This can be a fantastic adventure under the right circumstances, but it'll take a little work to shine without a very specific group.
SPOILERS FOLLOW.
The adventure basically falls into three distinct acts. The first is the discovery that multiple tarrasques are about to attack the city, and the players are expected to prepare by calling various factions to arms. The second is a battle against tarrasque, made easier or more difficult by their success in the first part. The third act is a fight against a familiar archnemesis and another tarrasque.
The first act is written with the assumption that you and the group are familiar with Waterdeep and various factions within. There's a great deal written here that will work swimmingly for a group that has finished a Waterdeep campaign, but if the group is familiar with any other big city (and has friends and factions they can call on to defend the city), there's a framework to adapt it. It's a pretty fantastic framework to add as much (or as little) high-stakes rollplaying as your group cares for. Unfortunately, if you're running this as a one shot outside a campaign, most groups will have little direction on what to do in this act.
The second act is going to be a long combat, with a few ideas for complications thrown in. If you're running a high-level campaign, you're probably aware that combat can be a long slow slog, with groups very differently optimized for it; and a tarrasque can absorb a lot of hits. Here's another place you might need to adapt: because of the amount of resistances and immunities a tarrasque has, you might find one or two arcane spellcasters have nothing to do. It's really fun and funny the first time a spell bounces off a tarrasque. By round four or five, you've potentially got someone who has spent an hour feeling useless. Take a look at the combat complications that are suggested, and give them something to do while the physical fighters wail away. (Although a tarrasque is also immune to nonmagic weapons, that shouldn't be an issue at level 20.) On the flip side, a spellcaster witht he right spells prepared could be an annihilation machine. That's just the nature of level 20 adventures though!
The third act is another combat, with another Tarrasque and The Big Bad, and although there are ways to end it other than just killing The Big Bad (assumed to be Halaster Blackcloak but easily replaced with another spellcasting archvillain), rolling initiative again right after another combat started to feel a little one-note to me. I think there was a missed opportunity to add more of an exploration challenge here, to balance the social first act and epic combat second act. Admittedly, that might miss the point of a silly gonzo action adventure, and a bloodthirsty group that is enjoying the handfuls of dice they get at level 20 will probably love it as-is. But I think you could turn a good adventure great, if you put a puzzle or two between the party and the final battle. (Lucky for me, we broke this into two sessions when I ran it, breaking between the second and third acts. This gave me time to embellish the third act, and I'm glad I did.)
Lest this sound overly negative: writing tier 4 adventures is difficult if you know a group, and almost impossible for a general audience. There are fantastic bones here and nobody's going to hand you a level 20 adventure that works for any and every group without a little adaptation. If you're looking for a fun epilogue to a campaign that ended at level 20, this is hard to beat.
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