I only played this one rather than being the GM, and in a fairness I must make the disclaimer that the GM seemed tired. That said, whatever the story behind the scenario was, it didn't come through in playing it. No single encounter was bad, but there wasn't much stringing it together. The dungeon felt arbitrary in the extreme.
There is also this quirk that during the VC briefing, he has a local guard of the area you are traveling to there, but mentions you could talk to another NPC about the mission "if you want to". None of our PC's was a fan of this particular fellow, so we all declined. From how things went, it seems more like he was supposed to be the main source of information. The GM stared at us in a bit of disbelief when we each said, "No thanks!"
The author of this scenario deserves kudos. This could have been a completely recycled dungeon crawl, but is a true adventure that happens to take place in a space-limited location.
There are places where he plays with default gamer assumptions, places where either talking or the sword can win the day, and he even included rules for the coolest game of dominos ever. He hits that balance of showing where a trap was or must have been at one time for those without rogue skills, but doesn't then make it easily bypassable.
There were places in the background that I would have loved a little more elaboration (what can you do with Season 1's wordcount?), but the introduction was well written enough that a GM that cares about that stuff or has players that do can write it in himself.
My gang very much enjoyed this scenario. Unlike some scenarios, most of the backstory actually makes it into the interactive part of the adventure where the players can come to learn about it, and I think that enhanced their enjoyment. I had a player keep a counter for consumable resource, but didn't tell him what it was for, and it jumping by 10 every time it was used made them increasingly tense. The slow ticking away of the curse was very good for engagement, too. Indeed, worth the time to convert to modern pathfinder.
After a rocky introduction to PFS via part 1 of this series, it was this scenario that made me interested in giving PFS a chance. I think for an experienced gamer, this is actually a much better first session, showing off the strong points of pathfinder's modules.
It has fully realized, fleshed out NPC's who could be interacted with in multiple ways. The dungeon actually has a working ecology and sensical microculture, which the simulationist is sure to enjoy. There was moral nuance, room for individual initiative, and hints at the faction shadow war.
This was my personal introduction to PFS and it's modular play style. I was prepared for a little railroading, but although some other scenarios I have played since grease you along subtly, it was particularly obvious in this one. That was a sour taste for me as someone who came from a long form campaign background. The puzzle in particular felt particularly contrived, and I was glad that my character didn't have the spellcraft to realize how much magical resource was put into a very unnecessary test.
That said, the pace of the adventure was good, and I'm sure people without a long roleplaying history would not mind most of the things that put me off. (They certainly wouldn't be thinking about how the puzzle was created, for instance.) It does do a good job of showing you if you will hate any of the featured faction leaders.
Overall, our group enjoyed this adventure. It communicated the environment well, and really feels like a long slog through a desert.
Due to the time it was published and the differences in how faction points were awarded during that season, several of the faction misisons are not clearly communicated on the handouts. In the process of playing it in a season with the extra five factions, we used the doubled up faction situation to clarify the secondary missions when we played it.
This was the first PFS scenario my friends experienced, and they were entertained the whole time. It's easy on the combat due to 3.5 vs PFRPG differences, but if your group is new that's not a terrible thing.