Hot Pursuit is the GM Adventure included in the Tunnels & Trolls 7.5e Boxed Set. In a sense, it suffers from a similar problem to the included Solo Adventure - it's not written for a starting party. Instead, it's written for characters of up to 5th level, and even tho' level in T&T doesn't necessarily have the same meaning as in D&D, this isn't really written for new players or average starting characters, which is a shame as it is a well written adventure.
Still, all that being said, a smart and lucky party can probably survive the adventure in some state. T&T is a game where character demise is to be expected, at least more-so then many other fantasy RPGs. Besides, rolling up a new PC is quick and easy in T&T ;)
Ken St. Andre offers a nice piece of advice at the beginning of the adventure for the GM, and I found it valuable enough that I am quoting it here:
I do recommend that if you find that demanding players are causing you to make up a lot of details on the fly, you should write down what you made up so you can be consistent later. Plot developments and adventure hooks will probably arise as the adventure unravels, so jot these ideas down as they arise or as you think of them. You might want to use them later or introduce them if play slows-down or goes in a different direction from what you had planned.
There is an editing problem with some dropped text on the bottom of page 3. It's not a game breaker, just a minor annoyance. It's in both the print and PDF versions for the curious