Dragon Mountain

Diamond Cross

Banned
Banned
Dragon mountain is a 2e module.

It's a massive dungeon crawl that features a plane shifting mountain so you can fit it in any campaign world. It's for 10th through 15th level characters.

It's a boxed set with three 64 page books, 8 loose Monstrous Compendium sheets to fit in the notebook, 14 pages of player hand outs, card figures and plastic holders.

Have you ever played this module? What were your experiences?

It's one module I've always wanted to play but never have.


 

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It's not great.
The first adventure book is all setup before you get to the mountain. There are some ok encounters in there, but it's just too much padding. The mountain itself is just a slog. It's huge and filled with kobolds. There isn't much encounter variety. There's some good advice on how to play the kobolds smart, but there's also a lot of stuff on how to gimp the PCs so they don't just romp through. The final battle with the dragon is ok, the dragon uses some nasty and clever tactics. I was disappointed overall.
 

Similar experience. To elaborate on some of the points made above...

  • The encounters prior to reaching the mountain are fairly random. They're not really in the same theme of the mountain itself. This is both good and bad. The variety is welcome given how "same-y" the mountain is going to get, but they don't really create much of a theme.
  • The pre-mountain encounters are also a railroad. Like most 2e modules, it isn't a sandbox or an attempt at simulating an environment. You do encounter 1... then you do encounter 2... then you do encounter 3. And so on.
  • While I respect the effort to make kobolds deadly, I personally feel it was taken to the extreme. 2e kobolds are pushovers at low-levels (THACO 20, 1d4 hp). It would have been an interesting intellectual exercise to make them tough opponents at mid-levels. But Dragon Mountain tries to make them legitimate opponents at high-levels... and it's a bridge too far. It's achieved in two ways: 1) giving the kobolds access to extreme magical (and other) resources, thanks to the dragon; and 2) gimping the PCs. The former is a little unrealistic, and led to my players staring at me with some disbelief ("Seriously... how did a 3-hp creature get a wand of wonder?"). The latter is the opposite of fun. I'm all for interesting environments and situations, like tossing the PCs naked into the dungeons of the Slave-Lords and letting them figure out how to get out. But area and encounter design that is specifically intended to screw with PC abilities can get frustrating after a while.
  • And, despite the attempt to give the kobolds every advantage, it's all too easily defeated by magic at that level. Simple spells like fireball (expanding to fill rooms), cloudkill, death spell... they wreak absolute havoc on large numbers of low-level creatures. This also creates a disproportionate play experience for different classes. A wizard will generally have a field day in Dragon Mountain. Other classes, not so much.
  • The module introduces a number of new creatures, but none of them are particularly memorable.
  • The mountain map is not a masterpiece. It's functional. It also clearly established the size and scope of the crawl. It is BIG (i.e. the map is color-coded to show regions of the mountain). Unless the DM trims out areas or glosses over them, the PCs could spend a lot of time in the mountain... and a lot of it will begin to feel awfully familiar after a while ("Kobolds... again").
  • The final encounter is a bit of a saving grace - the dragon is very tough (for 2e) and smart. It also has one heck of a dragon hoard, which makes it feel like a worthy reward for the slog to get there. However, it's still prone to the usual 1e/2e problems: the dragon is a single opponent, and a lucky attack (save-or-lose spell, hasted fighter with a belt of giant strength, etc) could still take it out in a single round. Which would make a great story for the player, I guess... but still strikes me as anti-climactic.
Overall, I'd rate the module as "poor". It needs a lot of work to make it enjoyable for the players. Of the 2e boxed sets, I much preferred Night Below and Return to the Tomb of Horrors. Both had much more variety, more level-appropriate opponents, richer theme, better "player props" (illustration booklets, handouts, etc), more interesting NPCs, and better final encounters (neither of which is likely to be over in a single round, and the PCs will have had to overcome some horrific fights against terrifying opponents to even get there).
 

Never played it, but a bunch of my buddies had fun playing a few sessions of it- I think they skipped straight to the mountain? Anyway, they enjoyed themselves, but never fought the dragon. I think it was all kobolds, traps and tricks, etc. I'm also not sure how much the dm tweaked it.

[*]And, despite the attempt to give the kobolds every advantage, it's all too easily defeated by magic at that level. Simple spells like fireball (expanding to fill rooms), cloudkill, death spell... they wreak absolute havoc on large numbers of low-level creatures. This also creates a disproportionate play experience for different classes. A wizard will generally have a field day in Dragon Mountain. Other classes, not so much.

One good argument for keeping the "sweep" rule (by whatever name) from 1e and OD&D- a fighter can take 1 attack per level per round against foes with less than one Hit Die. If the fighter is chopping down 6-10 kobolds a round for 10 or 15 rounds, he doesn't feel so outmatched by the wizard taking down 20 or 30 at a time for 3-4 rounds.
 

The non mountain stuff is basically crap. But inside the mountain was a blast! The hit and run tactics kept the PCs on their toes, the use of alchemist fire and other non magical equipment served the kobolds well.

One thing I did as I always do with great dungeon crawls is find a way to make it more then just a crawl. The Kobolds are in many different clans and their is a very complex political situation here. To use that I made sure that the kobolds of the different clans dressed differently and the ones that hated each other would attack their enemies as the PCs were fighting them.
 

One good argument for keeping the "sweep" rule (by whatever name) from 1e and OD&D- a fighter can take 1 attack per level per round against foes with less than one Hit Die. If the fighter is chopping down 6-10 kobolds a round for 10 or 15 rounds, he doesn't feel so outmatched by the wizard taking down 20 or 30 at a time for 3-4 rounds.

The sweep rule is called out in the intro and recommended that you don't use it. It goes further and states that if you're already using that rule you drop it for this adventure and blame the cramped quarters for making sweep attacks impossible.
 

The sweep rule is called out in the intro and recommended that you don't use it. It goes further and states that if you're already using that rule you drop it for this adventure and blame the cramped quarters for making sweep attacks impossible.

I'd ignore their advice. One of the bad parts about Dragon Mountain is it is supposed to show how Kobolds can be deadly in D&D to high level characters but then goes and changes the rules (basically cheats) to make it happen.
 

This module does have some serious problems (as others have stated), however, I have played through it twice and it has a very fond place in my heart. It is very difficult, which is what we liked about it. We don't always play hardcore adventures, but this module is set up like a gauntlet, and if you go into in wanting that it can rock. You pick up a lot of NPC's along the way, so everyone will have to play multiple characters, but lots of characters will die, so it becomes a contest for several things...

1. Can you survive till the end, or will all your characters die
2. who can survive to the climactic battle with the most characters alive in their retinue
3. who can survive the climactic battle and can your original character make it all the way to the end (this is the gold medal here)

The last time we played we started with a party of six, we grew to something like 14 alive at the same time. At the very end only an NPC fighter and my friends original mage were left alive. That was some serious bragging rights.

It's not everyones thing, but it can be very cool if it your thing
 


I have this module, but did not play it. It seems to play on the the theme of "Tucker's Kobolds", but from what I remember reading, it was a poorly laid out module (I could tell just from the kobold areas is was going to be a slog) designed to try and mesh with the advice in "High Level Campaigns". If it had more variety in the kobold-infested areas of the mountain, I'd guess it would have been more of a D&D classic.

And really, living steel? How much of a T1000 ripoff can you get away with TSR? I mean, right on the heels of T2 having come out in theaters, the company known for suing its fans rips off from a major motion picture? I'm surprised they didn't get their heads handed to them on that one.


For those not familiar with Tucker's Kobolds:

Dragon Mag 127
Tucker’s kobolds

This month’s editorial is about Tucker’s kobolds. We get letters on occasion asking for advice on creating high-level AD&D® game adventures, and Tucker’s kobolds seem to fit the bill.

Many high-level characters have little to do because they’re not challenged. They yawn at tarrasques and must be forcibly kept awake when a lich appears. The DMs involved don’t know what to do, so they stop dealing with the problem and the characters go into Character Limbo. Getting to high level is hard, but doing anything once you get there is worse.

One of the key problems in adventure design lies in creating opponents who can challenge powerful characters. Singular monsters like tarrasques and liches are easy to gang up on; the party can concentrate its firepower on the target until the target falls down dead and wiggles its little feet in the air.

Designing monsters more powerful than a tarrasque is self-defeating; if the group kills your super-monster, what will you do next — send in its mother? That didn’t work on Beowulf, and it probably won’t work here.

Worse yet, singular supermonsters rarely have to think. They just use their trusty, predictable claw/claw/bite. This shouldn’t be the measure of a campaign. These games fall apart because there’s no challenge to them, no mental stimulation — no danger.

In all the games that I’ve seen, the worst, most horrible, most awful beyond-comparison opponents ever seen were often weaker than the
characters who fought them. They were simply well-armed and intelligent
beings who were played by the DM to be utterly ruthless and clever. Tucker’s kobolds were like that.

Tucker ran an incredibly dangerous dungeon in the days I was stationed at Ft. Bragg, N.C. This dungeon had corridors that changed all of your donkeys into huge flaming demons or dropped the whole party into acid baths, but the demons were wienies compared to the kobolds on Level One. These kobolds were just regular kobolds, with 1-4 hp and all that, but they were mean. When I say they were mean, I mean they were bad, Jim. They graduated magna cum laude from the Sauron Institute for the
Criminally Vicious.

When I joined the gaming group, some of the PCs had already met Tucker’s kobolds, and they were not eager to repeat the experience. The party leader went over the penciled map of the dungeon and tried to find ways to avoid the little critters, but it was not possible. The group resigned itself to making a run for it through Level One to get to the elevators, where we could go down to Level Ten and fight “okay” monsters like huge flaming demons.

It didn’t work. The kobolds caught us about 60’ into the dungeon and locked the door behind us and barred it. Then they set the corridor on fire, while we were still in it.

“NOOOOOO!!!” screamed the party leader. ‘It’s THEM! Run!!!” Thus encouraged, our party scrambled down a side passage, only to be ambushed by more kobolds firing with light crossbows through
murder holes in the walls and ceilings.

Kobolds with metal armor and shields flung Molotov cocktails at us from the other sides of huge piles of flaming debris, which other kobolds pushed ahead of their formation using long metal poles like broomsticks. There was no mistake about it. These kobolds were bad. We turned to our group leader for advice.

“AAAAAAGH!!!” he cried, hands clasped over his face to shut out the tactical situation. We abandoned most of our carried items and donkeys to speed our flight toward the elevators, but we were cut off by kobold snipers who could split-move and fire, ducking back behind stones and corners after launching steel-tipped bolts and arrows, javelins, hand axes, and more flaming oil bottles. We ran into an unexplored section of Level One,taking damage all the time. It was then we discovered that these
kobolds had honeycombed the first level with small tunnels to speed
their movements. Kobold commandos were everywhere. All of our hirelings died. Most of our henchmen followed. We were next.

I recall we had a 12th-level magicuser with us, and we asked him to throw a spell or something. “Blast ‘em!” we yelled as we ran. “Fireball ‘em! Get those little @#+$%*&!!” “What, in these narrow corridors? ” he yelled back. “You want I should burn us all up instead of them?”

Our panicked flight suddenly took us to a dead-end corridor, where a giant air shaft dropped straight down into unspeakable darkness, far past Level Ten. Here we hastily pounded spikes into the floors and walls, flung ropes over the ledge, and climbed straight down into that unspeakable darkness, because anything we met down there was sure to be better than those kobolds.

We escaped, met some huge flaming demons on Level Ten, and even managed to kill one after about an hour of combat and the lives of half
the group. We felt pretty good — but the group leader could not be cheered up.

“We still have to go out the way we came in,” he said as he gloomily prepared to divide up the treasure.

Tucker’s kobolds were the worst things we could imagine. They ate all our donkeys and took our treasure and did everything they could to make us miserable, but they had style and brains and tenacity and courage. We respected them and loved them, sort of, because they were never boring.

If kobolds could do this to a group of PCs from 6th to 12th level, picture what a few orcs and some lowlevel NPCs could do to a 12th-16th level group, or a gang of mid-level NPCs and monsters to groups of up to 20th level. Then give it a try.

Sometimes, it’s the little things.
 

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