This adventure runs really hot and cold. While the rewards and gameplay are interesting and can be very fun to play, the adventure is pretty poorly organized and is a bit of a trial to DM.
The hooks aren't quite strong enough to grab the typical pick-up group, leading to a mid-game detour through the backdrop village to find the plot again.
The core dungeon crawl is super exciting and very mechanically interesting, but suffers a bit from out-of-order side-bar syndrome in the adventure text, making it hard to find the interesting bits burred in the box text; when totally up the rewards for Adventure League, i realized i had simply not offered about half the treasure, because i couldn't find them in the DM text when the characters were exploring that room.
the early combat is a bit too easy even for first time low level characters, but the final boss fight can easily wipe even an experienced meta-gaming party at the top of the level cap; while there is a good progression from 1-round kobalds to death-knight sorcerers, but ramping up from too easy through too hard doesn't make for a balanced combat experience.
if you do plan to buy and run this, take the time to annotate the included map with notes on encounters and treasure, and be prepared to adjust the difficulty on the fly, because its all too easy to lose track of things in the shuffle.