This ended up being a preferably interesting fight, with the band using ranged attacks while closing in, and being call of fire themselves. In most rounds I unmistakable to let the manticore fire its spikes on the closest foe. So they explored the cave and establish three air cultist spellcasters praying in cover of a great door. However at one spot the closest enemy was the druid who upstanding had changed into bear configuration. Which just happened to be the highest range of the manticore’s spike-slinging scut of a hare attack. To avoid that I had placed the manticore out in the unencumbered, in plain view, so the fight started with the horror and the group 200 feet aside from. So at that point I let the manticore command an intelligence check, which it failed, unequalled it to believe that this was an true bear who had somehow wandered in and would be shocked off easily by a threatening roar. At this spur we ended the session.[DM’s note: The magical portal isn’t in the Princes of the Apocalypse work. Now 6 adventurers hitting a single monstrosity can make for short and boring fights. As they didn’t bear any yet, they went on towards Feathergale Fleche. And there would be no reason to descend upon the above-ground 4 elemental keeps, that being so skipping a lot of the content of the adventure. They went for the manticore. They had clear to approach the tower through the Sighing Valley and try to grass in from below with their allies portion them up the pillar the tower stands on. The door was certainly magical, and it appeared as if one needed the 4 runes of the 4 primitive cults to open the door. At least the druid liked that inkling; the halfling monk who got shot as contrasted with maybe not so much.That close with got the group to level 4, so they took a want rest and leveled up. They ground some corpses at the base which suggested that from time to time people were thrown off the fleche. A magical door on every fascinate, with the 4 keys being held in the 4 keeps, seemed the reasonable solution for this design weak spot to me.]Tobold’s Blog As the cave was lone as broad as the stream, the air cultists did get all right use out of otherwise rather useless blast of wind spells (I ruled that a puff of wind gives disadvantage to non-magical missiles like arrows, because I was so surprised that in rules as written the charm doesn’t even do that). Then they continued up the valley, to the sharp end where the stream was easy to rub out. In the book as written you can go right down into the avant-garde elemental dungeons. Only that of route the first dungeon downstairs is equal 7, and would be quite barbarous for a group of level 3 or 4 characters.