The rubble-strewn passageway twists and turns, winding ever deeper into the mountain, lower and lower into the bowels of the ancient, forbidding halls of long-dead dwarves. The torchlight flickers, threatening to succumb to the oppressive darkness. Creeping along one striated granite wall, Arikus the warrior moves cautiously toward the great cavern ahead, its sides and walls disappearing into the gloomy distance. Cocking his head to one side to listen, he holds his hand up for a moment, demanding unconditional quiet from from his companions. Then , his arm relaxing in relief, he waves everyone forward and moves into the open. Before him, scattered to the far walls of the enormous cavern, are piles upon piles of glittering treasure - coins from countless kingdoms, sparkling gems, exquisite jewelry, and items of wondrous power - enough for twenty kings' ransoms. Arikus laughs gleefully, thrusting both hands into the nearest cache of coins to let them runs through his fingers. At that moment, a monstrous shadow looms threateningly over him. Looking up, Arikus blanches and stumbles back in horror before the terrible visage of a Great Red Wyrm. The fearsome dragon opens its razor-filled maw and spews forth a gout of white-hot flame, engulfing the hapless warrior....
The ultimate DUNGEON MASTER fantasy! This is the most deluxe dungeon, designed to appeal to discriminating and demanding role-players. Adventurers, beware. This is more than just a dragon hunt. Within the lair of this beast lie cruel and and deadly traps, befuddling conundrums and puzzles, and cunning minions that will be the end of overconfident or carelesss adventurers. Inside this box there are:
* Three 64-page books, comprising two adventures that link into one super-campaign * 12 full-color reference cards * 16 special player handouts * Eight Monstrous Compendium sheets * A sheet of cardstock standups with 24 plastic bases * Six full-color poster maps, two of which link together to make a giant tactical playing surface for use with miniatures or the included cardstock figures.
Great modular campaign for 10-15th level PC's which is meant to be intertwined with another main campaign as a side quest. Or you can run it as a main quest.
The first work of Colin McComb which later wrote Planescape campaigns, books, and games. He also worked on the Torment video games, based on the unique Torment-roleplay-rules.
I first played this when it was a sparkly new module, hot off the presses. The use of a normally pathetic, unworthy-of-your-attention creature like the Kobolds to present a legitimate challenge for the relatively powerful party of PC's is a nice twist, and the dragon is actually presented in the way dragons SHOULD be presented in a D&D campaign - smart, cunning, patient and above all else, ruthlessly effective.
The first module of the three book set deals with the events which lead the PC's to the mountain's doorstep, and arms them with some indispensable tools with which to do battle against the final villain. Actually, I find the first book to be the strongest of the set in its entirety. The community at the foot of the mountain is very well defined, and the gauntlet of dangers the characters must brave are interesting and memorable.
The second book is understandably the weakest, but it also allows for some really great innovation on the DM's part. The major powers inside the mountain are well-defined, but the opportunities to introduce additional NPCs or factions are limitless, and can allow for a speeding or slowing of the pace as needed. It really is a pretty big dungeon-esque setting, and tossing a few more threads into the mix won't hurt a thing...except perhaps careless players.
The third book does a reasonable job of bringing the climactic battle along, and when it finally does happen there are a few nice twists that will confound the characters enough to make them respect dragons once and for all.
The boxed set isn't *quite* epic enough, or expansive enough to cover a party's entire careers, but it does a good job of finishing them off and setting them up for retirement - should they succeed where so many others have failed.