Its actually a decent module. It railroads some, but a good DM can either hide it or make it flow right. First thing (if you don't railroad) is your players are probably gonna throw a wrench in the flow of the module.
::Some Spoilers here::
[sblock] In the original chase from Sharn to Trollenport, my PCs overtook the carraige and managed to subdue the sister, so she was out of the module from that point on. Oh yeah, you gotta think of how Lucan's gonna escape at this point, and not reveal he's a vampire, there isn't an easy way, I finally did it by using the sister to run interferrence while Lucan gets away.
And later at the masquerade scene I was practically winging the whole thing, first the PCs hired some thugs to capture the vampire Lucan, that didn't work, but if the PCs had figured out Lucan was a vampire, the module would have been ended here. Using that info however they check out the where the ambush took place, so I've got to make up a place on the spot, inns are always nice here, and it was fun getting the PC in trouble with the town guard.
And finally the airship where the module ends for my group, why because they tore the airship apart trying to find the bad guy. If you want my advice on this part, let them miss the airship takeoff and have to come upon it at a later date. The players are still gonna face the raiders, however.[/sblock]
Overall the module runs well, why I used it is because it fits perfectly in my main plot. The other good thing about it is that most of it isn't a dungeon delve (the end is, but my group didn't get that far), and its pretty fun to use as is, I only had to make some minor changes (taking out a couple of orginizations, and changing some of the tempo).