First, the PCs entered the room with the mummy lying on the floor. Rapidly they were thrust into combat. Another mummy joined the combat the next round. Despite the fact that they'd figured out that by completing the mummifcation ritual, they would prevent any other mummies from rising, they decided to fight, which was tough considering how many hps the mummies did have.
Fortunately for them, I rolled lousy the rest of the combat, going something like 5-6 rounds before another mummy would rise. In the meantime they did beat up the two that had risen, and were working on preventing the others from rising, but couldn't finish off the rituals before the third rose.
It was a bit of a slog, though the rounds did go pretty quickly (though there were a lot of rounds...probably 10-12 in all).
Then the PCs fought the Eldarin in the mist.
To say that this combat went down differently than I was expecting would be an understatement.
On on the first round of combat, the gnoll assassin moved into the room (with Oceanstrider boots so he walked on water), then used the Guileful Swipe power to attack, then pick the key off the Eladrin with a successful Thievery check, attacked again and then shifted away. He then spent an AP to invoke his Stalker's Action PP feature and gained phasing and headed through the wall into the cooridor. The rest of the PCs then followed him.
Needless to say, that was a shock. But then I turned the tables on them.
The Eladrin used her teleport ability which in this case did not require LOS to block off the assassin's escape, and then immobilized him. At that point it got a bit clogged down with her stuck in the cooridor between two groups of PCs.
Eventually she did blast the fighter into the misty grotto (right after he had bloodied her), and he became briefly dominated. But since the combat was primarily fought in the hallway, that trap didn't really come into any effect.
However, meanwhile the Eladrin spent all her attacks on the assassin, giving him dirt naps two or three times I think, nearly killing him, and searching his belongings looking for the key (which he'd pocketed with his Fast Hands ability). The rest of the party pulled out all the stops to try to save the assassin, especially after she started throwing 5 attacks at him.
I was almost certain he was going to die. But he didn't, because of a set of very fortunate circumstances.
First, the fighter used his Vortex Mask to pull her down the cooridor, over the prone assassin (if he hadn't been prone this wouldn't have worked). Then he managed to barely hit her with his attack (courtesy of a house-rule where if they miss by 1 they can spend a healing surge to make it a hit). This pulled her out of melee range of the assassin, where she was putting the smack down on him by attacking his Fort (which was at -2 to boot). Instead, she had to attack at range...and with the -2 from being marked, -2 for attacking a prone target at range, and the fact she was now attacking his much better Reflex defense...she didn't hit any of her 5 attacks. Then she was killed a round later.
Lessons learned? The PCs can have surprises, but boy the monsters can have them too.
Also, I did boost the damage amounts though, to MM3 values, and it definitely had an impact. These guys were much more scared of her than any other Solo of that high of level in the past.