This adventure is exactly what it says on the cover - a merchant hires you to help turn the tables on some brigands that kidnapped his son, there's a plan, and you're expected to go along with it. While the players are offered some leeway to come up with their own solutions, the entirety of Part 1 assumes that they follow the merchant's convoluted script. An alternative appears in a sidebar, but I was hoping for more ways players can go offscript and can be rewarded for creativity.
The encounters can be interesting, especially with the recommended changes for higher APL groups. DMs should be reminded that these brigands aren't stupid, and that they can be quite formidable unless the players catch them offguard. I included a mounted chase at the end while the players were making their getaway, which my players loved.
The main NPCs suffer from weak characterization, while the supporting ones felt like they deserved a bigger role and more screentime. My players and I had more fun with the usurer and the gnome than Tanesk, who was just very uninteresting. My players also found the son obnoxious, and they were tempted to leave him behind just so they wouldn't have to deal with his whining.
Though this adventure is probably the weakest link in the second RPSG bundle (despite having three designers), it was the easiest of all of them to run, and the reason why I gave this 4 stars. I ran the adventure blind with just the stat blocks in the appendix and zero prep, and made things up along the way when I needed to. The simple premise also makes this a very suitable adventure for beginner DMs and players who want something generic to play in a few hours.