From what I've seen, I really enjoy the attention to detail, and providing realistic motivations and interpersonal relationships between the townsfolk. The flavor of the goblins is great, and the attic whisperer is a genuinely creepy creation.
My only complaint, which is common with many paizo adventures, is that the humanoid opponents are too weak. I'm not sure if they were too nervous about challenging characters on their first adventure, but most named humanoid NPC adversaries struck me as almost intentionally underoptimized. Theres a monk/rogue who will be lucky to last a single round against even a poorly optimized party. Theres a mounted combat specialist who isnt using a lance. Feat selection is generaly poor all around. Theres a difference between catering to the most hardcore min-max party, and designing NPC's that the average group will find almost free exp and loot.
Naturally part of the problem is the CR system. Despite what the DMG says, a frost giant and a 9th level human fighter arent really at the same power level. It gets even worse when you saddle your humanoid opponents with weak multiclass combinations or worse... NPC class. Those 4 levels of aristocrat really DONT add 3 to the CR level of an opponent, its just more freebie exp. Giving them feats like athletic or whatever is just more icing on the cake.
Like I said, I'm hoping this is just to give low level characters a break, but I've seen enough mid to high level pushovers in Dungeon to worry that the writers still dont know how to craft a challenging humanoid opponent. Dont take this as bashing the product... I think its quite solid, and worth the time it takes me to re-write most non-monsters. I just wish I didnt have to.