So I finally got around to running this (our ToA DM got sick and missed 2 months, so we had to finished ToA before the party could play this, since once you play this you cannot re-enter ToA).
Nice introduction to how T3 is going to look this season, a lot bigger fights, but nothing a well equipped party can’t handle.
First fight is nothing other than a HP tank (something the T4’s this season suffered from), and with a near total ranged attack party (6/7 were not melee based, 4 casters and 2 archers) was no challenge at all.
Little bit of RP, certain factions had their chance to shine. This is something I fear will be missed moving forward next season, but that’s a discussion for another venue.
That fight had the chance to go south quickly, but the initiative order was against me and the biggest threat got dropped before he was able to use his other ability in round 2 (his giant AoE was nice, if he was able to catch the target with the other thing it would have turned nasty).
More RP interlude to set up the finale, was pretty straight forward and effective. Now I liked the set-up for the finale, the minions in particular I had fun with, but it was a lot of Con checks on everyone every turn, so it did get a little repetitive. Boss didn’t last as long as I would have liked, but a charging Paladin with smites, followed by swarms of Magic Missile tend to drop anyone quickly (unless they had the Shield spell, which Paladins/Anti-Paladins sadly don’t).