I ran this adventure for a group of high school teachers recently and it was effing baller. Group of 4 with extremely different experiences of tabletop gaming -- one hard-bitten 1st edition D&D player, one newbie who's just done a few hours in Baldur's Gate 3. The adventure is perfectly written to fit in about 4 hours, gives new players lots of cues to help them understand what to do, is circumscribed without feeling on rails. A simple "Wellness Check" on the poor candlemaker turned into confronting otherwordly creatures and making weighty moral decisions about whether necromancy is all that bad, and if it's okay to take coins you found in someone else's house (it is!).
We used the Shadowdark rule system to run this game, which make the candles in the cabin mechanically functional, and let them contrast heavily with later mechanics in the adventure. A wonderful time was had by all -- and running it felt like floating!