Adventure itself was fine but there were a lot of events resting on very specific player abilities/actions. Like the whole underwater portion without actually offering the players a way to explore underwater (I just added some wizard hirelings to cast water breathing on them). Or the Marid at the end of the ship which is the only way to find out Delnira's location (assuming the party saves him).
This honestly felt like 2 adventures crammed into one. The entire middle portion is like it's own adventure which as a quest reward gives the players the necessary info on where to go to finish the actual adventure. Part 1 & 4 are the actual main quest and only make up 1.5 hours out of 4. The actual plots were interesting enough, even if Aremag kidnapping that elf specifically to be his watchdog felt like a kinda random decison. It's just too much content for a 4 hour slot, which is a problem with the AL-style of play.
[3 of 5 Stars!]