TEXT: 1
  OUTSIDE THE
  MOUNTAIN IS JUST
  AS DANGEROUS
  AS INSIDE
  A White Plume Mountain
  Web Enhancement 
  CREDITS
  Design:
  Robert Wiese
  Editing:
  Miranda Horner
  Typesetting:
  Nancy Walker
  Cattographer
  Mike Schley
  Web Production:
  Bart Carroll
  Web Development:
  Mark A. Jindra
  Graphic Design:
  Sean Glenn, Cynthia Fliege 
  & Jen Page
  Based on the original DUNGEONS & DRAGONS® game by E.
  Gary Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
  D&D, DUNGEONS & DRAGONS, DUNGEON MASTER, RPGA, EBERRON and FORGOTTEN REALMS
  are registered trademarks owned by Wizards of the Coast, Inc. The LIVING GREYHAWK,
  LIVING FORCE and the d20 logo are trademarks owned by Wizards of the Coast, Inc. All
  Wizards characters, character names, and the distinctive likenesses thereof are trade-
  marks owned by Wizards of the Coast, Inc. 
  This material is protected under the copyright laws of the United
  States of America. Any reproduction or unauthorized use of the
  material or artwork contained herein is prohibited 
  without the express written permission of 
  Wizards of the Coast, Inc.
  ©2006 Wizards of the Coast, Inc. 
  All rights reserved. 
  Made in the U.S.A. 
  This product is a work of fiction. 
  Any similarity to actual people, organizations, places, 
  or events is purely coincidental.
  This Wizards of the Coast game product contains no Open Game Content. 
  No portion of this work may be reproduced in any form without 
  written permission. To learn more about the Open Gaming License 
  and the d20 System License, 
  please visit www.wizards.com/d20.
  For more DUNGEONS & DRAGONS articles, adventures, and information, 
  visit www.wizards.com/dnd
  INTRODUCTION
  White Plume Mountain was one of the classic DUNGEONS
  & DRAGONS adventures from the early days of first
  edition, and I remember my times exploring this
  dangerous mountain. Now that you have access to it in
  the newest edition of D&D, new generations of players
  have the chance at those same thrills. As a Dungeon
  Master, you might wish to use White Plume Mountain as
  the centerpiece for a campaign, or at least for an
  extended setting for your heroes to explore. To do this,
  you’ll look to the Great Swamp that surrounds White
  Plume Mountain, and perhaps to the mountains farther
  away, for additional quests and encounters to challenge
  your heroes.
  The AD&D 2nd Edition adventure Return to White
  Plume Mountain introduced additional material into the
  region surrounding the mountain itself, including a
  new weapon and the Witch of the Fens, Thingizzard.
  Here below you will find Frostrazor, the fourth legacy
  weapon, and Thingizzard, converted to D&D 3 . 5 .
  Additionally, consider using Dragotha the Undead
  Dragon (a dracolich) as a threat to be introduced now
  and battled later; he was introduced in the online
  adventure Dragotha’s Lair. With these three, you can
  provide weeks of fun (or headache) for your players.
  FROSTRAZOR
  F r o s t r a z o r is greatsword forged of a single piece of
  unknown translucent white crystal. The white steel hilt
  is carved in an icicle motif. Its sheath is formed of the
  skin of a white dragon and decorated with the claws and
  teeth of the beast.
  Nonlegacy Game Statistics: +1 greatsword; Cost
  2,350 gp.
  Omen: When drawn, Frostrazor freezes over with ice.
  When it scores a critical hit, it makes a sound like ice
  cracking.
  HISTORY
  In ages past, a great wizard battled against forces from
  the Elemental Plane of Fire. To best these foes, he lured
  an ancient wyrm white dragon to a cavern of ice in the
  far north, where he killed it by causing a mammoth
  icicle to spear the creature all the way through. Acting
  quickly, the wizard began to incant a ritual even as the
  dragon’s blood was oozing over the icy instrument of its
  destruction. When finished, this wizard held a crystal
  sword. This he gave to his general because its icy prop-
  erties would instantly destroy any fire-based creature.
  The general immediately turned on the wizard and
  
  2
  
  3
  stabbed him through the heart, for he secretly served
  the efreet pasha that was the enemy of the wizard. 
  (DC 15)
  This general faded into history, and so did Frostrazor
  for more than 1,000 years. A few hundred years ago, an
  adventurer of mediocre talent called Merathal found it
  and discovered its powers upon thrusting it through
  the heart of a foe. (DC 20; Piercing the Heart)
  Merathal was consumed by lust for power after this,
  and he slew many a friend as well as enemy trying to
  unlock more hidden powers in the sword. All his efforts
  failed, and he was driven from civilization. He
  wandered for years, frustrated by his inability to gain
  more powers. Finally, he learned how the sword was
  created, then made the journey to the cavern where the
  wizard had fashioned it in the blood of the ancient
  white wyrm. Finding nothing of use and falling into a
  deep, dark despair, Merathal threw himself into the
  freezing waters of the arctic sea under the great wyrm’s
  resting place. However, he did not drown, and when he
  climbed back out of the water, he found himself hold-
  ing a shard of ice instead of a sword. (DC 25; Bathing
  in the Waters of Origin)
  Merathal passed into history as well, and the sword
  passed from hand to hand. About one hundred years
  ago, it fell into the hands of Garice Dragonslayer, a great
  hero. Garice carried the sword for three years, taking on
  greater and more powerful dragons in her quest to rid
  the world of all dragons. As she did so, she discovered
  the powers of Frostrazor. She became foolhardy, and this
  led to her downfall. She engaged a great white wyrm
  called Vixnaldnysa in battle, a child of the original
  dragon whose blood helped create F r o s t r a z o r. The
  dragon recognized the sword due to its own research
  into the past and became enraged. Though it was griev-
  ously injured, it slew Garice and consumed her. The
  sword was lost again until it surfaced in the hands of an
  adventurer who traveled to White Plume Mountain but
  did not return. (DC 30; Vengeance of Garice)
  LEGACY RITUALS
  Three rituals are required to unlock all the abilities of
  Frostrazor.
  Pi e rcing the He a rt : You must kill a foe with a
  single blow by stabbing F r o s t r a z o r through the foe’s heart.
  While the foe bleeds over the sword, you must incant a 1-
  hour ritual that draws the blood into the sword. C o s t :
  2,500 gp. Feat Granted: Least Legacy (F r o s t r a z o r) .
  Bathing in the Waters of Origin: You must
  take Frostrazor to the icy cavern where it was created and
  bathe it for an hour in the freezing waters that you find
  underneath the cavern. You must bathe yourself in
  those waters at the same time, and survive with at least
  half your hit points remaining. Cost: 12,500 gp. Feat
  Granted: Lesser Legacy (Frostrazor).
  Vengeance of Garice: You must find and slay a
  direct descendant of the ancient white wyrm dragon
  that the item’s creator originally killed; this dragon
  must be at least 800 years old. When this is completed,
  you must bathe Frostrazor in the creature’s blood and
  complete an 8-hour long ritual. Cost: 40,500 gp. Feat
  Granted: Greater Legacy (Frostrazor).
  WIELDER REQUIREMENTS
  Frostrazor always seeks powerful warriors, particularly
  those from cold climates, to carry it into battle. Its
  wielder requirement is not one that nonwarriors
  usually meet.
  FROSTRAZOR WIELDER REQUIREMENTS
  Improved Critical (greatsword)
  LEGACY ITEM ABILITIES
  All the following are legacy item abilities of Frostrazor.
  Im p l a nted Sh a rd : When F r o s t r a z o r’s wielder
  scores a critical hit against a foe that is subject to critical
  hits, a small sliver of the sword breaks off and implants
  itself in the wound. Each subsequent round, the shard
  deals 1 point of damage as it burrows deeper into the
  host. Removing the shard takes 1 full-round action per
  round that the shard has been implanted in the victim.
  Thus, if the shard has been in the victim for 3 rounds,
  the victim or anyone else assisting the victim must take
  3 full-round actions to remove it.
  Frostrazor can implant three shards at a time. A
  shard’s energy returns to Frostrazor when its victim dies
  or when it is removed from the victim—even if the
  shard is somehow destroyed.
  En fe ebling Sh a rd (Sp): When a shard is
  implanted in a victim, the wielder of Frostrazor may
  cause a ray of enfeeblement spell effect as a swift action to
  affect that victim. This ability can be used once per day
  at 6th level, and three times per day at 10th level.
  Additionally, it can be activated every time the wielder
  scores a critical hit against any foe. Caster level 6th.
  Wi nter Wa rd i n g
  ( S p ) :
  F r o s t r a z o r
  can be
  commanded to bestow a resist energy (cold) spell upon its
  wielder once per day. Caster level 8th.
  True Form Revealed: Frostrazor’s true form is
  that of a single crystal of magically enchanted ice. This
  form is revealed once the wielder reaches 11th level and
  performs the lesser legacy ritual.
  
  Wounding Shard: When the wielder reaches
  15th level, the implanted shards do 1 point of damage
  per round and deal 1 point of Constitution damage per
  round as well. This damage is automatic and lasts as
  long as the shard is implanted.
  L i fe-Stealing Sh a rd (Sp): If F r o s t r a z o r h a s
  implanted a shard in a victim, the wielder can activate
  an enervation effect as a swift action. The enervation
  affects a victim with an implanted shard at the wielder’s
  choosing. This ability can be used twice per day, plus
  one additional time every time the wielder scores a crit-
  ical hit against any foe. Caster level 10th.
  Chill of the North (Sp): Three times per day,
  Frostrazor’s wielder can command the sword to cover an
  area with an ice storm effect. Caster level 12th.
  Death Sh a rd (Sp): If F r o s t r a z o r has implanted a shard
  in a victim, the wielder can activate a finger of death effect in
  that victim as a swift action. This ability can be used once
  per day, plus one additional time every time the wielder
  scores a critical hit against any foe. Caster level 14th.
  Table 1–1: Frostrazor
  ———Personal Costs———
  Wielder
  Attack
  Save
  Hit Point
  Level
  Penalty
  Penalty
  Loss
  Abilities
  5th
  —
  —
  —
  Implanted shard
  6th
  –1
  —
  —
  Enfeebling shard
  1/day
  7th
  —
  –1
  2
  +2 greatsword
  8th
  —
  —
  2
  Winter warding 
  1/day
  9th
  —
  –2
  —
  —
  10th
  —
  —
  2
  Enfeebling shard
  3/day
  11th
  —
  —
  —
  True form revealed
  12th
  –2
  —
  —
  +3 greatsword
  13th
  —
  —
  —
  —
  14th
  —
  —
  2
  —
  15th
  —
  –3
  —
  Wounding shard
  16th
  —
  —
  2
  Life-stealing shard
  17th
  —
  —
  —
  —
  18th
  –3
  —
  —
  Chill of the north
  3/day
  19th
  —
  —
  —
  —
  20th
  —
  –4
  —
  Death shard
  DRAGOTHA 
  THE DRACOLICH
  Dragotha the Undead Dragon lairs in a deep cave at the
  far edge of the Great Swamp. Dragotha is a very tough
  foe, and your heroes might not be able to best him even
  after acquiring Keraptis’s legacy weapons. However, he
  has vast treasures (add as much as you want) and may be
  a tempting target. In all likelihood, you’ll have your
  heroes wanting to come back in a few levels after facing
  this horror.
  DRAGOTHA
  CR 23
  Male wyrm black dracolich (augmented black
  wyrm)
  CE Gargantuan undead (water)
  4
  
  5
  Init +4; Senses blindsense 60 ft., darkvision 120 ft.,
  keen senses; Listen +41, Spot +41
  Aura frightful presence (330 ft., DC 32)
  Languages Draconic
  AC 41, touch 6, flat-footed 41 
  (–4 size, +35 natural)
  hp 221 (34 HD); DR 20/magic, 5/bludgeoning
  Immune acid; undead immunities
  SR 29
  Fort —, Ref +19, Will +23
  Speed 60 ft. (12 squares), fly 200 ft. (clumsy), swim
  60 ft.; Flyby Attack, Hover, Wingover
  Melee bite +42 (4d6+12 plus 1d6 cold plus paralysis)
  and 
  2 claws each +42 (2d8+6 plus 1d6 cold plus
  paralysis) and 
  2 wings each +42 (2d6+6 plus 1d6 cold plus
  paralysis) and 
  tail slap +40 (2d8+18 plus 1d6 cold plus paralysis)
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Base Atk +34; Grp +58
  Atk Options Cleave, Power Attack; tail sweep
  Special Actions breath weapon, paralyzing gaze,
  paralyzing touch
  Sorcerer Spells Known (CL 13th): 
  6th (4/day)—greater dispel magic, summon
  monster VI
  5th (7/day)—baleful polymorph (DC 20), feeble-
  mind (DC 20), mirage arcana (DC 20)
  4th (7/day)—animate dead, dimension door,
  lesser globe of invulnerability, wall of ice (DC 19)
  3rd (7/day)—displacement (DC 18), haste, light-
  ning bolt (DC 18), wind wall
  2nd (7/day)—blur, glitterdust (DC 17), resist
  energy, scorching ray (ranged touch +30), see
  invisibility
  1st (8/day)—expeditious retreat, mage armor,
  magic missile, ray of enfeeblement (ranged touch
  +30), shield
  0 (6/day)—acid splash (ranged touch +30),
  dancing lights, detect magic, ghost sound (DC 15),
  mage hand, message, prestidigitation, ray of frost
  (ranged touch +30), read magic
  Spell-Like Abilities (CL 13th): 
  3/day—darkness (radius 110 ft., quickened by
  feat), insect plague
  1/day—plant growth
  1/3 days—control undead (CL 15th, DC 22)
  Abilities Str 35, Dex 10, Con —, Int 18, Wis 19, Cha 20
  SQ corrupt water, frightful presence, invulnerabil-
  ity, undead traits, water breathing
  Feats Cleave, Eschew Materials, Extend Spell, Flyby
  Attack, Hover, Improved Critical (bite), Im-
  proved Initiative, Improved Natural Attack
  (bite), Multiattack, Power Attack, Quicken Spell-
  Like Ability (darkness), Wingover
  Skills Concentration +37, Knowledge (arcana) +41,
  Knowledge (local) +41, Knowledge (nature)
  +41,Knowledge (religion) +41, Listen +41,
  Search +41, Sense Motive +41, Spot +41, Use
  Magic Device +42
  Possessions hat of disguise, pearl of power (2nd-
  level spells), decanter of endless water, dust of
  tracelessness (13 uses), gauntlets of swimming
  and climbing, Heward’s handy haversack, incan-
  descent blue sphere ioun stone, vibrant purple
  prism ioun stone, scarlet and blue sphere ioun
  stone, pink and green sphere ioun stone, diamond
  worth 2,000 gp, 3-ft. statue of a rampant dragon
  carved from a ruby worth 5,000 gp, 5,000 gp in
  gems, 7,433 rare coins (worth 52,000 gp total to
  collectors, worth 6,303 gp on the street)
  Hook “I will burn you to your bones, and your
  bones will serve me.”
  Frightful Presence (Ex) Dragotha can inspire terror
  by charging, attacking, or flying overhead.
  Creatures within 330 feet of the dragon that
  have 34 HD or fewer must attempt a DC 32 Will
  save. Success indicates that the target is
  immune to Dragotha’s frightful presence for 24
  hours. On a failure, creatures with 4 or fewer
  HD become panicked for 4d6 rounds. Those
  with 5 or more HD become shaken for 4d6
  rounds.
  Tail Sweep (Ex) Half-circle 30 ft. in diameter; Small
  or smaller opponents take 2d6+18 points of
  bludgeoning damage plus 1d6 points of cold
  damage (Reflex DC 32 half).
  Breath Weapon (Su) 120-ft. line, once every 1d4
  rounds, damage 22d4 acid, Reflex DC 32 half.
  Paralyzing Gaze (Su) Fear, range 40 feet. A creature
  that meets Dragotha’s gaze must succeed on a
  DC 32 Fortitude save or be paralyzed with fear
  for 2d6 rounds. Whether or not the save is
  successful, that creature cannot be affected
  again by Dragotha’s gaze for 24 hours. This is a
  mind-affecting fear effect. The save DC is
  Charisma-based.
  Paralyzing Touch (Su) A creature struck by any of
  Dragotha’s natural attacks must succeed on a
  DC 32 Fortitude save or be paralyzed for 2d6
  rounds. A successful save does not confer
  immunity on subsequent attacks. 
  
  6
  Corrupt Water (Sp) Once per day Dragotha can stag-
  nate 10 cubic feet of water, making it become
  still, foul, and unable to support animal life. The
  ability spoils liquids containing water. Magic
  items (such as potions) and items in a creature’s
  possession must succeed on a Will save (DC 32)
  or become fouled. This ability is the equivalent of
  a 1st-level spell. Its range is 330 feet.
  Invulnerability (Su) If Dragotha is slain, his spirit
  immediately returns to his phylactery. If no
  dragon-type corpse lies within 90 feet for his spirit
  to possess, Dragotha is trapped in the phylactery
  until such a time—if ever—that a corpse becomes
  available. Dragotha is difficult to destroy. If his
  spirit is currently contained in his phylactery,
  destroying that item when a suitable corpse is not
  within range effectively destroys him. Likewise, an
  active Dragotha is unable to attempt further
  possessions if his phylactery is destroyed. The fate
  of a disembodied dracolich spirit—that is, a spirit
  with no body or phylactery—is unknown.
  Water Breathing (Ex) Dragotha can breathe underwater
  indefinitely and can freely use its breath weapon,
  spells, and other abilities while submerged.
  THINGIZZARD, 
  WITCH OF THE FENS
  Thingizzard lives in the heart of the Great Swamp, and
  she is known throughout the region for her prowess
  with potions. She is also a powerful wizard and not one
  to mess with lightly. In addition to serving as a foe or
  ally of your heroes while they are in the area, she could
  be in possession of the sword Frostrazor, and she might
  even have unlocked its least legacy abilities.
  THINGIZZARD
  CR 12
  Female green hag wizard 11
  CE Medium monstrous humanoid
  Init +6; Senses darkvision 60 ft.; Listen +8, Spot +8
  Languages Common, Giant, empathic link
  AC 34, touch 17, flat-footed 31
  (+3 Dex, +6 armor, +4 deflection, +11 natural)
  hp 90 (20 HD)
  SR 18
  Fort +10, Ref +15, Will +19
  Speed 30 ft. (6 squares), swim 30 ft.
  Melee 2 claws +18 (1d4+4)
  Base Atk +14; Grp +18
  Atk Options Blind-Fight, Point Blank Shot, Precise
  Shot, Strength damage
  Combat Gear wand of ice storm (50 charges), wand of
  magic missile (9th, 50 charges), 10 potions of cure
  serious wounds, 10 potions of cure moderate wounds
  Wizard Spells Prepared (CL 11th): 
  6th—greater dispel magic, empowered ice storm,
  repulsion (DC 22)
  5th—baleful polymorph (DC 21), cone of cold
  (DC 21), dominate person (2) (DC 21)
  4 t h —animate dead, bestow curse (DC 21), Ev a r d ’ s
  black tentacles, hallucinatory terrain (DC 20)
  3rd—dispel magic, displacement (DC 19), light-
  ning bolt (2) (DC 19), ray of exhaustion (ranged
  touch +17; DC 20), suggestion (DC 19)
  2nd—command undead (DC 19), ghoul touch
  (melee touch +18; DC 19), glitterdust (DC 18),
  mirror image, protection from arrows, scorching
  ray (ranged touch +17) 
  1 s t —charm person (DC 17), chill touch ( m e l e e
  touch +18; DC 18), expeditious retreat, obscuring
  mist, ray of enfeeblement (ranged touch +17), shield
  0—acid splash (ranged touch +17), detect magic,
  mage hand, prestidigtiation
  Spell-Like Abilities (CL 9th): 
  At will—dancing lights, disguise self, ghost sound
  (DC 12), invisibility, pass without trace, tongues,
  water breathing
  A b i l i t i e s Str 19, Dex 16, Con 12, Int 22, Wis 13, Cha 14
  SQ familiar, mimicry, share spells
  Feats AlertnessB (if familiar within 5 ft.), Blind-
  Fight, Brew Potion, Craft Wand, Co m b a t
  Casting, Empower Spell, Great Fortitude, Point
  Blank Shot, Precise Shot, Scribe Scroll, Spell
  Focus (necromancy)
  S k i l l s Concentration +13, Craft (alchemy) +12,
  Hide +9, Knowledge (arcana) +19, Knowledge
  (local) +14, Knowledge (nature) +14, Listen +8,
  Spellcraft +16, Spot +8, Swim +12 (+20 special
  swim actions or avoid hazard)
  Possessions combat gear plus hand of glory, head-
  band of intellect +6, gloves of Dexterity +4, ring of
  protection +4, bracers of armor +6, cloak of resist-
  ance +3, ring of wizardry II, ring of wizardry I,
  wand of bull’s strength (50 charges)
  Spellbook spells prepared plus 0—all in Player’s
  H a n d b o o k; 1st—alarm, mage armor, magic
  missile, unseen servant, ventriloquism; 2nd—alter
  self, blur, bull’s strength, invisibility, rope trick, see
  invisibility, spectral hand, Tasha’s hideous laugh-
  t e r; 3rd—haste, heroism, nondetection, sleet
  storm, tongues, vampiric touch, water breathing;
  4th—dimension door, Leomund’s secure shelter,
  phantasmal killer, polymorph, remove curse;
  
  7
  5th—dream, mirage arcana, persistent image,
  teleport, wall of force; 6th—Bigby’s forceful hand,
  permanent image, programmed image, true
  seeing, veil
  Hook “Taste my potions, if you dare.”
  Strength Damage (Su) A green hag can can weaken
  a foe by making a special touch attack. The
  opponent must succeed on a DC 16 Fortitude
  save or take 2d4 points of Strength damage.
  The save DC is Charisma-based.
  Mimicry (Ex) A green hag can imitate the sounds
  of almost any animal found near its lair.
  TOAD FAMILIAR
  CR —
  N Diminutive magical beast (augmented animal)
  Init +1; Senses low-light vision; Listen +9, Spot +9
  L a n g u a g e s empathic link, speak with master,
  speak with amphibians
  AC 21, touch 15, flat-footed 20
  (+4 size, +1 Dex, +6 natural)
  hp 45 (11 HD)
  Resist improved evasion; SR 16
  Fort +6, Ref +10, Will +17
  Speed 5 ft. (1 square)
  Melee —
  Space 1 ft.; Reach 0 ft.
  Base Atk +14; Grp –3
  Atk Options deliver touch spells
  Abilities Str 1, Dex 12, Con 11, Int 11, Wis 14, Cha 4
  SQ amphibious
  Feats Alertness
  S k i l l s Concentration +12, Craft (alchemy) +6, Hide
  +19, Knowledge (arcana) +13, Knowledge (local)
  +8, Knowledge (nature) +8, Listen +9, Spellcraft
  +10, Spot +9
  ABOUT THE AUTHOR 
  Robert Wiese entered the gaming hobby through
  the Boy Scouts and progressed from green recruit to
  head of the most powerful gaming fan organization in
  the world. He served as head of the RPGA® Network for
  almost seven years, overseeing the creation of the
  LI V I N G GR E Y H A W K™ and LI V I N G FO R C E™ c a m p a i g n s ,
  among other achievements. Eventually, he returned to
  private life in Reno, Nevada, where he spends as much
  time as possible with his wife, new son Owen, and
  many pets.
  He is still involved in writing, organizing conven-
  tions, and playing, and he models proteins for the
  Biochemistry Department of the University of
  Nevada, Reno.
  
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