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First off, isn't ironic that the Mapmaker write an adventure completely devoid of maps! :D

Jokes aside, I felt strong tragedy vibes here! The tragic tone combined with the Evil Moves clock creates a awesome dark fairytale feel, and the multi-tiered endings make the outcome feel really rewarding.  

A few mechanical elements could use a bit of polish: even for a system-agnostic module, quick qualitative tags (like Living Dead: slow, resistant to physical weapons) would give the GM instant help when improvising. Also, lots of the fail states lead to a simple roll again instruction. That feels a little repetitive and can cause boring loops at the table, which I personally try to avoid.  Overall, it's a wonderfully tragic, flavor-packed adventure!

Thanks for the feedback, much appriciated! Glad you like the vibe