Solo adventures tend to be unforgiving. It seems to be a common issue with the many of them to punish the reader/character for doing something as simple as choosing the east hallway over the west hallway. 'House in the Hills' is one of the good ones. It has a simple yet very tight story line and well balanced challenges that match the character level advertised.
If you are new to T&T and creating your character for the first time, you can stop short of buying and choosing your equipment because 'House in the Hills' starts you in the thick of it, left for dead by some bandits with only the clothes on your back and being chased down for dinner by a pack of wolves. Your salvation - a lonely house in the hills that beckons you for the safety it can provide you from your ravenous pursuers.
Once inside you have the opportunity to piece together the events that have transpired previously in the house. With smart choices, a good sword arm, and a wee bit of luck, you will come out of the house way better off than you were going in. That is not to say that a bad roll on a SR could result in the end of your character's adventuring days. Like any adventure, there is always risk and this adventure is a good challenge to try to master.
One additional note: I have used this adventure twice as a GM moderated game for a single player. It works quite well in that regard as well. I also can see adjusting a few things here or there to accommodate a few more players if needed for 2 or 3 players.