Here’s the deal… this adventure is under appreciated. What an incredibly novel idea.
I’ve noticed that you have been offering incredibly deep and thoughtful advice on all of the adventures that you’ve rated, which is an act of community service that earns you additional stars in my book (well, and in the rating that I’m going to give you.)
I’ve also come here to offer a criticism, which is that there is something about the keying in these rooms that doesn’t really nail the ‘high level capstone’ that you outlined on your jam page. I’m seeing rats, I’m seeing copper, I’m seeing relatively low DCs.
The really cool design angle that only exists for high level adventures is the prevalence of extremely powerful magic like teleportation, power words, traps and obstacles where the adventure writer clearly wasn’t imaging a specific solution, instead coming up with the most diabolical thing they could think of and trusting that the inventories and spellbooks of these high level characters would be able to buy themselves out of danger.
I think that this adventure would be a 5* down the line for me if it embraced that high level adventure design ethos, and was willing to throw really insane stakes at the players in exchange for more exciting rewards.