This was my first module I ran as a DM. My players kind of struggled with the workshop aspect and I don't think enjoyed that part very much, but it does set up for the branching path which I thought was nice. One downside to the branching path is that it takes more prep work, which you will not use 2/3ds of unless you re-run the adventure later.
My players did enjoy the adventure though, and it was a fairly quick one. Some of the mosnters seemed overkill for the party, but there are plenty of bar patrons they can beat down if you want to slowly ramp it up. Few small nitpicky things like why Durnan would let all these nobodies trash his place, and a ton of side info which there's really no way for the players to find out (maybe relevant in a subsequent adventure?), but all that stuff can either be ignored or explained away pretty quickly as long as you identify it early.
4/5, some small issues. I would run this again, but would be more selective on the players due to the first part of this module.
[4 of 5 Stars!]