This module had a lot going for it, but the story never quite sticks the landing. It has enough awesome moments to more or less forgive that you're on a glorified fetch quest to get information about where to find further information about a future module. (Seriously.)
The opening travel montage and encounters felt like padding for time, which it was; the rocs (and optional dragon turtle) don't add much to story, and they don't actually deplete the party's resources, so why are they there? This is a question I want every tier 3 designer to ask him/herself: why are you putting this (potential) fight in the module?
The best parts of the module (and, so far, pretty much the season so far) appears in part 2, which has some amazing moments. Say what you will about hags as an overused villain motif, the Three present in this module are, at least, quite memorable. Their demand for something beautiful--and the fallout for giving in to that demand--is exactly the kind of thing I'd inject into a home game, and I was very pleased to see it appear here. The combat that ensues in this section can be spooky, depending on how the PC's saves go, and I was pleased to see that even a legitimately very strong party seemed at least somewhat challenged by the encounter as written. (I also enjoyed the tricks of the trade sections throughout--nice to see that feature appearing more often.)
Part 3 suffers from a combination of narrative bloat and the difficulty of following such a good second act. I liked the character of the Ramshackle King, but I really wished I knew more about him, as DM. (This became an issue when one of the players, using a particular class feature only available at high levels, figured out who he was.) The Ramshackle Court is a slick design, but, again, it was difficult to disguise the fact that the PC's were still on yet another information fetch quest without really much of a clear idea of why they should care.
The final fight is a lot of fun--a solid challenge with a nice turret-and-tank combination. This module "gets it": one or two difficult, meaningful fights promotes much more enjoyment than a lot of small, easy encounters. Unfortunately, this module suffers from having to be part of (what seems like) an overall lackluster story with the next few modules (I suppose we'll see how 07-13 and -14 pan out), and the great ideas and inventive setpieces it creates are still somewhat overshadowed by the looming specter of mediocre storytelling to come--but, if you can overlook that and just play this module for what it is, you will have a great time.