I really liked the idea of this adventure, but not the execution. I got to run it this past weekend at a convention, where I think it's a poor choice for a module due to timing issues (though it is a short module, there are plenty of places it could go long). I had hoped to run it the week before as a test run to see where things could use tweaking, but that fell through.
What I liked: the RP heavy nature of the adventure.
What I didn't like, pretty much everything else.
I would generally concur with what Ashley K wrote in their review:
The B opening (for non EE faction members or characters who haven't been in the previous adventure) is terrible terrible terrible. I would never run this as written. It needlessly wastes time. I don't understand why someone would need to chase the quest giver.
This is one of the main areas where convention DMs could run into trouble, as players often run modules out of sequence due to scheduling. I would definitely recommend treating someone scheduled to play DDAL 7-03 as having played it. Same for characters who have interacted with Screaming Wind in DDAL 7-01. Luckily, I didn't need to worry about this.
The fisherlings scene is fine, but I prefer making this a plot point rather than a more random thing and plan for interaction/combat with the thugs. This is pretty much the only way I could see coming close to the max xp, as the final combat wasn't enough. A way to introduce it even if the party foils the theft of the satchel would be to have the thugs waiting at the other side of the bridge :" Hey doesn't 'X' have your satchel?" You could also do it right after they leave the shop and saving Wadumu from them (is it a setup?) You definitely don't need two chases in an adventure.
Like others, my party wanted to question the shopkeeper far beyond necessary. I haven't yet decided how to try and limit this should I run it again.
My party didn't need convincing to follow Wadumu, which was interesting. I ended up having him lead them to the village and let them decide what to do. He ended up talking to the guards anyway and suggested attacking at night. He handed over the goggles to someone who couldn't see in the dark. This felt like better timing anyway. I think the key here is to allow some kind of agency, forming a plan of attack, letting the daytime trip through the village be for scouting etc. Because the village has almost no detail, you'll need to make this up.
Nobody went anywhere near the grung, and the combat was over quickly (which was good, because we were just about out of time). I haven't yet had any feedback so who knows what the players thought of it.
[2 of 5 Stars!]