I added DC1 into my sandbox setting and (some of) the player characters are down there, with Fonkin, trying to find the stolen items. Most of the PCs are not starting characters, so at least the beginning of the adventure is far from difficult, which is to be expected.
The rooms in the dungeons are numbered quite randomly; this makes it very difficult to get a feel for what is where when preparing for running the adventure location, and adds some scrolling when running it. (I have two pdf files open, one with the map and the other with whichever room or random encounter table I happen to need at that point.)
I suggest numbering the rooms in a more useful way. I prefer to do it as follows: First room from entrance is number one, second is number two, etc. When there are branches in the dungeon, start with one. If there is a cluster of connected rooms, give them consecutive numbers. There are, of course, other reasonable methods.
For the first adventure, I would use the following numbering for rooms:
old | new 6 | 1 2 | 2 17 | 3 9 | 4 15 | 5 (at this we have a branch and need to choose and path; the choice is pretty arbitrary) 14 | 6 13 | 7 8 | 8 (another branch; I'll start with the dead end) 19 | 9 5 | 10 1 | 11 3 | 12 18 | 13 11 | 14 12 | 15 10 | 16 4 | 17 7 | 18 16 | 19
I believe this would improve the presentation of the adventure, especially when first reading it.
I agree having the rooms in a random order can be confusing, but on a finished product I don't know how much a priority it would be to change them at this point. Dave hasn't been on in over a year, so I'll let others weigh in. His maps are on Mapmatic if re-numbering does become deemed necessary.