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Every module I create is playtested several times, also by other players.
Still, it's on me if you were able to reach this ogre at a so low level. I'll patch this rush-possibility asap but won't be that soon as I'm currently working on other modules.
However I don't really figure how you were able to rush that fast as there is some other monsters to fight + a level up to win before the Ogre, also items+1 and healpotions to loot (+the ability to not trigger the Ogre if you sneak and go backward if you feel the party isn't ready yet.)
Now I'm sincerly sorry that you felt disapointed with this adventure. Be sure that no creator spent this much time on crafting with the intent to make players waste theirs.
Note: If you ever play one of my other adventures and don't want to waste your time again, please, think about sneaking+looting, otherwise you'll probably feel bad again and we both don't want that. :)
Maybe throw a note that not all battles have to be fought, and to keep an eye out for exits, for those of us who are used to most of the modules that have you running linearly into mob.
For the final fight the goal was to make it not too easy for certain party compositions so if for some this is too hard for other this is still too easy.. I had to choose, As the story is "short" it was ok for me that some parties will have this harder. For a longer story maybe it would have been nerf a bit. If you want the "Stinky blinders" is an easier adventure now that your party should be lvl3.
A bit harsh, yeah? :)
Yep at the time the Dungeon maker didn't had much option to create puzzles so the challenge for creators was "how to hide this asset that is very visible, but, not hidding it too well so the player can still find it.." So I added a torch on top of it to help but If I have time at some point i'll think about that.