The players could burn a lot of time in Railford just playing through the villager's suspicions, and even more with dealing with Jessup, the ghoul in waiting. To make this faster, make these changes:
On the hillock pairs of townsfolk mirror the Taldan soldiers with watches of their own, taking cover behind short barricades of barrels. The PCs encounter Dalard as they make their way up the hill. Dalard sees how they deal with the Taldan phalanx, and unless they talk their way through, any suspicions he might have are satisfied, making his attitude indifferent.
With Dalard, and Bloodknuckles, and Jessup to contend with there are too many characters. The fix is to make Dalard an old friend of Iodon who settled Railford and built the inn. Thus, he is "Bloodknuckles" of Bloodknuckle's Inn, rather than Synee. Eliminate Synee from the story. Also, Jessup is dead by the time the players arrive, his corpse in the basement of the distillery to ambush the party as a ghoul when they return if not properly disposed of before leaving. Dalard can relate Jessup's story.
The mod doesn't really address how, once the PCs make it in to Railford, that they can easily move out of town to go in search of Becher without provoking an encounter with the phalanx again. To remedy this, dispose of the cottage within Railford, leaving the tunnel into the cellar of the distillery to connect with a small stone building just beyond the phalanx outside of Railford, marking the start of the trail to the caves. This makes sense as something that might actually exist for use by the original builders.
The flow of the story, why Becher doesn't know where the deeds are, but then he does and goes after them, and his falling out with his father and other points of the backstory, it doesn't work for me. What makes more sense is if Dalard is Iodon's friend, and was a witness to Iodon's will in which he bequeathed the property to the Pathfinder Society instead of his son. Dalard knows where the deeds are kept and has the key to the strongbox. Until the Taldan imperialists arrive Dalard kept the location of the deeds secret in anticipation of a Pathfinder's eventual arrival to claim them. Desperate to keep Railford out of Taldan control, Dalard reveals to Becher the location of the strongbox, warns him it is trapped and instructs Becher to return to Railford with it so they can open it together. Dalard intends to keep an eye on the deeds, and after taking them from Grald, take them from Becher for safekeeping. Dalard does not know the deeds will require Becher's signature. If Dalard is made helpful, he gives the key to the Pathfinders before they set out for the caves, otherwise he will relate the full story and open the box with the key only if he and Becher survive the zombie invasion.
The miles long tunnel from the caves back to Railford doesn't make sense. Scrap it and put Becher in the alcove behind the barricade in the back office. Don't start the zombie attack until after they have found Becher there. They defeat the zombies and escape the caves by the same route they entered, and are harried by what they perceive as an overwhelming zombie horde while they race back to Railford with Becher in tow. This mechanism is necessary to get the players to shortcut what is otherwise a temptation to overplay a fun (because Becher is drunk and funny and sad) encounter. When the roleplay with Becher in the caves goes long, that's when the party hears more zombies coming -- a lot of zombies. And Marsh Mist. Make it creepy and foreboding, to build tension here. At this point in the scenario that tension is really needed and lacking in its original form.
To reflect these changes I rewrote a piece of the Getting Started scene. Consider replacing the middle paragraph of the box text with the following:
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Setting out glasses and pouring a strong-smelling wine from a green bottle labeled "Railford", the venture-captain proposes a toast. "To Iodon Railford, Pathfinder and brewer of this fine cup: may his Wayfinder guide him to his rest." Osprey drinks, and looks silently into his cup a moment before saying, "Our brother has given us a great gift, leaving to the Society his winery and the surrounding lands in his will. Before we can move in, however, we must have the properly certified deeds of ownership, which we believe remain at the distillery in the custody of his son, Becher. Your job is to find him and convince him to hand over the deeds. He might resist. He was shunned by his father, after all. You may try to entice him with our assurance he will be allowed to remain to make his spirits. As long as we are free to establish a lodge on the premises, we will not interfere."
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