Olaf the Stout said:
The actual book isn't that long. From memory it is the same page count as RHoD. How is it that it takes so long to finish? Too many combats?
That was part of it. Partly also, it takes a GM who looks absorbs the entire module and is willing to change things as the adventure progresses - which is not easy with any mega module. Our GM gave us the clues Monte wrote into the adventure, but there was a huge gap in the middle where we just didn't know what to do next, so we just kept wandering, killing things, wandering, killing things...A lot of wasted time on our part.
After about a year we were all ready to finish it, so the GM gave us a lot more info and engaged in some minor railroading, and we finished it with a memorable fight with Imix. I don't think we ever got the First (he got away twice), but otherwise most of the baddies got theirs.
BTW - I'd actually like to run this one myself, but instead of the CRM, I would place each temple on its own demi-plane. Only outposts would be in the CRM, guarding portals that allow the elemental temples participate in the overall plot (for their own ends, of course). If the PC's took over a portal and figured out how to use it, they could go adventuring on the demi-planes, which would be a nice change of pace. In the meantime, eliminating 3/4 of the encounters in the CRM would eliminate most of the problems with the middle portion of the module.
Oh, and I'd proably boost the treasure given out and make it more interesting. I think the most powerful weapon the PC's find is a +2 sword or so. There were tons of cleric scrolls, but almost no wizard scrolls. My group had to take item creation feats and make liberal use of certain 3.0 spells (greater magic weapon, buff spells, haste) to compensate.