For the player:
The most important thing you should know about this scenario is that at one point you lose all your equipment and gold. If that bothers you, you can get around it by spending the gold and leaving behind all your equipment before SPOILER
The second most important thing to know about this scenario is that you can walk out of the scenario with a ton of poison arrows. Witch Hunt may be worth playing solely for this reason. (Now, if only someone in my party could hit the broad side of a barn with them...)
Anyway, Witch Hunt is short but dense. (Also, it's very purple.) It's short but still manages to contain enough combat to get my freshly-created party to level 6. The combat is fairly easy. The only real difficulty was the final combat because my party members kept getting charmed and slaughtering each other. The friendly town is functional and contains healing, shops, and trainers. The outdoor section a bit difficult to navigate and contains a ton of wandering encounters. The plot and characterization work well enough, but they're nothing special.
For the designer:
Design was a bit rough in some places. For instance, the beds in the Losno barracks were crazily crammed together and one of the houses contained random vahnatai furniture. The outdoors maze wasn't that fun, especially if you got caught in it at night because some of the trees blended into the background. Plus, all those little huts are annoying to trip over constantly.
There were also a few scripting annoyances. I'd like to be able to choose which character gets killed stealing the orb. More importantly, I'd like to be able to read the spellbook teaching me lightning spray multiple times.
Overall, the scenario was well put together and Dikiyoba enjoyed it. Dikiyoba appreciated the little details, like getting in trouble for breaking into people's homes and brief descriptions when searching things.