This is probably the best module in the first season of Adventurers League. It opens with some exporation; follows with a combat that feels as though player agency is at work; then becomes a mini-dungeon crawl before emptying into the big final fight. Structurally, it is very solid and a module that I've run many times.
I'd provide caution in one main area, though. The final fight can turn deadly very very quickly if a DM makes use of the lair actions offered. Against a party that is "over on player count; under on APL" and thus is alledgely "average", the default lair actions are likely to down the party instantly. I wholehearted suggest pulling punches in this fight or even ignoring the lair actions entirely unless the party is all high-level or experienced.
[5 of 5 Stars!]