The design goal of this adventure is that it can be picked up and have the game started in 15 minutes, and it can certainly do that, but the level of railroading is really too high for my taste. Yes, you can make this a serviceable introduction to Crucible of Freya, but you can't ram it down the player's throats. It is really just the one farmhouse encounter, and the players may quite reasonably decide to avoid that place altogether, in which case you won't get this scenario run at all. I recommend starting Wizard's Amulet / Crucible of Freya only AFTER the party is already 2nd level, in any case. The encounter posed here is a good, challenging one, and you the DM should run it properly if it does occur, but that would TPK a 1st level group (I speak from experience). Also another problem with the adventure is it doesn't explain how the villian who was travelling behind the party gets ahead of them.