The following thoughts contain minor spoilers for Keep on the Shadowfell. If you don’t want to be spoiled, don’t read it. And if you’re in my gaming group then you definitely shouldn’t be reading it.
THE RUINED KEEP
FEATURES OF THE AREA:
Rubble: With the exception of the cleared path leading to the trapdoor, the ruins are filled with rubble. These squares are difficult terrain.
Rubble Piles: Where indicated there are larger piles of rubble. These require Athletics checks (DC 15) to climb at one-half speed.
AMBUSH: This ambush is set 1d2 days after the PCs wipe one (but not both) of the kobold barricades. (If they wipe out both barricades, there are no kobolds to perform the ambush with.) The kobolds here are drawn from encounter A1 in Keep on the Shadowfell.
- 1 kobold skirmisher (K)
- 3 kobold dragonshields (D)
- 1 kobold wyrmpriest (W)
TACTICS: The kobolds wait until the PCs reach a point even with the southernmost dragonshields and then attack as described below.
Dragonshields: The dragonshields simply move out from their hiding places, converging on the PCs.
Skirmisher: The skirmisher is hiding just behind the peak of a pile of rubble. He has taken the time to soak the pile with oil, making it slippery and more difficult to climb (Athletics, DC 20). When the ambush is launched, he will stand up and begin making his ranged attacks.
Wyrmpriest: The wyrmpriest is actually perched on the thick wall behind the central tower. He can move along the top of the wall to the wall of the tower itself. While perched up there he grants combat advantage. The walls is 20 feet high at that point.
What program do you use to make those maps?
I used Dundjinni with the Old School map pack. Unfortunately, the program has not been kept up to date and it can be a struggle to get it working (if you can even get your hands on a copy).
Thank you! And thanks for replying on a 11-years post 😀