An adventure that could have been good, being a ghost story about domestic abuse, by totally fails due to lazy design. The structure here is pure railroad : enter room, get attacked by the ghost for 1-3 rounds, get a piece of the story, go to next room. And this cycle repeats seven times. No alternative path, no reward for clever thinking, no stepping out of the train before arrival, you're just there to listen while the DM tells the story. Of course, given the fact that the hook is very suspiscious, clever players might avoid the whole thing by refusing to step into the house or setting it on fire, ending the adventure on a win after less than 10 minutes of play.
Besides, the reasons for making this Master level elude me. Aren't Master adventures supposed to deal with world-changing events ? The whole point here is to end the hanting of a single house...
This thing needs a complete overhaul of its structure and a scaling down to Novice level (easily done since there is a single opponent). As it is, it's next to useless.
[2 of 5 Stars!]