At the very beginning of the scenario, your faction leader tells you explicitly "Whatever you do, don't break the law." Yet, we could not figure out a way to progress without stealing stuff from the Earl's safe. We tried getting a warrant from the magistrate and convincing Lord Adamare, with nothing to show for it. So we wound up feeling forced to do a "heist," which we inevitably bungled.
I still have no idea how a paladin gets through the scenario without paying for an atonement spell. Telling PC's to obey the law, and not providing a solution within the law is an awful trope that needs to die in a fire. At the very least, have the mission giver say "If you need to break the law, do it but don't get caught." At least that way PC's won't waste as much time hunting for a legal solution that doesn't seem to exist.
Also, a big grand speech by a bad guy to a crowd followed by a PC diplomacy check to sway the crowd, is ground that's been covered way too many times. Maybe there was a way to ruin his reputation without being some random dude literally yelling at him from a crowd during a speech, but I couldn't figure it out. I felt more like a heckler in a crowd at a political rally than an agent of nobility.
Anyway, those issues are why it didn't get the final two stars. It's worth playing, just keep the lawful good PC's far far away.