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White Plume Mountain : ウィキペディア英語版 | White Plume Mountain
''White Plume Mountain'' is an adventure module for the ''Advanced Dungeons & Dragons'' fantasy role-playing game, written by Lawrence Schick and published by TSR in 1979. The 16-page adventure bears the code "S2" ("S" for "special") The adventure is a dungeon crawl where the players' characters are hired to retrieve three "notorious" magical weapons: a trident, a war hammer and a sword, each possessing its own intelligence. The adventure contains art by Erol Otus, and a cover by Jeff Dee. A sequel, ''Return to White Plume Mountain'', was published in 1999, and an updated version conforming to v3.5 rules was released online in 2005. ''White Plume Mountain'' was well received by critics. It was ranked the 9th greatest ''Dungeons & Dragons'' adventure of all time by ''Dungeon'' magazine in 2004. One judge, commenting on the ingenuity required to complete the adventure, described it as "the puzzle dungeon to end all puzzle dungeons."〔 A review for British magazine ''White Dwarf'' gave it an overall rating of 8/10, noting that the adventure focuses on problem solving. It is also the favorite adventure of ''Wired'' magazine's Ken Denmead, who described it as the "amusement park of dungeons".〔 Other adventures in the ''S'' series include ''Tomb of Horrors'', ''Expedition to the Barrier Peaks'', and ''Lost Caverns of Tsojcanth''. ==Plot summary== ''White Plume Mountain'' is set in the ''World of Greyhawk'', a campaign setting for ''Dungeons & Dragons''. The module is a dungeon crawl,〔 precipitated by the theft of three magical, sentient weapons:〔 a trident named ''Wave'', a war hammer named ''Whelm'', and a sword named ''Blackrazor'' (all three were introduced in this adventure).〔 The weapons' former owners each received a copy of a taunting poem, instructing them that the weapons are located in White Plume Mountain. The poem is signed by the wizard Keraptis, who thirteen hundred years ago descended into the volcanic mountain with a company of gnomes and disappeared.〔 The player characters goal is to follow the same path and retrieve the weapons from Keraptis' lair.〔 The adventure is divided into 27 encounters across a 16-page module. Encounters are varied and each presents its own challenges. Encounter seven necessitates characters jumping from platform to platform above a sea of hot mud whilst evading erupting geysers; this in turn leads to encounter eight and a room of permanent darkness where a vampire guards Whelm. Encounter 17 occurs in a giant but fragile bubble located above a boiling lake, with the players needing to defeat a giant crab and retrieve Wave without damaging the bubble. Encounter 26 involves negotiating a magical ziggurat populated by various monsters (including sea lions, giant crayfish, giant scorpions, and manticores) before encounter 28, a battle against an ogre mage who possesses Blackrazor. A final challenge on departing is an encounter with two to four efreet if the characters have succeeded in taking two or three of the magical weapons.
抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「White Plume Mountain」の詳細全文を読む
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