White plume mountain dnd pdf download






















Gynosphinx leaves the dungeon. The party retreats slowly back towards the entrance and the slime follows. It's not a threat as long as they move. They circle around it back in the entry room with the ladder and make their way back into the dungeon. It continues to follow. Eventually, at the door to room 4, they kill it with fire.

It was never a real threat, but did cost them some time. In NE passage see split going North to a wooden door fired an arrow with light cast on it , but choose to continue down easterly passage.

Room 4: Glass Globes Auggi casts clairvoyance before entering this room. He sees the glass globes and nothing else.

The group enters, but Amaryllis stays outside. She's there to reopen the door repeatedly as it opens and closes over the next few minutes. A great deal of discussion, detect magic as a ritual, light on each spehere, investigation, etc. They dispatch the monsters pretty easily, taking a small bit of damage Auggi, Kalista I think were the only two , and they take all of the loot.

Modification here: the keys are necessary to access the "Word of Making" the party is seeking. I describe each key as a skeleton key of identical shape, but different material copper, ceramic, gold, silver, black iron, lead, glass, iron and a multi-metal twisted rainbow key.

Kalista takes the ring which gives it's speech telepathically to her instead of out loud to everyone. She relays the message as clearly as she can remember. Fair amount of discussion. It's clear early on that Kalista is the only one really willing to take the risk on the ring. Auggi casts identify as a ritual: the ring has Nystul's magic aura on it and a modified version of magic mouth that works telepathically and it is a ring of protection Kalista takes the ring and will attune to it at first opportunity.

The party is on a 12 hour clock. They spent an hour climbing the mountain and have now been in the dungeon 80 minutes. They have less than 10 hours left. Room 5: Numbered Golems I describe the room as empty except for the pile of body parts embedded in the north wall. They seem to be fresh corpses cut up into pieces and embedded in the walls.

They count five torsos and heads and enough limbs to make a total of five compete bodies. Each of the torsos has a number tatooed on its chest. Two of the players immediately recognize that 9 is the only on that is not a prime number. Auggi steps into the room. A voice booms out Then the heads embedded in the wall start speaking and arguing Not able to understand what they are saying the party decides to leave.

They'll come back later. Ald easily finds the pit. He's been prodding the floor under the water with a glaive that has light cast on it since they entered the place. Some jumping, swimming and rope hauling gets everyone across the pit with no problems. Room Metal-Heating Corridor I played this pretty much as is.

Meanwhile Yonni and Kalista remove their armor 10 minutes and make their way across the hall. While they are moving I decide that the mass of metal from the armor causes the water to boil. This alerts the ghouls in room 20 who come out and attack.

They get a few swipes, but the only attack that lands hits the elf wizard One fireball kills six ghouls. Ald rages and drops the other two with Auggi's help. Head up the stairs to Room Frictionless Trap This room drove the party crazy.

The player of Ald is a physicist. His character is dumb INT 8 , but he is freaking brilliant and can't stand that they can't solve the room. At one point they tied a rope off to Kalista and cast fly on her. I modified things here She fell into the first pit and took damage, but no Super-Tetanus. Ald, with help from the wizards, tries to calculate the correct angle, velocity, etc. INT check DC 15 with advantage help from wizards to calculate the correct angle. DEX athletics check DC 15 twice He fails the INT check and ends up falling into a pit.

Falling damage, but not Super-Tetanus. Auggi wants to try to counterspell the dispel magic effect. He fails. Eventually they retreat from this area to try the North wing. Time elapsed: minutes in the dungeon plus 1 hour climbing Room 9: Pool and Drain They pull the plug I describe the downward passage as a drain pipe.

They have no interest in going down. Also: I do not have Keraptis here. If they had followed it would have just been an alternate exit from the dungeon. They calculate it will take about an hour for the water to drain. Good time to short rest, spend some hit dice, wizards get back spell slots, fighters get second wind, cleric gets channel divinity. They know there's a big pool, but not how deep.

I've changed it from 15' to 60' deep. Kalista approaches the edge of the pool with an arrow with light cast on it. She waves it around. A "beautiful sea elf" swims to the surface, grabs the arrow "I let it go" and swims away into the depths.

Auggi approaches and calls out in Elven. The "beautiful sea elf" returns He dives into the water. Ald drinks a potion of water breathing that Yonni hands to him and dives in after Auggi. The other kelpie tries to charm Ald. He burns inspiration to get advantage on the save and makes it. They really give the sense of power in the dungeon that are also well themed to the overall dungeon itself.

The traps in the dungeon are also really well done. They are themed well and pretty easy to understand. But in the end, combat does not overstay its welcome in this campaign and there are a good variety of themed creatures to fight in this dungeon without an overbearing random encounters table. I am glad that Wizards of the Coast decided to add this campaign into the Yawning Portal book and I would for sure try out the others in there as well. Thank you for subscribing!

If there is any content that you would like covered you can reach out to us at [email protected]. It takes some getting used to and may jar with your previous adventure style in a campaign. Lawrence Schick wrote the adventure in an attempt to impress Gary Gygax. That should give you an idea of what you are dealing with.

Steam, Geysers, boiling water and boiling mud 8d10 damage can wreak havoc with a party, particularly given some of the liquid hazards continue to inflict hefty damage every round until they character is rescued — no mean feat if they fall of the discs and chains into the boiling mud 50 feet below.

It retains the retro feel of the original but is considerately updated for 5th Edition. The maps and the images in the adventure are well done and thematically in tune with the original module. The Fantasy Grounds implementation could have been better though.

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