I'm not running KotS, but after seeing a lot of threads, I've gathered some opinions myself.
First order of business being the kobolds. Either tear them out completely and tie in Kobold Hall from the back of the DMG, or re-vamp the existing encounters. They seem very repetitive (the only difference in the waterfall encounters is just the number of skirmishers and minions!), drop the second ambush and later just use the wagon ambush from the side-trek. Traps + these kobolds are in order.
Second, I think the encounters in the Keep need a serious overhaul. Not only are there too many (it turns the adventure into a slog), but there are too many repetitive goblin and hobgoblin encounters, with not enough variance. Mixing guard beasts or wandering monsters into the encounters is much more intriguing. For instance, the first encounter - the one in the guard room - I would put some sort of monster in cages, and a goblin with a hand on a release lever stationed in the room. PCs come in, goblin releases monsters, runs for help, and mid-fight, some stealthy sucker comes in from a side tunnel to puncture kidneys.
Then just trim the fat, like the kuthrik den and the rats, putting something more engaging than goblins in the excavation site (that area is too cool for the measly encounter).
Next, to ensure PCs return to town for the "Oh no, zombies in the graveyard!" encounter, I would make sleeping in the Keep a bad idea - they have intense nightmares, to the extent that they lose a healing surge or two from fatigue. Also, a wounded commoner from Winterhaven would be in one of the cells, who needs to be escorted back to town.
Moving to the story, I like the idea of the Bloodreavers showing up with slaves for Karalel. The mirror is an artifact of the Raven Queen; she has looked into it, and thus it still holds her reflection (thus either she could be trapped inside of it, or it could be used to get to her somehow).
First order of business being the kobolds. Either tear them out completely and tie in Kobold Hall from the back of the DMG, or re-vamp the existing encounters. They seem very repetitive (the only difference in the waterfall encounters is just the number of skirmishers and minions!), drop the second ambush and later just use the wagon ambush from the side-trek. Traps + these kobolds are in order.
Second, I think the encounters in the Keep need a serious overhaul. Not only are there too many (it turns the adventure into a slog), but there are too many repetitive goblin and hobgoblin encounters, with not enough variance. Mixing guard beasts or wandering monsters into the encounters is much more intriguing. For instance, the first encounter - the one in the guard room - I would put some sort of monster in cages, and a goblin with a hand on a release lever stationed in the room. PCs come in, goblin releases monsters, runs for help, and mid-fight, some stealthy sucker comes in from a side tunnel to puncture kidneys.
Then just trim the fat, like the kuthrik den and the rats, putting something more engaging than goblins in the excavation site (that area is too cool for the measly encounter).
Next, to ensure PCs return to town for the "Oh no, zombies in the graveyard!" encounter, I would make sleeping in the Keep a bad idea - they have intense nightmares, to the extent that they lose a healing surge or two from fatigue. Also, a wounded commoner from Winterhaven would be in one of the cells, who needs to be escorted back to town.
Moving to the story, I like the idea of the Bloodreavers showing up with slaves for Karalel. The mirror is an artifact of the Raven Queen; she has looked into it, and thus it still holds her reflection (thus either she could be trapped inside of it, or it could be used to get to her somehow).