After reading Justin Alexander’s remix of Keep on the Shadowfell, I decided to follow his lead and remix the kobold ambush encounter. Like Mr. Alexander, I moved it to the ruins of the keep and promoted the kobolds to guards placed by Kalarel. I created my own map inspired by the dungeon presented in the 1983 D&D Basic Rules (Mentzer edition).

kobold_ambush_remix

Read the following to the players as their PCs approach the ruins:

The narrow track you have been following widens into a clearing. Great piles of shattered stone blocks and scorched timbers dominate the area, sprawling out from the center to the edge of the woods. No plants grow among the ruins, and the ground is bare dirt. Remnants of the walls still stand, though they are pitted and crumbling.

A path has been cleared through the rubble and the debris pulled aside into piles. As you approach, the doors of the gate begin to swing out and close with a thump.

Tactics
The wyrmpriest will use its energy orb attack to cover the hole in the west portion of the wall. The two dragonshields by the gates will wait until a PC moves past them before they attack. The third dragonshield will guard the wyrmpriest while the skirmisher seeks to flank a PC along the path.

Features
Illumination: Bright light if the PCs arrive during the day, dim light if they arrive at night.

Gate: The kobolds close the gate, but do not bar or lock it. A door can be pushed open as a Move action.

Platform: The platform the wyrmpriest stands on is reached by a ladder, and is 25ft tall. The wall in front provides cover.

Rubble: Squares with rubble in them are considered difficult terrain. The large rubble piles provide cover and require a Climb check (DC 15) to move over.

Walls: The walls are 30ft tall and can be climbed (DC 15).