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Last year, I was sure I posted about the last of the first edition AD&D products. I was wrong. Turns out I somehow missed some big ones, like S2: White Plume Mountain (1979, 1981). This is one of the first TSR D&D modules written by someone who wasn’t Gary Gygax and the company’s first funhouse dungeon. It began life as a sort of portfolio piece cobbling together the best rooms from five years of Lawrence Schick’s dungeons, which he presented to Gygax as part of a job interview. He got the job and, perhaps somewhat to his chagrin, White Plume Mountain got on the publishing calendar.
I love it. Players enter the volcano lair of a mage, Keraptis, who stole three powerful magic weapons. In theory, they’re supposed to retrieve the weapons for their rightful owners, but we all know how that will go. One of them is a sword named Blackrazor that is a clear, uh, reference to Stormbringer (Schick has expressed embarrassment at how obvious this homage is). The others are Whelm, a dwarven hammer, and Wave, a trident that catastrophically dehydrates people.
The dungeon is nonsensical in the best possible way. None of the rooms are remotely rational. Most present some sort of puzzle or clever trap. Unlike Tomb of Horrors, though, there is a spirit of fun in the proceedings. It’s a funhouse dungeon, after all, people don’t usually go into funhouses to die horribly. Memorable encounters include a giant crab with a magic bracelet who lives in a balloon at the bottom of a boiling lake. The terraced room, which pits players against giant crayfish, sea lions, giant scorpions and a pair of manticores is also pretty great. The manticores feature feathered wings, which is unusual for D&D. They also, hilariously, have clipped wings, so they can’t fly. Maybe shoulda just made them real manticores, huh?
The second edition expands the module from 12 pages to 16, mostly to jam in more art. One piece is the full page Erol Otus map, which features the mountain and its environs, including the lair of Dragotha, the undead dragon — a figure who capture the imagination of a generation of players despite not appearing further in the adventure. |