
Personally, I've always only seen this as a part of a greater storyline, since it was always, for me, a piece of the Saltmarsh arc. However, I do see how a DM might enter this into their own greater campaign without needing to tie it in with the earlier modules in the series.
That being said, I think this module does a great job of finishing off the U1-3 arc. It provides for a very dramatic opening, with either a set of decent land or sea-based encounters (depending, as I always appreciate, the party's choice in how to approach the "dungeon"). In the case of how it's always gone for me,
The "dungeon" in this case, provides for a great set of gaming sessions, because I really can't see how a gaming group could handle it in just one session. And yes, I know one or more of you out there can say how they have accomplished that feat, so just keep quiet, you.

"Hey, look, it's the new TSR logo!!!"
The "dungeon" for U3 really does play out well; it's one of the only published adventures I can remember that really utilized some of the environmental rules of D&D. Without saying too much that might spoil things for those not familiar with the adventure, the underwater aspect really presents a number of challenges to the party. There are a number of included solutions to the underwater parts of the complex available to the players, which I appreciate, but like I said in my last post, that's where U2: Danger at Dunwater left me feeling shorted...some of the party's choices in that part of the U1-3 story arc really could have helped or hurt the party when it came to some parts here, and those choices may have been conditioned by how players had been "brought up" to play fantasy adventure games. But, maybe I'm just looking at it the wrong way...
So, whatever the introduction for the party to it, I think the over and underwater parts of the "dungeon" part of U3 are great. There are numerous opportunities to interact with and fight with the residents of the complex, and the potential danger to the party is significant, but not avoidable if thoughtful actions are taken. I guess that's what I really do like about this adventure. For a careless party, a TPK is likely, and even for a thoughtful one, that might happen, but with a good deal of luck, thoughtfulness, and skill, a party can successfully navigate the "final enemy."
If you're not one to actually play through these early 80s modules, I highly recommend either purchasing them as hard copies or downloading them by way of pdf. They make good reads in and of themselves.
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