Providing security for a bar ought to be an easy gig, right? Especially when they have their own doormen, the owner just wants you to hang around in case of some undefined possible bother with some of her old associates...
Well, if it was easy, nobody would write an adventure about it!
Anyway, in this brief adventure - something easily run in an evening, perhaps even after rolling up characters - there is some splendid misdirection and nothing is quite what it seems. If the characters survive unscathed they have done well, if they actually figure out what is going on... well, they are paragons and definitely worth continuing in a campaign with. And the joy of this is that there is enough background (some in the GM's introduction, and some right at the end, worth reading the whole thing through before you start to run it) to provide for a whole lot more of adventure after this one is done.
A nice introduction to the Victory System and its slightly strange setting. Enjoy, both this and many more adventures to come.