A solid, atmospheric module from a veteran Organized Play adventure writer. The module even avoids the now-traditional editing problems that seem to plague AL modules in general and Season Four in particular.
It's a two hour module that can run much longer if the DM and players 'get into' the setting (a house and family with a secret a la Fall of the House of Usher or similar Gothic tales), and it leaves the players making hard decisions, both in combat and out of it.
The only real flaw in the adventure is that it is so self-contained that it has minimal connections (and basically no impact) on the overarching Season Four storyline; if it were a lesser module, it could be skipped without hurting the players' understanding of the main metaplot at all. As it stands, though, this module is one of the reasons to run Season Four; don't skip it!
[5 of 5 Stars!]