I have ran a group of 6 players through Encounter 8 so far. I ran the players through Tapestry of Deceit first to get them so experience (and to use my city builder stuff), so they entered the DoD at level 3.
Session 1: (about 5 hours)
Encounter 1: Zaltar's gameroom. No one was hit by the crossbows, which caused some issues later.
Encounter 2: Arcane Alcove. The PCs set off the pit trap, but did manage to discover the Wall of Force before attempting to jump over. They had no Dispel Magic and felt they were stuck. I had to tell them Zaltar had made all the rooms solvable by differently-composed groups of adventurers. They immediately understood the pillars were medusae and solved the riddle quickly. They didn't use the clues for the blade trap hallway, but made it though unscathed regardless.
Encounter 3: Lever Chamber. PCs were stumped by this one. Since no one had been struck by the crossbows, they didnt see the wall wards clues. I had to throw them a bone by letting the ghost noble see through the illusions. Once they had the alignments, they figured it out.
Session 2: (about 5 hours)
Encounter 4: Deadly Corners. It was entertaining watching the PCs try different things as they found the 4 elements. Once they had all 4, they quickly realized what they needed to do. I finally had a player hit with a crossbow in here.
Encounter 6: Acid Bath. First, the hallway between 5 and 6. They befriended the dog and fed the manacles so handled this area with ease. They chose Acid Bath first. This room ended up being fairly easy as they friendshipped the crocodile and so just had to take out the serpent heads.
Session 3: (about 7 hours)
Encounter 5: The Gauntlet. I thought this was going to tear the party up pretty badly, but they made a couple good decisions that saved them. They took some early damage on the first two platforms, but then they used spiderclimbing to bypass most of the trouble. Once the glyph was grabbed the door/wall started moving forward, the sorcerer cast Knock on the door and they let it pass by them.
Encounter 7: Gorgon Tiers. This was a fun one. The player struck by the crossbow saw through the mosaic illusion and saw the golems, so the group knew they would come into play at some point. It made them very paranoid to try the door. Once in the main chamber, they sent the dog they freed earlier in. It set off the gorgon and the dog was insta-killed. Big battle ensued and a player ended up summoning a demon to turn the tide of battle. The demon one the day, but broke free of the PCs control and the players had to survive 6 rounds with the demon. They learned nothing about the fire brazier or the clues on the pillars.
Encounter 8: Puzzle Floors. Based on the players being stumped by the Lever Chamber, I thought they may have trouble with this encounter. On the contrary, they figured it out quite quickly, setting off only 1 flame trap. They also quickly understood they couldn't take all the treasure if they wanted the glyphstone.
Next session they will start with Eldritch Pools and then head to the Menagerie. I may have to railroad them a bit and lock off the Dais of the dead so they do Doomroller first. I can't build Eldritch Pools, Menagerie, Doomroller and Dais of the Dead all at once. While I like the players have a choice to do Encounters in different orders, it doesn't work realistically with the fact I have to build the rooms ahead of time. I have an 8' x 3.5' table, but I take up one end with my GM setup and I like players to at least have room for their Char sheet and space to roll some dice.
So I am thinking Session 4 will be Eldritch Pools, the Menagerie, and Doomroller's Labyrinth. Session 5 will be Dais of the Dead and maybe Khri Colony? May build the colony on a separate table so I can have the lava bridge built, but I feel like the lava bridge has enough content for a full session itself. Decisions, decisions.