Delightfully described as a 'temple delve' (because the party will be prowling round a temple rather than a dungeon), this adventure sends the party on a spot of tomb raiding. Of course, they are not the first, someone else started excavating first - a mixed bunch of dwarves and giants attracted by rumours of riches to be found in an abandoned temple. Needless to say, they have disturbed that which should have been left alone, and the party will have to pick up the pieces.
Someone - it's one of the giants actually - has found a large horn, and is insisting on playing it. The racket is dreadful and people from miles around are complaining. It's the sort of noise that makes you clap your hands over your ears, and it definitely scares the horses! A local village hires the party to go find out what the din is, and silence it.
The adventure is located in a remote northern area - any suitable remote place in your campaign world will do. It doesn't even need to be cold, although you'll have to amend some of the descriptions if you choose a warmer location. There's a note as to where it is in the Midgard Campaign Setting if you are using that.
Several encounters are provided for the journey from the village to the temple, there are a couple of basic maps for those and a plan for the temple - which is subterranean (you could probably get away with calling it a dungeon delve actually!), along with relevant descriptions and the basic details you need to run the encounters. Why 'basic'? Many of the monsters are drawn from Kobold Press' Tome of Beasts and while you get the bare bones of what they are capable of in the shape of a stat-block, if you want full details about them you will need to go get yourself a copy. It's a shade frustrating if you like to re-use new monsters first encountered in an adventure.
Once the party gets into the temple, there's a lot going on. Plenty of fighting, of course, but there are also opportunities to figure out what originally went on there, as well as what is happening now, and to talk to some of the beings encountered who may become unlikely allies if not slaughtered out of hand. Hopefully they will figure out enough of what's going on to deal with it... and avoid the belches!
There's a lot crammed in to a few pages here, there's even a history of the temple and a few new magic items as well as the adventure itself. It should prove entertaining, even if at least one of your players probably starts muttering "Gou'ald" at some point - you'll see what I mean when you read it, and they may well have provided inspiration. It's a nice solid delve to toss in at an appropriate point in your campaign.
[5 of 5 Stars!]