- Challenging Combat Encounters - even when I was "pulling my punches," the players were on the edge of their seats during the combat. It made their victory feel hard-fought and gives players who are very keen on combat that thrill/risk of death that a lot of players complain they don't feel any more.
- Investigation and RP - the earlier portion of the module gives players who are more in it for the story than the fighting a great time to shine but may cause players who are more interesting in killing things to feel bored.
- There doesn't seem to be a good in-story way to have the players discover the module's "backstory" unless they scour every single nook and cranny of the island. Most of the players might just want to bypass that portion and go straight for the final encounter
- It is a long module. Four hours does not seem like enough for this module especially if you have roleplay-centric players and some of the encounters feel like they should give more EXP than what the module can grant.
Overall: A pretty solid module but might take several re-reads for the DM to anticipate the branching paths and means of getting the party back on track because of how open-ended it is.
[4 of 5 Stars!]