I picked this at random (again) and its a small PWYW adventure I found on DriveThruRPG. It is system agnostic with stats for OSE and Shadowdark, but the treasure is set up for OSE.
Its a small dungeon in the form of (I think) an abandoned ancient prison in a mining town that became a ghost town when an earthquake uncovered it 40 years ago. I think.
The adventure does a good thing when it gives a synopsis of the type of adventure it is (more combat focused, centered on a small dungeon), but a little more verbosity to explain the situation is needed.
40 years ago an earthquake unsealed a cave, now the town a ghost town. 7 years later the noises started, people started leaving the year after that. The final villagers leave 18 years ago, then 6 years ago grave robbers looted it bare. The random encounters at the ruins of the town have things like "amicable graverobbers making a last pass before heading home" and "a frenzied thief escapes the old prison babbling about a terrible monster". This gets into a bit of a recurring problem I have with adventures that don't really grasp time. Why is a graverobber making a "last pass" 6 years later?
The adventure crams a lot into few pages (good!) but I think it overdoes it with the OSE style brevity. Without wading into that debate, there are limits. Sometimes you need more text.
The main crux of the adventure is the old prison, which has random encounters that are mostly vermin and contains a single boss monster, "the forgotten one." One of the random encounters is the boss bellowing which causes there to be two rolls next time, ignoring that result. That is a good simple bit of tension building.
There is a golem in the classic sense of the word that can be woken up if "life" or "awaken" is written on it in "Ancient" good. That is a nice bit of interactivity. There is a lab that has light switches (a bit 'magic as science' for my taste, but a mad scientist lab is the right place for it if you are going to do it).
The main boss monster is an immortal monster kept drowned (I think) and skewered with a sword. If you remove the sword or drain the water/blood he will go on a rampage and break free (it takes six turns from draining the water/blood). The pool that you drain to wake him has valuable treasure and flesh eating piranha knock offs. Its a good set up, you got some warnings ahead of time not to release the monster. Clues that draining this pool will awaken this monster, and no easy way to stop this monster. But also treasure, a lot of it. There is also a weapon hidden in a secret chamber that can harm it.
It has a similar adventure beat (but not vibe) to the original "Death Frost Doom". It has some potential.
But man does it need a bit of a rewrite, it is TOO terse. Also it needs a bit more scraps of clues to discover.
You have a research facility and an unkillable monster with warnings to leave it contained. That is good. BUT you also have a hidden weapon in the laboratory that CAN kill the unkillable beast. There is no clues this exists or what it does.
This is an obvious situation where you can put information that a weapon to harm this beast was being constructed before tragedy struck (And some form of tragedy ALSO needs to be written in to explain why this area is abandoned) leaving only an untested prototype (with no mention of where in the facility it is).
Now the players can know there is a weapon that MAY harm some "beast best left forgotten" if they can find it. If you want to tweak this up a little higher in terms of risk then mentioning some sort of "comparatively tolerable side effects" in the notes is an easy addition even if there are none (though a few could be fun).
There is a solid scaffolding here, but it needs a lot of detail work put into it.