Dent will vote we shutter this place and get the hell out of dodge. No need to go confront the scary beastie down in the pit; it can't get to us (eep) and it's a seeming hassle to get down to it. Might as well let it hang out down there...maybe we'll get lucky and it'll starve to death by the time we return (assuming no one else resides in the monastery, which I somehow doubt).It seems we've broken combat, but we still have whatever/whoever roared downstairs.
The sandbox has definitely been interesting. I think my only issue, and it really has more to do with perception than anything, is that the nature of taking a "wrong turn" in the sandbox creates a different play-style than typical. Have we had any combats that were back to back without a rest of some type? I can't recall any. It changes the resource management dynamic quite a bit.
Totally makes sense given the Level 5 abilities. Just from action economy, the warriors having two attacks makes a huge difference.Also the gap between 4th and 5th level encounters seems to be one of the largest.