Having GMed this module during play testing, this is my favorite Eureka module yet created at time of writing. This adventure plays to Eureka’s particular strengths in a way I haven’t seen before. The cast of NPCs is interesting, well-realized, and relatively easy for the GM to portray. This is the best Eureka adventure to start with if you were drawn to the game to play a classic detective murder mystery.
This module uses Eureka’s mechanics to great effect. For example, the setting incentivizes splitting up: the storm places a time limit on solving the case and two groups can search rooms or question suspects twice as fast as one. But because players whose PCs aren’t present for a scene don’t get to see what happens, that decision feels legitimately heavy and tense when a killer is on the loose. The time tracking and splitting-up mechanics are used to create tension in a way that feels completely natural in-universe. Something like this could be said about the majority of Eureka’s rulebook in this module; it is obviously designed in deep conversation with the rules.
The NPCs shut in the hotel with the investigators are probably the highlight of the module. Each one is realized very well, with enough color to make it seem obvious to the GM what they would say and do in nearly any situation. The character profiles have a lot of detail, laid out in a way that makes them easy to reference while playing each NPC while still providing a lot of information about them. The characters themselves are near-universally very fun to play as and interact with, and many of them are bizarre in fascinating ways that create useful opportunities for players to decide how their PC would feel about this person.
The relatively high number of NPCs that are together in one place can be challenging to run in some ways, especially considering the hidden motives of many of them. I am habitually forgetful and it can be easy to gloss over NPCs that the investigators are less interested in. If this happens, it has the effect of group scenes feeling somewhat underpopulated and characters who are meant to be proactive or distinctive behaving more passively. When GMing this module I recommend taking a bit before sessions to note down what each NPC is up to and what they might do this session, whether the PCs are watching or not. The character profiles will help you with this.
As a take on the whodunit genre, this module is refreshing and very interesting. My strongest recommendation of this module is for people who are into this genre and therefore know more about it than I do. I expect mystery nerds will find this module’s twists thematically fascinating, and it has a lot to say about the stereotypical assumptions of detective stories.
Do take the content warning seriously. The nature of the mystery makes it difficult to accurately warn for without leading the players, but I want to reiterate the module’s advice to “be ready for anything”, including things that would generally carry a more specific content warning. Communicate with your group about this.
If that isn’t a dealbreaker and you’re at all interested in Eureka or the whodunit genre, I seriously recommend playing this module. It’s a really interesting take on the genre and a very well-executed RPG module as well.