Overall, a decent adventure that provided filled several sessions.
The premise is that the characters follow the map & note found on a gnome cleric's corpse to a lost temple of the Artificer, brave its inhabitants, and revcover the Wonders of Creation.
There is no other hook, but the adventure is general enough to be easily inputed into most campaigns. Unless you wish a gnomish-freak-show motiff you may want to change a few things, most importantly the automatons that serve as the Wonders of Creation themselves. A powerful ghost can also stop the adventure in its tracks unless the DM takes steps to ensure otherwise, or the players convince it to leave them alone (or, which is unlikely, defeat it in combat).
Ignore the Mace of Smiting found in the abbot's chambers, it is waaayy to powerful to give to characters of this level.
Be mindful that in essence, this is a dungeoncrawl.
Aside from these issues (and other minute points, like a few monsters that do not eat apparently) it is solid enough.