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D&D Older Editions, OSR, & D&D Variants
Dragon Mountain (4e conversion - complete!)
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<blockquote data-quote="Quickleaf" data-source="post: 6070145" data-attributes="member: 20323"><p><span style="color: #A52A2A"><strong>EDIT: </strong>I updated the first page with a link to the post with attached PDF files of the conversion.</span></p><p></p><p>Keep in mind that part of the whole premise of Dragon Mountain is that taking an extended rest within is nearly impossible because of the kobolds. And if the PCs do retreat outside for a rest (and haven't been trapped within), the kobolds can reset traps, renew guards, and change tactics. "Cleared" areas may not stay as such. When you need to tackle at least 8 encounters before facing a dragon, healing surges and resource management are extremely important.</p><p></p><p>While short rests are usually possible in Dragon Mountain, even short rests can have a cost in certain situations. For example, kobold commandos recharge their Molotov cocktails during a short rest, tripwire traps can be reset during a short rest, kobolds can send for reinforcements, there might be a ticking clock (as is the case with the SO2 hazard), etc.</p><p></p><p>All in all, there is substantial pressure to avoid kobolds and reach the dragon's lair as quickly as possible. Amplifying this with area-wide hazards is a great idea. When you're running for your life you probably aren't checking for traps, after all. <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6070145, member: 20323"] [COLOR="#A52A2A"][B]EDIT: [/b]I updated the first page with a link to the post with attached PDF files of the conversion.[/COLOR] Keep in mind that part of the whole premise of Dragon Mountain is that taking an extended rest within is nearly impossible because of the kobolds. And if the PCs do retreat outside for a rest (and haven't been trapped within), the kobolds can reset traps, renew guards, and change tactics. "Cleared" areas may not stay as such. When you need to tackle at least 8 encounters before facing a dragon, healing surges and resource management are extremely important. While short rests are usually possible in Dragon Mountain, even short rests can have a cost in certain situations. For example, kobold commandos recharge their Molotov cocktails during a short rest, tripwire traps can be reset during a short rest, kobolds can send for reinforcements, there might be a ticking clock (as is the case with the SO2 hazard), etc. All in all, there is substantial pressure to avoid kobolds and reach the dragon's lair as quickly as possible. Amplifying this with area-wide hazards is a great idea. When you're running for your life you probably aren't checking for traps, after all. :devil: [/QUOTE]
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Dragon Mountain (4e conversion - complete!)
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