That part was horrible (completely stupid and pointless riddles (I still havn't figured out what that stuff was meant to be), which basically could only be resolved with trial and error, which in turn led us into numerous death traps). Part of that surely was that our DM wanted us to not rely so much on our magic and added a ever-recurring 'trap' that hit us with Mordenkainen's Disjunction (with ridiculous caster level to punch through our anti-magic field) like twice per evening. Not really one of his brightest inventions (he's a pretty good DM otherwise, but that was just plain silly)... needless to say, that this ruined the campaign in the end... and I really should have followed my intuition and just don't go back there and leave them to their fate... shall the gods clean up the mess... pah! Anyways, I'm sure that it could be done better, so cannot really blame it on the adventure!
