I've stated my opinions on the adventure path, and yes, I didn't like it and I found running the adventure a frustrating task. But I own the two books, so let's see about extricating some value from them. If we ignore the overarching plot, how useful are some of the chapters, has anyone found value in any of the pieces of the adventure path?
For example, I think chapter 6, Castle Naerytar can be pulled out and used in other campaigns or as the end piece to a larger adventure. A big castle, with an uneasy alliance between Cultists, Bullywugs and Lizardfolk, there's potential here. But this is also where I stalled out while running the campaign, so what sections of the adventure path did work well and might be useful in isolation?