This is the best adventure on this entire website. It's light-hearted and perfect to throw into any campaign. You as a DM do have to balance the encounters to the level of your players but the environments are well setup to do so. Your players will love this adventure.
Thanks for the great review! Feel free to check some of my other adventurers too. This is by far the wackiest though. If you like this one, one of my personal favorites from another creator is c called "The Modron Maze". That one is sweet
I'd only play this adventure as a precursor to the next adventure. It's not bad but it's just kinda average by itself. The introduction of the flayer is memorable but otherwise there isn't actually much content here. You as the DM have to design/make interesting underdark content.
I had a hard time convincing the players their characters should sleep so you can just have them lose track of time before randomly noticing it looks weird outside.
I ran this for my players without the puzzle (because I don't like puzzles in dnd but that's a separate rant) and we loved the morally grey/not black&white ending. This was perfect for setting up a vampire storyline for the rest of the campaign.
The themeing here is great and I really liked it, however I'm not sure how balanced it is. My group had a monk who stunning striked every flayer and they breezed through the caverns. Other groups may have a very hard time overcoming the crowd control and magic resist. I'd recommend this and the previous adventure.
As a DM, I thought this adventure was just average, however when I asked my players at the end of the level 5-20 custom campaign they said this adventure stood out as being very memorable.
A fun back and forth using the "same" map but in different time periods. My players ended up figuring out the puzzles after they returned to the present, so they didn't have access to the tree branches, but they had fun telling future them that.
Our group skipped the entire first section and jumped straight into Tarrasques in the city. I definitely suggest doing that if you're putting this into a custom campaign or as a one shot.
I put this adventure in my campaign and the players loved it. I suggest DMs have one of the first angels tell the party the bell is headed to the material plane since that gives the players the most interest in stopping them (rather than just accepting their demands to leave).I think the encounters lean too easy in general and suggest DMs balance for their party. All that said, I'd definitely run this again for another group.