First, I'd like to commend your layout. The encounter designs, from the rooms of the maps, to the PDF layout, is really nice. I can tell you did put work into this.
For your first adventure as a DM, this is fine. There's no problems, I'll tell you that. The only thing it "lacks" is "Background Information". It answers Who, How, Why, and When.
However, I will say that it's very plain. Adventurers come, kill goblins and their master. But the PCs don't engage with anything besides the worried townsfolk. Furthermore, you have a villain, but the PCs only meet him in the end room. Also, you have goblins working for a necromancer. Why? (I didn't see that in the notes; if I missed it, sorry). A very plain adventure is okay. Especially for a new DM, new players. It's simple, lets you get your feet wet. That's great.
But, what I would suggest is thinking about how to make it more interesting beyond "Goblins to slay, villains to punish". First, let's talk about your pacing.
Instead of the PCs just walking into town and BAM, they're attacked by goblins and they're asked to save the town... instead assume that the PCs are traveling and stop in town just before sundown. They go to the local inn or tavern. Before they order food, have the bar wench say "Sorry, we're all out of ale and cheese; goblins have been raiding merchants that bring us that stuff. All we got is some bread, water and meat." Let them hear some townsfolk complain about how goblins stole their dog, chased their sheep into the woods, threw feces on their laundry hanging out to dry, and other very mean things.
Next, the PCs meet the villain. He and his friends may be hanging out at the tavern before their walk. Play him up. Is he nervous and twitchy about hatching his plan? Is he brooding and withdrawn? Is he eager and arrogant? And don't forget to play up his friends, because the PCs are going to meet their walking corpses later.
Then have the PCs wake up in the middle of the night from the goblin attack. The goblins are setting fire to things, menacing the people running about, and other goblin hijinx. Then the PCs bust out and dash them to pieces. Now is when you have the kids' mothers run out of their houses, yelling about their kids. "Have you seen our children?" "Did they come home last night?" "No!" And have the Players beat the bushes, find the shoe, etc.
You can even have a nice little town hall meeting, and do it like 'Jaws', where the whole community is upset and they ask 'Who will SAVE US?'.
Next, let's talk about the Goblins.
Why are they working for the mage? And, where are the Other goblins? Women/children/non-fighters/spiritual leaders/etc? If the answer is "The mage is their leader", then the question becomes "How'd he do that and why doesn't he have goblin zombie/skeleton minions". In fact, I bet he could have used the corpses of goblins killed in any raids, since the community would've chucked them. Did his Mentor give him the goblins? If so, why?
Where I'm going with this is not to criticize you, but simply to ask questions in order to find interesting answers. For instance, perhaps this is a scouting party of goblins, who came across the wizard's crypt when he was away. They go in to use it for shelter, he comes back, and scares the willies out of them with the skeletons he has, and cripples their leader. The leader is still in the crypt, alive; the mage doesn't speak goblin, for instance.
This gives an NPC in the crypt the PCs can talk to: the injured goblin leader. Do they kill him, or let him go, even though he's a goblin? They'll have to use skills to talk to him, because he's going to be hostile, or try to sneak away (but he's crippled, so it isn't going to be as effective). Perhaps this hints at a goblinoid force moving this way from beyond the Barony.
Finally, this is a suggestion for your future adventures: think about variety. This adventure has the PCs just fighting only One Thing until the last room: goblins. So what you might want to do is mix up your monster list a little. Does the boss monster have an imp adviser who is skulking around, who can ambush the PCs? Do the monsters they're fighting have any pets, like drakes/beetles/rats/kuthriks, etc? Are there any indigenous monsters in the area that could just wander in, looking to pick the bodies and get disturbed by the PCs? Do the monsters have any Traps set? Are there any extra-planar creatures that are guarding the boss's Inner Sanctum, released when the PCs touch the door without saying the command word? Have the monsters' activities disturbed a creature, which they have barely been able to contain in some room (for the PCs to stumble across, no doubt)?
One other thing to consider is the matter of complications in the plot. A third party might be giving the PCs competition. The monsters they blame (and initially fight) might not be responsible, but now are very angry at the players for attacking them. Defeating the Bad Guy might result in Even Badder Things Happening.
And last, don't be afraid to drop hints. For instance, the PCs might go "What the hell?" when they stumble across a necromancer behind the goblin attacks, because there had been no indication of the Necro before then. Graves being dug up in the area, unhappy (but harmless) spirits in the crypt disturbed by the defiling of their rest, etc, are great little things to drop in to let the PCs know "Something is up".