I like some of the ideas in these dungeons/adventures, but they seem to be too gleefully keyed towards frustrating characters' progress in too many possible ways. Like situations were reading scrolls is negated, or where save or die events take place. Some bad GMs may find it cool to randomly kill off characters to remind the table that this is a deadly game, but I saw few elements where players have much agency besides being battered all the way. I'm not a fan of that. There's no point in playing a game to me if it's only about how the GM can frustrate your agency all the time, I'm a fraid.
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