Both myself and my players found the God's Market Gamble to be a highly enjoyable adventure. Its deviations from the standard PFS tropes made the situation feel quite fresh, and for once, you get the feeling you're working for actually competant individuals, rather than horribly inept bureaucrats. It's nice to actually feel that the Society has your back for a change!
Act 2 was very good fun, and it's a shame that it's the optional encounter. Try and fit it in if you can!
Finally, my only negative mark regarding this scenario is the final encounter. At the high tier, the boss is a murder machine, and I almost TPKed the party. Their tactics also don't seem all that feasible, with hefty penalties making success at 'strike-and-fade' unlikely. But still, with the stats they're rocking, they don't need much in the way of clever plans. They might be less of a beast at the low tier, but I'd strongly discourage playing up on this one.
In short, fun, slightly different adventure, good roleplaying opportunities, nasty final boss. Highly recommended!
I love this mod. The kobolds in it are properly sneaky, there's some nice roleplaying, and the fights should have you respecting the nippy little buggers. Some have said it falls down at the higher Tier, but I can't comment on that. At Tier 3-4, it's great!
The encounters mean business, but the framing device is weak. For high-level I hope for more urgency and higher stakes (Sarkorian Prophecy, Wrath of the Accursed spring to mind).
Also, the monsters are built in 'interesting' ways, pulling out the stops to maximise ability while minimising alleged CR.
Spoiler relates to Tier 10-11:
Spoiler:
Harpy warrior 5 is CR 6 with 82 hp and attacks doing 1d8+17? Seriously? Also, the 'odd NPC levels so as to minimise CR increase' thing is getting really old.
I did find this quite good with a fairly optimised party at Tier 10-11, but the wrong group will be destroyed by the fights in it.
Good if you want a challenge, but be wary of the whiff of cheese.
The setting is great fun, the premise interesting. It's nice to have a different spin on the briefing and to do something a little different from standard Pathfinder jobs. The encounters can get pretty mean, but I enjoyed it as a GM. It's a fun, sandbox-y romp.
Ugh. The scenario works and makes sense, so it doesn't get a one star. First encounter can be amusing, the rest are a cakewalk. Tactics on the boss are bafflingly poor (and difficult for him to manage), second encounter especially is a bad joke that folds like a wet paper towel. Best to avoid if better scenarios are available.
This plays better than it reads. Nice roleplaying potential and encounter variety. A dull encounter in the middle with little threat potential and the tight confines of the final encounters pulls it down a bit.
Great fun. Amusing setting,varied encounters. Is somewhat dependent on GM skill to make the major plot element memorable. Yet more overuse of the Mountain Pass map loses it some points, though.