My biggest memory when running this was its extreme lethality. It was pitched towards experienced groups, but still, beyond the earliest levels, it felt like we were losing characters every other encounter, and that's a big problem in an adventure with heavy continuity links.
We got through the long sea voyage, and there were some good fun parts, but we called it quits after arriving at the island.
. Age of Worms was the best of the three APs in Dungeon magazine.
Cheers!
I thought Sasserine was pretty awesome, and they really should have included ties back to it in the later adventures.
Hopefully 5e solves the horrific grapple problem, because were lots of monsters with +40 grapple checks and Improved Grab. I think every single melee character died, including all the animal companions and cohorts.