find themselves all alone leading right to this encounter. My party who participated in the season 7 epic commented on how much they enjoyed some of the more unusual encounters, so this would've worked well (we ran out of time to run it)