This work manages to cram a lot into a few pages without even feeling cluttered. It combines an overview of Pulp the RPG game mechanics (sufficient to be able to play), an introduction to the game world and a complete adventure... plus plenty of hooks and ideas to spawn further adventures if it's caught your fancy. Oh, and monsters. Lots of them.
Basically, this is fantasy done pulp-style. Swift high adventure with rugged heroes battling against the odds... and here we're scampering around an island where, if the flaura and fauna are not actually giant-sized, they certainly are larger than life. A bunch called the Blue-Eyed Wizards have hired the characters (separately or as a party, doesn't really matter!) to explore some ancient ruins and bring back some kind of artefact.. it doesn't matter what they find, but if they return empty-handed, there's no pay.
The whole adventure is quite freeform - here's an island, here's your task, get on with it - with plenty of incidents and encounters to toss in whatever the characters actually decide to do. Most can be resolved in a number of ways, and there's opportunity for two-fisted brawlers and subtle negotiators to shine, and to accomplish their goals.
Pre-generated characters are supplied, the best route if you haven't picked up the core rules yet, and certainly if you are eager to give this game a whirl. The adventure should fill an evening nicely, let you accomplish something and know whether or not this game system appeals - if you like rules-light, story dominent, cinematic games you probably will.