The link for session 2 is embedded below, and we played session 3 tonight. Originally we were going to play 4 sessions total but we may go to 5, depending on how things go with the next session. Here is the thread for session 1, which also has observations from a one-shot that was played using the Holmes D&D rules.
The players are Sean (GM/DM), Sam (Roland - Fighter), Robbie (Sheeshoosh - Elven Fighter - Mage), Jon (Bartle - Thief)
Session #2 involved some conflict, but also negotiation with the descendents of the Cynidiceans. Specifically the Brotherhood of Gorm or Grom, which it appears to be both in the module. I think it is supposed to be Grom. Sheeshoosh threw a sleep spell at a group of Gromites and laid a number of them low. There was some parlay after that. There are three factions they learned, with the Mages of Usamigaras and the Warrior Maidens of Madarua the other.
The situation was tense and there is not a lot of trust, but the masked descendents decide to test the newcomers to see if they are worthy. I did use alignment languages as they are part of the text and turned out to be useful. I am glad I included them. The locals let them rest and in Session #3 the players enter the lower parts of the ziggurat to explore some more and perhaps earn the trust of the locals.
Filling the Space
I know the players have a lot of thoughts, so I will try and limit my own for now. One of the things I noted, and I do think this is an aspect of adventure role-playing, that there is a lot of space for a player to fill in the details of their character. In creation there is no life path or culture. You have a name, species(race), and class. Also an alignment. Weapons all do the same damage. So the rest you have to fill in yourself. And we discussed a bit how, if you do not fill in those details, the game is unfun. But when you do, something is added.
Enjoy. Please feel free to ask questions of anything you see.