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Dragon Mountain - your experiences?
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<blockquote data-quote="howandwhy99" data-source="post: 5198004" data-attributes="member: 3192"><p>IIRC, the author took Tucker's kobolds from Dragon #127 and made them in to shadow-wearing green berets or something like that.  Or maybe that was just my DM back in college.  I would definitely play up the Tucker's kobolds angle though.  I think the dragon keeps the rest of the kobold factions in separate regions and in constant combat with one another in order to maintain control.  I think there was some quasi-deity worshiping going on too, but my mind's fuzzy there.</p><p></p><p>Upsides? There were too many besides the above in the actual adventure from my reading of it. Downsides though? There were quite from what I can remember.  It is way to big and the maps are almost entirely vacant.  There are some exciting rooms and a few page-sized cardboard maps worth focusing on.  I wouldn't actually use the original maps except perhaps as part of a wilderness trek, not as a mapping experience.  They are not that exciting as mega-dungeons go, IMO.</p><p></p><p>The teleporting mountain aspect could be made more interesting. It needs effects on the PCs to coincide with those teleportations.  In hell?  The alignment of the plane effects them, as do plenty of other details like heat effects, penalties to NPC morale, etc.</p><p></p><p>All kobolds all the time can get a little boring too.  I seem to remember fighting an animated suit of armor in this adventure, which we took for a death knight and ran from several times before being corned and killing it more easily than expected.</p><p></p><p>The dwarven tomb is a centerpiece besides the dragon's lair itself.  I would keep that.  </p><p></p><p>Another very cool aspect added by my college DM was a recurring villain who was really a 0-level commoner who had picked up a cursed item.  Some classic amulet or something I can't remember.  Anyways, he thought he was a vampire, so he was tricked out in all sorts of magic items which allowed him to emulate the powers of a real vampire because he had thought he had lost them.  That included spider walking slippers, cloak of the bat, cape of the mountebank, fingertip claw gloves, fake fangs, a mind control ring, etc.  Everything a 2E D&D vampire should be able to do.  And for a long time we thought a vampire was stalking us.</p><p></p><p>Honestly, I wouldn't stay true to the module as its' just too big and isn't savory enough to spend as much time as it would demand on it.  If you really are looking for a sizable "boxed set" adventure, try piecemealing portions from other, better adventures and build a little microcosm in there under the dragon's half-hearted control.  Variety really is the spice of life and one of the signs of a good adventure.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5198004, member: 3192"] IIRC, the author took Tucker's kobolds from Dragon #127 and made them in to shadow-wearing green berets or something like that. Or maybe that was just my DM back in college. I would definitely play up the Tucker's kobolds angle though. I think the dragon keeps the rest of the kobold factions in separate regions and in constant combat with one another in order to maintain control. I think there was some quasi-deity worshiping going on too, but my mind's fuzzy there. Upsides? There were too many besides the above in the actual adventure from my reading of it. Downsides though? There were quite from what I can remember. It is way to big and the maps are almost entirely vacant. There are some exciting rooms and a few page-sized cardboard maps worth focusing on. I wouldn't actually use the original maps except perhaps as part of a wilderness trek, not as a mapping experience. They are not that exciting as mega-dungeons go, IMO. The teleporting mountain aspect could be made more interesting. It needs effects on the PCs to coincide with those teleportations. In hell? The alignment of the plane effects them, as do plenty of other details like heat effects, penalties to NPC morale, etc. All kobolds all the time can get a little boring too. I seem to remember fighting an animated suit of armor in this adventure, which we took for a death knight and ran from several times before being corned and killing it more easily than expected. The dwarven tomb is a centerpiece besides the dragon's lair itself. I would keep that. Another very cool aspect added by my college DM was a recurring villain who was really a 0-level commoner who had picked up a cursed item. Some classic amulet or something I can't remember. Anyways, he thought he was a vampire, so he was tricked out in all sorts of magic items which allowed him to emulate the powers of a real vampire because he had thought he had lost them. That included spider walking slippers, cloak of the bat, cape of the mountebank, fingertip claw gloves, fake fangs, a mind control ring, etc. Everything a 2E D&D vampire should be able to do. And for a long time we thought a vampire was stalking us. Honestly, I wouldn't stay true to the module as its' just too big and isn't savory enough to spend as much time as it would demand on it. If you really are looking for a sizable "boxed set" adventure, try piecemealing portions from other, better adventures and build a little microcosm in there under the dragon's half-hearted control. Variety really is the spice of life and one of the signs of a good adventure. [/QUOTE]
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