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7 Reviews
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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,
By
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.
6 of 6 people found the following review helpful:
5.0 out of 5 stars
A perfect example of classic AD&D gaming,
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.
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,
By Joker (Michigan) - See all my reviews
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.
1 of 1 people found the following review helpful:
5.0 out of 5 stars
Agreed, best ever!,
By Sertorius (New Orleans, LA) - See all my reviews
This review is from: White Plume Mountain (Advanced Dungeons & Dragons module S2) (Paperback)
I have to agree with the consensus of other reviewers here--White Plume Mountain is just about the best stand alone dungeon adventure in print. There may be campaigns, such as Against the Giants or the Bloodstone series, that are greater in vision and majestic sweep, but none of the individual modules is worked to such a minute perfection as is White Plume Mountain.WPM is classic, in the sense that it was an early great, but also in that it follows a set of forms or requirements that are an artistic necessity in a classic dungeon crawl. These include a well-defined quest, in this case to recover three rare magical weapons of great power, which have been stolen by a shadowy, evil wizard. (A fantasy lover's pulse should quicken at this point.) Simple, yes, but the artistry is in the details. Second, the challenge must be issued to the players in the form a prefatory poem or song, which offers tantalizing hints and suggestions. The dungeon setting must be interesting and full of possibilities--perhaps a volcano with a geyser shooting out the top, named White Plume Mountain! The adventure must contain clever puzzles(but not too difficult) and at least one riddle, whereby the adventurers can show their brains as well as brawn. Yes, on all accounts here! There must be original and named monsters and non-player characters, both of which inhabit this labyrinth. Most importantly, the treasure of the quest must be worth the perils, and I don't think one will find cooler treasure than the Three: Whelm(a warhammer), Wave(a trident), and Blackrazor(an obsidian sword, strangely reminiscent of Stormbringer, from the Elric series), each protected by a fell guardian. As a personal suggestion, without giving away too much, there is an encounter with five golems bearing numbers on their chests. The players must "choose the one that doesn't belong". The puzzle is too simple, so for a more sophisticated group of players, I would suggest presenting the six polyhedral dice and asking which does not belong. The answer is the ten-sider, the only one that is not one of the five platonic solids! The quality of the module is also great, with a fine illustration booklet that brings the characters of the adventure to life. This classic adventure has appeared in the top ten of every list of "best ever" D&D modules and is well worth obtaining if you have not experienced it yet!
1 of 1 people found the following review helpful:
5.0 out of 5 stars
Problem solving and exotic dangers combined,
By
This review is from: White Plume Mountain (Advanced Dungeons & Dragons module S2) (Paperback)
White Plume Mountain is one of the original classic AD&D modules. I could not recommend it highly enough. It contains tricks, traps and unique monsters and requires a party to cooperate together to win. You will need a mixed group to get through this. It also contains three extremely powerful magic weapons - especially Blackrazor - which may need to be limited in power if you wish to continue with it in your campaign.
4 of 6 people found the following review helpful:
5.0 out of 5 stars
The Greatest AD&D Module,
By Jon Doyle (Salem,MA) - See all my reviews
This review is from: White Plume Mountain (Advanced Dungeons & Dragons module S2) (Paperback)
I first played this campain when i was 11! Afther that i was hooked on AD&D. I loved the artifacts (black razor*),the puzzles were some of the best i've seen (frictionless room). It had alot of great monsters too (merfolk*)It is simpley a great campain for beginner D&D players.
2 of 6 people found the following review helpful:
3.0 out of 5 stars
One of the best AD&D adventures of all time? Hmmmm...,
By A Customer
This review is from: White Plume Mountain (Advanced Dungeons & Dragons module S2) (Paperback)
This adventure is one of those early modules that seemed to spark the imagination of a lot of gamers way back when. But now, looking at it again, this is a little too light to be a true classic. It seems more like the intoduction to a good adventure series than a stand-alone adventure. With some work, it fits in well as a side adventure or the beginning of a campaign. Also, I'm somewhat mystified that this thing got enough votes to make it one of the Best Adventures of All Time. Keep on the Borderlands; OK, maybe because it broke new ground. Against the Giants; well, it's obvious. But this too? Really?
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White Plume Mountain (Advanced Dungeons & Dragons module S2) by Gary Gygax (Paperback - Apr. 1980)
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