I figured I would start with this one, the Thoul Cave. 1st point, I like the upscaled Cave, though I still am not sure where the Thouls actually come from, why they work with Hobgoblins, and what they are really doing there. As it stands it's a good Lower level dungoen (5th or so) for a group, and at high Spawn, WILL kill a non caster of up to 11th level or so.
Those new Witchlords, Fire off (eventually, AI thinks slow) fire sheath, fire balls, couple of other aura spells and summon dire wolves as well as invisible them selves etc.......Two of them can do some serious damage and you run into a lot more then two of them. The Upper level Hobgoblins seem to be around the CR 8 or bit more range and actually take time to fight, and can Hurt most folks not "caster sized" into an AC/Buff-zilla.
Now this was a tough dungeon, and I call it one of the fighter dungeons because Even with all the Caster Monsters you can go all out Sword Swinging Arrows Flying FIGHT it style. Now granted, half the time, you get no loot because the smash chest roll is to high (forcing people to multiclass into barbarian for a str surge or a caster for a buff, or thief for a pick), there's no traps anymore (kinda boring), and even though the fight is fun, even solo at around 11th level (hair raising actually on max spawn), no one wants to go because either the thouls regen to fast for low levels to kill, or anyone over 5th, doesn't get any XP.
XP in this dungeon is woefully below that of the risk. It's definitely dangerous, I pull dead folk out of it every couple of weeks, but it would be nice if the loot, and the xp, equaled the risk.
~Rex