This is a pretty solid introductory module. There's some nice variety in the mini-adventures, with a good mix of roleplaying opportunities, challenging-but-fair combats, and puzzles and skill challenges.
The PDF is protected, but it does include bookmarks, which is good. They're organized in kind of an odd way—everything is sorted under a big "City of Danger" folder, which seems a bit pointless, and the rewards and appendices for each mini-adventure are outside of their mini-adventures' respective folders, which is a strange choice—but I'll take it. There's no Fantasy Grounds mod file, but maps are provided for two of the five mini-adventures. I feel it would have been more helpful if we'd gotten one for "Hatred like Clawed Wind" rather than "Envy like Crushing Earth", as the latter encounter has fairly simple terrain that would be easy to resolve in theatre of the mind, whereas the former takes place on a rooftop where relative positions can make a big difference (cuz people can get knocked off the edge, and there's like a whirlwind in the middle that you can't go through). But if we can't have maps for all five, then better two than none.
The hook for "Hatred like Clawed Wind" bothered me a little, as it box-texted its way past a fistfight where it seems to have been assumed that the PCs just stood and watched without doing anything; a lot of heroes might not stand for that. I tweaked it so that they arrived just as the fight was broken up by the City Watch.
The puzzle in "Greed like Fathomless Water" contains an error; the numbers on the pictures are swapped, which makes the hints nonsensical.
In general, the combats seem balanced. There were some close calls, and my players definitely went down a few times, but they still pulled out victories in the end, which is about where I like the difficulty to be tuned.
The adventure would have benefited from a sidebar explaining the Edicts of Arcane Banishment, as they're a big part of Mulmaster, and if the DM isn't clued in, it's entirely possible to have arcane spellcaster PCs running around casting arcane spells all over the place without realizing they're supposed to either join the Cloaks or risk being banished from the city.
On the whole, I like the mod. It seems well-designed, and it does a good job introducing players to the themes of the season and foreshadowing the threat of the elemental cults. My players had fun with it.