Horror Done Wrong: In theory, the Hangman's Due presents a short horror-themed interlude to use while players are travelling between other locations. In practice, it demonstrates a lot of the ways that horror can go wrong in a roleplaying setting.
The adventure's structure is set over three nights, of theoretically escalating terror, culminating in a final confrontation. However, as a player, it's an intensely frustrating adventure, because the players simply have no way to meaningfully interact with the material. There's no way to meaningfully prepare for these encounters, there's no way to provoke the final confrontation early, there's very little to learn that can't be learned almost immediately, and the central conflict of the module is between two NPCs, neither of whom are particularly deep or evocatively described. The player experience will be twiddling their thumbs and waiting for the next thing to happen, and repeating until it's over.
In addition, the printed material departs from the PHB and Monster Manual in weird and unexplained ways. Monsters have different stats from identically-named versions in the Monster Manual, and cast spells that use different damage dice from the PHB. None of this is explained. (Plus the monster stat blocks have bracketed alternate numbers next to some stats - I don't know what these mean; am I missing something?)
A better version of the same story would have involved two NPCs to protect, one more blameless than the other; or it would have had the curse fall on the PCs directly, and offer atonement as an alternate resolution for them; or would have been set in a village rather than on a road, with innocent bystanders endangered and an ability to meaningfully investigate the events underlying the backstory.
I don't want to be overly harsh to this adventure, which, after all, only costs a few dollars, and which I see some other players have enjoyed, but it's probably not the horror adventure you're looking for.
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