I'm going to reply again, copying the text from somebody who remembers the details better than I do:
Flight of the Zephyr
Room 1 (door puzzle): Score 8/10: I liked the puzzle and the twist that you had to have the pieces on the table to see them. Having the DM that followed us to the next few rooms was really cool.
Room 2 (The Charging room): Score 7/10: I first did this on the Golden Ticket run and we were supposed to have three balls which was next to impossible IMO. Later I went through and the third ball was covered up and getting the two balls through was challenging but fun. Visually I liked watching the energy run through the pipes.
Room 3 (Living tornado): Score 7/10: I liked that the target was hard to hit, very thematic. I do think we could have had some wind blowing or something in the room.
Room 4 Puzzle (Navigation orb): Score 8/10: The puzzle was cool and I initially didn't notice anybody controlling the ball so that was fun. With two runs through this room I eventually had to ask the DM after we solved it to really understand the interactions between the four special shapes.
Room 4 Combat (Navigation orb): Score 8/10: Force field mechanic was really cool, I liked this type of thing that we saw this year. wasn't initially clear that we we were supposed to land on the force field until the DM told us.
Room 5 Puzzle (One million Switches): Score 5/10: I still have no idea what we were supposed to do here. On the GT run we were told that the outer ring had to all be lit up and then the inner ring had to light up in order without the outer lights turning off. We never figured it out. On a later run they told us we just had to get all of the lights to turn on which was easier, but some of them were hard to see, and we never figured out the puzzle, just randomly tried switches (but we did figure out that each station controlled its own outer light and somebody else's inner light, except your outer light had to be on in order for your inner light to turn on).
Room 5 Combat (Golem): Score 7/10: Great DM but I don't remember anything specifically interesting about this combat.
Room 6 (Yet more pipes): Score 4/10: Way too hard or buggy or something. First time through we wasted half of our time before even turning on the air. Next two times through I "cheated" and flipped on the switch before anybody could stop me. We didn't solve it any of the three times.
Room 7 (Flying the ship): Score 10/10: Videos were great, and I loved the idea of splitting into the two teams. I don't know what the guys were doing in the back of the room but I did like shooting the Wyverns!
Into the Viper’s Pit
Room 1 (Word Obelisk): Score 8/10: This was a great classic TD puzzle room that was challenging but not too hard. I didn't realize we could rotate the obelisks at first though!
Room 2 (Snake combat): Score 7/10: I liked the fact that it seemed like a puzzle room and then switched to combat.
Room 3 (Green eggs room): Score 8/10: This was a great puzzle. We didn't solve it the first time through; we didn't know the gong reset it, so we just kept trying to solve it randomly. We also tried to make them all purple instead of green. The second time through the DM told us the gong reset it (or was it a player who had been through before?). We had to reset it a few times because the wand was twitchy and we lost track of which ones had been properly toggled.
Room 4 Combat (Skeleton): Score 10/10: Incredibly awesome. I liked the little puzzle as part of combat (we had our Bard figure it out). I liked the challenge of hitting the box in the back corner. I liked the NPCs, although with such heavy masks I never know what to do (ignore them, talk to them, etc).
Room 4 Puzzle (Floor puzzle): Score ??/10: We never even got close to figuring out what to do (I never even saw a rope...). So I can't rate it, except it is probably too hard, however it might be a cool puzzle if I knew what it was.
Room 5 (Sand Room): Score 10/10: Really cool room, I'm guessing they used some custom software hooked up to Kinect? The first time through this room the sand was sculpted into high and low spots and the colors matched so I assumed the DM had arranged the sand to match the projection. But then I moved the sand and freaked out as the "water" moved. The next time through (well, this time was a combat run) the sand was basically flat so the effect wasn't as neat when walking in, nor was it obvious you could get down to a blue layer.
Room 6 (Medusa): Score 9/10: Cool combat, but I do feel bad trying to avoid eye contact with the NPC.
Room 7 Puzzle (The portal): Score 6/10: We had absolutely no chance of solving this one as we had not remembered any of the symbols on the way there, much to our dismay!
Room 7 Combat (The Snake god): Score 9/10: Really cool animatronics, fun combat, great final room!