Here is what I recall from my experience of running Lair of the Sea-Lich and what what shown at the riddle reveal this afternoon. Please understand that I only ran the Puzzle version of this scenario, so my knowledge of what happened in the two combat-only rooms a somewhat limited.
Room 1: Temple of Orbs
Starting the adventure underwater was awesome. This puzzle was fun an interesting; made even more so that in a lot of cases, most if not all of the party couldn't talk underwater.
Upon entering the room there was a giant slab in the middle of the room, the ruins of a temple. On the slab were 4 pillars, each labeled with the name an domain of a different god (e.x. Azure, God of the Sea). The 4 god domains were Air, Sea, Land, and Mountain. The party is unable to step on the temple to move the orbs, but there is a dead nearby squid/jellyfish (an elastic ring with 10 ropes attached to it), that can be used to grab and move the orbs.
Which orb goes to which pillar has nothing to do with the actual color of the orb, but what was IN the orbs. Using the squid device, the party could move the orbs off the slab. You could then shake them to get an idea what was in them (Sand, Rocks, Water, or nothing), which would then identify to you which god each orb belonged. Then, once again using the squid device the party could place the orbs on the appropriate pillars.
Once all 4 orbs were in place, the puzzle was complete.
As a twist, there was a giant Pearl in the corner of the room which, while touched, allowed anyone touching it to speak underwater. The party is allowed to carry the pearl with them to additional rooms.
Room 2: The Sirens
Upon entering the room, a (very awesome and well done) video of two Sirens singing would start playing. If the party members did nothing to indicate to the DM that they were averting their gaze or covering their ears, they would have to make a Save vs being charmed. Additionally having a Bard play or sing to counter the Siren's Song was also acceptable.
After this, the Sirens would attempt to kill the party. One a fighter, the other a Mage.
No really tricks to this room. Kill the Sirens to proceed.
Room 3 (Combat): The Mermaid
In this version of the room, the players are greeted by a Mermaid who offers to help the party find the sunken castle if they'll help her get a treasure chest open. Upon trying to open the chest, the party is ambushed by a Dire Eel.
Room is resolved by killing the Eel. (What, its combat side, what did you expect?)
Room 3 (Puzzle): The Mermaid
The puzzle version of this room opens again with the players being greeted by a Mermaid, this time there is a peg board in the middle of the room and piece of rope. The Mermaid offers to help the party if they'll recreate a rune that fishermen used to use as a symbol of good fortune for her using the board and rope.
The clue to the room should lead the party to the following conclusions: They have to start and end on the same peg, the starting peg will be different from the others somehow, the distance between all the correct pegs will be 2 feet, the rope must be wound counter-clockwise around each correct peg.
Upon closer inspection of the peg board, it's revealed to be the side of the hull of a ship complete with high water markings ever foot. There is also one peg that is golden colored. Following the rules above, things get simple, there are two pegs that are two feed from the gold peg picking either one is correct, after that, there is only 1 peg that is 2 feet apart from each of the other correct pegs.
The "Rune" ended up looking like a simply drawn fish.
Room 4: The Castle Entrance
Entering the room the party sees they have found the entrance to the castle. There is a sign above the entrance inviting someone to dinner. Before the party can enter the castle they are attacked by a giant squid. There are two possible outcomes:
Through a combination of Bardic knowledge and The Druid's speak with animals ability, it can be determined that Squid are actually very shy creatures that are protective of their young and that the Squid wants an egg. It turns out that the "Pearl" that the party found back in the first room (and should still have with them) is actually the Squid's egg. Returning the egg to the squid completes the encounter.
Alternately, the party can just kill the Squid. Upon killing the Squid, it will lash out and smash the "Pearl" as a dying action.
Either way, the party can now proceed into the castle.
Room 5: The Cellar
This room is magically shielded from the water; as such the party is no longer underwater for the rest of the adventure.
On the far wall of this room are 9 barrels of various alcoholic beverages, each labeled. The clue in the room indicates that 8 of the barrels are poisoned, 1 is not, and that drinking the correct drink will allow them to pass. The clue also indicates that there is a significance of the number 4 in the solution.
Additionally in the middle of the room there is a table with 20 large letters on it, 4 of each of the following A, E, G, L, R. Using each letter once, you can spell for words:
GLARE
REGAL
LAGER
LARGE
These should lead the party to drink the Sun Queen's Pilsner, which incidentally is 16 letters (4x4) long.
When someone drinks the correct drink, they are teleported to the next room.
Room 6: The Dinner party
When the party teleports into this room, they find themselves seated at a dinner table. Unfortunately they are bound to their chairs by magical chains. The clue in this room reads "Unfasten Chains", what's the larger clue is the font used on the clue sign, all the letters in the sign are created using 3 strokes.
The Party is able to move their arms, but nothing on the table except for their silverware. Also, one of the plates at the head of the table is gold, the others silver.
What the party had to do was spell the word "Disenchant" on their plates using their silverware starting with gold plate, then proceeding around the table.
Room 7 (Combat): The Sea-Lich
Upon entering the room, the party encounters a Rust Monster. Once the party is close to, or has killed the Rust Monster, a chair (really an actor in a chair suit) runs out of the room at which point it is revealed that the chair was the Sea-Lich shape shifted. She was observing the party, to determine their strengths or weaknesses.
At this point, combat resumes and the party must kill the Sea-Lich.
Room 7 (Puzzle): The Sea-Lich
In the middle of the room there is a large chest, the chest of 10 rings. There are 10 holes in the side of the chest and on the top is the upper torso arms and head of someone turned to stone, and upon entering the room all party members are compelled to place one of their arms in the one of the holes in the chest. Once this is done, the Sea-lich reveals herself and will wander around the room taunting the players while they try and solve the puzzle.
Embossed in the bottom of the chest were the words "Smallest Ring to the Top". In the chest are 9 large, metal rings. However there is also an 11th hand in the box (not a prop hand either, there was a stage hand underneath the chest who also had multiple access holes through which they would put their hand) that had a 10th ring, though this one normal sized.
Once the correct ring is found, the party can remove their arms from the box. Placing the ring on the ring finger of the figure on the top of the box solves the room and defeats the Sea-Lich.
Personal Notes:
The Dinner Party puzzle was greeted with a very large "boo" from the audience during the Riddle Reveal. I liked the puzzle in concept, however what my party (and I imagine many others as well) struggled with was figuring out that the word to use was Disenchant. Even the Rogue clue for this room was unhelpful in this regard. Perhaps if the sign had read "Enchanted Chains" it would have been subtle enough but much more solvable.