First level adventures have their own particular charm, with weak characters who will need to use wits as well as sword-arms and spellbooks to survive. This one, set in the City of Per-Bastet in the Southlands portion of the Midgard Campaign Setting, could make a good introductory adventure as it sends the party all over the city without presupposing that they've been there before. You may be able to find a suitable alternate location in your own campaign world: you need a desert city which is very fond of cats (or you will have to amend a lot of details in the adventure).
The adventure itself centres around a minor artefact and no less than three people (initially - others may join in once they get wind of it) who'd like to possess it. One of these key players hires the party to go after one of the others, who has already got hold of it (of course, she maintains that it was stolen from her...). It's up to the party what they do, they have a lot of freedom as to where they go and who they talk to in their quest. Depending on how they go about their business, a party could complete the entire adventure without bloodshed or find themselves in plenty of street-brawls. If they intend to stay in Per-Bastet their reputations will, of course, be established by their conduct. An interesting side-bar suggests how you can reward parties who prefer to use intrigue and cunning rather than force to achieve their ends. Those choosing force will, of course, gain XP based on their victories.
There are plenty of notes to help you set the scene, but if you are using the adventure as written in the city of Per-Bastet you can find even more details in the Southlands setting book also published by Kobold Press. Most of the action takes place in the Perfume District and there's enough of a map to give you an idea of its layout (think narrow twisting streets, crowds, stalls - pretty much a traditional North African/Arab souk!). There is also a good map of one of the antagonist's dwelling - a typical riad (house around a courtyard) - and one of a plaza outside a cat temple, as well as the somewhat bizarre lair of another personage who gets involved halfway through the tale, and a couple more for places the party is likely to visit.
The ending is open-ended: it is up to the party - assuming they get hold of the artefact - to decide what to do with it. Any choice will have its consequences, which will be of greater significance if they decide to stay in town... and should they have completed their business in some style, they will find themselves well on the way to being players themselves in Per-Bastet affairs. It's an excellent low-level adventure with the potential to kick off an epic campaign.
[5 of 5 Stars!]