The repeatable scenario deals with the aftermatch of Godsrain in Rahadoum. This situation created some people with divine powers, even though divine things are outlawed there. So, Pathfinders are sent to retrieve some people with those powers so they can leave the country safely.
This scenario consists of some skill checks representing going through the city to reach people we have to find, then there is an influence scene with them, and the way back.
The skill checks are hard. I don't know if some of them were misprinted-hard (dc up to 32 for 5-th level characters, kind of mandatory check), but there were such checks. Most of them were like 2-4 above the dc by level, which I think is fine, it actually was a challenge instead of one specialized person can pass the check on roll of 5, which usually is the case in Society. Moreover, usually 3-5 skills were applicable, so almost everyone but like pure fighters could do something. And, looking at the results of those checks, I guess it is assumed that players will fail some of them. Apart from those 30+ dc checks that had only one possible skill and possibly the whole team has to not-criticaly-fail them. There were I think 2. If there at least would be 3 or 4 other skills (even with Follow the Expert some people had to roll like 15+) it would be more manageable. Overall, in home play I don't think it is an problem, in Organized Play those weren't the worst since only 2 were there.
Fights were OK. The skill checks could make them easier or harder. "Forcing" players to be non-lethal creates some unique challenges, the same with possibly running enemies (and them running away is bad). Defending other people as a separate minigame was fine, though not relevant in the case of my run of the scenario.
The influence... oh boy it was one of the best I've ran. 6 people with kind of hard DCs, so discovering actually felt useful. Even though only 2 points could be gathered with each one of them, my group did it exactly with the amount of rounds given, and even then they guessed 50/50 correctly. Resistances and weaknesses are the most interesting. Usually "DC is smaller by 2" or "Player has +2 to influence if topic is mentioned" were much more complicated, and influencing one person could change something in other person, some special skills could be discovered only by weaknesses. Please more of those.
The final fight was very climatic and interesting. The "cutscene" was good and hype. I think explaining the consequences of killing enemies has to be done right, so players will know that something has to be done. The whole ending with just-influenced people was also lit.
Generally speaking, 5/5, will probably run it again, more in the future, and all my players agree with that statement.