White Plume Mountain - Reception

Reception

A battle against a giant crab in a dome at the floor of a volcanic lake? Check. Reverse gravity water tubes with kayaking bad guys? Check. A completely frictionless surface, studded with pit traps? Check.

Mike Mearls describing the adventure's appeal in Dungeon magazine

White Plume Mountain was well received by critics. Dungeon Master for Dummies lists White Plume Mountain as one of the ten best classic adventures, referring to it as a "classic dungeon crawl." It was ranked the 9th greatest Dungeons & Dragons adventure of all time by Dungeon magazine in 2004, on the 30th anniversary of the Dungeons & Dragons game. Judge Mike Mearls commented on the ingenuity required to complete the adventure, describing it as "the puzzle dungeon to end all puzzle dungeons". Further, when speaking to why it is one of the top adventures ever, he said that while it lacked the "sheer brutality" of Tomb of Horrors, it made up for it with "crazy, over the top, pure fun". Another Judge, Clark Peterson, said that he liked the three magical weapons: Wave, Whelm, and Blackrazor. To Peterson, just the inclusion of Blackrazor makes White Plume Mountain a "classic". The editors of Dungeon felt that the adventure was defined by the ziggurat and its monsters.

Kirby T. Griffis reviewed the adventure in The Space Gamer #37. Griffis found the background interesting, namely Keraptis having stolen the magical weapons from prominent dealers, and the player having been hired to get them back, with only a cryptic poem to help. He found the module well organized and its content more believable than most, and despite its shortness he stated, "This on the whole is a very good module. There are no real flaws."

Jim Bambra reviewed White Plume Mountain for the British magazine White Dwarf, and rated it favorably at 8/10 overall. He gave playability, enjoyment, and skill ratings of 9/10, and a complexity rating of 7/10. He noted that the adventure focuses on problem solving, with "many interesting problems for players to overcome". Comparing it to the challenges in the previous S series adventure Tomb of Horrors, Bambra found White Plume Mountain "quite lenient." Where in Tomb of Horrors a wrong decision would leave the player's character dead, in White Plume Mountain it merely leaves the player frustrated. The adventure's tests are "designed to stretch a party to its limits, not deal death at every opportunity".

Ken Denmead of Wired says that White Plume Mountain is his favorite adventure, if not necessarily the best. For him, it was the "amusement park of dungeons". He describes the story arc, where the adventurers are hired to retrieve three magic items, as similar to the A-Team or The Equalizer: "You've been hired to help when no one else has been able." He felt that while the sword Blackrazor was a "blatant ripoff of Elric", it was "still way cool".

Denmead commented on several of the adventure's encounters. He felt the cavern with boiling mud, hanging disks, and geysers, was "just cruel". Concerning the permanently dark room that houses a vampire, he commented on the ease with which one player's character can easily hit that of another in the gloom. He describes the room where a giant crab guards the trident Wave as "basically a bubble inside a tank of boiling water", noting the crab knows not to pierce the walls and asks, "Are you that smart?" Also, if the players end the adventure with the magic weapons, it's up to them to "bribe" their Dungeon Master to keep them.

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