What I'll remember most about this one was the ludicrously hard boss:
The scenario is divided into a diplomatic session with unusual rules (an interesting idea) and a more traditional battle/exploration. The diplomacy was an attempt to win over a set of VIPs to aid the crusade against the demons, using a limited number of attempts. My high Diplomacy skill was nearly useless because I was told to use Kn:Local instead, which I didn't have, and of all people it was our fighter who actually accomplished anything. I liked the idea of being able to spend turns probing for an advantage on future conversations, but these were handled such that one PC couldn't use another's advantage or really play off one NPC against another despite them having rivalries. It didn't help our enjoyment that the diplomacy session started with a non-interactive introduction to half a dozen unlikeable VIPs.
The battle session then involved a ridiculously hard boss for our six-member party at levels 6-8, even with the GM removing two extra demons to compensate for the odd way this season handles tiers. Result: one PC died, one nearly died, everyone else fled and failed the mission. One of the boss' powers had a DC 25 save to avoid devastating harm, making it a near-automatic GM victory.with one encounter skipped.
So, it seemed like flaws in this adventure's design limited my enjoyment. It also ran over five hours even with the GM removing an encounter.