I really loves this adventure.
The players got to choose which mission theyw ould tackle first, and the fact that they had to choose a certain locale gave an air of mystery and adventure "into the unknown."
This Adventure gave me a chance to describe the dark jungles of Chult ... kinda of giving player a tidbit of what theyw ould experince in the hadrcover.
Mission 5 was pretty straight forward and the reasons for the players helping the Weretigers, then exploring the Temple of Ubtao further compelling enough. It only get a bit muddy at the end ... the monkish hobgoblins and caster in the crypt didn't really leave enough clues for the players to understand why theyw ere down there and how they were connected to the initial attack on the temple (which they weren't). It may the ending confusing, dashing continuinity and making the players feel successful.
Mission 4 was good for the most part. The puzzle wasn't too hard, but dangerous enough if the players didn't stop to think what they were doing. The description and purpose of the mage tower was absent. I get why the writer didn;t add any detail, but it would have been a traet if clues were left in the tower for what they mage was originally doing out in the Jugles of Chult. When players explored the tower they felt kinda cheated not finding anything compelling besides creatures to fight. The first fight on tehs econd floor seem a bit much ... I feel like one larger battle at the top would have been enough. Either that or design that fight better.
Mission 3 was GREAT. I loved the NPCs and how it was designed to lure players into a false sense of security. I had fun role playing these characters and the players haed fun trying to figure out the weirdness.
Mission 1 was by far the weakest, but it was still ok. The puzzles were kinda poorly designed in my opinion. what was presented in the dungeon wasn't really enough for players to figure it out ... you pretty much had to give them the answer. The close quaters combat at the end was pretty fun.
Mission 2 was ok. Not much to say here. I think a dedicated DM could really role playa nd make the Yuan-Ti compelling. The fight in the training area was tough enough ... the monsters spellcasting through the players off a bit.
My only MAJOR peeeve was time constraints: Without MAJOR railroading, it's super hard to finish this module in 5 hours ... There is just too mcuh here. I LIKE the detail and I think it is not an issue is you are not under time constraints ... but if you go into this thinking "hey, I'll be done around 5 hours" you will be scrambling at the 4 hour mark trying to decide whether you want to retunr to this module in a "Part 2" or just drop it. I feel like they should have just added more detail and expand this to an 8 hour ... I can understadn why they didn't, but 5 is just not enough they way it currently is. Luckily, you COULD just run them all in separate 1 hour packages.