This adventure has it all! Roleplaying, combat, puzzle encounters and a nice rewarding finish.
The questgiver and its patron give a very nice mystique feeling ot the adventure.
The simple gobling encounter has an edge on so many other encounters in diffrent modules. The goblins have a goal, which gives them purpose and their right to be there.
Following the next day, you can scare the group with the Zhents riding up and create some tensions. (If you didnt try and scare your group a bit at the strart its a good moment to name Adult Blue Dragons as inhabitants of the desert). After the riders, if the castle rolls up, the first thougth will be "Dragon". This thougth empowers the element, think on your feet and forces players to be creative. Dont be affraid to give them a hard time if they fail to grasp the need of the situation. Even when they lose a lot, bringing the statue to Parnast forces creativity then as well.
I personally like the encounter at the blockade more then the one that follows, but they are both solid final encounters before reaching their goal.
if you ran Tyranny of Dragons, it makes the town of Parnast a nice callback, which contributes to the adventure in a way.