I ran this in context of a post-Tomb Of Annihilation home game, with a couple of minor changes to fit our ongoing stoyline. As noted in other reviews, this is almost guaranteed to run long; delightfully meaty for our home game, but you'll struggle to cut it to fit into a four-hour slot.
The adventure references Aremag from the Tomb Of Annihilation hardcover. The group doesn't need to have met the dragon turtle, but it is expected that it's still alive. You may need to improvise a little. There is an expectation that you have the hardcover; this is fine and dandy for my situation (running this post-ToA) but this adventure will not easily drop into another setting. Between this and the run time, I highly recommend this for other post-ToA home games, but warn against it for random campaigns or drop-in play.
The module offers a good mix of "the three pillars" (roleplay, exploration, and combat) with a decent amount of choice for how to approach certain situations. My roleplay-heavy group really enjoyed many of the interactions; playing "detective" can be very satisfying for some; and the fights are interesting. A fair amount of the adventure requires water breathing, so you'll want to provide that to the party, or let them buy what they need. (On the flip side, a party well-prepared with magic like Control Water may require some quick thinking to keep it from being TOO easy.)
There are some "fail states" where a careless or bloodthirsty group could miss or kill their lead and dead end the investigation; you'll have to be ready to improvise something or be willing to let them lose for the day. The party will battle multiple spellcasters, which can challenge an unprepared DM, especially since I would HIGHLY recommend adjusting their spell lists. (As much care as we saw in other parts of the module, the poor spell lists for the warlocks especially stand out as a problem.) The conclusion gives the players a choice that could potentially upset the merchant princes, which is interesting if they'd been hailed as heroes until now. (It's clearly the WRONG choice, and the group that would do it are likely to fail to reach it, but... it's a good example of how a short module can still offer some meaningful choices.)
Whatever you have to say about this module mechanically, it deserves high praise for atmosphere and ideas. An interesting mysery builds and unravels over several hours; there is a slow build to claustrophobic terror in exploring a shipwreck infected with a mysterious menace; and the conclusion will require that they fight or outwit an awe-inspiring foe.
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