If an adventure is going to be all combats, they should be more streamlined. Like those clockwork menders (they are actually in MMIV), beyond just how hard they are for the CR, they soak up way too much time... attack roll, then saving throw, and this is happening round after round, since even your big hitters will probably miss over and over (a starting AC of 18, and they spring attack in and out of cover). The jump check to get on the coffins was too high for lvl 2, and you have to get on them just to reach the bugs. So yeah you live, but it takes a billion rounds, then you get to spend all this time figuring out all the rules for healing poison, and recovering ability damage, etc.
Not to mention the DM having to flip all over the mod just to find out what's going on... I mean, is he supposed to memorize everything in the mod beforehand? That just defeats the point of buying an adventure, might as well design your own and not only save the $$, it would run smoother since you'd actually know what's going on. We got through probably 3 times as many combats, plus more roleplaying in the same amount of time while playing Scourge of the Howling Horde... so many things in this mod just ate away time.
Our slaped-together chars were probably more interesting than the plot. The combats were way too drawn out (I mean a drawn-out fight against the boss is one thing, but this is enter room, fight, enter next room, fight...) Not even anything too interesting in the rooms... the only real features was the dead bodies we were looking for and the graves that you can't loot b/c they are all the dead reletives of the townsfolk you are helping. I mean if you downloaded it off the internet, it would be okay to kill a few sessions of a home game with, but if you are going to spend 15$, there's better stuff out there.