*Set the adventure in western Thire.
*Replace the pre-gen PCs with my own pre-gens. Completely re-write the Adventure Prelude and starting equipment.
*Either Sir Galwaith has been chasing Toth-Ror, or he's been hanging out terrorizing the village, not both. I'm leaning twords the former. Possibly change Sir Galwaith from a Knight of the Sable March to one of the more honest and noble knights of the Imperial Army of Crieste.
*Ignore the scaling information for larger parties (I'm expecting up to 8 PCs), but probably increase the total number of kobolds (adding encounters, etc.).
*Ignore all the suggested hooks except for Sir Galwaith's Squire, if such a character is present. The PCs are out to find out what happened to the knight, if that doesn't lead to them completing the adventure, then they probably shouldn't be in my game anyway.
*Completely re-write the Order of the Beastmen story. Add in a local witch-woman (Druid, I have a bunch of ideas for her...) and probably a tie to a demonic pact.
Encounter Area 1
*Possibly remove the bloodthorn vines, but probably not.
*Wet ground does not provide circumstance bonus to Move Silently.
*Wild Dogs, even "feral" ones (like that's not redundant...) do not attack on sight or fight to the death.
Area 1-1: The dogs are in a clearing with a dead horse... No way are they "ferocious with hunger". Their motivation is to protect their food. If the Squire is not in the party then his body is nearby in the woods, strung up by the vines.
Area 1-2: No poison on the ravens' talons, nor will any attack immediately (they will follow the party, make a lot of noise, and harry them when they encounter the kobolds at 1-4). The one with the ring is the Witchdoctor's familiar.
Area 1-3: Delete this encounter.
Area 1-4: Kobolds here may be reinforced by others from elsewhere if the PCs take too long to reach this point.
Areas 1-5 to 1-7: move these encounters several miles north, and rewrite them a bit to make a bit of a sub-adventure for after the PCs have finished off Toth-Ror.
Area 1-8: No change.
Area 1-9: Some changes to the dogs' tactics and dispositions.
Encounter Area 2
*No wandering monsters
Area 2-1: Rewrite trap from portcullis to collapsing stairs. Kobolds roll flaming bundle of sticks / straw down at PCs and fire crossbows before running off...
Area 2-2: Two kobolds from 2-1 will regroup here, push the statue over onto investigating PCs, then flee.
Area 2-2A: The bars of the gate have been bent apart in places wide enough that Small creatures can squeeze through without difficulty...
Area 2-3: Replace weapons with more appropriate ones, good quality but not masterwork.
Area 2-4: Change Kih-Koth's tactics. He now leads off with Cause Fear, then moves behind the N gate (to 2-8, not the one to 2-6). He will flee twords the kobolds at 2-9, not die to the trap at 2-6A. Dancing Lights or Silent Image at 2-8 to distract pursuing PCs. None of the kobolds will fight to the death, given any other option. In fact, if they don't outnumber the PCs after the first round, they will probably just foot it straight off. Sir Galwaith's book is in plain text. Possible re-location point for the Ballista.
Area 2-5: Replace treasure with something mundane, possibly a gem of some sort.
Area 2-6: Replace (or just remove) the riddle-vision. Remove the tunnel to 2-11.
Area 2-6A: Replace the crossbow trap with an alarm bell to warn the Smith.
Area 2-7: Add several helpers for the Smith. Remove the magic shield, but increase the mundane treasures. Possible re-location point for the Ballista.
Area 2-8: Kih-Koth may use a spell to spark the PCs' interest in the W rubble. The E cave-in was caused by Toth-Ror to ensure his privacy, and is easily dug through.
Area 2-9: Expand this area into several rooms, 12 kobolds total, equal to those at 2-4. Move the guards to 2-10 with the Witchdoctor.
Area 2-10: No beast key, no magic on the totem. Not sure what to do about the river entrance / exit; probably leave it, maybe make it more obvious from outside the spire.
Area 2-11: Remove the spider. Kobolds fight the PCs at the foot of the stairs, Toth-Ror rests atop a throne on the upper landing. The kobolds will be fearless for two turns (thinking the minotaur is coming to their aid at any second...). Toth-Ror would prefer to scare the PCs off at first, then later (about a minute or so) re-thinks his plans and limps off after them...
Area 2-12: No webs near the floor of the cavern, dwarf is under a cave-in. Spider formerly from 2-11 lurks in webs 30' up, will not attack at first (used to dealing with kobolds and/or Toth-Ror, who know she's there...).
Areas 2-13 & 2-14: Empty rooms. Replace the decanter statue with a natural spring.
Encounter Area 3
Replace the whole thing with a second sub-adventure (PCs should be 1st level by now...), featuring the tomb of a demon-thrall knight or somesuch...
*In the aftermath of the adventure, knights from both the Imperial Army of Crieste and the Order of the Sable March show up. The PCs (probably) don't quite become embroiled in their conflict, but the Knight of the Sable March, impressed by their brave deeds, offers them a letter of introduction to an ally of his in Longdale who would (better) equip the party in exchange for their services...