Our group finished Kraggoth Manor tonight and it was quite the romp. It really reinforced how much more capable parties get by the middle levels when they have mages with more powerful spells and a fair number of magic items. Some highlights below [SPOILERS FOR THOSE WHO HAVEN'T PLAYED THE MODULE YET]
They really made use of the magic/technological items they've acquired. In this adventure they made short work of the trolls with the flamethrower from one of the earlier modules {Desert Dunes?}.
Since they had multiple levitation/flying spells and devices, it was easy for them to land on top of the towers, take out the ape shaman and fight their way down.
Inside the group's scout used his ring of invisibility to sneak around and back stab the camulon. With our house exploding die rule he took him out in one strike.
Their cryomancer has two wands of freezing and isn't shy about using them. The shaman has the Staff of Stygian Purpose and their pyromancer has pretty much all offensive spells. This trio was devastating to the foes in this adventure. The scariest moment was when the exploding skull knocked the cryomancer unconscious. She would hae died had it not been for the shaman. That trap was deadliest encounter of the adventure for the group. They also had some trouble with the scything automota.
They used their radiation grenades from one of the earlier adventures to seal up the ichor pit and the cylinder, which I thought was clever. The men of ash and flame were iced by the cryomancer. Throughout the other encounters they made effective use of potions, dusts of disappearance etc. Reminded me of the Joker's line about wonderful toys from that first Batman movie. Still a fun time. Forgotten Fane will be next.
"Could you fancy me as a pirate bold? Or a longship Viking warrior with the old gods on his side? Well, I'm an inshore man and I'm nobody's hero. But I'll make you tight for a windy night and a dark ride."--Jethro Tull