I prepared and DMed this adventure for a party of 5 PCs of levels 8, 8, 8, 6, and 5. I was only able to run the module at all after making substantial modifications. The module states in the introduction that it is optimized for a party of 6 characters of 7th level. However, here are the experience values for the 5 encounters: encounter 1 - 700 xp; encounter 2 - 700 xp; encounter 3 - 700 xp; encounter 4 - 1800 xp; encounter 5 - 3900 xp. Please refer to the XP Threshholds table on page 82 of the DMG. The first 3 encounters don't even rise to the level of a speed bump for a party of 6 level 7 characters - even accounting for the added traps. It's not even worth setting up the board for these encounters. An easy encounter for a party of 6 level 7 characters is 2100 xp (350 x 6). Encounter 4 isn't even to that point. The final encounter falls somewhere between the easy and medium difficulty levels.
The encounter design leaves a lot to be desired. Encounter 1 - one CR 3 enemy attacks and runs to hide behind traps. Encounter 2 - one CR 3 enemy attacks and runs to hide behind traps. Encounter 3 - one CR 3 enemy attacks and runs to hide behind traps. Encounter 4 (only happens 50% of the time under a certain circumstance) - one CR 4 enemy is awakened and attacks. Encounter 5 - one CR 8 enemy attempts to lure someone into - you guessed it - another trap, then attacks. There should be some variation here. Why one enemy in every encounter?
The statistics for the CR 3 enemies aren't correct - they have been weakened from their actual statistics in the Monster Manual. I have no idea why. The scaling for harder difficulties for the first three encounters increases the AC and HP of these enemies - but still not to the point that they're full strength as printed in the Monster Manual! Baffling!
Thre are no maps or drawings provided - you must come up with these yourself if you use grid based play.
Here are some of the changes I made: I increased the difficulty of the first two encounters to the level of easy encounters as defined by the DMG. I cut the third encounter - why do substantially the same thing a third time? I could tell my group was bored of this after the second ambush since they decided not to even pursue the enemies who attacked them, so I cut the third encounter. I made the maps. I changed the werebear into something that depended on the time of day it was encountered: a T-Rex in the day or a Fomorian at night (I had the second quest giver warn about something terrible and huge at night and show an NPC who had been affected by the Fomorian's curse). The Fomorian would only have been attacked if they camped outside at night. My PCs encountered the T-Rex during the day, and it attacked in the midst of the party conversing with a group of NPCs who claimed to had been sent to help the PCs by the second quest giver. Low DC perception checks allowed party members to feel slight tremors that alerted them that something big was coming. I added a time element to the adventure - the warning about not getting caught outside at night. The PCs had to succeed on increasingly difficult Survival checks (DC 8, 10, 13) - failure made it take 1d4 hours rather than 1 hour for that stretch) to make it to the final encounter prior to nightfall.
I also added a role playing scene to the end of the module wherein the party was able to negotiate some extra gold by holding out on the quest item. I gave them the gold from the second encounter that they had decided not to pursue after a PC succeeded on a DC 15 Persuasion check.
The backstory is fairly interesting and the descriptions are solid. I just wish that the technical aspects of this module were as strong as the backstory and descriptions.