The Product: It's very nice, very well-written, has stat blocks for all the NPC's and the villains. It offers many opportunities to fight (including wandering monsters), which just about everyone loves. Finally, there are many ways to integrate this in and around your world. It can serve also (thanks to one of the rewards) as a side quest where they sail in and right back out and into your main storyline again.
My take as a DM:
This campaign was reviewed by many people & I'm going to integrate it in my campaign that's coming up next year. The final boss encounter is ECL 10, FYI. The module says that your PC's should increase a level or two from the adventure level (for 4 level 4 PC's), which means they may square off against the boss at level 6 (at best). However, keep in mind, there are multiple encounters before this one. Point is that the errata says ECL's that are 3+ higher than the average party level is guaranteed to kill at least one PC. Now, I may not have play-tested it yet, but I know that to cover this gap, the DM has to do two things to "increase" the average party strength; give him a higher (32 points) point buy total and give them magical gear more potent than a PC their level should have. Either way, you end up having broken PC's in your campaign.
This is the kind of campaign that you run with (at most) one noob and the party cares mutually about each other. It's very tough and has a hard time answering questions PC's may have. It offers a straightforward method of solving problems & the "smart" way. One of the initial encounters in town is a group of "toughs" that is an ECL 2 higher than the average party (boss encounter). I think that as DM, you should consider these points for re-tweaking:
Scale encounters up or down to a median level. It's tough enough to challenge your group.
Consider making it a 6th level adventure & push for a PC to take leadership so that they can take extra muscle in the game. Alternatively, mention the reserve feat "Touch of Healing" from the Complete Champion. Or do both.
Consider shaving a few levels off the Orcs or exchanging barbarian and fighter levels with expert or warrior. Consider having one of the nobles give the PC's a Wand of CLW to ensure their survival.
Also, don't assume that they won't attack the Orc ranger en route to the keep. They might kill a strong source of info. Have a back up plan, if they do. Finally, consider offering them hirelings in town that will go with them if you opt not to do any of the above.
I suggest you read it through once as-is. Then re-read it and note things you would like to change. Finally, the third time you read it, make changes as you go. This should help.