The first adventure in this collection, A Rough Night at the Three Feathers, is one of the old classics of WFRP. I have it in two versions from different editions, and it's always been an enjoyable scenario to run through. Its innovative format was to have a single location where multiple plotlines all ran into each other in confined spaces with the PCs sitting right in the middle at ground zero. It's complicated to keep track of but very rewarding for both GM and players when played out. The best part from the GM's point of view is genuinely not knowing what will happen at any point- the unwitting involvement of the PCs could send the action spinning off in a completely different direction at any point.
Probably my only complaint with A Rough Night at the Three Feathers is that it can only be run once per campaign, because knowing what the plots are spoils it and coming up with one for myself would be a lot of work for a GM. It seems that the folks at Cubicle 7 have heard me on this point- because the other four adventures deliver just that.
In each scenario the same formula is repeated, to the same great effect. A fixed location full of distinctive NPCs who all have conflicting agendas and plotlines that slowly build up speed until everything is rushing toward a train wreck with the brakes sabotaged. I feel that this might get somewhat repetitive if all five were run back-to-back as a mini-campaign (one suggestion in the book), but as occasional interludes in a larger campaign (like The Enemy Within) they'd be golden.
Of the four, two are completely original and two are based on previous adventures. In both those cases they're re-written and expanded to the point that it's definitely worth getting them even if you had the earlier version. One is Nastassia's Wedding, and another- Lord of Ubersreik- is clearly a (much improved) re-write of Edge of Night for 3e. And two are brand new.
And lest we forget the appendices...
The section on Pub Games is a fun read, and as most people point out the typical WFRP Adventurer spends enough time in taverns and inns that these will see plenty of use in most campaigns.
Then, we have the Gnomes. I'll admit I was abivalent about these when I heard about them. Gnomes haven't been seen since 1e- they were an afterthought, a race that wasn't needed because you could use Dwarves or Halflings for anything they did. Later editions just removed them from the setting and nobody really missed them. So what benefit could possibly be gained by their re-introduction?
Reading the actual background on Gnomes answered all these questions for me. I don't want to spoil anything- but Gnomes now have a distinct role and culture compared to other PC races. More importantly, an actual in-character reason for their disappearance since 1e and why they aren't mentioned in anything since is given, one that fits the background of the Warhammer world enough to satisfy a stickler like me.
I can't see any WFRP GM regretting the purchase of this book, and the adventures are solid enough that I'd even recommend this to anyone who doesn't want to switch to 4e and prefers a previous edition.