Just ran this tonight. It's a very short adventure (we were done in 90 minutes), but it's long on charm.
The read-aloud text being done in near-perfect Seussian rhyme throughout put smiles on everyone's faces, and I told my players that if they could speak in rhyming couplets as well, I'd award them inspiration, which was great fun.
The adventure also does a good job of scaling well for all four tiers, although there's no consideration that, at a certain point, higher-level characters could just break out teleport and fireball and plane shift and zip through the adventure. I doubt most groups playing a Christmas adventure would do so, though.
The adventure isn't perfect, though. I had a literal rocket scientist in my group of seven players and the light puzzle stumped everyone. It should probably be a lot simpler than it was. (Figuring out that there are two intertwined patterns of lights and then spotting the break in one of the two patterns really requires play to stop cold for the sake of the puzzle, which isn't fun.) Luckily, my players hadn't killed the guards, just put them to sleep and were able to charm the answer out of them.
Similarly, the player handout map, while fun ("hey, look, the dungeon is shaped like a Christmas tree!") shows rooms the players shouldn't see ahead of time and doesn't show where the kobold guards, the lich or the tree are, which is presumably the reason a DM would want to share the map.
It would also be nice if Hoovale's inn had a name and we could get some appropriate Hoovian names for the various NPCs the players are likely to talk to at the beginning. Coming up with a name on the fly is hard in general, but if it needs to have a Seussian flavor, that's an especially tall order. (I reverted to just having the escaped kid be named Cindy Lou Hoo, because of course.)
Still, this was a very fun one-shot for a busy holiday season. I'll be running it again for another group during the holidays.
Well worth the modest price tag.
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