This is a first-level adventure, but as usual the challenges facing the party are not trivial. A bunch of bandits calling themselves the Broken Knives has been purloining treasures from local temples and have made their base in a ruined castle. A party cleric may serve one of the burgled temples, or the party may just see notices advertising for adventurers to raid the bandits in the local town (Grozny if you're using the default world of Aereth).
The information for the DM includes an encounter list, scaling information, location notes and extensive background mainly centred on Castle Churo, explaining why it is in such a battered state and what effects result from that... it used to belong to a magician called Churo, whose experiments with high-powered magic were ultimately his downfall. This was some thirty years ago. Meanwhile, in town there are five religions competing for power and worshippers, and these recently started suffering losses of valuable relics from their temples...
Rather unusually for this series, the adventure itself begins with the party being brought before the town's religious council, which has representatives of all five religions - three of which have been robbed. The thefts were carried out by subterranean tunnels into their storerooms and although the tunnels collapsed behind the thieves, they appear to lead back to Castle Churo. After they are briefed on the missing items, they might want to gather rumours before heading on up there. And that's where the real fun starts...
Room descriptions paint the picture well, and there's a lot going on wherever the party should venture. This is all backed up with details of monsters/NPCs, their stats and likely reactions to party intrusions, and notes of what's available to loot if the party is victorious. A few handouts are included to help players understand what their characters can see. There are some innovative traps and effects for the party to navigate... and this is before they venture into the catacombs beneath the castle ruins. The adventure is wound up neatly with several alternative outcomes, with the possibility of further action if the fellow behind the thefts evades them, or goes undetected.
It's a coherent adventure, with every encounter having a good reason to be where it is. A neat way for a new adventuring party to start building their reputations.