You can play this Basic Fantasy Role-Playing Game Adventure on its own or as a continuation of the adventures The Temple at Hillman Point and The Reclamation of Castle Devyn which take place on the same island.
"No surprise that a group of you would show up, with all of the unexplained the [remove 'the'?] troubles we've been having."
More troubling have been the most recent appearances of scratches and markings on people's doors. [What if the players ask what kind of "scratches and markings"? Made by animals clawing the doors? What if they go looking to see if any strange symbols have been scratched on the doors? Are any foot prints in the ground near/at the doors?]
Page 2: "Cyril will tell the party that things are still not right around Locran, and even those traveling other parts of the island have reported increasing troubles."
To me, this reads as redundant considering ... "Yet, problems are still increasing on the island and people are worried."
Cyril Ketill (Human Male Fighter 10) Shouldn't damage be 1d10+2 with 2-handed sword and strength bonus of 2? What value is the ring of protection and how does it fit into Cyril's armor class: Plate Mail = AC 17 - 1 for low dexterity = 16, is it a +3 ring of protection?
Page 3: Dire Wolves Mv 50' Chimera HD 9**(+8) Giant, Stone HD 9 (+8)
Page 4: Lycanthrope, Wereboare HD 4*
Page 5: Saladmander, Flame HD 8(double dagger) Purple Worm HD 11 (+8) Scorpion HD 4* Caecilia, Giant HD 6* Basilisk HD 6**
Page 6: Some sort of note such as... A giant Shield Guardian (found in the Basic Fantasy Field Guide of Creatures Malevolent and Benign) is hoisting boulders and throwing them...
Page 7: The following includes questions I found myself asking while reading through it by room number.
2. Receiving Hall: Are the curtain's and stands "frozen in place by some mysterious force" as it were? After reading the description of 4 I realized that "the curtain's and stands must be something like [are protected against pilfering and damage by a strong magical force. The curtains can be opened but not torn down or damaged whilst the stands are frozen immobile in place.]"
3. GRAND HALL: "At the back of the hall are very wide and deep stairs leading down. In contrast to the hall there is no light here." [Does that mean "The stairs are not lit."?]
4. Inquisition Room: Numerous chains and boards of wood are bolted to the wall. [Which wall(s) are they on?]
5. Butcher Room: [What are the curtains shown on the map? Ragged and blood smeared? Clean and protected as in the "2. Receiving Hall", assuming those in the receiving hall are porotected?]
6. Feasting Room: [the room isn't lit unless I missed it, and thus the comment "There isn't any light showing the way." may not be needed.
7. Library: [I would have made a note about what the books were: example, most are old, common religious tomes, long but not necessarily accurate treatises on science subjects, nothing of particular interest to the player characters, etc.]
8. Kitchen: There are two narrow [curtained entry ways] into this shallow but long space.
Are the fires of the oven and firepit lit, warm coals, old and cold ash, etc. Or do you care?
Maybe add some spices in bags, wooden/glass/ceramic/silver pots, unground pepper corns, old moldy garlic, etc. for a little more scenery. A bag of ground pepper might be handy for the players ("I rip open the bag of pepper and hurl it at the guard dogs/guards!") Cooking pots and pans hanging on pegs on the walls.
9. Entertainment Room: There are a few broken chairs and smashed instruments of various materials [sitting on/littering/cluttering the rotten/sturdy floor of the stage]. Is the stage a wooden platform and if so what might be found by looking underneath it?
11a. Confessional: this [capital T]
11b. Confessional: similar [capital S]
1 Stone Golem HD 14** (+11)
14. The Works of Sana Francesca: Each painting [depicts] one of the four elements [in lurid detail]:
Perhaps: When someone approaches within 3 feet of a painting it "springs to life" and animates the intended subject complete with sound effects and smells of: a smokey fire crackling/roaring; wet water rushing and crashing upon itself in waves; wind blowing with a rustling/whistling intensity; soil/sand shifting with stones clashing.