---- Who might like this? ----
I suspect this might work well for people who want to play a kind of horror game where everyone knows that their character probably won't survive.
---- TL;DR ----
Overall, it's an adventure with a bunch of interesting ideas put together in a way that didn't feel realistic or satisfying to engage with. The quantity of insta-deaths was eye-rolling. The writing was okay, but the general structure and page design made it hard to work with mid-game. I generally didn't have fun running this adventure. The players were only sort of engaged, and at a couple points got frustrated by how harsh it was.
---- The Review ----
FWIW I played this with GURPS 4e.
This is described as a Beginner adventure so I picked it up as a way to intro my players to the GURPS mechanics. I was able to easily place it in our campaign setting. All of this was great. The setup is specific enough to be helpful, but vague enough to fit in to many settings.
However, it is a terrible adventure for beginners. This is the equivalent of teaching someone to swim by throwing them in a shark tank. This adventure is not challenging, it is just filled with random death. 20% of the rooms contain explicit Fail-or-Die saves and more have checks that cripple the characters or remove them from the game in some other way. The wizard of the tower is also overpowered basically guaranteed to "slaughter" everyone if they release him. There's 5 magic mirrors in a hall and one player looked at the mirror, failed a save, and was sucked into an alternate dimension with no way out.
Both the players and I found this kind of "fail or die" design frustrating to work with. There's neither drama nor challenge in those scenarios. Roll a dice, and die. The wizard is one thing, but to make mundane activities such as looking at a mirror or grabbing a doorknob result in immediate death is pretty uninteresting.
In terms of structure, the little boxes for the GM were neat but took up a lot of space.
The actual room keys were not consistently organized. Some were fine, but some were a mess. For example, one room key mentions a table with corpses on it, then a door to the west, a different door to the south. Then, several paragraphs later, describes the corpses in detail. This kind of jumbled structure made it difficult to quickly review my notes as players explored rooms.
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