Yeah, the Haunted House was a bit underwhelming. Neat twist though.
If I was to do it, I'd probably steal my top three favorite plot hooks from DMG 2, steal a dozen of the more colorful NPCs, and keep them in my back pocket for when the PCs go off exploring on their own. If the PCs opt to follow one of those rather than the U1-3 track, I'd either steer them back or let the campaign wander in that direction for a while, whichever seemed more interesting. I also might toss in another alternate place to explore if the PCs so choose. (Bone Hill is another blank-slate dungeon with a nearby town, substituting Restenford for Saltmarsh should be easy).
Anyway, I hope your group enjoys it!
Bone Hill is another blank-slate dungeon with a nearby town, substituting Restenford for Saltmarsh should be easy
I gotta agree with this quite strongly. I think those are two of the more flexible original adventures as far as leaving a lot up to the DM but actually leaving him room to put his stuff in. Some older stuff suggests adding details but often resists having anything added to it. Not these. And utilizing the DMG II Saltmarsh as the town nearby for both is a very good idea. I could see a year's worth of weekly gaming with just those things.
I wish there were more dry erase maps tied directly to adventure paths, i think it would be a big seller. I'd buy it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.