Based on the 2e adventure Greyhawk Ruins, this campaign takes characters from 8th to 13th level while they divide their time exploring and investigating the Ruins of Greyhawk and the City of Greyhawk itself. Their adventures will take them back and forth between these two locations as the story progresses.
- Several portions of each of the three towers of the Ruins of Greyhawk are detailed, the parts relevant to the campaign laid out in the book. Some of the maps are re-creations of the 2e version, others are modified somewhat, and the rest completely new. The basic personality of each tower seems to be faithfully preserved.
- Mordenkainen makes an enigmatic appearance, and there are hints of him affecting the spread of information leading up to the encounter, cleverly showing how he manipulates events in the world but remains in the shadows, as he always does.
- A map of the City of Greyhawk is provided, faithful to the layout of the 2e boxed set The City of Greyhawk. The building placement is more dense in this version, and only a small part of the city is detailed. There are basic summaries of areas not fully covered.
- Several side quests in both the Ruins and the City are provided as filler for the slower times during the campaign, as well as suggestions for random encounters between significant locations.
- Descriptions and backgrounds for key NPCs in the adventure (several of which are part of long-time Greyhawk lore) are also provided, but statistics are not provided for all of them.
- Most encounters use the one or two page format for ease of setup.
Over half of the adventure takes place in the Ruins, and there will be other tasks for characters in the City itself, as well as additional locations they visit from within the Ruins.
All in all, I would say it's a well rounded adventure with a wide variety of challenges. I particularly enjoyed how some of Zagig's leftover magic continues to function, preserving his humorous eccentricity without compromising how dangerous it can be as well.
I would have hoped that more of the Ruins themselves were detailed, but the original 2e adventure had over a thousand rooms. To detail that much in a volume like this which uses the encounter format present in the most recent DnD adventures would make the book far too thick, plus increase the scope of the adventure beyond what the designers intended. It was clear, however, that the designers used material from the 2e version and updated it for this campaign. It's entertaining to see their visions of how things have changed in the Ruins after all this time.
Also, those not accustomed to the more recent one and two page encounter format may have some trouble following the intended path through the campaign, so some study will be required, especially involving the NPC's and events in the city.
Added: As a final note, after taking a closer look at the material, I've found the campaign to be very treasure heavy. After selling what they don't want to keep and purchasing and making their own items, you can expect your players to not find any upgrades for a few levels afterwards! When asked about this, James Jacobs said it was a design decision, given the nature of the dungeon's reputation of being an adventurer's dream.