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7 of 7 people found the following review helpful:
5.0 out of 5 stars
The ultimate adventure for puzzle-solving heroes, May 1, 2000
This review is from: White Plume Mountain (Advanced Dungeons & Dragons module S2) (Paperback)
Following in the legendary footsteps of S1, Lawrence Shick created the ultimate puzzle-solving adventure. Voted one of the best 5 adventures of all time in the recent TSR fan poll, S2 features riddles, unspeakable traps, ingenious settings, three weapons of unbelievable power, and a series of unforgettably twisted monster encounters that will give your players migraines as they desperately try to save the lives of their favorite PCs. Well, at least it's lots of fun for the DM... :) for levels 5-10.
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6 of 6 people found the following review helpful:
5.0 out of 5 stars
A perfect example of classic AD&D gaming, September 6, 1999
By A Customer
This review is from: White Plume Mountain (Advanced Dungeons & Dragons module S2) (Paperback)
Yes, this truly is a piece of gaming history worthy of being enshrined. Why? Well, S2 was the first module to incorporate the following - riddles ("Roleplaying? Egad! Can't we just hack our way through?"), unique magical items with strong, evocative personalities (without approaching the "breaking point" of artifacts), extensive mysterious hooks (you never know who the prime antagonist really is; in fact, the DM is practically begged to make this adventure his or her own), and unique puzzles that can only be overcome through teamwork and sheer creativity (the frictionless room, the cavern of the geysers, etc.). Yes, it may seem crude by today's standards, but when you consider the quantum leap forward that this adventure represented (along with S1, which it strongly follows), and the fact that all of this was in 1979, we definitely have a magnum opus. I love it.
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2 of 2 people found the following review helpful:
5.0 out of 5 stars
One of my favorite AD&D modules of all time, September 18, 2009
This review is from: White Plume Mountain (Advanced Dungeons & Dragons module S2) (Paperback)
I went through this module back in 1981, the year I was introduced to Dungeons & Dragons by a friend of mine. After 28 years this module has stuck in my mind. Whenever I think about D & D, this is one of the first modules that comes to mind. This and The Keep On The Borderlands. This module is a unique journey through a volcano where the party is in search of the magic sword called Blackrazor. There are also two other magic items to find -- Wave (a trident), and Whelm (a war hammer). Along the way, there are riddles and puzzles to solve, many traps, magic, monsters, etc. A very interesting module that holds your attention. Teamwork in your party is essential to get through this one (as is the case with most modules). I don't want to give away too much, so I'll end this by saying that I highly recommend this module if you still play or are interested in playing the REAL Dungeons & Dragons role playing game. You know, the REAL DEAL. Many different sided dice, pencils, paper, and your imagination. If you're old school like me, then this module will make you happy (if you can make it out alive). Even if you don't make it out alive, you'll still like this module.
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