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D&D Older Editions
Dragon Mountain (4e conversion - complete!)
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<blockquote data-quote="Manbearcat" data-source="post: 6040883" data-attributes="member: 6696971"><p>The moment the 4e ruleset emerged, I felt that it would be perfect for a Dragon Mountain conversion. Further, my surmise was that it would not just do the job, but actually be considerably better than the AD&D 2e version given the depth of the 4e hazard and trap system and the Skill Resolution framework's ability to actually mechanically handle functional (i) parlaying with the Kobold tribes, (ii) setting up an effective double cross between them and (ii3) Exploration challenges of the Dwarven Citadel and assuming control of the tech for the PC's own ends. Finally, 4e's monsters have considerably more tactical depth (which maps perfectly to the fictional accopmaniment) as well and you should be able to leverage the minion rules and swarm rules to create actually interesting tactical combats (rather than solely strategic ones).</p><p></p><p>One thiing I will say is that the first portion of the story needs considerable rewrite and a couple of major changes:</p><p></p><p> </p><p>1 - Use a hook that actually makes sense and doesn't get marginalized halfway through the first chapter. Given the story of the mountain, there are plenty of available hooks. I would make the "Hook NPC" be a member of an ancient order of sages/seers that are cloistered away in a nearby abbey or tower. They would be keepers of chronlogy dating back to perhaps 10000 years ago and carry information that is all but lost to the current era. When the mountain manifests, unlike all of the layfolks, they should know the omen of ill portent at hand. The Mountain plane-hopping should lead to a cataclysm that absolutely obliterates the region. This has happened twice before in the last 10000 years, absolutely decimating all civilization in the area (extinction level event). The current settlements rest upon the utter ruination of an extremely old city and then the rebuilt settlements (that were destroyed in its second passing). Only the abbey survives the destruction as it rests right on the border of the "blast radius." </p><p></p><p></p><p>2 - You have to nerf the hell ouf of the Amulet of Dragon Warding. DM was an epic level campaign predicated upon Tucker's Kobolds and ran like a meatgrinder that all but surpassed ToH if played correctly. The artifact was basically a "quick-fix" item for the PCs to even dream of surviving the horrors within. It was something that you had to remove immediately following the game or it would destroy any future campaign (assuming your PCs survived that is...which I suspect was not all that common.). 4e's ruleset will remove much of the absurd swinginess and the PCs have their healing surges and have their own means of intra-combat healing. It is unnecessary. The difficulty should come from raising the encounter budget based on the strategic, terrain (murder holes and all the rest) usage by the Kobolds, their tactical depth (that 4e has in its arsenal), swarms, and the high level traps and hazards (Encounter budget should probably never be below L + 3 - and commonly at L + 5 -if you want to recreate the difficulty level). </p><p></p><p>However, obviously given how central it is to the first part, you have to make it relevant/mandatory. I would make the Amulet of Dragon Warding an artifact created by that order of sages/seers. It should contain a Ritual to undo the High Magic that Infyrana instilled in the mountain which allows it to plane-hop (and thus induce the historical cataclysms). Perhaps, the Ritual has to be brought to her lair and the Ritual unleashed...which destroys some sort of conduit for the High Magic (perhaps an Arcane Gate or some such). Obviously confronting and/or destroying Infyrana would be necessary to ensure the Ritual's success (as you would need uninterrupted access to her lair). </p><p></p><p>If you wish, you could give it some minor, plot-centric powers. Primarily amongst them would be: </p><p></p><p>- Aid in locating the entrance to the mountain lair (or perhaps opening it once you reach the top). </p><p>- Some effect that clearly dileneates the time-frame for the mountain to plane-hop and the cataclysm to again unfold. This will pit the PCs against time, induce dramatic tension akin to a "24-like countdown."</p><p>- The secondary effects such as the glowing effects for poison and kobold proximity should remain. </p><p>- You could give it some sort of minor aura that helps deal with Infyrana's aura/fire attacks - Perhaps aura 5; Allies in aura gain Resist Fire 5. However, by that level, the PCs should have effects that give them that sort of protection (and greater) so it would likely be superfluous.</p><p></p><p></p><p>3 - All of the relevant NPCs need more bite, depth and more relevancy to the main plot. Some ideas:</p><p></p><p>- Lothar the Shiv's band can be a group of competing group of adventurers who are hired by a powerful syndicate or mage. They are attempting to gain the amulet, gain access to the mountain, defeat the dragon and claim the horde for their employers. Obviously that would pit them against the PCs.</p><p></p><p>- Piergeron could be a long line of templars (dating back to the ages of the last catclysm) sworn to protect the region from another event. However, his entire order could be founded on a mistaken premise; Adventurers antagonizing/attacking the dragon force her hand and make her use her high magic to plane-hop (partially true). If all threats to Infyrana, and her plane-hopping magic, are rendered innert and a peace accord is reached with the dragon, then the risk of cataclysm would be nullified. He and his order are crusader's working accidentally as proxies for the Infyrana. Any aggression toward her or attempt to locate the Amulet and enter her lair (setting up a confrontation and ensuing cataclysm) would be met with resistance by he and his order. Obviously, this would pit him against the PCs and Lothar's efforts.</p><p></p><p>- Hittel could either by a charmed assassin of Infyrana or....he could, like Piergeron, belong to an ancient order dating back to the previous cataclysms. However, this is an order of religious zealouts that worships Tiamet, Infyrana and/or Ancient Dragons in general. When she returns, that order sends their greatest assassin (Hittel) to murder any threats to her divine will. </p><p></p><p> </p><p>That would:</p><p> </p><p> </p><p>- provide the PCs a sensible hook</p><p>- give the PCs incentive (but not absurd power) to pursue the Amulet</p><p>- establish regional and chronlogical continuity for the story</p><p>- provide each of the major NPCs a Dragon Mountain relevant agenda rather than the (mostly) incoherent color that they provide in the original. They would be antagonistic toward the PCs and each other. This is what I did with them when I ran it and it worked great. 4e should do the job considerably better.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6040883, member: 6696971"] The moment the 4e ruleset emerged, I felt that it would be perfect for a Dragon Mountain conversion. Further, my surmise was that it would not just do the job, but actually be considerably better than the AD&D 2e version given the depth of the 4e hazard and trap system and the Skill Resolution framework's ability to actually mechanically handle functional (i) parlaying with the Kobold tribes, (ii) setting up an effective double cross between them and (ii3) Exploration challenges of the Dwarven Citadel and assuming control of the tech for the PC's own ends. Finally, 4e's monsters have considerably more tactical depth (which maps perfectly to the fictional accopmaniment) as well and you should be able to leverage the minion rules and swarm rules to create actually interesting tactical combats (rather than solely strategic ones). One thiing I will say is that the first portion of the story needs considerable rewrite and a couple of major changes: 1 - Use a hook that actually makes sense and doesn't get marginalized halfway through the first chapter. Given the story of the mountain, there are plenty of available hooks. I would make the "Hook NPC" be a member of an ancient order of sages/seers that are cloistered away in a nearby abbey or tower. They would be keepers of chronlogy dating back to perhaps 10000 years ago and carry information that is all but lost to the current era. When the mountain manifests, unlike all of the layfolks, they should know the omen of ill portent at hand. The Mountain plane-hopping should lead to a cataclysm that absolutely obliterates the region. This has happened twice before in the last 10000 years, absolutely decimating all civilization in the area (extinction level event). The current settlements rest upon the utter ruination of an extremely old city and then the rebuilt settlements (that were destroyed in its second passing). Only the abbey survives the destruction as it rests right on the border of the "blast radius." 2 - You have to nerf the hell ouf of the Amulet of Dragon Warding. DM was an epic level campaign predicated upon Tucker's Kobolds and ran like a meatgrinder that all but surpassed ToH if played correctly. The artifact was basically a "quick-fix" item for the PCs to even dream of surviving the horrors within. It was something that you had to remove immediately following the game or it would destroy any future campaign (assuming your PCs survived that is...which I suspect was not all that common.). 4e's ruleset will remove much of the absurd swinginess and the PCs have their healing surges and have their own means of intra-combat healing. It is unnecessary. The difficulty should come from raising the encounter budget based on the strategic, terrain (murder holes and all the rest) usage by the Kobolds, their tactical depth (that 4e has in its arsenal), swarms, and the high level traps and hazards (Encounter budget should probably never be below L + 3 - and commonly at L + 5 -if you want to recreate the difficulty level). However, obviously given how central it is to the first part, you have to make it relevant/mandatory. I would make the Amulet of Dragon Warding an artifact created by that order of sages/seers. It should contain a Ritual to undo the High Magic that Infyrana instilled in the mountain which allows it to plane-hop (and thus induce the historical cataclysms). Perhaps, the Ritual has to be brought to her lair and the Ritual unleashed...which destroys some sort of conduit for the High Magic (perhaps an Arcane Gate or some such). Obviously confronting and/or destroying Infyrana would be necessary to ensure the Ritual's success (as you would need uninterrupted access to her lair). If you wish, you could give it some minor, plot-centric powers. Primarily amongst them would be: - Aid in locating the entrance to the mountain lair (or perhaps opening it once you reach the top). - Some effect that clearly dileneates the time-frame for the mountain to plane-hop and the cataclysm to again unfold. This will pit the PCs against time, induce dramatic tension akin to a "24-like countdown." - The secondary effects such as the glowing effects for poison and kobold proximity should remain. - You could give it some sort of minor aura that helps deal with Infyrana's aura/fire attacks - Perhaps aura 5; Allies in aura gain Resist Fire 5. However, by that level, the PCs should have effects that give them that sort of protection (and greater) so it would likely be superfluous. 3 - All of the relevant NPCs need more bite, depth and more relevancy to the main plot. Some ideas: - Lothar the Shiv's band can be a group of competing group of adventurers who are hired by a powerful syndicate or mage. They are attempting to gain the amulet, gain access to the mountain, defeat the dragon and claim the horde for their employers. Obviously that would pit them against the PCs. - Piergeron could be a long line of templars (dating back to the ages of the last catclysm) sworn to protect the region from another event. However, his entire order could be founded on a mistaken premise; Adventurers antagonizing/attacking the dragon force her hand and make her use her high magic to plane-hop (partially true). If all threats to Infyrana, and her plane-hopping magic, are rendered innert and a peace accord is reached with the dragon, then the risk of cataclysm would be nullified. He and his order are crusader's working accidentally as proxies for the Infyrana. Any aggression toward her or attempt to locate the Amulet and enter her lair (setting up a confrontation and ensuing cataclysm) would be met with resistance by he and his order. Obviously, this would pit him against the PCs and Lothar's efforts. - Hittel could either by a charmed assassin of Infyrana or....he could, like Piergeron, belong to an ancient order dating back to the previous cataclysms. However, this is an order of religious zealouts that worships Tiamet, Infyrana and/or Ancient Dragons in general. When she returns, that order sends their greatest assassin (Hittel) to murder any threats to her divine will. That would: - provide the PCs a sensible hook - give the PCs incentive (but not absurd power) to pursue the Amulet - establish regional and chronlogical continuity for the story - provide each of the major NPCs a Dragon Mountain relevant agenda rather than the (mostly) incoherent color that they provide in the original. They would be antagonistic toward the PCs and each other. This is what I did with them when I ran it and it worked great. 4e should do the job considerably better. [/QUOTE]
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