This was a fun module to play and run. One caveat on my review: I had to "wing it" with this one, as I had very little prep time (I confess I screwed up one whose day it was to DM, lol...). The beginning is a bit slow, and some of the investigation parts seem a bit shoehorned in. My players zoomed in immediately on what they needed to do, and it seemed that there was some "but wait, before you go to the island, don't you want to talk to anyone else?" So, when prepping this module, pay special attention to the first section and see if you can't smooth out some of the poking around town, the tavern, and the docks. Simplify and let the PCs find out what they need to know a little more organically.
Once on the island, the game picks up a little steam. More so once the PCs go into the temple. Of note, do make sure to a) take care with balancing the last couple encounters, as they can wipe a party, and b) pay special attention to the sinkhole. As a DM who does homebrew games and adventures, I give kudos for a well designed trap room. This one might not wipe a whole party (unless they're all careless) but it can kill off one or two with very little chance for the character to fight back. You might want to emphasize that the sides of the sinkhole are very slick.
Anyway, in the end, we all had lots of fun and I continue to be impressed with the quality of these adventures.
[4 of 5 Stars!]