My group had a load of fun with this adventure, and I have to admit that
I had a load of fun tweaking it and breathing a little more life, and deviousness, into the characters and locations.
Dyson used outright lies to keep the characters going from one "local attraction" to another, with them getting to the barrow (because they were intrigued by the Horseman, and Dyson told them the story of the Paladin and got them headed to the barrow to hunt down the evil being they felt the Paladin had become) and working their way all the way down to it, only to find that the wight was an extremely interesting and gregarious "monster". After the duel they sat and chatted for quite some time (all the while the female ftr/rog of Dyson's group was with them) and then decided to head back and confront Dyson.
Well, at this point the woman managed to slip away and lead them on a bit of a chase, allowing her to get back to warn Dyson... the end fight wasn't pretty if you were a "bad guy"
Yes, the adventure, as written, is lacking in focus and a couple of other things, IMO (though I've found that just about every one of these is lacking in nice little extras... like a
description of an NPC or little things like that) but it had a lot of material that made it so you could really extend things and make it enjoyable for a party... especially if they've been through some of the other ones and showed any interest in some of the "plots" that are present. For example, my party is keenly interested in anything they can find of Durgeddin's work, and the fact that one of his swords was found in the hands of a barrow guardian only added to their desire to explore it...
Now that I've rambled on and on and on, I think I'll get back to my regularly scheduled work
