Chapter 1 is a good entry that helps players invest themself a bit into the region and has some great foreshadowing of what's to come.
Chapter 2 adds more to this, really showcasing the dangers that they'll be facing as they continue.
Chapter 3 is a nice wrap-up of some of the more localized mysteries, but also a can of worms that leads to so many more.
Having players that really enjoy RP is great for this book, as there's a lot to explore and discover between combats. And many of the combats have ways you can maneuver around them, or gain important information.
The combat encounters in this adventure definitely runs on the 'easy' side, especially at the start which is pretty recommended for early levels. But I do wish there was a bit more danger for specific scenes/areas. Though of course, as a DM you can adjust it as you see fit for your group.
Reading ahead is really recommended for this AP, especially some of the information in Book 2 and 3 about certain NPC's, as it will help with foreshadowing greatly, but technically if you only wanted to run this book and stop there, you could write a good conclusion without needing the other 2 books by leaving out some of the details, so it runs just fine on its own with minor adjustments.