Any ability to advance and successfully reach the conclusion of the adventure relies on solving the puzzles by coordinating, working together, and thinking around the obstacles. Equally, if you have a group that has trouble coordinating their actions and playing well together, it is probably best not to run it for them, either. You will present situations and information and the players will be expected to use their brains and their PCs to solve those puzzles. While there are some opportunities for combat, by far the main focus of White Plume is puzzle-solving. If you regularly run adventures for players who enjoy hack-and-slash gaming without worrying about solving puzzles or negotiating or other such niceties, White Plume Mountain is not for them. Running the Adventure – ĭMs will do well to heed the warnings in this section.
Fortunately, the Yawning Portal version is adjusted and intended for four 8th level PCs.
That is a very broad level range and number of characters to plan for in a traditional dungeon crawl, reinforcing just how non-traditional and ‘Special’ it is. White Plume Mountain itself was reprinted in 2005 for the 3.5 Edition rules, making the version in Yawning Portal the third set of rules in which it has appeared.Īs originally written, White Plume Mountain was intended for four to ten characters between levels 5 and 10. Initially a stand-alone module, unconnected to any other adventures or storylines, a sequel, called Return to White Plume Mountain, was produced in 1999 for 2nd Edition Advanced Dungeons & Dragons. Other releases in the S-series included The Lost Caverns of Tsojcanth, Expedition to the Barrier Peaks, and the venerable Tomb of Horrors, which we will encounter later in Yawning Portal.
Labelled Module S2, it represented the second of the Special series of modules, modules generally intended to offer a unique experience unavailable in the more regular modules. Still, it was not a mainstream D&D adventure. White Plume’s release in the very early days of Advanced Dungeons & Dragons, as one of the only modules available at the time, meant that a majority of gamers using officially released material would have been likely to play it at some point. Where Tamoachan challenged the player of D&D only, White Plume Mountain makes a go at challenging both the player and character. This article will encompass all of White Plume Mountain, the shortest adventure in Yawning Portal.įrom a historical perspective, White Plume Mountain comes from the same era as The Hidden Shrine of Tamoachan, but represents a slightly different style of adventure. White Plume Mountain is the fourth adventure in Tales From the Yawning Portal by Wizards of the Coast for Dungeons and Dragons 5th Edition. Will they emerge victorious, weapons in hand? Or will they be lucky to emerge at all? Inside lay three weapons of ancient power, stolen from their owners. Before you stands White Plume Mountain, home of the mad wizard Keraptis.