Dragon Mountain?

Ry

Explorer
Thinking about picking up the pdf, but I'm not sure about it.

What's the adventure about? Is there a lot of railroading or is it more open to players? Any bad experiences? Good? Story hours?
 

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I have it but haven't ever run it. They use a lot of new rules to make goblins dangerous to high level PC's like massed archers (automatic hits per massed volley), etc. Wasn't my cup of tea. Huge place though, and lots of empty rooms...
 

Read the first book of the module, needed to scrub with soap and water to cleanse myself of the dirty feeling.

Book One's on major railroad tracks, and they aren't even relevant ones. The PCs basically chop their way through 64 pages of bad guys to discover that the guy who's been sending all these enemies thought they were after him for some reason completely unrelated to Dragon Mountain.

After that, there's the pages and pages of "We'll just make stuff up so that your high level characters will get beat down by kobolds! Because PCs like that sort of thing!"

Godawful module.
 

Haha I don't know if I'd say Godawful. But it is pretty difficult at times. The first books is, like Capellan said, irrelevant sidequests. I thought they were fun irrelevant sidequests though. More fun than the actual dungeon.

When you get to the dungeon... Christ it's hard. Even for 15th level. Either that or maybe I'm just a good strategist (but I figure a plane-shifting mountain castle run by a red dragon, with a fully self-sufficient civilization in it is going to have some good defense drills.

In any case, the traps and kobolds (or was it goblins?) aren't really the hardest part. It's the fact that you have like 3 days to do it. Or at least my party did after they spent all that time on sidequests in the first book. That gives them precious little time to make foolish mistakes.

We never finished it. The party was planeshifted as per the module, and they just gave up and left the mountain, and then had a hell of a good time in the new material plane that I made up on-the-fly (as I wasn't expecting them to give up) -- an arab-like desert world (with giant insects like Starship Troopers) colonized by civilized orc city-states.

There's one uber-artifact in the game that my players kept fighting over (mostly because the box set comes with a little print-out pendant that they can actually wear... and my players are nerds :p).

I think the first book has lots of fun NPC opportunities if you like to really ham up your characters.
 

I bought the boxed set, but found it hard to read, simply because the bulk of the adventure was spent discussing how the kobolds (yes, kobolds, not goblins) of Dragon Mountain treated each other, and invading adventurers. Sure, they set the standard (in fact, they worked so well its hard to believe they're kobolds), but it just seemed like a let-down. I wanted Dragon Mountain to have more than one dragon!
 

I ran it for my players back in the days of 2nd edition. From what I remember it was really fun and kept us occupied for months of real time. I really liked the relations between the various kobold tribes, and the characters had really hard time, fighting some kobolds, trading with others, running from most...
If for nothing else, the adventure is worth it for the maps which are great, the complex is well designed in my opinion. And the inner workings of how the kobolds interact is also valuble.
The adventure was very hard, and killed some of the characters, and if I remember correctly we also did it in several parts, escaping and then returning...

good luck if you run it,
lior

p.s - my players bought me the boxed set for my birthday. the fools. mwa ha ha ha ha (evil laugh)
 

Long, rambling post follows :)

I felt that the published Dragon Mountain promised much but failed to deliver. When I ran it, I modified the adventure massively. I ditched the entirety of the first book, replacing it with quests more relevant to my homebrew campaign, although I kept the idea of gathering together three pieces of an artifact needed to enter the Mountain.

In my game, the Mountain was inhabited by several dragons, all descendants of an ancient Wyrmsage. The Wyrmsage had visited my gameworld milennia past, shedding three tears on her departure. These three tears became the three pieces of the amulet around which the opening quests are based.

In the interim before the Mountain's return, the Wyrmsage had become possessed by an alien entity and had locked herself in her inner sanctum within the Mountain. I replaced the standard cave lair from the published adventure with a massive, 5-mile wide egg-shaped chamber at the heart of the Mountain. Her brood (which included both chromatic and metallic dragons) fell to rivalry deep within the Mountain, each vying to replace the now-inaccessible Wyrmsage.

I removed the kobolds entirely and replaced them with clans of draconic humanoids. Debased offspring of the Mountain's dragons, these draconic humanoids served the dragons as slaves and vassals and inhabited the majority of the Mountain, leaving the deeper regions to the dragons themselves. The draconic humanoids had a messianic prophecy that foretold a time when they would start to develop metallic or chromatic traits (formerly, they were just nondescript, scaly beasties who revered the iconic natures of the dragons from which they had descended). The appearance of the first iconic draconian would also signal their release from bondage to their dragon masters.

The draconic humanoids were divided into clans (loosely based around the kobold clans of the original adventure), the most powerful clan being in control of the area directly adjacent to the deeper regions inhabited by the Mountain's dragons. The clans were at war with each other, some still loyal to the dragons, others not. The temple on the lower level was occupied by a philosophically minded clan that acted as keepers of the messianic prophecy (viewed as a dangerous heresy by the dragons and their loyal followers).

As the Mountain had travelled to many different worlds, I also devised a settlement that had sprung up on its slopes, inhabited by outcast draconians and a mish-mash of creatures from various worlds who had tried to gain entry into the Mountain, but had been refused for one reason or another. They had instead settled on the Mountain's slopes and travelled with it as it shifted between the planes. This "City on the Mountain" occupied the PCs in my game for a couple of sessions before they actually entered the Mountain proper.

The appearance of the Mountain in my game was linked to a magical condition that was killing off all the dragons of the world. It signalled the last chance for dragons to hitch a ride to safety, as well as a way for PCs to consult the Wyrmsage and answer other campaign-related dilemmas connected to the unavoidable death of all dragons and, ultimately, the end of the gameworld itself.

Local dragons (including a long-running dracolich nemesis of the PCs) from my gameworld had raised armies and were beseiging the City on the Mountain when my PCs arrived. The PCs allied themselves with the City and fought in the seige. They used the Dragontear amulet to enter the Mountain and became embroiled in the conflicts between the clans of draconians and the heretical messianic prophecy.

Ultimately, the dracolich and his forces were able to penetrate the Mountain and attacked the citadel of the largest draconian clan in the deepest parts of the Mountain that bordered the region claimed by the dragons. The PCs were instrumental in defeating this assault and (unsurprisingly) in discovering the identity of the prophesied messiah (a draconian born with golden scales).

However, upon revealing his identity to the dragons, the messiah-figure was promptly eaten. While the PCs battled their way through to the inner sanctum, playing the rival dragons against each other, the draconian clans began an outraged uprising, ultimately leading to their freedom and the fulfillment of the prophecy. The PCs were able to reach the dying Wyrmsage and assisted one of her offspring in taking her place.

Anyway, those are the bones of it. I felt that, for an epic adventure, the published version fell rather flat, so I added the above elements to give it that extra oomph. It ran for nine sessions of about 10 hours each. I also played in the adventure as a PC under a different DM - he ran it more or less out of the box, which was enjoyable enough, but proved a bit of an anti-claimax once we finally reached the Mountain itself. He also changed the ending of the adventure to meet the needs of his own game (including the much-applauded death of Elminster, wahoo!) and I'd recommend that you tweak it heavily yourself. It's worth getting hold of, just for the setting and the maps, but it needs customising to give it the impact that it deserves.
 

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