The Tomb of Rakoss The Undying is the first published adventure by Mischief, Inc.
Once again, I was pointed to this pay what you want adventure by Tenkar.
Rakoss was a great wizard of ages past who served the Emperor of Maere. Tales tell of his prowess as a military strategist, but they also tell of his fall. It is said that although he won campaign after campaign for his emperor, just one failure earned the wrath of his master. The Emperor had Rakoss, his generals, strategists and personal guard sealed in a tomb somewhere in the Ganlaw Mountains, and cursed them.
Who knows what treasure was buried with Rakoss and his retinue, or what horrors remain to test any who might enter the tomb. Certainly only a brave few would dare seek out the final resting place of Rakoss, and even fewer can survive the terrors of The Tomb of Rakoss the Undying!
The Tomb of Rakoss the Undying" is a challenging adventure for 3-6 characters of level 4 to 6.
I'm afraid I was taken in by the great cover art, and the price. I was really looking forward to reading an adventure that wasn't an intro level adventure. And it's true, this isn't an intro level adventure, but it sure reads like one.
The introduction on the first page describes things that someone running an adventure for 4-6th level characters should probably know already, including the fact that a good aligned cleric would be useful, and that there are some creatures that are only able to be harmed by magic weapons.
Then the introductions talks about how one of the writers goals is to present an OSR Compatible adventure, and it sort of is. It most closely resembles a stripped down 3.x, pretty close to Microlite 20 (M20). This isn't bad, but I don't understand what benefit is to spending half a page explaining their own style rather than just picking one of the already easy to convert systems out there like S&W or LL or ACKS or DD or any of the other retroclones.
Adventure Background, Getting the Players Involved, The Default Narrative, and Alternate Plot Hooks take up the next 2 pages, very little of which actually impacts the adventurers at all.
Finally we get to the start of the adventure. The tomb is located a fortnight's journey from anywhere, and in that entire time there is only one encounter a day out from the tomb. It's a literal example of No random encounters
The tomb itself has a number of ongoing effects, including the fact that the place is freezing. So if your adventurers weren't prepped for really cold weather, they either have to suffer the effects, or go back to town and back to get their coats and mittens.
The layout of the map is very linear. The treasure seems really random and large. There's a spell book with 1st-5th level spells. Presuming there's a 6th level wizard in the party, they're only casting 3rd level spells. About half the monsters picked are overpowered for this level of adventure: Stone Golem (8HD), Flesh Golem (10HD), Mummies*2 (7HD), Demons*3 (7HD), and a Manticore (9HD)? Really?
Overall it's a very professional looking package, with a very amateur adventure inside that's bound to be a TPK for all but the largest and most experienced parties.