I've watched this one on Roll20Play, I've played in the adventure and I've DM'd it. I really enjoy this particular adventure, though it really pays to do a little preparation beforehand. Other than the 'finale' my characters were able to avoid combat throughout the entire span so were able to spend much more time being 'gumshoe' detectives. My table decided not to build any fortifications, so they really only had to deal with the ambush party and I hand-waved (like was suggested) that the boat and Elisande were carried off to the boats in the water. Again, most of this adventure works if you play up the creepiness factor and if you run the combat like the author suggests, throwing only the two 'leads' and the entire remainder of mobs into the 'roll for both, whoever wins remove a mob' style. Only engage the mobs directly with the players if the players engage. Combat was smooth when run in that style which is what the author suggested.
A great continuation of the story of Phlan.
[5 of 5 Stars!]