Positive: I was glad to see PCs were able to use Diplomacy to achieve the overall objective of the scenario. It mixes it up from scenarios that point Pathfinders in a direct path and everything leads to combat.
Negative: The scenario plays very short when the party has a Diplomacy buff PC. Our table finished the mod at a con in 1.5 hours. I didn't get a warm and fuzzy about it. Money is spent to attend a con. Players would like the gaming experience to last close to the 4-hour duration alloted in the slot. (This includes game days as well)
Suggestion: Include DM notes for cases when the scenario is running fast. These notes could include ideas for wandering monsters or perhaps difficult roleplay situations to engage the entire party, not just the Diplomacy buff PC (yes, other players can talk but their value to the encounter is a diplomacy roll most likely an assist to the primary diplomacy buff PC). In this scenario, as an example, after the PCs convince Zamir to join the Pathfinder Society he could ask to be escorted to Abasolom, or where ever, to 'sign up'. Along the way there are possibilities for wandering monsters or NPCs who don't want to see him switch sides.
Positive: The missions take effort to accomplish.
Negative: First, with Diplomacy shortening the mod the wizard missions became hand-waving accomplishments. Second, the statue parts mission was clumsy to accomplish. Since we made Zamir friendly the DM gave us free run of the keep. We busted up statues for the parts, which didn't seem realistic. In game, these statues have a gold piece value to construct. I don't see, roleplay-wise, NPCs letting us bust up their equipment.
Suggestion: This one is difficult. What I can say is having the overall Pathfinder objective tied to one type of approach (combat, diplomacy, etc) makes DMs scratch their heads when things go off track. This suggestion is apart from accomplishing faction missions with a Knowledge or Diplomacy check. What I mean is, if the PCs resolve a situation in the scenario using diplomacy, but the scenario is worded in such a way it suggests PCs are attempting to accomplish their faction missions after combat, or via combat, it creates issues for the DM to mitigate and PCs to succeed.
Positive:The scenario has a good mix of encounters.
Negative: PCs won't get a chance to experience the encounters. We went from Act 2 straight to the conclusion using diplomacy.
Suggestion: As an alternative, which adds to my first suggestion above, Zamir's relationship could be strained. If the party convinces him to join the Pathfinder Society perhaps there's an underlying situation that triggers. This could play out as optional if the scenario is playing fast. Perhaps a rival or rogue monk (not by class but an opportunist masquerading as a monk or maybe a monk who feels Zamir is behaving chaotic by joining the Society) takes over the monastery with a loyal crew. This results in the PCs fighting their way out, or perhaps to the basement to rescue the wizards. This will bring back all the cool stuff written in the scenario putting the slot duration back on track.