This a very specific flavor of module - the party will be asked to venture into a death trap style dungeon, and the vast majority of the work will be figuring out puzzles. While most of the puzzles can be solved through trial and error, there as at least one which requires pretty critical thinking to figure out, and some players may find the lack of other kinds of interaction to be boring. I've done this module twice, once with a group of mostly roguish types, and then ran it with a second group of lunkhead "smash first, think lat.... no, smash it again." types. Both groups had a lot of fun.
My suggestion if your working with a group that's a little less thinky would be to let one of the NPCs go along in an advisory capacity (or create your own) - that way if the players are stumped, the NPC could provide a breadcrumb or two for the players to work with.
I appreciate this style of module, I think AL needs this sort of adventure. There is one thing that keeps it from being a 5 star module... No guidance is offered if the party decides not to complete the final tasking, which is a completely reasonable thing to try and do. The ending leads into the epic, so the events of the first module are locked in.
[4 of 5 Stars!]