D&D 3E/3.5 Dragon Mountain 3.5?

possible spoiler
the polymorphed fire giant isn't as quite as mean as it used to be, now it'd have the typical stats of a kobold, but I'm sure with some character levels and the 1/2-dragon template (or any other templates) you could come up with an equivalently bad-ass kobold
... with some other templates (draconic) and character levels I'm sure you could spice things up a bit.

good luck
 

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ps some gamers think dragon mountain isan,t that good its the gm who makes a game just add lots of exstras
Hey'all!

My second post......Well here goes....
I'm in the process of converting the good old Dragon Mountain to 3.5. It takes a lot of time, it's fun though...but then I thought that out there in the great big world, a friendly soul might already have gone trough the converting process and might want to share their material. I saw a thread once that somebody had made the convertion, but I didn't find the info...So has anybody done it and are they willing to share?

I like this site!!! :cool:
 

I'm going to run this next week for my own 3e group. We are mostly skipping book 1 becasue I am introducing and allowing them to locate the mountain in other ways. But I am going to incloude the three shards that form the amulet. I'm just wondering if a straight up conversion power for power is good for them or if it should be toned down some. The Shard of Healing is basically better then the party cleric! :D
 

I am just finishing up running my guys thru an updated Dragon Mountain campaign. I'd be glad to help anyone with any questions they might have with adapting the campaign to 3.0/3.5 rules.
 

How did it work for you? What are the strongest parts of it and what are the weakest? I'm less concerened with converting that's easy as I am with flow, pacing, and getting rid of the stupid parts. :D
 

The mountain itself wasn't anywhere near as deadly as it was in 2nd edition. Saving throws are just soo much easier in 3.x then before, that even using the most powerful poison in the dmg, the characters didn't give a hoot about Clan black death's arrows.

The main way the kobolds gained the "edge" on the pcs, was I had them learn. They learned the pc's tactics, and strategies. They learned what NOT to do.
The first few clans got wiped out fast and gorey, but the farther they went into the mnt. , the harder it got, as the kobolds were ready for them.

My guys min/max a ton, so I had to use alot of magic to counter them as well. But the book says that the dragon provides items of magic to help the kobolds, so i used this to their advantage.

The farther in they went, the less and less they were getting sleep. The kobolds would harrass them constantly. This kept their spells depleted and their fighters fatigued(minuses to hit and such).

Something my kobolds learned fast though, DONT go toe to toe with the pcs... its a slaughterhouse , no matter how many there are.

So, strongest parts, is the sheer number of kobolds lets you make them more and more difficult as they learn the players strats. It kept getting harder and harder and harder until finally the dragon at the end.

Weakest parts, repetition. kobolds.. millions of little buggers.. I rememdied this by adding hit dice to the pets of the kobolds and always made sure to set loose them on the pcs. Bulettes, rust monsters, otylughs, etc..
Had a bitch of a time converting over the Giant Slug too.
Also, the final battle is almost unwinable. You have to tone down the dragon, else its a TPK. Great Wyrm Red > PCs.

The pacing is good, just keep making it harder as they go, like i said.
 

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