Temple of Outsiders is the first part of the God War Adventure Path. A small community of druids gets wrecked when the war of the gods goes native and an ancient artifact lands in a temple in the jungle nearby. The players are hired to go to the temple for a_random_reason and then proceed to hack their way through the temple as they find amulets that (conveniently) open the next wing of the temple.
ToO is a very simple dungeon crawl which leads the heroes of the story from room to room, each with different challenges. Gnomes, shadow monsters, plant people, talking turtles, demons, etc etc - The Temple has every monster you can imagine, living next to each other.
In many ways, I guess you can compare ToO to the worst of WotC old adventures (from the previous edition). A lot of different monsters thrown together in a random dungeon with a flimsy story background holding them together. That's not saying there is nothing good in ToO, because there is. There are a few really interesting combats (poison-trap + gold-swarm and imp fight stand out) and in general a lot of info to be gathered via skills. It's just too little.
Maybe you will like this combat-heavy module with a fair amount of solos, some of which are classics that have been deleveled a lot (lvl 4 Marilith), and pages of random fluff that I have trouble connecting to the module, but to be honest, I didn't have much positive to take away from this module.
PS: 100 inhabitants does not make a city ;)
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