So I ran my New World campaign group through a side quest on the Goblin Hulk and they loved it. I started with the lvl 6 encouter of bribing their way out of the prison. After that they had return to the Hulk to find their missing friend who had been kidnapped with them but had not been put in the prison. The group ran jobs for Bel the Fat to build up a cover as being mercs. The missions turned out more challanging and hilarious that I had ever planned.
One mission they had to go back into the prison to find a corpse of a Goblin that had swallowed a very valiable item. Between fighting zombies and digging through goblin corpses they were dying to get of the prison...again. However there was a hitch, right when they reached the prison door, they were charged by two bugbear zombies. They ended up fighting with their backs to the prison door bars and the goblins on the other side started taking bets on who would win. Then on the spur of the moment I had a goblin backstab one of the players through the bars. This triggered a riot between the goblins who had been betting and with in a few turns everyone nearby was swept up in it. Someone who had bet on the players let them out (after the zombies were re-deaded...) and the players had to wade through a 20 goblin riot...and then kill the Kuo-toa Maruader prison guard commander.
A second mission they had to break into one of the Prison Vaults for Bel and retreive some goods he wanted from it. The group came up with a very complex super spy type approach of stealth and avoiding patrols and any witnesses. However halfway through the plan, the players remembered "Wait..this is the Hulk....no one cares about dead goblins here!" and then just starting murdering anyone who got in their way to the vault. Of course things went south at the vault. They had to collapse the only stairwell that lead to the vault to avoid being over run by goblin patrols. They then bashed their way through the floor, dropped down a floor into the Prison, avoided a horde of zombies and bribed their way past the gate guards....again.
The last encouter of the session they had to make their way through the Crew Decks. The had to walk down a very long, narrow corridor to get off the deck. However the deck was a cross between the corridors of Das Boot and tiered like a jail house block, so there there rooms everywhere and walkways and gantries criss-crossing in a mind boggling maze. With goblins walking everywhere and the general state of the deck, everying was considered hazaderous terrain to non goblins. They ended up having a running fire fight with snipers in the upper tiers, fight off random thugs/rogues popping out of rooms and trying to avoid getting hit with alchemic bombs and moltov cocktails being thrown down at them.
Of course I looped the Pirates of the Caribbean soundtrack through the entire rsession. They really loved the wild, choatic feel of the environment of the Hulk, the often cramped and dank maps and the freedom of choice that one doesn't have in say the colony when executing plans. They haven't finished the quest in the Hulk but they loved it so much I felt I had to post how much fun you can make from Ross's module.