The Good
The Elemental Evil storyline needs a lot of support to make it worth playing, and it's exactly this kind of community content support that I look for when planning a campaign around what's widely considered one of the weaker hardcover adventures. The author provides all the professional courtesies I look for in supplementary adventures, including but not limited to solid ways to link it into the module, maps and an appropriate level range - Lords of the Earth is set at level 2, which would seamlessly transition into Princes of the Apocalypse proper. I'd argue it makes a stronger entrance than the Red Larch sandbox the official module presents. As for layout, I liked the margin in which the author placed information on skill-checks, initiative and other extra information. It's a good introduction to the ideas presented in Princes of the Apocalypse.
The Bad
The module fleshes out the entire village of Leilon. It's almost a little too much for the adventure, and it doesn't really seem necessary. Part two is a page with a random encounter table, so I don't think that really counts as a Part. In general, I found that some of the more tangential descriptions tended to be longer than they needed to be, which had the effect of drowning the core of the adventure in a sea of semi-relevant, but not crucially important prose new dungeon masters might find difficult to tackle. For example, whilst Halfling weaver Stichkin's market-going schedule is very flavourful, I'm not sure how it helps me run the actual adventure.
All in all, this is a very thorough and 100% competent adventure by an author who consistently delivers high quality material. New dungeon masters might struggle to process the sheer amount of context, but seasoned veterans will find this a solid addition to any Elemental Evil narrative they might see fit to conjure.
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