Our party consisted of 2 dwarf cleric brothers
1 Goblin Rogue :(
1 Human Fighter - went melee build over archery build but carried a bow just incase.
1 Dwarf Barbarian - got the +1 great axe
1 Human Wizard- universal
The journey was done on Camels, everything was spotted - hyenas , quicksand , Gnolls. They murdered everything in keeping with the lets smash everything we can find and rest as least as possible.
Managed to find the easy way up the cliff.
Manticore was fought at range, Only landing when out of quills. This is were we found that the +10 over AC = Crit makes for a very random game. I tend not to focus, but spread damage out so rolled for each attack randomly as befitting a fly-by. Wizard every time he got a quill got critted. Party survives and they take the tail as a memento.
Cleric talks to the gnolls for a change, presenting the tail as proof of victory. They were very proud of themselves for this feat.
Trap dealt with by Rogue easy enough.
c2 - Earth/Water. AS we have 6 characters I rolled randomly if it were the Earth or the water who got the extra. Result was 2 earth 1 water. Fight was brutal as one of the clerics stripped off to check out the room, so did the entire fight with no armour. OUCH. Between the 2 clerics and a pot only rogue brought to 0 in the water. Cleric rescues straight away as water elemental was focused by the ranged. Party rests and heals and retrieves the 2 gems. Goes back to the start and turns right instead of going round.
c3. Fire / Air. This time the players wanted 2 lesser and 1 minor. Brutal decision. Clerics love the 2 action ranged cast. So kept every one topped up. Managed to get the gems using mage hand. Party rests again. So 3rd rest and Nighthawks will be here tomorrow.
With the gems the puzzle was easy.
2 clerics of Senerae and mage makes short work of fire vulnerable Mummies. all fort saves made and no one contracts mummy rot.
Free Mabar and gain his help, but not in combat.
Loot everything in the next room , the fighter claiming the scimitar, goes well with her sword build. Feeling much happier after watching the 2d12 barbarian destroy her enemies.
The party knows that the Night hawks are not long away so decide to set up an ambush. Remove the gems and take the place of the mummies. When the door opens they attack. I added 2 more scouts to this encounter so 6v6. Should have probably swapped a scout for another cleric type. Epic battle the PC's won , with none of them going to 0.
So as a group we feel it went well, pushed the characters hard in combat. Healing is definitly sufficient when a cleric is around. MAgic weapons feel like youve upgraded from a pea shooter to a solid shot shotgun.
We're not sure how to feel about the monsters who appear very random in power level.
Most improtant thing is Fun was had by all, and they definitly felt challenged this time out.