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As a player, The entire adventure struck me as wildly inappropriate for 1st level organized play initiates as player death and TPKs would be a very common occurrence. As a player, I did not read the module, but the GM showed sections in our after adventure discussion, so I recognize that this post might be wrong if the parts I did not see modify the module.
Difficulties for skill challenges and hazard saving throws were set by the module in the 18-22 range, while the book has a much more survivable recommendation of dc 15 for L1 players. Our GM set 48 hour time limits on most missions, so the players had to go from encounter to encounter without sleep as all missions were given at the party.
Keep in mind that in organized play, party composition is random (about 50% of 4 player groups will either no tank, or no area healer). And many characters will not be optimized. While well designed parties had a chance at survival in the tougher encounters, but player death and party death will occur, given the math, a large percentage of the time because of the 2.0 critical success and critical failure rules.
For example, the escaped creature has a +12 hit prob. Average non tanks have a 17 AC (3 trained in Light armor, 2 dex, 2 for light armor). The creature hits 85% of time (fine), but critically succeeds 25% of time. On a critical success, it has a reasonable chance of killing the character outright due to massive damage, disallowing the hero point save as hero points are spent at the start of the players turn (ie: too late). If a character dies outright in the first blow, it becomes problematic for the remaining three characters to put the creature down - a little bad luck and you have a TPK or survivors fleeing, leaving their downed comrades. Likewise the +16 hit prob, with garbage should be changed to non-lethal damage (as garbage would likely be in real life), as critical successes will be the norm.
The hazards were similar in inappropriate difficulty, as has been mentioned in some earlier comments. For a dc 18 save, most players will have a +5 save, which means they will critically fail about 15% of time, instantly being put in dying condition or dying outright due to massive damage. If 2 out of 4 players go down, the odds of the other players disabling the hazard, and saving the ones that went down are astronomically unlikely. Many newer players will not have memorized the books and might futz around trying to figure out what to do to disable the hazard - are Haunts even in the players handbook?
Pathfinder 1.0 low level modules generally had too easy of combats, allowing players to sleep walk through modules. But if you are GMing this, I would recommend lowering all DCs to the level recommended by the players handbook - to 15s or 16s. And the encounter with the 4d6 base damage with persistent bleed should be heavily modified; lethal "object lessons regarding healing kits and medicine skill" for 1st time players in a new system are inappropriate, and double damage to 8d6 on a critical failure save is instantly lethal to 1st level characters. Time limits should be reset to 7 days to allow the players to rest, or even run, resupply, rest and return.
Don't get me wrong - I had a blast playing, but if this module is going to be the 2.0 pattern, every player should have 2 or 3 back up characters written up prior to the start of play. Or you could do it like the role play classic Paranoia, where every character was given 6 clones to use up as the player repeatedly died.


In my homebrew campaigns, I have long used a system similar to Anathema.

Generally party decisions are handled by vote of the players (who do regularly adopt contrary philosophies). But if the vote goes against a player's behavior restrictions, he can avoid negative (divine) consequences (loss of access to spells, atonement, et al) by adopting "antipathy" against the players that voted for the decision.

If he has antipathy vs a character, he must make a will check to cast a helpful spell on the offending character or stand within 5 feet of the character in combat. He can still freely do damage to the enemy. And if it is really important to cast that cure, he might take a few rounds to do it, but he can marshal the will eventually (ie: roll well) to cast that cure.

Thus Anathema conflicts hinder combat effectiveness of the group, but do not require interparty fights, or situations where a player must act against the groups interest through secret action (which can be a real pain to gm).

I also used the same system if a player's "hated enemy" ended up including another player's character.