I'm also surprised to see such an effective level 3 rogue build in general. I've ran this game twice now and both times the party came down to a near wipe. If they choose the uprising card then the melt into the crowds and assassinate a character tactic is incredibly effective. It's only after half the party is down do they realize they have to clear out the crowds to prevent Goldtooth's bluff sneak.
I had a player roll Knowledge: Arcana when they teleported past the force sphere to realize that the sky vault falling was a self-destruct mechanism. With this info the players eventually worked out that the only person that could set the self-destruct would be a jewel sage, and thus the only person who could cancel the self-destruct would be another jewel sage. Fotunately they had a teleporting wizard or else they wouldn't have been able to get close enough to use the jewel in time.
alternis sol wrote:
I didn't give my spirit animal DR 5/Adamantine and Fast Healing 1 to sit on my shoulder damn it.
One thing that should make the final fight harder is applying the invincible mythic template to the Graven Guardians. Since it isn't in the pdf, most GM's might miss it, but boosting the AC by 2 for a party of 3-4's and adding in 5 energy resist turns them into a serious threat. My party was lucky to have a void sorcerer that could split magic missiles to keep the statues from casting haste.
Everyone who is wanting limited amounts of Robo-rampage, take a look at Season 5 the "Year of the Demon"
5-1 Not a lot of Demons
So out of 17 modules at most 6 are demon centric. The number is probably lower because you can't toss level 1's at most demons and expect them to get through DR. The same problem will be had with constructs, so don't expect robots in a majority of scenarios.