Okay, I managed to complete the mod in about an hour. Normally, if the engine was perfectly working, this adventure would not be beatable with level 1 characters. However, due to some nuances with the AI, particularly this bug
, and some non-functioning monster abilities, it was doable, although quite immersion breaking.
Of the mandatory combats (I skipped the entire exterior area, but looking at the events in the editor there's a few battles that look very difficult if not impossible for 1st level characters, such as the Hill Giant, albeit they are all optional), only the Giant Badgers, Skeletal Dogs, and the lone Ghast are reasonable for 1st level characters. Now let's look at the other battles.
The Gargoyles would normally be completely IMMUNE to normal weapons, of which there are absolutely none available beforehand (and balance-wise should not normally be available to 1st level characters anyway). However, since their immunity wasn't functioning properly, the battle was winnable. While a single one (without the weapon immunity) may be manageable like the Ghast fight, the possibility of two of them appearing would make the battle extremely difficult for a 1st level party, especially for being only the second battle in the entire game.
The Giant Scorpion was a much worse case, with a very tough AC of 3 and being able to do up to 24 damage per round. Most importantly, though, it has the ability to poison, and the spell Neutralize Poison is completely unavailable, not even at the Temple in town. I ended up having to drop my poisoned character and roll a new one, since they were effectively permanently dead.
The Efreeti is no doubt the top offender, with its 10 HD, 2 AC, and 3-24 damage per round, meaning on average it would instantly KO any char except a max constitution, max HP warrior in a single hit. Technically, though, it is a completely optional fight. Still, it normally would be completely out of the range of 1st level or even 2nd level characters.
I would also prefer that you do not have combat events with blank text; it is somewhat confusing when you take a step and suddenly the game jumps to the combat screen without any warning. At the very least, write in the text that you are being attacked or something; some of the early tower floors do this, but then the practice suddenly stops halfway through.
In terms of loot, my party ended up with two Short Bow +1, a Shield +1, a Stone of Good Luck, a Gauntlets of Ogre Power, a Girdle of Stone Giant Strength, a Girdle of Fire Giant Strength, two Rings of Wizardry 2nd Level, a Scroll of Mirror Image, a Scroll of Monster Summoning, seven Potions of Extra Healing, and a whopping Flail +3! A lot of these items would be VERY overpowered for a 1st level party, if not for the fact that the strength boosting items were bugged and did not work anyway. Generally, in a short first level adventure, I wouldn't expect more than one or two +1 items, and nothing stronger than that; it wouldn't be unreasonable to get some higher end non-magical equipment instead, such as ordinary Plate Mails, Long Swords, Two-Handed Swords, Composite Bows, etc. that are not available in the town. Permanent magic items such as the rings and girdles should be rarer and more likely reserved for higher levels.
Also, the Combat Treasure event is supposed to be chained BEFORE the Combat event, not after, otherwise it shows up in the next Combat event you encounter. In one instance (the 3rd floor of the second tower) you used Give Treasure instead of Combat Treasure, so after looting that battle I was immediately greeted by another treasure collecting prompt.
Story-wise, the wizard is supposed to be a good guy? Is he aware that there's evil beings, namely the undead and the gargoyles, guarding his towers? Why would he employ such things? The party trying to attack him on sight would not be an unexpected choice given that, although it does lead to a less satisfying ending (or rather, seemingly no ending at all, since he's gone if you try going back to him...)
Lastly, just some organization things: you don't need to include any RecordXXX.log files (which are meant for testing), the other config files, and the txt databases (races.txt, items.txt, etc.) in the Data folder in your release build. You also should try to minimalize the Saves folder; include your default characters and/or a single save file with the default party, but you don't need to include any other save files you used for testing.