Going to run this for my LGS next Monday, but I wanted to leave my thoughts here as a DM. Again I'll say that I not big on frills. If I normally see a CCC with alot in the presentation I often move on. I picked up the first part of this adventure, ran it last week, the players enjoyed it and I left them with a cliffhanger ending. They want this one too! I read through it and saw some areas where I might adjust what was provided. Primarily in the Pillars of Play. I see alot of combat in the four hours that this adventure is estimated to run. Some of the Pillars of Play feel like they do not belong under their respective Pillar or belong somewhere else in the layout. Some of the pillars do not have associated checks to go along with that; easily remedied. Frequent big damage consequences that will decimate characters on the lower end of the Tier. This adventure can go in so many different directions! There were even some that I was thinking, "I wonder if my players will do X? instead of Y?". This adventure looks like it will be a fitting conclusion to its predesessor. Somehow Joyce has captured an adventure that should by rights be a higher tier adventure and perfectly fits it within the framework of a Tier One module. ... and the rewards do justify the effort .. especially if you catch the designer's homage in the uniquely flavored rewards. I was going to append my review after my players game, but I think it will be a no brainer... WELL DONE. Buy Verse I and II!
[4 of 5 Stars!]