Yes, insofar as the creature believes that it's under those conditions
First, let's compare this spell to Major Image, which explicitly forbids damage, deafness, and the like:
You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).
Phantasmal force has no such restrictions. Instead, it states
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm.
Thus, if the creature believes it has a bag over its head and can't see, it believes that it is blinded and can't actually see. Perhaps it rationalizes the things it actually sees as hallucinations, for example. Likewise, if your illusion is that the creature is chained to the ground, it might rationalize its ability to move around by thinking that the chains are very long.
Therefore, it seems like any status condition that can be inflicted by some physical phenomenon can be "inflicted" by the spell. The spell doesn't modify how the creature feels about other creatures, so it probably can't do things like charm or frighten (unless the DM rules that the creature is frightened of the illusion), and it doesn't make much sense to allow it to inflict poison, exhaustion, or petrification. However, the creature can certainly be made to believe that it's being grappled or restrained, for example.
The status effect is only a belief, and not "real"
The only actual effect that the spell can impose is damage. This limitation means that a creature that thinks that it's restrained can still move around freely, for example. Therefore, the DM has a lot of latitude in determining exactly how this spell would affect a creature.
If you think it's too powerful for a creature to be restrained, the creature could realize that its restraints are loose enough that it can still make an attack, but it might not try to move because it believes it wouldn't be able to.
Gliding is not a thing in 5e
And in fact, Gliding is just a form of flying (just with less effort). Colloquially, we envision gliding to not take movement, but in 5e Movement is simplified and generalized to mean distance traveled. From the Basic Rules:
Your speed determines how far you can move when traveling (“Adventuring”) and fighting (“Combat”)
Your fly speed as an Aarokocra is 50, so any time spent "gliding" would still use up that 50 fly speed.
When Flying, you've basically got a choice between flying with movement, hovering (if you can), and falling. Gliding isn't an option, so it must fall within one of those possibilities and you probably don't want to be falling.
Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly spell.
If falling, you can reference this question for information on that.
Best Answer
It's fine if he escapes. The rest of the party can't fly away, so he'll have to come back for them anyway. (Or he could abandon them and fly off, but then his character has left the game and you can ask him to make a new character.)
If he flies up above the level of the walls, it might cause bad consequences -- it might alert the guards, and they might shoot crossbows at him. But I don't recommend altering the module to thwart him if he's just doing aerial scouting.