White Plume Mountain, the new revised adventure by Andy Collins, Gwendolyn F.M. Kestrel, and James Wyatt, recasts the three famous weapons Blackrazor, Wave, and Whelm as legacy weapons and presents Lawrence Schick's entire dungeon fully revised and updated for D&D V.3.5. So if you've been looking for a classic adventure that you can use with the newest rules, download this web enhancement now and introduce your PCs to the wizard Keraptis and his minions!
White Plume Mountain
By Lawrence Schick, Andy Collins, Gwendolyn F.M. Kestrel, and James Wyatt
Several weeks ago, three highly valued magic weapons with the cryptic names Wave, Whelm, and Blackrazor disappeared from the vaults of their owners in the midst of the city. Rewards were posted, servants were hanged, and even the sanctuary of the Thieves' Guild was violated in the frantic search for these priceless arms, but not a single clue turned up until the weapons' former owners (all wealthy collectors) each received a copy of a strange note:
Search ye far or search ye near,
You'll find no trace of the three
Unless you follow instructions clear,
For the weapons abide with me.
North past forest, farm, and furrow
You must go to reach the feathered mound.
Then down away from the sun you'll burrow --
Forget life, forget light, forget sound.
To rescue Wave, you must do battle
With the Beast in the Boiling Bubble.
Crost cavern vast, where chain-links rattle
Lies Whelm, past waterspouts double.
Blackrazor yet remains to be won
Underneath inverted ziggurat.
That garnered, think not that you're done,
For now you'll find you are caught.
I care not, former owners brave,
What heroes you seek to hire.
Though mighty, each shall be my slave
Or vanish into the fire.
About the Authors
Andy Collins worked on Part 3, the section containing every nostalgic D&D fan's favorite weapon: Blackrazor. Andy remembers a fateful moment while playing White Plume Mountain at the age of 12 -- his party drowned the various air-breathing critters in the inverted ziggurat room, and he has wondered ever since if anyone ever actually fought them. (Now your players will!) He also enjoyed allowing the gynosphinx to make full use of her symbol spell-like abilities to ensure that PCs who refuse to play along with the riddle game will regret that choice.
Gwendolyn F.M. Kestrel handled Part 1, the section containing Whelm, the giant and goblinoid bane warhammer. When revising White Plume Mountain, she decided to strive for better balance in area 5, which had at first offered an inappropriately high Challenge Rating (because all five flesh golems would attack players who chose incorrectly) and reward (because the correct golem didn't just open the door for PCs; it also became their servant). She then added some staircases to raise areas 5 and 4 above the hallway's level of standing water. In addition, Gwendolyn transformed the anachronistic turnstile, which had been universally despised for its arbitrariness, into the far more dungeon-appropriate mimic portcullis.
James Wyatt worked on Part 2, home of the crab and fishy trident called Wave. Figuring that no one would fall for the sexy kelpies that had originally inhabited the watery room, he chose to recast that encounter as a more straight-up fight with some nasty surprises. He found it particularly interesting that in D&D v.3.5, it's no longer necessary to create such arbitrary rules as, "No one could walk through" the spinning cylinder, or to give a monstrous vermin a magic ring to make it immune to mind-affecting effects. At the same time, James admits to a tiny pang of nostalgia for the day when Burket's statistics could be summarized as, "AC: 4; 4th level fighter; HP: 18; +1 to hit, +3 damage." He adds, "I know I played the original, because my copy of it has a secret door marked at one spot on the map. But I have virtually no memory of it -- I couldn't even say for sure whether I played it or ran it. I would have been 11 years old at the time!"