|Jason Williams Venture-Agent, Australia—NSW—Hurstville aka Jawbreaker|
I ran this on the weekend for an experienced party at high tier and had two issues:
1) With the dwarf prisoners their but not their mechanic I overlook them in the opening rounds of combat and allowed a wall of Flame and two fire balls to be casted. Massive impact on the balance of play.
On hindsight I believe I should have had something representing the dwarves to hamper / limit area effect spells.
2) The Wand of Greater Invis with 8 charges is way overpowered, it allowed a small party to destroy most opposition at range (zen archers are not a GMs friend) - was this intended to tip the encounter more in the Pcs favour.
Otherwise I enjoyed the game as did my players - but I think the challenge would have been better without greater invis.