(This review is 90% spoiler safe -- maybe a couple of minor details revealed.)
It has been 15 long years since a party of adventurers last destroyed the Temple of Elemental... yet something stirs in its shadows once again.
This is not a 3rd edition gloss-over of the original -- It is an entirely new plot with lots of new territory to explore.
The old favorites are there, but different: Hommlet is growing, the moathouse is still standing in it's old, crumbly way, Burne and Rufus are leading the town, and of course, the old walls of the Temple of Elemental Evil still stand.
To keep the players on there toes a host of new magic items, monsters, races, and spells are scattered throughout the adventure (and collected nicely in the appendix).
But whereas the original adventure was a dungeon-crawl of epic scale, this product is "the backbone of a full campaign". Instead of trudging through endless dungeon hallways, this adventure will actually involve a bit more traveling, npc interaction, and imagine, just possibly, role playing.
Descriptions are good and solid. Most monsters are listed by hit points and page number in the Monster Manual with little variants noted as needed. Use of the 3rd edition templates have taken advantage of to provide interesting new surprises. The plot and story line is logical. NPCs are often listed with their own personal goals and motivations in addition to the plans of their cult. Splashed about are tips for handling parties that go astray, dally, or take things in an unexpected order. Suggestions are included for how The Temple reacts to attack, both immediate and long term recovery if the players wander afar.
This is not a nostalgic rehash. This is a new story, new bad guys and new characters. I never GMed the first adventure, but I played through it. I'm thinking it will be fun to scatter my friends of old in and around Hommlet as retired adventurers; the players can run into them in bars spinning yarns of their glories of old. And possibly dropping some hints and tips to help keep the party on track...
If you play this, you can expect exploration of the plans of an evil cult, encounters with a wide range of creatures and magic, and the occasional gabbing with NPCs of Hommlet, and I would guess a good year's worth of gaming.
Played "out of the box", players should not expect great intriguing NPCs, long dives into the Underdark, nor great armies clashing over territory. But then, if that's what your players want, a creative GM could always work more of that activity into the game. Unlike its predecessor, there are many points where hooks could be added to take the game play in any desired directions.
The maps are stapled into the back of the book. Some may see this as bad, but for me, I think I'll just photo-copy the 40 pages of appendix. This will make it easy for me to give out handouts, add details/scratch out NPCs as events dictate, and scribble notes on maps to keep up with changes as the campaign progresses.
Being an open book on the store shelf, it's easy for players to sneak a peek at what's in store for them. Proper use of shifting monsters, treasure, and traps should do plenty to keep them from overly benefiting from this.
Ratings on a 1 to 5 scale:
GM background: 5 - nice historical snapshot and intro sections
Dungeon notes: 4 - could make it more clear how the adventure is meant to flow from one dungeon/area to the next
Reference Materials: 4 - maps could have better notes to how they link to each other
Monsters: 5 - some may wish full details were in the module, but reprinting such details strikes me as a waste of space
NPCs: 5 - tactics, motivations and plans are a nice touch
Art: n/a - just enough to give a little flavor, most of it I liked, but I'm not going to rate it
Overall: 4.6