This 'mini campaign' is the 1st adventure my group has played after graduating from the beginner's box to the full rules.
Party consists of :Half-Elf Druid, Aasimar Paladin, Grippli Inquisitor.
I started them at Lvl2, as they are 1 PC down (Questionable, given the Druid, but that's by-the-rules adjustment).
What a brilliant module ! This has a unique vibe & theme; primitive, swampy, malaria-riddled colonial outpost.
It's got a perfect blend of Role-playing social encounters, Dungeon-Crawling & Hexploration. So many of the NPCs & even nominal 'monsters' are interesting & offer multiple ways to engage/ negotiate/ overcome/ destroy.
There are loads of plot & personality hooks that you can run with & the organisation is generally very good.
My players really engaged with the settings, plot & NPCs & are now entering the final map of the adventure at level 5, pushing level 6.
I'd honestly be hard-pushed to recommend a better 2nd adventure for players who have perhaps a short introductory adventure under their belt.
I should add that this is a home game, not organised play & it's taken us ages to get through, but this is not a bad thing & more a reflection of the fact that this is quite a casual group, rather than anything to do with the module per-se. In some ways, it's a complement, because the adventure has so many hooks & interesting characters that the players naturally engage with them & that ends up taking a bit longer.