An easier way to do this would be to limit the hardware resources available to Stockfish. You can get the 24x time ratio just by giving Stockfish 1/24th of the compute cycles.
That said, 24x is not even close to enough advantage there -- that probably removes less than one ply of depth. Stockfish can read far deeper than any human; you'd need a dramatically larger reduction to compensate for this.
You could probably put Stockfish on a desktop computer from the mid 90's, and expect the team of GMs to win.
24x is more than 1 ply. Typical branching factor isn't so far from 24, and with alpha-beta the effective branching factor is more like sqrt(nominal branching factor), and I think modern engines are pretty good at pruning and extending the tree to make the scaling even better than that.
A ply is half a move. Or to put it another way, one move is one ply by white and one ply by black. This is a term that is common to all sequential games.
That said, 24x is not even close to enough advantage there -- that probably removes less than one ply of depth. Stockfish can read far deeper than any human; you'd need a dramatically larger reduction to compensate for this.
You could probably put Stockfish on a desktop computer from the mid 90's, and expect the team of GMs to win.