Interesting stuff, both of you - I hadn't realised the giant is a victim of draconic vengeance.
Actually, according to the module the giant was polymorphed by a vindictive drow Mage who he insulted. The Mage planned to turn him back but was killed in a fire giant raid...or perhaps a kobold raid, the module is unclear. Anyhow, it all seemed pretty nonsensical to me, basically an excuse to include a tough SOB kobold. Or perhaps it's one of those subtle allusions to an older edition adventure, like something obscure from the G or D series...Interesting stuff, both of you - I hadn't realised the giant is a victim of draconic vengeance.
Thanks for the vote of confidence.Its actually quite a good "Pulp D&D Dragon's Lair meets Tucker's Kobolds" adventure. Like most things 2e, it was utterly incoherent. The first arc is a giant mess but if you utterly revise it and have it make sense, the whole of the campaign can be a lot of fun.
What Quickleaf has devised here will be a grand adventure, I have no doubt.
One design question I have is about the King of Kobolds encounter (in the original boxed set it's the Orange section of Level III). The original module had a kobold named Kargonoth who was actually a polymorphed fire giant, with the tough stats to match. This was one of the those "GOTCHA" moments that typifies old school dungeon design. Nothing wrong with it, but I'm not sure what to do with it.
Keep it? Adapt it? Change it into something else entirely?
[MENTION=1165](Psi)SeveredHead[/MENTION] Sounds good to me.
I've got two dilemmas that I'm thinking about.
1.
The first dilemma is that one of my players is familiar with Tucker's kobolds and their typical strategies (arrow slits, murder holes, oil and fire, etc). In addition to those time-honored kobold traditions, what fresh new devious kobold strategies can I throw at the party which might surprise my old school player?
2.
The second is a skill challenge design dilemma. I have set up some of the exploration of Dragon Mountain as a skill challenge (page 5/6 of the PDF). Failures in this skill challenge have dire consequences determined by a d12 roll, ranging from having magic items stolen to the party getting split up. Right now I have it so that if a 12 is rolled, one of the PCs is abducted by kobolds, interrogated, stripped of their possessions, and sent to wander the mountain naked. Obviously, that could be a sticking point for some of players (and some of MY players in particular), because I'm not giving the player a chance to save him or herself and because no combat took place.
I want to be respectful of my players' versilimitude needs here, but I also am trying to capture the original spirit of Dragon Mountain which lists this exact abduction situation as one of the kobolds strategies. Thing is, in regular combat achieving a single PC abduction is almost impossible...
How would you resolve my dilemma?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.