Unique concept. Layout is very clear. Room descriptions are easy to understand. Some interesting encounters.
I’m confused by the procedure to choose the traitor. After the traitor is tapped I’m missing something. I also had to read the part about the “knower” a few times so that could be explained better. These are “procedure” things.
Take this next bit with a grain of salt because I got excited after reading and started thinking about how I’d run this.
IMO Endgame could be more interesting if it was a gladiator battle or something simpler. 11. And green flame Just felt anti climactic after an exciting build up. I’d use the green flame as something to interact with but not the ultimate conclusion. You have already set up opportunities to eliminate the rivals within the party and I’d like to see even more of those plus more ways to gain advantage. This is the most interesting part of the adventure for me and I’d love to see you double down on it and keep the conclusion simple. Providing a way for the party to collude or escape would be good too so there is still player agency.
So to sum up: I think you need more space to explain the procedures and maybe a longer end game too - appropriate to your vision.