Thanks all for pointing out the level of tedium with respect to time and random encounters/effects. It seems as though this may be something that could be on again/off again depending on the circumstances and game flow.
I would strongly advise, if you have the time, that you should design multiple encounters to entertain the party as it travels from place to place. I do not subscribe to the "travel time is dead time" school of thought. Travel time, especially through the outlandish nightmare that is the Underdark, should be fascinating, terrifying, and occasionally hilarious.
This brings up a good point – different classes will be affected differently by not having their gear. A Fighter can just get another sword and some new armor, but a Wizard will be in trouble without their spellbook, components, and focus. Depending on what you get in your adventuring party, you may need to give a little leeway in item recovery. Either that or plan for them to come across replacements right quick (unless the group is on-board with a brutal survivalist challenge, which is certainly possible).
This cannot be emphasized too much. Our GM ran this campaign and we knew about being captured at the beginning. I ran a wizard, beginning at 1st level. I retired the character at 5th level because I still did not have a spellbook, and I didn't have enough gold to make a new one from scratch. No spellbook = very little fun for the wizard.
Note: the GM ran the module straight up, so the fault is not with the GM, it's with the module. At the very least, it should have included a sidebar pointing out the pitfalls of using the prison escape and ways to equalize the effects for the various classes. Makes me wonder if the module was ever really playtested.
This cannot be emphasized too much. Our GM ran this campaign and we knew about being captured at the beginning. I ran a wizard, beginning at 1st level. I retired the character at 5th level because I still did not have a spellbook, and I didn't have enough gold to make a new one from scratch. No spellbook = very little fun for the wizard.
Note: the GM ran the module straight up, so the fault is not with the GM, it's with the module. At the very least, it should have included a sidebar pointing out the pitfalls of using the prison escape and ways to equalize the effects for the various classes. Makes me wonder if the module was ever really playtested.
Page 14 said:Additionally, the chest contains any valuables once held by the characters and NPCS. including any spellbooks. components, focuses and magic items lost to the adventurers.
Published WotC adventure campaigns do not appear designed this way for 5E. It feels like the intent was to create more flexibility in game play but it does seem to mean more preparation for the DM. As uncreative as I am this is still a huge time savings for me over creating my own home brew so I embrace it for what it is.Most of my adventures are home-brew.
When I used a published adventure, I want to use what's there without having to create side quests to make travel more exciting.
To be fair, all of your equipment was available in the entry area if you as the players had gone looking for it. It's explicitly spelled out... I suggest before saying "it's with the module" that you might want to read it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.