This is a good adventure that relies on a slight bit of railroading to get the PCs involved. The players have to be forced though a hopeless situation to bar themselves up in an abandoned mill that happened be the private playground of a necromancer in the past.
The mill is obviously a deathtrap and the PCs have to defeat the various magical traps and devices so that they can survive to leave. This would be a good adventure to be used by a DM who can really inspire fear and paranoia into the PCs - otherwise, its just a standard series of obstacles to overcome although the rope and the grinder are both very nice touches.
[3 of 5 Stars!]