From the publishers blurb:
The Serpent Cult is a short, system neutral adventure module. It is designed as a one-shot, meaning that a group of players should be able to get through it in one session.
The adventure contains:
A small region, The Windswept Coast,
The small town of Haven,
4 Unique NPC:s, complete with goals, fears and quirks to make them easy to run,
A dungeon, The Sunken Temple,
A random encounter table for when traveling The Windswept Coast,
Much more.
Story:
The adventure takes place on The Windswept Coast, where a newly formed cult has awakened a sleeping hydra which has wreaked havoc along the coast, creating trouble for the peaceful fishing village of Haven. The adventurers are now tasked with making the coast safe again.
Old school design, new school layout!
This adventure is built upon the principles of old school tabletop gaming, sometimes called OSR.
What that means is that it’s expected of the players to solve puzzles and traps through clever thinking, not by “throwing dice at them”.
The old school approach to adventure design also mean that the combat encounters are not balanced against anything, they are just logically composed, meaning that the number of wolves the PC:s can encounter is not based on the level of their characters, but on the logical question: “How many wolves are there in a pack?”.
It’s important that you as the Game Master are prepared for this, and give the players sufficient hints whenever they encounter something that their characters would reasonable interpret as deadly.
But don’t worry if a player character dies, risk is part of the job.