Speaking from my own experience in DM'ing this adventure, the opponents are much better equiped than you might expect. In the early going, you can expect to be met with moderate to high numbers of opponents who have better than expected HP and attack bonus.
However, you can expect to deal with numbers of durable opponents with decent hitting power (as opposed to large numbers of one hit wonders or singular beefy tanks). To that end, being able to deal effectively with being outnumbered is essential.
- Any spell that can hit / effect a large number of enemies will help. Not only Fireball, but also well used illusions, and wall effects.
- A strong AC combined with good HP is a must if you want to go melee. If your total AC is less than 17, you will want to stay out of melee, period. Even the mooks have a good attack bonus.
- A reach weapon + Combat Reflexes will help out the tank types a great deal.
-- Any ability which can help you avoid being mobbed by opponents will help a great deal (mounted combat, mobility, good ranged attack skills).
You should be able to do fine as a druid, given spells like Entangle, and plenty of out door stuff going on.
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