This short adventure is set in the world of Midgard, a campaign setting created by Kobold Press. After providing a brief background for the adventure and a preview of how the adventure will most likely unfold, the adventure starts with the characters being contacted by a dragonkin general looking for adventurers raid a tomb. Information is provided to help GM run the adventure with the pregenerated characters at the end of the book or to run it with other characters. There is also a nice piece of art to depict the map the general will give to the characters. After the meeting, the characters can select a minor magic item that will serve as upfront payment for their troubles.
After the trek through the hills, for which an encounter is provided, the characters can easily reach the tomb. Before entering the tomb, the group will be set upon by soldiers turned zombies. After defeating the undead, the characters can explore the tomb and fight a few guardians until they the room where the unnamed king rests. There, they can discover that the magical writing is created by a variant allip that can turn its babbling into words. Then, the adventure concludes with guidelines on how the general will reward the group and how the knowledge gained can be by the Dragon Empire. The last few pages present five pregenerated kobold characters.
I did not rate the adventure very high because it is pretty straightforward without any surprises or interesting encounters. It is not bad at all, just unremarkable. The foes are ok and one of the room provides a formidable environmental challenge as well as hosting a mud elemental, but the ending left me wanting. While the variant Allip is a nice touch, there is no great discovery. I also felt like the conclusion did not provide a lot of place to expand.
I would summarize my review by saying this is a dungeon that is well designed and well balanced, but it does not innovate and feels almost like a sidetrek. If you are looking for a short low level adventure, that would be it. While the adventure can be adapted to any campaign, it does have an Egyptian feel. But the rooms do lack interesting feature that would make the players feel like they are visitng a tomb form an ancient king. While reading the adventure, there were not just enough details to help bring a sense of wonder at discovering the tomb. The adventure can be use in any campaign set in the desert.
[3 of 5 Stars!]