There are two 'ritual stones' in the starting forest area, both with a roll activator. Both have two potential battles each, depending on success/failure of the roll. I don't recall struggling at all with either the hag or minotaur and I'm pretty sure I got both of those. West side can have some dryads if the roll is failed, east side has a wight and some skeletons if failed. I'll probably finish morrows deep six man, publish that, and then do a run through of each with new parties, probably aiming for balanced parties but not using any of the more praised UB subclasses. Then I'll look to enemy parameter changes as I go. The elite minotaur is much harder if spawned at level 2 on the four man.
All of those encounters are meant to be potential level 2 stepping stones to level 3. The orcs in the cave are balanced for 3. The open nature of the zone led to some annoying aspects, but I prefer this over something very linear in the end. Like the spiders near that tree or the orcs/goblins in front of the cave were originally just active, but then could see the player across the rivers, resulting in highly annoying battles where melee can't reach each other.
If you like the beginning of the campaign you'll almost certainly like the rest. It's pretty consistent I think.