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:
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!" | ||||
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