Duhat's Gate is a FIST scenario based around an interesting tactical question: what if you had to take down a numerically superior force armed with snakes?
The PDF is 21 pages with a vibesy cover and a well-organized interior. The whole thing embraces a zine style aesthetic, but never drifts away from readability. It looks good.
Contents-wise, this is very well written. The explanations are clear. The mechanics are solid. Everything is easy to parse by the GM and compelling to the players.
However.
This isn't a linear mission. It's an open-ended engagement with an entrenched force. There are statted enemies, mapped locations, NPCs, timetables, hooks, sidequests, but there isn't one intended path for the players to take. So the GM will have to do a little bit of work to present the forces and agencies in Duhat's Gate to the players.
So basically, the more comfortable you are GMing, the better a time you'll have here. If you've never GM'd before, you might want to set this aside for later, but if you're comfortable freestyling and/or have an already running campaign you want to drop some snake mercenaries into, this is a must get.
Overall, Duhat's Gate is a stellar FIST module. You need to do a little bit of work to run it, but it's absolutely worth it. And if you don't want to run it by itself, it's still worth picking up for its bestiary---everything in it is flavorful and interesting to encounter and makes for great returning henchmen in other FIST games.
Minor Issues:
-The layout of pages 4--5 splits some text down the middle between the pages, making it hard to read in PDF and likely hard to read in print unless there's a wide gutter.