Just get hired as a guard to take some horses for sale. Nothing special. Let's go. In and out. One session adventure.
Psych! It's actually an epic quest across wilderness, fighting goblins and slavers and getting on an Indiana Jones adventure in search of a lost city of gold, solving mysteries and beating a wizard or two there. About fifty pages, another twenty for maps and character rosters and a couple new enemies - that's like the prologue chapter in a modern-day Adventure Path. Once again, length-to-content ratio is pushed nearly to its limit.
One of the best marriages of plot and gameplay I've seen, too. There's a story, there's bad guys, there's something you need to do and a couple sidequests to do on the way - but it doesn't railroad you through any of it and instead gives you a big sandbox where you can do things more or less at your own pace and in what order you'd like. There's even space for a couple entirely optional sidequests. Towards the end it takes a couple black marks where it takes the reins from the players and just throws forced encounters at them, but it's not a deal-breaker, it doesn't happen that often.
There's plenty treasure to be found, but here too the adventure drops the ball for a bit. It goes along with the old-school gold-as-exp style of developing characters, but doesn't seem to understand why things were done like that in the first place, nor does it give much anywhere to actually spend the money on anything of substance: it's all a bunch of farms and small settlements with nothing of actual worth for sale. So it ends up reminding me of the late-stage Gold Box games where the party's just hauling around massive bags of coin and other worthless loot, because that's the experience points, it's the only way characters are allowed to grow. Shame. Doesn't really work at all if you prefer a carousing system, as I do.
Still, one of the best of its time and criminally overlooked. Four and a half stars.