Now for the second part.
How long did it take to play this part of Doomsday Dawn (not counting preparation or character creation)?: Across three sessions it took around 10ish hours.
How long did it take to prepare this part of the adventure (time spent reading, gathering materials, etc.)?: Around 5 hours from having to make up my own maps (not a fan of) and then import the images from the pdf to the Roll20 game.
How many sessions did it take for you to play through this part of the adventure?: 3 sessions since we had to restart.
How many Hero Points (in total) did you give out during this part of the adventure?: 13. 1 per session to each character and then an extra handed to the Monk for his act of daring.
How many times was a player character reduced to 0 Hit Points during this part of the adventure?: The first time through about 6 or 7 times. The second time around 8 times. The third time 0.
How many player characters were killed during this part of the adventure?: Effectively had a TPK for the first and second session. 0 deaths the third session.
Did the player characters beat the rival adventuring party to the site? If so, how much sooner did the PCs arrive?: The players had two days left until the Night Heralds arrived.
Some general notes from my end: Party was made up of a an Elven Fighter, a Gnome Bard, Half-Orc Monk, and a Dwarf Druid. They waste a day at the tavern in the town.
First area was easy though the Monk had a little trouble with getting ganged up on.
Second area had the Fighter and Monk get stuck into the quicksand. Monk easily could get out but thanks to his low roll the Fighter was sucked down into the quicksand before he could act starting his hold breath. The Ankherav attacked as well but the Druid and Bard were able to take it on without going down. Unfortunately due to wearing heavy armor and rolling numerous ones the Fighter was sucked down deeper and deeper until he ran out of breath. Passed one suffocation test but then crit failed the next instantly dying. I asked what the players wanted to do and the player who's character died said they could go on while he rethought out his character.
Third area the group at first tried sneaking by but ended up just going the long way.
Fourth area the characters started climbing around the mountain but because they had to keep taking the long way they decided to rest on the mountain. Obviously the Manticore attacked them at night leading to a TPK as the characters could not do much with only low-light vision at best.
Restart!
Characters are the same with a few spells or a feat changed around. They skip the first two encounters to the Gnoll camp.
At the third encounter they at first try to jump and swim across making loud noises for the Gnolls to hear who get close enough to start taking pot shots at them. Characters end up killing them all.
Fourth encounter the characters are climbing up and making good progress when the Monk notices the Manticore and the fight starts. Most of the characters were near useless due to lack of range until the Monk decided to use his grappling hook to grapple around the Manticore. I let him do it as an improvised weapon with a 20 foot range. He actually hit and started using the climbing rules getting closer and closer over the subsequent turns but the Manticore also getting higher and higher while trying to force him to fall from the rope. He finally gets up on the Manticore and starts kicking it continuously while the Manticore keeps trying to shake him off and fly higher. Manticore finally dies after around 10 continuous rounds of just their two turns and they both fall dealing 200 and some odd damage and would instantly kill the Monk but I said he could use a Hero Point to survive and would still receive an extra point but it would then take time for his allies to find him and for them to get back on track. After getting back up the Monk takes the tail as a trophy.
Fifth encounter they come upon Zakfah's group where Zakfah sees the big trophy tail the Monk has and starts asking them where he got it and they explain that he took out the Manticore. Zakfah believes this thanks to the obvious trophy and a good persuasion roll from the Bard.
Encounter six, the Bard uses Detect Magic to look for anything and detects the magic coming from the latch that opens the door. Since Detect Magic only
acts as a ping they just know it's magical and use the latch activating the trap. Players and myself really aren't fans of how Detect Magic works now and would rather it just be like it used to.
Seventh encounter the Fighter and Druid walk into the chamber up to the water curious what the room is used for and then started the fight with the water elemental going up and bashing at them. The earth elemental gets up and burrows over between the Druid/Fighter and Bard/Monk and starts attacking the Bard. The fight is long with both the Monk and Fighter being unable to roll high enough to hit the elementals and ends with a TPK.
Restart!
This time they restart right outside of the tomb and because the Monk player couldn't make it this day the Bard player played both his Bard and the pregenned Cleric leveled down by 1 and the replacement of the +1 Scimitar for a normal Scimitar.
Seventh encounter starts with the Fighter again strolling into the chamber but this time all the way into the water where the fight starts again. This time around things go a lot better though it still takes awhile in large part thanks to their immunity to critical hits and now having a Cleric. They pick up the stones and find Ninth encounter where they place the stones seeing the stuff light up and go searching for the next elemental chamber.
Eighth encounter they walk into the chamber and the fight starts immediately. The fire elementals persistent damage is pretty good though the flat check should be changed around to something else to give the players a better chance of getting rid of it. Fight still takes awhile thanks to critical immunity but thanks to the Cleric again they get through it. After the fight they decide to rest for the night.
Back to the Ninth encounter they bring the other two stones and see the others light up. They then spend around 5 hours solving the equations and then the door opens revealing Mabar.
Tenth encounter the characters are curious about the floating stuff and one even uses their Sling to hit him with a stone just in case he's a bad guy sleeping. So the Fighter walks in with the Druid and the Mummies rise up. They get through the fight pretty fast though the Fighter falls under the curse. They eventually free Mabar after some deliberation and all the stuff falls including him and the Bard has a conversation with her while the Druid finds the secret door. No one asked him if he'd come with them so he asks where they came from instead and then leaves them behind to look at the treasure.
Eleventh encounter they find all of the treasure and divvy it up so they can carry it all, including the tapestry. They were two days away from the Night Heralds arrival and were contemplating resting to change spells so they wouldn't be slowed down but decided not to. Since the book says the Night Heralds only catch up if there is one day left the session ended with them arriving back to town and getting their reward from Lady Vord.
I was a little disappointed they didn't rest so they could fight the Night Heralds just to see how they would've done but that's whatever.
General feeling after playing: After the first session the players were not fans of a lot of things that happened. The suffocation and Manticore being chief complaints and everyone very much felt sour afterwards.
After the second session the players still felt sour though more so to the fact that the dice just wouldn't roll in their favor and that it sucks fighting something that gains full benefits from the new crit rules but they can't.
Third session everyone felt better afterward but they also noted how mandatory they realize having a Cleric is for the adventure and didn't really like that when they already had a Druid.