The "delve format" of official 4th Edition adventures creates some odd quirks.
Under the delve format, each encounter is completely self-contained. All the information relevant to the encounter is printed on the same one or two pages, including battlemaps, terrain features, and the complete stat blocks of every monster that appears in the encounter. Very important encounters sometimes get a third page.
The method by which page counts are allocated appears to be this: the encounter is given the minimum amount of space required to accomodate its map and its monster stat blocks. Any remaining white space can then be filled with description of the encounter and additional flavour text.
The first encounter in the Horned Hold ("The Portcullis") had a small map and only used one type of monster ("Orc Beserker") with a very simple stat block. As a result, it fit on a single page. We got almost no information beyond the monster tactics and the terrain rules, turning the encounter into a puzzling and almost insurmountable roadblock with no hints on how players should overcome it.
By contrast, "Duergar Workshop" uses three enemy types, including a named Controller, so it just spills over onto a second page. The authors are left with a lot of white space to fill, so they use it to provide a pantheon of utterly irrelevant background to what's almost certainly going to be a tank-and-spank slugfest.
A little primer: this encounter is home to Urwol, Master Smith, commander of the northern mini-fortress (one of three minor buildings comprising the Horned Hold). Urwol's a Duergar, and as his title suggests he's responsible for forging the Horned Hold's weapons. As a Controller, he's got a whole pile of unique forge-themed powers, including the ability to heat opponent's weapons to hand-burning temperatures and unleash a trinity of vicious area-burst debuffs. Players might have to be reminded that Duergar are psychic dwarves in order to understand Urwol's near-wizardly manipulation of molten metal.
The encounter description includes a big heading, "Roleplaying Urwol", and three paragraphs of notes thereunder. We learn that Urwol is a bully, that he's impatient, that he has a hatred for surface-worlders and particularly dwarves. We hear about his attitudes to his superiors and to the Mages of Saruun. He's vain and confident and proud of his work.
That's all great. DMs should really take the time to pack as much of that into Urwol's first free action as possible, because that's all the time they're going to get between the players bursting into the room with the blood of orc guards still fresh on their weapons and the moment when they identify Urwol as a Controller and focus-fire on him. Urwol has 64 hitpoints and an AC of 20; an un-buffed level 6 Ranger hits him on a 9 and can kill him in two standard actions.
When, exactly, was Urwol intended to be roleplayed? Was it before players murdered the sentries in the next room? Or is he going to have a quick chat with the armed surfaceworlders after they come strolling into his supposedly secure military smithy? Players can get into melee with Urwol on the same action that they enter the smithy; it's entirely possible to eliminate him before he even acts.
In cramped quarters where the players are maintaining momentum from the last encounter, this is going to be a massacre. The Duergar have no room to manouever and they're going to be cut down like wheat by any competent party. It's a complete waste of a named opponent and an incredibly poorly-planned introduction to the Horned Hold.
On the plus side, Urwol had that scepter that Gendar was looking for. Quest XP, anyone?