After having the opportunity to play this 1st and then run it multiple times later (on Roll20), I can say that the difficulty level is a little higher than most Tier 1 mods, but is still manageable. That being said, the enhanced danger level made it more compelling for the groups I was involved in (both playing and DMing) and I found the players were still able to roleplay in the in-between moments of the dungeon crawl leading up to the boss battle. Run time has varied for me from 2 hours exact to 3hr and 45 minutes (This group wanted to RP the heck out of it and it was grand!)
From the initial ambush to the trap placement, I enjoyed the structure and pacing of the encounters as it created a bang of an opening, followed by a slow burn as the group delves further into the kobold lair and then reaches a climax during the finale. I found the final encounter to be close to that sliver of a perfect spot where there has to be real potential of risk, but not an overwhelming battle. If the suggestions for modifying the encounters based on APL are followed and the combat notes are looked at, I believe that the battles are balanced and fun. Overall, a nicely done mod.