TEXT: 1
  WHITE PLUME
  MOUNTAIN
  A Short Adventure for Four 7th-
  Level Player Characters Featuring
  Material from Weapons of Legacy
  CREDITS
  Original Design:
  Lawrence Schick
  3rd Edition 
  Andy Collins, Gwendolyn F.M.  
  Developers:
  Kestrel, and James Wyatt
  Editing:
  Penny Williams
  Typesetting:
  Nancy Walker
  Cartography:
  Rob Lazzaretti
  Design Manager:
  Christopher Perkins
  Web Production
  Bart Carroll
  Web Development:
  Mark A. Jindra
  Graphic Design:
  Sean Glenn, Cynthia Fliege 
  and 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, and DUNGEON MASTER are registered trademarks owned
  by Wizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of the
  Coast, Inc. All Wizards characters, character names, and the distinctive likenesses
  thereof are trademarks 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.
  ©2005 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
  Weapons of Legacy not only offers rules for creating
  weapons whose powers increase with their wielders’
  abilities, but it also provides a whole book of such weap-
  ons, each with fully detailed statistics. Legacy weapons
  are a convenient way to ensure that your characters
  don’t constantly have to “trade up” weapons to get items
  commensurate with their power.
  White Plume Mountain is a D&D adventure for four
  7th-level player characters (PCs) that utilizes the new
  material in Weapons of Legacy. The first version of this
  adventure was written by Lawrence Schick. Later,
  Bruce Cordell updated the original dungeon in Return
  to White Plume Mountain. Now designers Andy Collins,
  Gwendolyn F.M. Kestrel, and James Wyatt have
  updated and expanded the adventure again, casting the
  three signature weapons as legacy weapons.
  The main action takes place within the volcano
  known as White Plume Mountain, home of the ancient
  wizard Keraptis and his minions. The PCs may attempt
  to locate and remove one, two, or all three of the legacy
  weapons.
  As always, feel free to adapt the material presented
  here as you see fit to make it work with your campaign.
  PREPARATION
  You (the DM) need the D&D core rulebooks—the
  Player’s Handbook, the Dungeon Master’s Guide, a n d
  the Monster Manual, as well as Weapons of Legacy—
  to run this adventure. The scenario also draws on
  material from Stormwrack and Planar Handbook.
  The information presented here utilizes the D&D
  v.3.5 rules.
  The adventure is designed for a party of four 7th-level
  characters. A party of five of six 6th-level characters
  should be able to handle the challenges within, and a
  trio of 8th-level PCs might be able to succeed. Charac-
  ters below 6th level are likely to find the challenges
  inside the mountain too great, while those above 8th
  level may have too many abilities and resources to find
  a proper challenge.
  Like the original adventure, this version of White
  Plume Mountain challenges both the tactical abilities of
  the PCs and the mental abilities of the players. If your
  players are unused to hackproof dilemmas, they may
  find this adventure frustrating. However, those who
  know how to use their wits should find it an intriguing
  balance of action and problem-solving. 
  When describing the various environments to your
  players, be careful not to give them information or
  insights that their characters would not normally have.
  Provide clear descriptions as appropriate, and answer
  questions as befits the characters’ perceptions, but don’t
  
  2
  give away hints that they haven’t asked for (or don’t
  deserve).
  A typical party should be able to complete any of the
  three parts in a single foray—and by extension, in a
  single session of play. In fact, the guardian near the
  entrance (see area 2) encourages such behavior. Each of
  the adventure’s segments provides a series of chal-
  lenges, ending in a tougher-than-normal battle against a
  potent foe guarding one of the three legacy weapons
  gathered by Keraptis.
  To get started, print out the adventure, including the
  maps. Read through the scenario at least once to famil-
  iarize yourself with the situation, threats, and major
  NPCs (particularly their motivations). Text that appears
  in shaded boxes is player information that you can read
  aloud or paraphrase at the proper times. Statistics are
  given for creatures not in the Monster Manual, and refer-
  ences to that book are provided for the more standard
  monsters.
  ADVENTURE
  BACKGROUND
  White Plume Mountain has always been a place of
  superstitious awe to the neighboring villagers. People
  travel many miles to gaze upon this natural wonder,
  though few are willing to approach it closely, since it is
  reputed to be the haunt of various demons and devils.
  The occasional disappearance of those who stray too
  close to it reinforces this belief. 
  Thirteen hundred years ago, the wizard Keraptis
  was searching for a suitable haven in which he could
  indulge his eccentricities without fear of interfer-
  ence. He visited White Plume Mountain, going
  closer than most dared to, and discovered the system
  of old lava-tubes that riddled the cone and the under-
  lying strata. With a little alteration, he thought, this
  place would be perfect for his purposes. The area
  already had a bad reputation, and he could think of a
  few ways to make it worse. So taking with him his
  fanatically loyal company of renegade gnomes, he
  disappeared below White Plume Mountain and
  vanished from the knowledge of men. Today, the
  once-feared name of Keraptis is little known even to
  learned scholars. 
  Several weeks ago, three highly valued magic
  weapons with the cryptic names Wave, Whelm, a n d
  B l a c k r a z o r disappeared from the vaults of their
  owners in the midst of the city of Greyhawk (or an
  appropriate metropolis in your world). Rewards
  were posted, servants were hanged, and even the
  sanctuary of the Thieves’ Guild was violated in the
  frantic search for the priceless arms, but not a single
  clue turned up until the weapons’ former owners
  (all wealthy collectors) each received a copy of a
  strange note:
  
  3
  Search ye far or search ye near,
  You’ll find no trace of the three 
  Unless you follow instructions clear,
  For the weapons abide with me. 
  North past forest, farm, and furrow
  You must go to reach the feathered mound.
  Then down away from the sun you’ll burrow—
  Forget life, forget light, forget sound. 
  To rescue Wave, you must do battle 
  With the Beast in the Boiling Bubble.
  Crost cavern vast, where chain-links rattle 
  Lies Whelm, past waterspouts double. 
  Blackrazor yet remains to be won 
  Underneath inverted ziggurat. 
  That garnered, think not that you’re done,
  For now you’ll find you are caught.
  I care not, former owners brave,
  What heroes you seek to hire. 
  Though mighty, each shall be my slave 
  Or vanish into the fire. 
  K
  White Plume Mountain has tentatively been identified
  as the “feathered mound” mentioned in the poem.
  Sages further agree that the “K” signature refers to
  Keraptis, but most insist that the writer must be an
  imposter. After all, who can believe the note really
  comes from the magician of legend after 1,300 years?
  The former owners of Wave, Whelm, and Blackrazor
  have each outfitted a group of intrepid heroes to take up
  the challenge. The PCs are one of those groups—the
  others are far enough behind that they won’t factor into
  this adventure unless you want to create rival groups of
  NPC adventurers. 
  ADVENTURE SYNOPSIS
  The characters are hired by one of the three collectors
  from whom the legacy weapons have been stolen. To
  retrieve the desired item, they must penetrate White
  Plume Mountain, locate the weapon, defeat its
  guardians, and make their way safely back out with it. If
  desired, they can also try to retrieve the other legacy
  weapons as well.
  ADVENTURE HOOKS
  In the style of classic D&D adventures, White Plume
  M o u n t a i n dispenses with any complicated research or
  adventure hooks and thrusts the characters directly into
  the dungeon. If you prefer a more nuanced approach,
  feel free to introduce the scenario more gradually using
  the information provided in the Adventure Background
  above. You might set up a meeting between the PCs and
  their employer, add some Knowledge or Gather Infor-
  mation checks to track down their destination, include
  a few wilderness encounters during the overland trip to
  the mountain, and so on. Or you can just cut to the chase
  by reading the information in the Beginning the Adven-
  ture section to the players when your game session
  begins, replacing names as appropriate. It’s your call.
  ABOUT THE MOUNTAIN
  Standing alone in a vast area of dismal moors and
  tangled thickets is White Plume Mountain, an almost
  perfectly conical volcanic hill formed millennia ago
  from the slow leakage of lava. About 1,000 yards in
  diameter at the base, the peak rises about 800 feet above
  the surrounding land. The white plume that gives the
  mountain its name and fame is a continuous geyser that
  spouts from the very summit. The spray shoots 300 feet
  into the air, then trails off to the east under the prevail-
  ing winds like a great white feather. The water from the
  geyser collects in numerous depressions downslope
  that eventually merge, creating a sizeable stream. 
  The nearest village, Yellowreach, lies about 5 miles
  from the mountain along the Yellow Flow River (so
  named for the sulfurous deposits along its banks). The
  village can supply the party’s basic needs—rations,
  lantern oil, and inexpensive potions and scrolls—
  between forays, but any item costing more than 200 gp
  is unavailable here. The villagers know of the mountain
  and its surroundings, as well as details of the only
  entrance (see Beginning the Adventure, below), but
  they generally give the area a wide berth. Any adven-
  turers bold enough to set out for White Plume Moun-
  tain are regarded as either very brave or very foolhardy.
  Steam vents pierce the mountainside in various
  spots, but none of them is large enough to allow entry.
  The only possible entrance to the volcanic cone is a cave
  on the south slope. This cavern, known as the Wizard’s
  Mouth, is about 8 feet in diameter and 40 feet long.
  Near the ceiling at the far end is a long, horizontal
  crevice about 1 foot wide. Periodically, air is sucked into
  this crack at great speed, creating a loud whistling
  sound and snuffing out torches. After a few moments,
  the rush of air slows down, stops for about 2 seconds,
  and then the air rushes out again in a great blast of
  steam. The steam is not hot enough to scald anyone, but
  it does make the cave uncomfortable, like a very hot
  sauna interrupted by blasts of cold air. 
  
  4
  Search ye far or search ye near,
  You’ll find no trace of the three 
  Unless you follow instructions clear,
  For the weapons abide with me. 
  North past forest, farm, and furrow
  You must go to reach the feathered mound.
  Then down away from the sun you’ll burrow—
  Forget life, forget light, forget sound.
  To rescue Wave, you must do battle 
  With the Beast in the Boiling Bubble.
  Crost cavern vast, where chain-links rattle 
  Lies Whelm, past waterspouts double. 
  Blackrazor yet remains to be won 
  Underneath inverted ziggurat. 
  That garnered, think not that you’re done,
  For now you’ll find you are caught.
  I care not, former owners brave,
  What heroes you seek to hire. 
  Though mighty, each shall be my slave 
  Or vanish into the fire. 
  K
  pqqqqrs
  pqqqqrs
  
  5
  STANDARD DUNGEON FEATURES
  Unless otherwise noted in an area description, all
  sections of the mountain’s interior share the following
  characteristics.
  Lighting
  All the rooms and corridors are dark. Most inhabitants
  have darkvision or a similar ability that allows them to
  operate effectively in darkness.
  
  6
  Temperature
  The ambient temperature is approximately 75 degrees
  Fahrenheit, and the air is humid. Neither of these
  conditions is likely to have any game effect.
  Walls and Ceilings
  All ceilings are 10 feet high. The rooms and corridors
  have been carved out of—or in some cases, seemingly
  melted through—solid rock. Scaling any wall requires a
  DC 20 Climb check, or a DC 25 Climb check if the
  room is filled with water (see below) due to the slipper-
  iness of the mildew and algae.
  Doors
  Each door inside the mountain is 8 feet square and
  made of ironbound oak. Swollen from the general
  dampness, all the doors are somewhat difficult to open.
  Door: Hardness 5, hp 20, Break DC 23; Strength DC
  8 and a move action required to open.
  Flooding
  Murky, standing water covered with floating patches of
  algae fills several chambers (including areas 1, 2, 5, 9, 10,
  18, 19, and 20), to a depth of at least 1 foot. In these
  areas, each 5 feet traversed costs 2 squares of movement.
  The water also makes it easier to hear people moving
  about, increasing the DC for Move Silently checks by
  +2. Invisible creatures standing in the water can easily
  be pinpointed by the visible swirls and eddies they
  create, though they still benefit from total concealment.
  The water is tainted as well. Anyone who swims or
  becomes submerged in it is exposed to blinding sick-
  ness (Fort DC 16; incubation 1d3 days; 1d4 Str; a victim
  who takes 2 or more points of Str damage from the
  disease must make another Fortitude save or be perma-
  nently blinded). Though this hazard isn’t likely to
  impact the characters on their first foray, the effects
  might well kick in by the second or third time the party
  enters the dungeon.
  BEGINNING THE
  ADVENTURE
  Before beginning play, choose which of the three weap-
  ons is due back to the PCs’ employer (see below). The
  characters are perfectly free to keep the others, should
  they locate them. (It’s best if the weapon to be returned
  is the one least likely to be claimed by a PC.)
  When the PCs are ready to start exploring White
  Plume Mountain, provide the players with a copy of the
  note that the owners received (page 4), then read or para-
  phrase the information below. This text takes the char-
  acters through their hiring and into the cave described
  in About the Mountain, above. If you wish to play out
  their journey, stop reading at the appropriate points.
  When Riikan Dack, a wealthy collector of rare art
  objects, hired you to recover a weapon stolen from
  his vault, he offered your group 10,000 gp—a
  reward sizable enough to dissuade you from asking
  too many questions. He showed you the boastful
  note left by the thief—supposedly an ancient
  wizard named Keraptis—and told you that his
  sources had pinpointed your destination (the
  “feathered mound” named in the note) as a volcanic
  peak called White Plume Mountain.
  Days later, you found yourselves scaling the
  south slope of the mountain. You soon located an
  entry tunnel leading into the rock and emerged in
  a cave that actually seemed to breathe, exhaling a
  large cloud of steam and then slowly inhaling
  again, like a man breathing on a cold day.
  Inside, the cavern floor was covered with
  muck—obviously a byproduct of the condensation
  dripping from the walls and ceiling. Hidden
  beneath this mud, near the back of the cavern, you
  discovered a simple trapdoor set with an iron ring.
  And now, below the opening, a square vertical shaft
  beckons.
  
  7
  
  8
  WHITE PLUME 
  MOUNTAIN ENTRANCE
  This section details the section of the White Plume
  Mountain interior just beyond the entrance cavern.
  ENTRY
  Characters are likely to pass through this area multiple
  times during their exploration of the dungeon beneath
  White Plume Mountain. Unless they slay the guardian
  in area 2, they must deal with her anew each time.
  1. SPIRAL STAIRCASE
  This staircase leads from the entrance cavern down into
  the dungeon proper.
  Despite its weathered appearance, the staircase is stable.
  The foul air is breathable, and torches and lanterns burn
  fitfully, giving off lots of smoke. The walls are damp and
  spotted with green and white patches of fungus and
  algae. Murky water covers the floor (see Standard
  Dungeon Features).
  2. SPHINX GUARDIAN (EL 9)
  The junction of the passageways inside the mountain is
  guarded by Etrusca, an unhappy gynosphinx, and four
  magical traps that help to protect her. Any character
  who comes within 10 feet of her from any direction
  triggers the symbol spell in the appropriate corridor
  (see Traps, below).
  Murky water covers the floor to a depth of 1 foot (see
  Standard Dungeon Features), but the pile of bones
  gives the gynosphinx a dry perch. Entering this 10-foot-
  by-10-foot area costs an extra square of movement due
  to the height and slightly unsteady footing.
  Traps: Inscribed on the ceiling of each passage, 10
  feet from the junction where Etrusca sits, is a symbol
  spell. Each is visible and legible from a distance of 60
  feet, assuming the characters can see that far. Each
  symbol activates whenever any creature passes under it,
  unless that creature has spoken the password (the
  answer to the corresponding riddle; see below). The
  protection offered by the password remains in effect
  until the creature moves more than 60 feet from the
  symbol. Because the gynosphinx guardian is attuned to
  these symbols, she is immune to their effects and can’t
  trigger them. See the descriptions of the four passage-
  ways for the specific traps.
  Since the PCs are likely to enter via the south passage
  when they first penetrate White Plume Mountain, they
  will probably be affected by the symbol trap there (see
  South Passage, below) before they can reach Etrusca.
  Cre a t u re : The gynosphinx Etrusca guards this
  intersection because of a poorly worded bargain with
  Keraptis. Though she bears no love for the wizard, she
  has faithfully carried out her service to him for many
  long years.
  Gynosphinx: hp 52; see Monster Manual, page 233.
  Tactics: Etrusca has darkvision, low-light vision,
  and +17 modifiers on Listen and Spot, so she is reason-
  ably good at detecting intruders. If her natural abilities
  fail, the activation of her symbol of stunning in the south
  corridor (see South Passage, below) alerts her to any
  unauthorized presence.
  The gynosphinx prefers to deal peacefully with
  intruders, so she does not initiate hostilities against the
  PCs. As soon as she detects anyone approaching, she
  presents her offer: Any group that can answer her
  riddle may pass safely. If the PCs accept this offer, she
  asks which passage they wish to take—west, north, or
  east. Their choice determines which riddle she gives
  them. Etrusca knows that each passage gives access to
  one of the three weapons of legacy, but she does not
  know which one leads to which weapon.
  The three riddles are given below, with the answers
  in parentheses. Coincidentally, each riddle also hints at
  a threat that lies in the same direction.
  West Passage
  I have a mouth but never speak.
  I have a bed but never sleep.
  I run smoother than any rhyme.
  I love to fall but cannot climb.
  (Answer: A river.)
  North Passage
  Round she is, yet flat as a board,
  Altar of the Lupine Lords,
  Jewel on black velvet, pearl in the sea,
  Unchanged but e’erchanging, eternally.
  (Answer: The moon.)
  A bedraggled creature rests on a 2-foot-high pile of
  bones that fills the intersection. The creature’s
  body looks like that of a mangy lion, and great, tat-
  tered wings lie folded at its sides. A female
  humanoid face peers out from beneath the tangled
  mat of hair that covers its head.
  A rusty metal staircase spirals down into warm,
  humid darkness. The stairs seems to vibrate
  slightly, as if in tune with some inaudible subter-
  ranean rumbling.
  
  9
  East Passage
  My creator wants me not,
  And much in dread will I be bought.
  My cold embrace is fiercely fought,
  Most all who need me know it not.
  (Answer: A coffin.)
  If the characters provide the correct answer to the
  riddle, Etrusca asks each person in the party to repeat it,
  because the answer is also the password that prevents
  the corresponding symbol from triggering. Only then
  does she allow them to pass. She does not under any
  circumstances tell the characters that the answer
  protects them from the symbol because characters who
  don’t know the purpose of the answer will likely trigger
  the symbol on their return.
  If attacked, Etrusca fights back to the best of her abil-
  ity, but she makes her offer to the PCs while doing so.
  As soon as they agree, she stops fighting. If reduced to
  fewer than 25 hp, Etrusca retreats (preferably down the
  north corridor to the dry landing at area 14), then
  returns after the PCs move on. She offers no aid to any
  PCs affected by the symbols.
  Development: Assuming that the PCs answered
  the riddle rather than fighting Etrusca or sneaking past
  her, the gynosphinx asks any character who returns to
  her post for the answer to the riddle again to prevent
  the symbol from triggering. This technique is Etrusca’s
  way of punishing anyone who attacks her after
  correctly answering a riddle.
  Furthermore, if the PCs chased the gynosphinx off
  rather than answering a riddle, she scribes a symbol of
  death (as the spell, but Fort DC 22 negates) directly
  above the intersection, hoping to wreak vengeance
  upon her attackers when they return.
  Ad Hoc XP Adjustment: Each time the PCs
  correctly answer a riddle, award them one-third of the
  XP they would gain for defeating the gynosphinx (CR
  8). If they later defeat her in combat, grant them only
  the remainder (two-thirds if they’ve answered one
  riddle, one-third if they’ve answered two, and none if
  they’ve already answered all three).
  Award XP for defeating or surviving each symbol
  spell as normal for traps (CR 9 for symbol of death or
  symbol of insanity, CR 8 for symbol of stunning, and CR 6
  for symbol of pain or symbol of sleep).
  South Passage
  This passage is the PCs’ most likely entry into the area
  on their first visit. The corridor is protected by a
  symbol of stunning. Activation of this symbol gives
  Etrusca time to offer her bargain before intruders can
  attack her. 
  Symbol of StunningTrap: CR 8; spell; spell trig-
  ger; automatic reset; spell effect (symbol of stunning,
  15th-level wizard, stuns for 1d6 rounds, DC 22 Will save
  negates); multiple targets (all within 60 ft.); Search DC
  32, Disable Device DC 32.
  West Passage
  This corridor is equipped with a symbol of insanity.
  Symbol of Insanity Trap: CR 9; spell; spell trig-
  ger; automatic reset; spell effect (symbol of insanity, 15th-
  level wizard, permanently confuses as insanity, DC 22
  Will save negates); multiple targets (all within 60 ft.);
  Search DC 33, Disable Device DC 33.
  North Passage
  A symbol of sleep protects this corridor. Affected crea-
  tures can’t be awakened by any nonmagical means, and
  unless pulled from the water, they immediately begin
  to drown. (Treat this situation as if they had failed to
  hold their breath.)
  Symbol of Sleep Trap: CR 6; spell; spell trigger;
  automatic reset; spell effect (symbol of sleep, 15th-level
  wizard, causes creatures of 10 HD or below to fall into a
  catatonic slumber for 3d6x10 minutes, DC 22 Will save
  negates); multiple targets (all within 60 ft.); Search DC
  30, Disable Device DC 30.
  East Passage
  The passage leading east has a symbol of pain. The effects
  of this symbol last for 1 hour after the affected creatures
  move farther than 60 feet from the symbol (Fortitude
  DC 22 negates). 
  Symbol of Pain Trap: CR 6; spell; spell trigger;
  automatic reset; spell effect (symbol of pain, 15th-level
  wizard, causes creatures to suffer wracking pains that
  impose a –4 penalty on attack rolls, skill checks, and
  ability checks, DC 22 Will save negates); multiple
  targets (all within 60 ft.); Search DC 30, Disable Device
  DC 30.
  PART 1: WHELM
  The eastern corridor leads into the section of the
  dungeon that houses Whelm, the legendary dwarven
  warhammer.
  3. GREEN SLIME (EL 4)
  On the ceiling of the passageway, in the spot indicated
  on the map, is a 30-foot-long patch of green slime. It
  The waterlogged corridor stretches on ahead. The
  walls and ceiling are covered with a patchwork of
  algae and lichen. 
  
  1 0
  drops from the ceiling when it detects movement
  below it.
  Green Slime: CR 4; contact deals 1d6 points of
  Con damage to creatures and 2d6 points of damage to
  objects; see Dungeon Master’s Guide, page 76.
  On the first round of contact, a creature can scrape
  off the slime with a full-round action, though doing so
  most likely destroys the object used to remove it. On
  subsequent rounds, the slime must be frozen, burnt, or
  cut away. Sunlight, a remove disease spell, or any effect
  that deals cold or fire damage destroys a patch of green
  slime. Cutting away flesh to which the slime is clinging
  requires a DC 20 Heal check and deals 1d6 points of
  damage per point of Constitution damage already taken
  by the victim, but this method does not destroy the
  slime.
  4. THE CHAMBER OF GLOBES 
  (EL VARIABLE)
  A short flight of steps leads up out of the water to an
  unlocked wooden door. Like the other doors in White
  Plume Mountain, this one is damp, and the wood is
  swollen, making it difficult to open.
  Once the door is open, read or paraphrase the follow-
  ing text.
  The door leading into this room magically slams shut
  and locks 5 rounds after it is opened. Once it has closed
  in this manner, it can be opened only from the inside
  with the proper key. The door can be destroyed
  through mundane means, though it is magically treated
  for durability, and it automatically heals itself each
  round (see statistics below). A permanent Nystul’s magic
  aura renders its magic undetectable.
  Door: Hardness 10, hp 40, break DC 43; Strength
  DC 8 and a move action required to open; heals 10
  points of damage per round; permanent Nystul’s magic
  aura.
  Nine silvered glass globes, each about 2 feet in diam-
  eter, hang suspended from the ceiling by adamantine
  wires (hardness 20, hp 2) at a height of 7 feet from the
  floor. Except for Globe 6 (see below), shaking reveals
  that each globe contains one or more items. Inspection
  with detect magic or scrying spells fails because the inte-
  riors of the globes are covered with a thin coating of
  leaded paint.
  Beyond the door is a 30-foot-square room. Above
  the muddy floor, nine silvery globes hang sus-
  pended by wires from the ceiling.
  
  1 1
  Globes (9): Hardness 1, hp 5.
  The Globes
  A good hard crack with a weapon shatters any globe,
  dropping its contents into the 2-inch-thick layer of mud
  that covers the floor. Recovering an item from the
  muck requires a successful DC 10 Search check. 
  Though each globe contains a key, only one is the
  real key to the door of this room. Some globes also
  contain creatures and/or magic items.
  For reference purposes, the globes are numbered
  sequentially in a clockwise spiral, from #1 in the north-
  west corner to #9 in the center. No numbers or mark-
  ings of any sort appear on the surfaces of the globes.
  Globe 1 (EL 5): This globe contains two shadows,
  300 worthless lead pieces, and a false key. The shadows
  are magically trapped within the globe but attack
  immediately upon release.
  Shadows (2): hp 19 each; see Monster Manual, page 221.
  Globe 2: This globe contains a potion of eagle’s splen-
  dor and a false key.
  Globe 3 (EL 5): The sphere holds an angry air
  elemental, an amulet of natural armor +1, a strand of
  prayer beads with 2 beads of blessing, and a false key.
  Large Air Elemental:hp 60; see Monster Manual, page 96.
  Globe 4: Inside this globe are a potion of fly and a
  false key.
  Globe 5: This globe contains eleven worthless glass
  gems (Appraise DC 10) and a false key.
  Globe 6 (EL 4): A gray ooze fills the entire globe.
  Unlike the other globes, this one does not rattle, but it
  feels heavier than the rest if lifted. Floating amid the
  ooze are five pieces of jewelry (each apparently worth
  50 gp, though a DC 10 Appraise check reveals all five as
  fakes) and a false key.
  Gray Ooze: hp 31; see Monster Manual, page 202.
  Globe 7: This sphere contains a wand of hold monster
  (1 charge) and a false key.
  Globe 8: This globe contains a magic ring and the
  real key.
  Upon release, the ring speaks to the entire party tele-
  pathically, delivering the following message. “Stop
  before you pick me up. I function as a ring of invisibility
  but will also grant my wearer one wish spell each year.
  My only drawbacks are that I permanently consume 1
  hit point per year, and I can have only one wearer. Once
  I am removed from the finger of the one who wears me,
  all my powers are lost. But if you would take me, you
  must put me on before you depart, because I can leave
  this room only while worn. So you must decide right
  now who will wear me permanently.”
  While the PCs are in the room, detect magic reveals a
  moderate magical aura on the ring, and a DC 18
  Spellcraft check reveals it to be illusion—a fact that
  might seem to support its story. Nevertheless, the ring
  speaks falsely. Once someone puts it on or takes it from
  the room, the ring loses all its magic and can’t even talk. 
  The ring’s story is a basic loyalty and intelligence test
  for the PCs. Will the party members cut each other’s
  throats over the ring? 
  Globe 9: The sphere contains a collection of gems
  worth 600 gp (2 100-gp pearls, 4 50-gp turquoises, and a
  200-gp ruby), plus a false key.
  5. A PRIME CHOICE (EL 7)
  A short flight of steps leads up out of the water to an
  unlocked wooden door that is damp and swollen, like
  the others in this area. Once the door is open, read or
  paraphrase the following text.
  The five corpselike figures resemble flesh golems,
  though only one actually is. The numbers inscribed
  upon them are 5, 7, 9, 11, and 13. The speaking figure
  (the one bearing the number 5) talks by means of a
  magic mouth spell (Spellcraft DC 21 to identify the
  effect). 
  Allow the players to discuss the puzzle amongst
  themselves for 60 seconds of real time before answer-
  ing, but the first answer given to the “golems” is bind-
  ing. The number that does not belong is 9; all the others
  are prime numbers.
  Creature: The figure bearing the number 9 is a
  flesh golem. If the allotted time elapses, or if the char-
  acters answer incorrectly, attack any of the figures, or
  attempt to pass through the room without answering, it
  animates and attacks. If they answer correctly, it opens
  the far door and stands aside peacefully. 
  Flesh Golem: hp 79; see Monster Manual, page 135.
  Tre a s u re: Number 9 is the only real golem. The
  other four stitched corpses were to become flesh
  golems, but the crafting required to bring them to life
  is not yet complete. The bodies have been assembled
  and prepared with the necessary unguents and bind-
  ings (see Construction, Monster Manual, page 135). For
  someone with the Craft Construct feat and the appro-
  priate spells, the bodies would be quite valuable. Each
  flesh golem body recovered intact and undamaged is
  Five large, corpselike figures stand lined up against
  the far wall. Each has a different number carved
  into the flesh of its chest. At the sound of the door
  opening, one of the figures turns its head and
  speaks. “One of us does not belong with the others,”
  it says. “If you can pick out the interloper, we will
  allow you passage. If you pick the wrong one, we
  will kill you. You have 1 minute, and one guess.”
  
  1 2
  worth 1,000 gp to someone interested in crafting
  golems—most commonly powerful, evil spellcasters.
  To anyone else, they’re worthless—and possibly even
  s a c r i l e g i o u s .
  Ad Hoc XP Adjustment: If the PCs provide the
  correct answer, award XP as if they had defeated a CR 5
  opponent.
  6. THE GATE (EL 4)
  A portcullis blocks the corridor at this point.
  Creature: The portcullis is actually a mimic. Any
  creature taking hold of it (for instance, to lift it) imme-
  diately becomes stuck unless it succeeds on a grapple
  check (opposed by the mimic’s +13 grapple bonus).
  Mimic: 52 hp, see Monster Manual, page 186.
  Treasure: Engulfed in the mimic’s body is some
  treasure it gained from a previous victim, including a
  flask of oil, a vial of holy water, a sunrod, a metal scroll
  tube containing a divine scroll of remove disease and
  neutralize poison, and a flask of alchemist’s fire.
  7. PLATFORM ROOM (EL 6)
  This chamber requires the characters to negotiate an
  unusual bridge over a lethal boiling mud pit.
  The ceiling averages 50 feet above the level of the plat-
  form. About 50 feet below the ledge is a deep pool of
  boiling mud.
  The Disks
  Each wooden disk is about 4 feet in diameter and hangs
  about 3 feet from its nearest neighbors. Each is
  attached to its chain by a giant ring fixed in its center.
  The disks swing freely and tilt when any weight is
  placed upon them. The disks and chains, as well as the
  walls of the cavern, are covered with a wet, slippery
  scum of algae that live on the water and nutrients
  spewed up from the geysers. This coating gives off a
  feeble phosphorescent glow (the equivalent of shad-
  owy illumination) that provides dim light throughout
  the room.
  Beyond the door is a ledge—a short extension of
  rock placed high on the wall of an enormous natu-
  ral cavern. Far below, a vast mud pit boils and
  bubbles. A series of wooden disks, each suspended
  from the ceiling by a massive steel chain, forms a
  set of “stepping stones” that lead across the cave to
  another ledge on the far side.
  A short flight of stairs leads up to a dry corridor
  blocked by a rusted metal portcullis. 
  
  1 3
  Characters can cross the cavern by stepping (or
  leaping) from one disk to the next. Moving safely
  from one disk to another requires a DC 14 Jump
  check. A running jump (which cuts all target
  numbers by one-half) is impossible except to reach
  the first disk. 
  The PCs can rope together to improve their chances
  of crossing safely, but if someone attached to a charac-
  ter on a disk falls, the character on the disk must make
  a DC 15 Balance check or fall also. The DC of this check
  increases by +2 for each fallen character in the string. 
  Consult the table below to determine the result of
  Jump checks in the cavern.
  Check
  Result
  14+
  Success. The character has landed safely in the
  middle of the next disk.
  12–13
  Partial Success. The character has landed on the
  disk, but it is wobbling dangerously. The character
  must now succeed on a DC 15 Balance check (+5
  modifier for a slick surface included) or slide off
  (treat as a result of 10–11).
  10–11
  Marginal Success. The character didn’t clear the
  gap but can grab onto the edge of the target disk
  with a DC 15 Reflex save. If he succeeds, he can
  pull himself up with a move action and a DC 20
  Climb check (+5 modifier for a slick surface
  included). If the save fails, or if the Climb check
  fails by 5 or more, the character falls (treat as a
  result of 9 or below).
  9 or below
  Failure. The character misses the next disk entirely
  and falls into the mud below unless secured by a
  rope to an outcropping or another character (see
  above). The fall deals 1d6 points of lethal damage
  and 2d3 points of nonlethal damage (just like
  falling into water), but the character then takes
  10d6 points of fire damage per round of immer-
  sion in the hot mud.
  The Geysers
  The slippery platforms aren’t the only threat this cavern
  has to offer. Points A and B mark the locations of hot
  mud geysers. Geyser A spouts on every fifth round
  (round 5, 10, 15, and so forth), while Geyser B spouts on
  every third round (round 3, 6, 9, 12, and so forth). Make
  sure to track the passage of game time, starting with the
  round the door is opened.
  When a geyser erupts, it creates a 10-foot-wide
  cylinder of boiling hot mud that reaches to the roof of
  the cavern. Any character directly in the path of this
  mud takes 10d6 points of damage. A creature holding
  onto a disk or chain is only spattered with mud, and
  the damage dealt depends on the disk to which the
  creature is clinging, as given on the table below. In
  either case, a successful DC 15 Reflex save halves the
  d a m a g e .
  Disk (Geyser A)
  Damage
  2, 3
  5d6
  1, 4
  3d6
  5
  1d6
  Disk (Geyser B)
  Damage
  7, 8
  5d6
  6, 9
  3d6
  Remember that a balancing or climbing character who
  takes damage must succeed on another check (against
  the same DC) or fall.
  Ad Hoc XP Adjustment: Successfully crossing
  the room is the equivalent of a CR 6 encounter, and
  characters should receive experience points accord-
  ingly.
  8. CTENMIIR’S LAIR (EL 8)
  This chamber is the resting place of the dwarf vampire
  Ctenmiir, the current wielder of Whelm.
  A permanent darkness spell cloaks this room in shadowy
  illumination.
  Creature: The dwarf fighter Ctenmiir was already
  the wielder of Whelm when he and his companions
  encountered a powerful vampire. Ctenmiir fell in
  battle, but his companions escaped, taking the hammer
  with them. Eventually, they sold it to a collector of rare
  weapons. Ctenmiir, on the other hand, rose as a
  vampire and remained in his master’s service for many
  years. When Keraptis slew the master vampire, the
  dwarf pledged allegiance to the wizard. Now reunited
  with Whelm, Ctenmiir is fanatically loyal to Keraptis.
  Ctenmiir appears as an unnaturally pale dwarf, wear-
  ing full plate armor and wielding a warhammer.
  Ctenmiir: hp 39; see statistics block below.
  T a c t i c s : Ctenmiir awakens if intruders enter the
  chamber above his coffin. He immediately assumes
  gaseous form and slips into the room through cracks in
  the floor (Spot DC 24 to notice the cloud). After solidi-
  fying, he attacks mercilessly, smashing foes with two-
  handed warhammer strikes and occasionally adding an
  energy-draining slam attack against poorly armored
  PCs. Ctenmiir can’t use his children of the night ability
  because no appropriate creatures exist nearby. If
  reduced below 10 hp, Ctenmiir assumes gaseous form
  and floats into area 7 to regain hit points.
  Tre a s u re : Ctenmiir carries his most valuable posses-
  sions on his person. In his coffin, which lies under some
  loose stones in the floor (Search DC 15 to locate), he has
  placed his other treasures—primarily items that he has
  The flagstone floor of this shadowy chamber is dry
  and dusty.
  
  1 4
  no use for, including two potions of cure serious wounds, a
  wand of cure light wounds (22 charges), and an arcane scroll
  of magic mouth, dispel magic, and summon monster III. T h e
  coffin also holds a tattered journal that Ctenmiir kept
  during his life. Anyone perusing it can find a reference to
  the hammer he wields, and an hour of reading is the
  equivalent of a successful DC 15 Knowledge (history)
  check made to research the weapon (see the description
  of W h e l m in the Appendix).
  CTENMIIR
  CR 8
  Male dwarf vampire fighter 6
  CE Medium undead (augmented humanoid, dwarf)
  Init +8; Senses Listen +12, Spot +12 
  Languages Common, Dwarven
  AC 26, touch 11, flat-footed 25; Dodge
  h p 39 (6 HD); fast healing 5; DR 10/silver and magic
  Immune ability drain, critical hits, energy drain,
  mind-affecting effects, nonlethal damage, paral-
  ysis, poison, sleep effects, stunning
  Resist cold 10, electricity 10; turn resistance +4
  Fort +5, Ref +8, Will +4
  We a k n e s s vampire weaknesses (see Monster Manual,
  page 253)
  S p e e d 20 ft. (4 squares); climb 15 ft. (as spider climb)
  Melee Whelm +13/+8 (1d8+12) or
  Whelm +13/+8 (1d8+9) and
  slam +6 (1d6+3 plus energy drain 2 negative levels)
  Space 5 ft.; Reach 5 ft.
  Base Atk +6; Grp +12
  Atk Options Cleave, Combat Reflexes, Spring Attack
  Special Atk Blood drain, create spawn, dominate
  (range 30 feet; Will DC 14 negates)
  Combat Gear 2 potions of shield of faith +3
  Spell-Like Abilities (CL 5th):
  At will—sense giants
  A b i l i t i e s Str 23, Dex 18, Con —, Int 12, Wis 14, Cha 12
  SQ alternate form, gaseous form, spider climb,
  turn resistance +4
  Fe a t s A l e r t n e s sB, Blind-FightB, Combat ReflexesB,
  Dodge, Improved InitiativeB, Lightning ReflexesB,
  M o b i l i t y, Power AttackB, Spring Attack, We a p o n
  Focus (warhammer)B, Weapon Specialization
  ( w a r h a m m e r ) B
  Skills Bluff +9, Hide +5, Intimidate +10, Listen +12,
  Move Silently +5, Ride +13, Sense Motive +10,
  Spot +12
  Possessions combat gear plus Whelm, +1 full plate.
  Blood Drain (Ex): Ctenmiir can suck blood from a
  living victim with his fangs by making a
  successful grapple check. If he pins the foe, he
  drains blood, dealing 1d4 points of Constitution
  drain each round the pin is maintained. On
  each such successful attack, Ctenmiir gains 5
  temporary hit points. 
  reate Spawn (Su): A humanoid or monstrous
  humanoid slain by Ctenmiir’s energy drain or
  blood drain attack rises 1d4 days later as a
  vampire or vampire spawn. See the vampire
  entry in the Monster Manual for details.
  
  1 5
  Alternate Form (Su): Ctenmiir can assume the
  shape of a bat, dire bat, wolf, or dire wolf as a
  standard action. This ability is similar to a p o l y-
  m o r p h spell cast by a 12th-level character, except
  that Ctenmiir does not regain hit points for
  changing form and must choose from among
  the forms mentioned here. While in his alternate
  form, Ctenmiir loses his natural slam attack and
  dominate ability, but he gains the natural weap-
  ons and extraordinary special attacks of his new
  form. He can remain in that form until he
  assumes another or until the next sunrise. 
  Fast Healing (Ex): Ctenmiir heals 5 points of
  damage each round so long as he has at least
  1 hit point. If reduced to 0 hit points in
  combat, he automatically assumes gaseous
  form and attempts to escape. He must reach
  his coffin home within 2 hours or be utterly
  destroyed. Any additional damage dealt to
  Ctenmiir while he is in gaseous form has no
  effect. Once at rest in his coffin, Ctenmiir is
  helpless. He regains 1 hit point after 1 hour,
  then is no longer helpless and resumes heal-
  ing at the rate of 5 hit points per round. 
  Gaseous Form (Su): As a standard action, Ctenmiir
  can assume gaseous form at will as the spell
  (caster level 5th), but he can remain gaseous
  indefinitely and has a fly speed of 20 feet with
  perfect maneuverability.
  PART 2: WAVE
  The northern corridor leads into the section of the
  dungeon that houses the legendary trident called W a v e .
  9. POOL (EL 2)
  This entire area is actually a 20-foot-deep pit, though its
  true nature is entirely concealed by the foul, dank
  water that fills it to the same level as the corridor. Any
  character probing ahead can easily discover the pit
  with a successful DC 10 Search check. Otherwise,
  anyone moving into the alcove must succeed on a DC
  20 Reflex save or immediately fall into the pit. Any
  character submerged in the water is exposed to blind-
  ing sickness (see Standard Dungeon Features) and
  must succeed on a DC 10 Swim check to avoid sinking
  to the bottom.
  10. WATERY ROOM (EL 7)
  As with area 9, the appearance of this chamber is
  deceiving. 
  The stairs lead up out of the water and open directly
  into a corridor. The halls beyond this point are free of
  the brackish water that fills the passages in the previous
  sections of the dungeon. The closed door gives access to
  area 10D (below).
  10A. Ledge
  A narrow ledge runs around the western side of the
  room at the same level as the hallway leading in.
  Because both the ledge and the rest of the floor (area
  10B) are concealed under the opaque water, the dropoff
  cannot be detected without probing. A little more than
  halfway up the west wall, the ledge has a 10-foot gap,
  which is also concealed by the water. 
  10B. Main Floor
  Most of the room’s floor is 15 feet below the ledge. The
  chamber’s two inhabitant lurk in this area, gaining total
  concealment from the foul water, which is tainted like
  that in the rest of this section of the complex (see Stan-
  dard Dungeon Features). 
  Creatures: A sea hag dwells in the water with her
  “pet”—a chuul transformed and disfigured by the
  implantation of an illithid tadpole. In actuality, the line
  between pet and master is not too distinct—both are
  roughly equal in intelligence, and the slime chuul is
  clearly stronger.
  Sea Hag: hp 19; see Monster Manual, page 144.
  Uchuulon: hp 71; see Stormwrack, page 163, and statis-
  tics block (below).
  T a c t i c s : As soon as they detect intruders entering the
  room, the hag and the uchuulon move into position to
  attack. The uchuulon waits near the center of the
  room, while the hag emerges from the water near the
  stairs at the north end, where she stands in full view of
  the PCs, hoping to weaken them with her horrific
  appearance and possibly daze one or more with her evil
  eye. By staying far away, she hopes to bait some of the
  PCs into charging her, which sends them plunging
  into the deep water that fills most of the room and
  leaves them open to attacks from the uchuulon waiting
  below the surface.
  The hag certainly knows that she is weaker and less
  hardy than the chuul, so she tries to avoid melee. She
  The hallway opens into a large, water-filled cham-
  ber. On the opposite side, a flight of wide stairs
  leads up out of the water and out through an arched
  opening. On the east wall is a closed door.
  A large, circular alcove about 10 feet in diameter
  extends out from the right side of the hallway. Its
  floor is covered in the same brackish, calf-deep
  water as the corridor.
  
  1 6
  jumps into deep water if the characters get too close and
  uses her fast swim speed to evade them as long as
  possible. The uchuulon, meanwhile, relishes close
  combat. It uses its paralytic tentacles to drown as many
  characters as possible before feasting on them.
  UCHUULON (SLIME CHUUL)
  CR 6
  CE Large aberration (aquatic)
  I n i t +5; S e n s e s darkvision 60 ft., Listen +10, Spot +10
  AC 20, touch 12, flat-footed 19
  hp 71 (11 HD) 
  Immune poison
  Resist 50% chance to negate critical hits; SR 16
  Fort +5, Ref +4, Will +8
  Speed 20 ft. (4 squares), swim 20 ft.
  Melee claw +11 (2d6+4) or
  Melee 2 claws +11 (2d6+4)
  Space 10 ft.; Reach 5 ft.
  Base Atk +8; Grp +16
  Atk Options constrict 3d6+4, improved grab,
  Blind-Fight, Combat Reflexes
  Special Actions paralytic tentacles
  A b i l i t i e s Str 18, Dex 12, Con 14, Int 10, Wis 12, Cha 3
  SQ amphibious
  Fe a t s Alertness, Blind-Fight, Combat Reflexes,
  Improved Initiative
  S k i l l sHide +11, Jump +2, Listen +10, Spot +10, Swim +12
  Amphibious (Ex): Although uchuulons are aquatic,
  they can survive indefinitely on land.
  Constrict (Ex): An uchuulon deals 3d6+4 points of
  damage with a successful grapple check.
  Improved Grab (Ex): To use this ability, an uchuu-
  lon must hit with a claw attack. It can then
  attempt to start a grapple as a free action with-
  out provoking attacks of opportunity. If it wins
  the grapple check, it establishes a hold and can
  constrict, or on its next turn, transfer a grabbed
  character to its tentacles.
  Paralytic Tentacles (Ex): An uchuulon can transfer
  grabbed targets from a claw to its tentacles as a
  move action. The tentacles grapple with the
  same strength as the claw but deal no damage.
  H o w e v e r, they exude a paralytic secretion.
  Anyone held in the tentacles must succeed on a
  DC 17 Fortitude save each round on the uchuu-
  lon’s turn or be paralyzed for 6 rounds. While
  held in the tentacles, paralyzed or not, a target
  automatically takes 1d8+2 points of damage
  each round from the creature’s mandibles.
  Protective Slime (Ex): The uchuulon exudes a
  transparent mucous that provides a +2
  deflection bonus to its Armor Class. The
  slime suspends and protects the uchuulon’s
  vital organs as well and has a 50% chance of
  negating any critical hit made against the
  c r e a t u r e .
  
  1 7
  10C. Hidden Chamber
  The opening leading to this area is a 5-foot-diameter
  circle in the floor of the room. Like the other features
  of this chamber, it is completely concealed by the
  water. This small area is where the room’s inhabitants
  rest and eat.
  Tre a s u re : The accumulated treasure of the room’s
  inhabitants is scattered about this chamber. Their
  hoard consists of a mithral shirt and a few heaps of
  coins and jewelry (330 gp, 750 sp, and a fine coral ring
  worth 95 gp).
  10D. Empty Room
  The door to this chamber is positioned with its base at
  the same level as the hallway entrance and the ledge
  marked A.
  11. SPINNING PASSAGE (EL 4)
  When the PCs get to a point about 40 feet from this
  area, read or paraphrase the following aloud.
  When the characters are close enough to see through to
  the end of the spinning tunnel, read or paraphrase the
  following additional text.
  Any character who makes a successful DC 15 Spot
  check notices a small arrow slit in the wall at the end of
  the hallway.
  The spinning cylinder is greased with a slippery, flam-
  mable oil that makes traversing the passage extremely
  difficult. As a move action, a character can attempt a DC
  17 Balance check to move at half speed through the
  tunnel, or accept a –5 penalty on the check to move at
  full speed. Failure by less than 5 points indicates that the
  character makes no forward progress with that action;
  failure by 5 or more means the character slips and falls. 
  A character who falls in the tunnel while carrying a
  lit torch ignites the oil, which deals 1d6 points of fire
  damage to each character within the spinning cylinder
  at the time. The oil burns for 2 rounds, dealing the same
  damage to those within the second round.
  Creatures: No creatures dwell within the spinning
  tunnel, but Burket, the guard in area 12, watches it
  through the arrow slit at the end of the hallway. 
  Burket: hp 34; see area 12 for statistics.
  Tactics: As soon as a character enters the last 10 feet of
  the spinning portion, Burket fires a flaming arrow into
  the cylinder, igniting the oil, which burns for 2 rounds,
  dealing 1d6 points of fire damage per round to each
  character within. He then pulls a shutter over the arrow
  slit, warns his werewolf lover Snarla of the intruders,
  and moves to defend the door into area 12.
  12. GUARDPOST (EL 7)
  This chamber serves as a guardpost from which Burket
  can watch over the spinning section of corridor (area 11).
  Other than the candle (which provides shadowy illumi-
  nation in a single square), the room contains no light
  sources. Snarla prefers the darkness, and Burket has
  gotten used to moving around in here without light.
  Cre a t u re s : Burket (a human fighter of limited
  intellect but unquenchable loyalty) and his lover Snarla
  (a werewolf sorcerer) dwell in this chamber and the one
  beyond (area 13). Burket is the latest in a series of para-
  mours that Snarla has brought to the mountain to make
  her service here more palatable.
  In addition to fighting off interlopers, the two are
  charged with ensuring that the uchuulon and the sea
  hag in area 10 remain well fed. Neither of them has
  been past the doors in area 14, so they do not know
  what lies beyond them.
  Burket: hp 34; see statistics block below.
  Snarla: hp 30; see statistics block below.
  Tactics: Burket fights with his bastard sword, protect-
  ing Snarla as best he can so that she can cast spells
  unhindered. Snarla fights in human form until she
  becomes desperate. If Burket is killed or she is caught
  in a very bad situation, she changes to her hybrid form.
  If she can, she also drinks her potion of rage, which gives
  her 6 hit points, a +1 bonus on melee attack rolls (and
  on damage rolls with her claws), a +1 bonus on Will
  saves, and a –2 penalty to her AC for 5 rounds. In hybrid
  form, she cannot cast spells, but she can use her wand,
  which is more effective than her natural weapons. She
  does not use her animal form at all.
  Treasure: In addition to the gear that Burket and
  Snarla carry, the book that lies open on the table has
  some value in the right market. The volume is a tome of
  local history that is of little interest to most, but serious
  scholars or book dealers will pay 20 gp for it. 
  This room is furnished with a plain wooden table
  surrounded by benches. A large candle gutters on
  the table, casting dancing shadows on a large book
  lying open beside it. Another door leads out of the
  room on the opposite side.
  The surfaces of the round tunnel ahead seem to be
  coated with some glistening, wet substance. An
  open space beyond the spinning tunnel section is
  visible, but the passage seems to end there.
  The passageway extends about 40 feet, then nar-
  rows into a cylindrical tunnel that seems to be spin-
  ning slowly.
  
  1 8
  The book may be of interest to the characters for another
  reason, though. Its pages contain a passing reference to the
  trident Wave, which lies in area 17. A character who peruses the
  book after discovering the trident finds the passage after 1d3
  hours of research and learns the item’s history as if she had
  made a successful DC 15 Knowledge (history) check. See the
  description of W a v e in the Appendix for the specific informa-
  tion gained. Learning any more history of the weapon is up to
  the adventurer who wishes to unlock its legacy powers.
  BURKET
  CR 4
  Male human fighter 4
  CE Medium humanoid (human)
  Init +1; Senses Listen +2, Spot +4
  Languages Common
  AC 20, touch 10, flat-footed 20
  hp 34 (4 HD) 
  Fort +6, Ref +2, Will +2
  Spd 20 ft. (4 squares)
  M e l e e masterwork bastard sword +7 (1d10+7/19–20) or
  Ranged masterwork composite longbow (+3 Str
  bonus) +6 (1d8+3/x3)
  Base Atk +4; Grp +7
  Atk Options Power Attack (2 points included in
  bastard sword attack), Cleave, Point Blank Shot
  A b i l i t i e s Str 16, Dex 13, Con 14, Int 8, Wis 12, Cha 10
  Feats CleaveB, Exotic Weapon Proficiency (bastard
  s w o r d )B, Point Blank ShotB, Power Attack,
  Weapon Focus (bastard sword), We a p o n
  Specialization (bastard sword)
  Skills Intimidate +6, Jump –8, Listen +2, Spot +4
  P o s s e s s i o n s masterwork half-plate, +1 heavy steel shield,
  masterwork bastard sword, masterwork compos-
  ite longbow (+3 Str bonus) with 20 arrows
  Hook “Oh, never mind. How about I just kill you?”
  SNARLA (HUMAN FORM)
  CR 6
  Female human werewolf sorcerer 4
  CE Medium humanoid (shapechanger)
  I n i t +6; S e n s e s low-light vision, scent, Listen +6, Spot +4
  Languages Common, Giant
  AC 15, touch 13, flat-footed 13
  hp 30 (6 HD) 
  Fort +5, Ref +6, Will +7
  Spd 30 ft. (6 squares)
  Base Atk +3; Grp +2
  Special Actions alternate form
  Combat Gear potion of rage, wand of scorching ray (+5
  ranged touch; 4d6 fire; 30 charges)
  Sorcerer Spells Known (CL 4th):
  2nd (4/day)—Melf’s acid arrow (+5 ranged touch)
  1st (7/day)—magic missile, shield, slide (DC 13)
  0 (6/day)—detect magic, flare (DC 13), light, mage
  hand, prestidigitation, read magic
  A b i l i t i e s Str 8, Dex 14, Con 12, Int 13, Wis 12, Cha 15
  SQ wolf empathy
  Feats Combat Casting, Improved Initiative, Iron
  WillB, Persuasive, TrackB, Weapon Focus (bite)
  Skills Bluff +11, Concentration +6 (+10 casting
  defensively), Diplomacy +6, Disguise +4 (+6
  acting), Hide +4, Intimidate +6, Listen +6, Move
  Silently +4, Spot +4
  Possessions combat gear plus ring of protection +1
  Hook True to her name, Snarla snarls a lot, what-
  ever form she is in.
  Alternate Form (Su): Snarla can shift into animal
  form as though using the p o l y m o r p h spell on
  herself, though her gear is not affected, she does
  not regain hit points for changing form, and she
  can assume only the form of a wolf. She can also
  assume a bipedal humanoid form with prehensile
  hands and wolflike features. Changing to or from
  animal or hybrid form is a standard action. When
  slain, she reverts to her human form, although
  she remains dead. Separated body parts retain
  their animal forms, however. As a natural lycan-
  thrope, Snarla has full control over this power.
  Wolf Empathy (Ex): In any form, Snarla can commu-
  nicate and empathize with normal or dire wolves.
  Doing so gives her a +4 racial bonus on checks
  when influencing the animal’s attitude and allows
  the communication of simple concepts and (if
  the animal is friendly) commands such as
  “friend,” “foe,” “flee,” and “attack.”
  Snarla (Hybrid Form)
  CR 6
  Female human werewolf sorcerer 4
  CE Medium humanoid (shapechanger)
  I n i t +8; S e n s e s low-light vision, scent, Listen +6, Spot +4
  Languages Common, Giant
  AC 17, touch 15, flat-footed 13
  hp 30 (6 HD); damage reduction 10/silver
  Fort +7, Ref +8, Will +7
  Spd 30 ft. (6 squares)
  Melee claw +3 (1d4) or
  Melee 2 claws +3 (1d4) and
  Melee bite –1 (1d6)
  Base Atk +3; Grp +4
  Atk Options curse of lycanthropy
  Special Actions alternate form
  Combat Gear potion of rage, wand of scorching ray (+7
  ranged touch; 4d6 fire; 30 charges)
  
  1 9
  A b i l i t i e s Str 10, Dex 18, Con 16, Int 13, Wis 12, Cha 15
  SQ wolf empathy
  Feats Combat Casting, Improved Initiative, Iron
  WillB, Persuasive, TrackB, Weapon Focus (bite)
  S k i l l s Bluff +11, Concentration +8 (+12 casting defen-
  sively), Diplomacy +6, Disguise +4 (+6 acting),
  Hide +6, Intimidate +6, Listen +6, Move Silently +6,
  Spot +4
  Possessions combat gear plus ring of protection +1
  Hook True to her name, Snarla snarls a lot, what-
  ever form she is in.
  Alternate Form (Su): Snarla can shift into animal or
  human form as though using the p o l y m o r p h spell on
  herself, though her gear is not affected, she does not
  regain hit points for changing form, and she can
  assume only the form of a wolf or human. Changing
  to or from animal or human form is a standard
  action. When slain, she reverts to her human form,
  although she remains dead. Separated body parts
  retain their animal forms, however. As a natural
  lycanthrope, Snarla has full control over this power.
  Curse of Lycanthropy (Su): Any humanoid or giant
  hit by Snarla’s bite attack in animal or hybrid
  form must succeed on a DC 15 Fortitude save or
  contract lycanthropy. If the victim’s size is not
  within one size category of Snarla’s, it cannot
  contract lycanthropy from her.
  Wolf Empathy (Ex): In any form, Snarla can commu-
  nicate and empathize with normal or dire wolves.
  Doing so gives her a +4 racial bonus on checks
  when influencing the animal’s attitude and allows
  the communication of simple concepts and (if the
  animal is friendly) commands such as “friend,”
  “foe,” “flee,” and “attack.”
  13. SNARLA’S SANCTUM (EL 5)
  Near the start of her service to Keraptis, Snarla made
  the mistake of complaining to the archmage about the
  lack of creature comforts in the dungeons beneath
  White Plume Mountain. This room is the result. 
  To Snarla’s eternal frustration, the beauty of the room is
  a permanent image (caster level 18th) laid over a plain
  stone room furnished with an old straw tick and lit with
  a continual flame spell at each corner. The chest is real,
  but the only food here is a daily plate of trail rations. 
  Anyone interacting with the furnishings in any way
  can attempt a DC 21 Will save to disbelieve the illusion,
  with success revealing the reality of the nearly bare room.
  Snarla has long since made her saving throw, and she now
  lives here in discomfort that is not assuaged in the least by
  the transparent figments overlaid upon the chamber. 
  Trap: The chest in the northwest corner is the only
  object in the room that is as it appears. It is warded with
  a fire trap spell that Snarla cast from a scroll. 
  Fire Trap: CR 5; no attack roll necessary (1d4+7 fire in
  a 5-foot radius); DC 16 Reflex save half; Search DC 29;
  Disable Device DC 29. 
  Treasure: The chest contains a collection of odd
  unguents and ointments in fine stone jars (worth 300
  gp), seven small gemstones (worth 75 gp each), and a
  silver necklace (worth 675 gp). Not coincidentally,
  these items are the raw materials required to perform
  In stark contrast to the outer chamber, this brightly
  lit room is exquisitely decorated. The floor is cov-
  ered with fine woven rugs, and the ceiling bears an
  intricate mosaic depicting a summer sky dotted
  with fleecy clouds. Lush tapestries and shimmering
  curtains mask the walls, giving the room a warmth
  and comfort unlike the rest of the dungeon. In the
  corner opposite the door stands a large bed, lavishly
  covered with fine blankets and cushions. Beside
  the bed is a low table set with a buffet of cakes,
  nuts, and sweets. Across the room sits an oaken
  chest bound in brass.
  pqqqqrs
  SLIDE
  Transmutation
  Level: Sorcerer/Wizard 1
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  You slide the subject along the ground for a distance of
  5 feet in any direction. If the creature is flying or other-
  wise not on the ground, it moves parallel to the ground.
  You can’t slide the subject into a space that is occupied
  by an ally, an enemy, or a solid object. If you attempt to
  do so, the spell automatically ends. You can slide the
  subject fast enough to clear small gaps in the ground,
  such as narrow pits. You cannot slide it up or down, but
  you can slide it over the edge of a cliff or the like.
  This movement does not provoke attacks of
  opportunity.
  This spell is taken from the Miniatures Handbook.
  pqqqqrs
  
  2 0
  the legacy ritual Mastery over the Sea, which unlocks
  the least legacy abilities of the trident Wave. Snarla has
  been researching Wave and knows that it is hidden
  somewhere in the mountain, and she hopes to claim its
  magical secrets for herself.
  14. FLANGED DOORS
  This section of hallway is blocked by three iron doors,
  though only one is visible at a time.
  The three iron doors are spaced 10 feet apart in this
  section of hallway. The north side of each one is
  flanged to prevent any force applied from that direc-
  tion from opening it. These are in fact emergency
  doors intended to prevent the boiling lake (area 15)
  from flooding the dungeon if the magical bubble in
  area 17 should burst.
  The doors are tightly stuck, and each one requires a
  DC 21 Strength check to open from either direction.
  Handles on the north sides of the doors give characters a
  means to pull them open, but the doors are no less stuck.
  Iron Doors: 1 inch thick, hardness 10; 30 hp; AC 5;
  break DC 21; Strength DC 21 to open.
  15. BOILING LAKE
  This “lake” is actually an underground pocket of water
  heated by the activity of the volcano. Water flows into
  the cavern from the west (at the point marked A on the
  map) and is heated nearly to boiling as it comes into
  close proximity to the magma beneath the mountain.
  The heat causes the water to churn wildly, and that
  constant action has carved out this tall cavern over the
  course of many years.
  16. STEAM TUBE
  Water flows out from the water pocket near the top of
  the eastern side of the cavern at the point marked B on
  the map. From there, it cascades down hundreds of feet
  though a series of lava tubes. Some 800 feet below, it
  strikes molten rock and turns instantly to steam, which
  rises up through more lava tubes to the top of the
  volcanic cone, forming the continuous geyser of steam
  that gives White Plume Mountain its name.
  17. LEDGE
  This chamber looks out onto the boiling lake (area 15).
  This stone ledge juts out over the middle of the boiling
  lake, about 50 feet below the ceiling of the cavern and
  100 feet above its floor. The naturally luminous water of
  the lake provides enough light for the PCs to see
  normally throughout the area. 
  A magical membrane of semisolid water forms a
  tunnel and dome that rest atop the ledge, but—as the
  flanged doors at area 14 attest—it offers only scant
  protection against the fury of the boiling flood beyond.
  The membrane has burst before, and it will certainly do
  so again—perhaps within seconds of the PCs’ arrival in
  this room.
  The membrane is soft, resilient, and hot to the touch.
  Area spells or intentional attacks can easily puncture it,
  sending scalding water rushing to fill the available space.
  Membrane Wall: Hardness 3, 3 hit points per 5-
  foot-square section.
  If a character is foolish enough to puncture the
  membrane with a melee weapon, he takes 1d6 points of
  fire damage from the initial spray of hot water (Reflex DC
  This area is uncomfortably hot. Though the rela-
  tively narrow passage seems to open out into a
  weird, wide cavern filled with flickering light, the
  corridor actually continues about 30 feet more
  before opening out into some kind of dome. Its
  walls and ceiling are not formed of stone; they
  appear to be made of luminous water that arches
  upward and meets overhead. The hazy images
  visible through these watery walls suggest that the
  floor of this area is actually a ledge in the middle of
  a gigantic, water-filled cave. Perhaps these strange
  water-walls are all that prevents the water from
  pouring in to flood the dungeon beyond.
  The passage ahead is blocked by a large iron door
  that appears quite thick and strong.
  
  2 1
  18 half), as does every other creature within 5 feet of the
  puncture. After the first spray, the water flows in quickly
  as pressure on the outside of the dome squeezes the air
  out and collapses the membrane. In 1d4+1 rounds, the
  membrane collapses completely, and hot water fills the
  hall as far as the first flanged door in area 14.
  Any character immersed in the water of the boiling
  lake takes 10d6 points of damage per round of contact.
  Creature: The membrane dome is the nest of a
  Huge monstrous crab that guards the legacy weapon
  Wave. The creature stays at least 5 feet from every wall
  of the dome if it possibly can while fighting hard to
  repel any and all intruders.
  Huge Monstrous Crab: hp 107; see Stormwrack, page
  142, and statistics block below.
  Tre a s u re : On the floor at the north end of the
  dome, surrounded by the bones of the monstrous
  crab’s previous meals, is a long, shallow chest. The
  legacy trident W a v e lies within it, as well as a wand of
  ice storm (17 charges) and three large gems (a pair of
  emeralds worth 1,000 gp each and a perfect emerald
  worth 5,000 gp).
  ADVANCED HUGE MONSTROUS CRAB
  CR 8
  N Huge vermin (aquatic)
  Init +0; Senses darkvision 60 ft., low-light vision,
  scent, Listen +0, Spot +4
  AC 22, touch 8, flat-footed 22
  hp 107 (16 HD) 
  Immune mind-affecting effects
  Fort +12, Ref +5, Will +5
  Spd 30 ft. (6 squares)
  Melee claw +18 (2d6+8) or
  Melee 2 claws +18 (2d6+8)
  Space 15 ft.; Reach 15 ft.
  Base Atk +12; Grp +32
  Atk Options constrict 4d6+8, improved grab
  A b i l i t i e s Str 26, Dex 11, Con 14, Int —, Wis 11, Cha 2
  SQ amphibious
  Feats ToughnessB
  Skills Hide –4, Spot +4
  Amphibious (Ex): Although an advanced Huge
  monstrous crab is aquatic, it can survive indefi-
  nitely on land.
  Constrict (Ex): An advanced Huge monstrous crab
  deals damage equal to twice its normal claw
  damage plus its Strength bonus on a successful
  grapple check.
  Improved Grab (Ex): To use this ability, an advanced
  Huge monstrous crab must hit with a claw attack.
  It can then attempt to start a grapple as a free
  action without provoking attacks of opportunity. If
  it wins the grapple check, it establishes a hold and
  can constrict.
  PART 3: BLACKRAZOR
  The western corridor leading away from Etrusca’s
  guardpost gives access to this section of the dungeon.
  18. CONCEALED PIT (EL 2)
  Read or paraphrase the following aloud when the PCs
  start down this corridor.
  Murky water covers the floor of this corridor to a depth
  of 1 foot (see Standard Dungeon Features).
  Trap: The shallow water conceals a 10-foot-long, 10-
  foot-deep, open pit. Any character probing ahead can
  easily discover the pit with a successful DC 10 Search
  check. Otherwise, anyone moving into the alcove must
  succeed on a DC 20 Reflex save or immediately fall into
  the pit. A character submerged in the water is exposed
  to blinding sickness (see Standard Dungeon Features)
  and must succeed on a DC 10 Swim check to avoid sink-
  ing to the bottom. Since this open pit trap cannot be
  disabled, characters must figure out a way to cross it,
  either by swimming (which exposes them to the blind-
  ing sickness) or by some more exotic method.
  Watery Pit Trap: CR 2; mechanical; location trigger; no
  reset required; DC 20 Reflex save avoids; no damage,
  but potential drowning and blinding sickness (see
  above); Search DC 10; Disable Device N/A.
  Treasure: Any character who makes a successful
  DC 10 Search check while examining the bottom of the
  pit finds a rotting corpse wearing a rusted suit of full
  plate armor. A pouch hanging from the corpse’s belt
  still holds 22 gp and a potion of cure moderate wounds.
  19. HEAT TRAP (EL 5)
  This section of corridor is an elaborate trap.
  Murky water covers the floor of this corridor to a depth
  of 1 foot (see Standard Dungeon Features).
  Tr a p : Any metal object passing between the plates on
  either side of the corridor becomes superheated. Anyone
  who moves between the plates while carrying or wearing
  metal items feels extreme discomfort as his gear heats up,
  but he takes no damage during the first round.
  The walls of this water-filled corridor are lined with
  6-foot-square, copper-colored metal plates. 
  The waterlogged corridor stretches ahead. Patches
  of algae and lichen decorate the walls and ceiling.
  
  2 2
  At the start of the second consecutive round spent
  between the metal plates, anyone carrying a metal
  object takes 1d6 points of fire damage (Fort DC 20 half).
  Each round thereafter, the damage dealt increases by
  1d6, up to a maximum of 4d6. Thus, a character carrying
  metal objects takes 2d6 points of fire damage at the start
  of the third round, 3d6 points at the start of the fourth
  round, and 4d6 points at the start of the fifth and each
  subsequent round. The metal items suffer no ill effects
  from this extreme heat.
  Anyone wearing metal armor takes twice the
  amount that a character merely carrying a metal item
  does—that is, 2d6 points the second round, 4d6 the
  third, 6d6 the fourth, and 8d6 the fifth and subsequent
  rounds. Furthermore, starting on the third round, any
  character wearing metal armor must succeed on a DC
  15 Reflex save every round or actually burst into flame
  from the extreme heat (assuming he wears any flam-
  mable clothing), taking an additional 1d6 points of fire
  damage that round and every round thereafter until
  the fire is put out (see Catching on Fire, D u n g e o n
  Master’s Guide, page 303). Dousing the flames in the
  water that fills the lower part of the corridor extin-
  guishes the fire but does not reduce the damage dealt
  by the character’s metal armor or equipment. Further-
  more, this level of contact with the water also exposes
  the character to blinding sickness (see Standard
  Dungeon Features).
  Characters can remove their metal armor and gear
  and drag it through the water to avoid damage. Metal
  gear inside a bag of holding or similar extradimensional
  space is unaffected by the trap, but the items burn
  through a cloth sack or a rope at the start of the second
  round between the plates, or through a leather pack at
  the start of the third round.
  Each pair of plates is considered a separate trap for the
  purpose of disabling it. Anyone attacking or disabling a
  plate is considered to have spent that round between the
  plates and is thus subject to the appropriate damage.
  Heat Trap: CR 5; magic device; location trigger; auto-
  matic reset; cumulative fire damage each round starting
  on second round; Fort DC 20 half; Search DC 20;
  Disable Device DC 25.
  Metal Plates: Hardness 10, 100 hp. Dealing 5 or
  more points of cold damage to a given plate in a single
  round deactivates it for 1 round. The plates can’t be
  removed from the walls.
  20. GHOUL AMBUSH! (EL 5)
  Murky water fills this chamber to a depth of 1 foot (see
  Standard Dungeon Features). A successful DC 20
  Search check reveals a secret door in the southeast
  corner that leads to another waterlogged chamber—
  this one occupied.
  Creatures: A pack of three ghouls led by a ghast
  lurks behind the secret door. 
  Ghouls (3): hp 13 each; Listen +4 (including the adjust-
  ment for sneaking in shallow water); see M o n s t e r
  Manual, page 119.
  G h a s t : hp 29; Listen +4 (including the adjustment for
  sneaking in shallow water); see Monster Manual,page 119.
  Tactics: If the ghouls hear anyone splashing about in
  the main chamber, they immediately move to attack,
  expecting their prey to be weakened (and possibly
  unarmed and unarmored) from the heat trap in area 19.
  Any turned ghoul or ghast retreats back through the
  secret door if possible rather than heading toward the
  heat trap.
  Treasure: Scattered about under the water that fills
  the secret chamber is the ghouls’ treasure hoard (412 sp,
  208 gp, 32 pp, and a potion of lesser restoration). One man-
  hour of work (and a DC 15 Search check) locates half of
  the coinage; a DC 25 Search check finds the remainder
  and the potion.
  21. DRY STAIRS
  This area leads to a dry section of the dungeon.
  The ghouls from area 20 pursue characters who flee in
  this direction, but the undead creatures aren’t willing to
  go through the door onto the landing.
  22. FRICTIONLESS ROOM (EL 6)
  This chamber presents several dangers.
  This chamber appears to be 20 feet wide and 80 feet
  long, with a 20-foot-high ceiling and a door at the far
  end of the north wall. However, the illusory west wall
  hides another 10 feet of length.
  Three specific hazards work together to increase the
  danger level of this room. The harpy concealed at the
  far end (area 22C) sings her captivating song to lure PCs
  toward her, which causes one or more to fall into the
  first pit (area 22A). Those who decide to jump over the
  pit land on the frictionless floor (area 22B) and slide
  The door opens into the eastern end of a long, 20-
  foot-wide chamber. On the same wall at the oppo-
  site end of the room is another door.
  A short flight of stairs leads up out of the water to a
  dry landing. 
  Stairs lead up from the far side of this waterlogged
  room.
  
  2 3
  into the second pit (area 22A). Each of these hazards is
  described in its own section, below.
  22A. Pit Trap
  Each point marked A denotes a 10-foot-wide, 10-foot-
  deep pit trap with poison-smeared blades covering the
  bottom. A cunningly fitted trapdoor, which is triggered
  by the weight of a Small or larger creature, conceals the
  pit from view. A standing character saves normally to
  avoid falling in, but any character who slides onto it
  prone because he has fallen on the frictionless floor (see
  area 22B) takes a –5 penalty on the save.
  Poisoned Blade Pit Trap: CR 3; mechanical; location trig-
  ger; automatic reset; DC 25 Reflex save avoids; 10 ft. deep
  (1d6, fall); pit blades (Atk +10 melee, 1d4 blades per target,
  each dealing 1d4+1 slashing damage plus poison); poison
  (giant wasp poison; injury, DC 18 Fortitude save resists,
  1d6 Dex/1d6 Dex); Search DC 25; Disable Device DC 25.
  22B. Slippery Floor
  The section of floor marked B is nearly frictionless.
  Anyone setting foot in this section of the room must
  make a DC 20 Balance check each round to remain
  standing on the unbelievably slippery floor. Even a
  character who makes a successful check is slowly
  propelled toward the far end of the room by his own
  momentum. 
  A character who lands on this surface after jumping
  over the first pit automatically slides at a rate equal to
  his land speed each round, with the movement occur-
  ring at the start of his turn. Changing direction is
  possible only by pushing off from a wall, so a sliding
  character almost certainly triggers the second pit trap
  (see area 22A).
  22C. Hidden Chamber
  The apparent far wall is actually an illusion—the room
  extends another 10 feet. Behind this illusory wall, in
  area 22C, lives a sadistic harpy.
  Creature: The harpy roosts on a ledge near the ceil-
  ing in the southwest corner of area 22C. She knows
  about the illusory wall and can thus see through it
  normally. She wears a brooch of shielding with 31 hp of
  protection left.
  Harpy: hp 31; see Monster Manual, page 150.
  Tactics: The harpy begins her captivating song as soon
  as at least one character enters the room. Every creature
  within a 300-foot spread (which extends around
  corners) must then succeed on a DC 16 Will save or
  become captivated. A captivated creature walks in the
  direction of the song, taking the most direct route avail-
  able—in this case, into the eastern pit. As soon as the
  pit is discovered, every other affected character may
  attempt a new save against the song because of the
  dangerous route required. 
  The harpy continues her captivating song as long as at
  least one character appears affected. Upon determining
  that she can gain no further benefit from it, she emerges
  from her hiding place and attacks any vulnerable targets
  (such as characters climbing out of pits or lying prone).
  
  2 4
  Balancing characters also make good targets, since a
  balancing character is considered flat-footed unless he
  has at least 5 ranks of Balance, and a character damaged
  while balancing must succeed on another Balance check
  against the same DC to remain standing.
  Treasure: Behind the illusory wall is a scattering of
  bones and treasure, including 149 sp, 29 gp, 3 pp, and a
  divine scroll of cure serious wounds and water breathing.
  23. AIRBORNE STREAM
  The most exotic feature of this room is a stream of water
  elevated above the floor.
  The water fills the entry and exit tunnels to about the
  halfway point, allowing plenty of clearance for raft-
  riders (see below).
  Eight rectangular rafts, each about 5 feet long and 2
  feet wide, lean up against the south wall. Each is large
  enough for a single Medium character or two Small
  characters to ride. 
  Getting the raft into the stream and climbing on
  board requires a move action and a DC 12 Dexterity
  check (or a DC 10 Profession [sailor] check by anyone
  trained in that skill). Once aboard, a character must
  succeed on a DC 5 Balance check at the start of each
  turn to avoid tipping the raft over. Anyone who has
  fallen into the water can exit into the surrounding
  room with a DC 10 Swim check; otherwise he is swept
  along with the current.
  The water flows briskly, moving at a speed of 30 feet
  per round. An occupied raft moves at the start of its
  rider’s turn, after he makes the required Balance check.
  Barring complications, it takes 7 rounds to travel from
  area 23 to area 24 in this manner.
  Wary characters may try to avoid the obvious mode
  of transport. Other options are certainly possible,
  including swimming, water walking, or even flight. The
  DM must adjudicate these attempts as appropriate to
  the situation. Anyone traveling without disturbing the
  water, however, doesn’t alert the inhabitants of area 24.
  24. RIVER ATTACK (EL 8)
  The airborne stream emerges into this room. Read or
  paraphrase the following when the characters enter this
  chamber.
  The stream emerges into a brightly lit room that
  shows signs of occupation. Scattered about the
  floor are five bedrolls, plus packs, clothing, bits of
  food on tin plates, and various other items indicat-
  ing very recent habitation. A pair of rafts leans
  against one wall.
  A stream of water runs through the far side of this room,
  but instead of cascading along quietly through a trough
  in the floor, it hangs suspended in midair a couple of
  feet above the ground. The water enters and leaves the
  room through two narrow tunnels, each about 6 feet in
  diameter, and runs roughly west to east. Several rectan-
  gular platforms lean up against the near wall.
  
  2 5
  The rafts are similar to those in area 23. The light comes
  from everburning torches placed at regular intervals
  beneath the floating river. 
  A locked secret door in the south wall (see area 25)
  leads to the corridor south of area 23. Sir Bluto (see
  below) keeps the only key. He intends to use the
  passage for a quick escape if need be.
  Creatures: Sir Bluto Sans Pite, a fighter/rogue, was
  once a respected Knight of the Realm before his indict-
  ment in the River of Blood mass murder case. After
  escaping from the Royal Prison, this knight-turned-
  fugitive traveled to White Plume Mountain in search of
  riches. Instead, he ran into the minions of Keraptis and
  wound up in the evil wizard’s service. Secretly, Sir Bluto
  plots against Keraptis and plans to take the entire
  compound for himself one day.
  Sir Bluto leads a team of four 1st-level human rogues.
  In addition to their normal weaponry, two of these
  rogues are armed with nets, and the other two have
  longspears.
  Anyone who succeeds on a DC 15 Knowledge (local)
  or Knowledge (nobility and royalty) check recognizes
  Sir Bluto and remembers that a reward of 1,000 gold
  pieces has been offered for his return—dead or alive. 
  Sir Bluto Sans Pite: hp 39; see statistics block below.
  Rogues (4): hp 11; see statistics block below.
  Tactics: If any characters enter this room by raft or by
  swimming the floating stream, the occupants get 2
  rounds of warning from the disturbance of the
  currents, allowing them to move into position. If all the
  characters use another means (such as flying through
  the upper part of the stream tunnel), they have no time
  to prepare.
  Assuming they are prepared, the two rogues toss nets
  over the first characters to enter the room (preferably
  armored PCs). They aren’t proficient with nets, so each
  takes a –4 penalty on the attack roll, but since they need
  only hit a touch AC, great skill isn’t really necessary. The
  rogues hold onto the trailing ropes from the nets, ensur-
  ing that any creature hit is automatically pulled from her
  raft at the start of her next turn. A character removed
  from a raft in this manner falls prone on the floor. The
  other two rogues use their longspears against any raft-
  riders not hit by nets, attempting to upset their balance. 
  Once close combat begins, all four rogues drop their
  held weapons and draw rapiers. They endeavor to flank
  the PCs if possible, using Tumble to move into position.
  Sir Bluto prefers to challenge the toughest-looking
  member of the party. When he is adjacent to a single
  enemy, he uses Improved Feint to render his foe flat-
  footed so that he can deal sneak attack damage. When
  adjacent to more than one foe, he uses Whirlwind
  Attack to strike at all nearby enemies. He uses Spring
  Attack to good measure throughout the fight to move
  into a flanking position and then back to safety. He uses
  Combat Expertise only when faced with foes that are
  particularly easy to hit, or as a delaying tactic. Sir Bluto
  fights until it seems he may not win, then falls back,
  allowing his minions to cover him, while he opens the
  secret door and escapes down the passageway beyond.
  Treasure: The valuables owned by these villains are
  described in the Possessions entries of their stat blocks,
  below. The room also holds a month’s worth of rations
  for five people. They get their water from the stream,
  which magically replenishes itself.
  SIR BLUTO SANS PITE
  CR 6
  Male human fighter 4/rogue 2
  NE Medium humanoid (human)
  Init +2; Senses Listen +8, Spot –1
  Languages Celestial, Common
  AC 22, touch 11, flat-footed 21; Dodge, Mobility
  hp 39 (6 HD)
  Resist evasion
  Fort +5, Ref +6, Will +0
  Spd 30 ft. (6 squares)
  Melee masterwork longsword +10 (1d8+3/19–20)
  Base Atk +5; Grp +8
  Atk Options Combat Expertise (take –2 penalty on
  attack roll for +2 bonus to AC), Improved Fe i n t
  (use move action and Bluff check to render oppo-
  nent flat-footed), sneak attack +1d6, Spring Attack
  (move total of 30 feet before and after attack),
  Whirlwind Attack (make one longsword attack
  against each adjacent enemy as full-round action)
  A b i l i t i e s Str 16, Dex 14, Con 12, Int 13, Wis 8, Cha 10
  SQ trapfinding
  Feats Combat Expertise, DodgeB, Improved Feint,
  M o b i l i t yB, Spring AttackB, Weapon Fo c u s
  (longsword), Whirlwind Attack
  Skills Bluff +9, Diplomacy +5, Disguise +0 (+2
  acting), Handle Animal +7, Intimidate +9, Jump
  +10, Listen +8, Ride +4
  Possessions +1 full plate armor, heavy steel shield,
  masterwork longsword, boots of striding and spring-
  ing, key to area 25, 117 gp
  Hook “You’ll never take me alive, fools!”
  ROGUES (4)
  CR 2
  Male human rogue 2
  NE Medium humanoid (human)
  Init +6; Senses Listen +6, Spot +6
  Languages Common
  AC 15, touch 12, flat-footed 13
  hp 11 (2 HD) 
  
  2 6
  Resist evasion
  Fort +2, Ref +5, Will +1
  Spd 30 ft. (6 squares)
  Melee masterwork rapier +4 (1d6+1/18–20) or 
  Melee masterwork longspear +2 (1d8+1/x3) or
  Ranged Touch masterwork net +0 (no damage)
  Base Atk +1; Grp +2
  Atk Options sneak attack +1d6
  Abilities Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10
  SQ trapfinding
  Feats Improved Initiative, Weapon Finesse
  Skills Balance +4, Climb +6, Hide +7, Jump +8, Listen +6, Move
  Silently +7, Open Lock +7, Spot +6, Tumble +9
  Possessions masterwork studded leather armor, masterwork net
  or masterwork longspear, masterwork rapier, 50 gp
  Hook “It’s like stabbing ducks on a pond, boss!”
  25. SECRET PASSAGE
  This secret passageway leads from the corridor south of
  area 23 to area 25.
  This 5-foot-wide hallway can be accessed only via the
  locked secret doors in area 24 and in the hallway south
  of area 23 (Search DC 25 to find; Open Lock DC 25 to
  open). Sir Bluto carries the only key; none of his goons
  know the door exists.
  26. TERRACES OF DOOM 
  (EL 6 PER TERRACE)
  This room offers a wide variety of challenges.
  This enormous room is constructed as a set of concen-
  tric, rectangular terraces descending in 10-foot incre-
  ments to a floor 40 feet below the entrance. The top
  level (26A) is bare and featureless, but each additional
  step holds hungry creatures bent on devouring the PCs.
  Two of the terraces (26B and 26D) are filled to the brim
  with water, like gigantic tanks. A door leads out from
  the far wall of the bottom level (26E).
  Each terrace is surrounded by a 6-inch-thick wall and
  ceiling made of magically treated iron that has been
  rendered transparent. This arrangement effectively
  turns each terrace into a 10-foot-wide, 10-foot-high
  hallway ringing the chamber. The only access to any
  given terrace is a chute between it and the one above.
  These access points are marked with the lowercase
  letters b, c, d, and e on the map.
  Terrace Wa l l : Hardness 20, 360 hp per 5-foot
  section; break DC 66.
  If the characters somehow manage to breach one
  of the walls holding back water, the emergency
  drains on that level immediately activate, siphoning
  most of the water into underground tanks. Only
  about a third of the water pours through the damaged
  wall, briefly filling the area above the bottom level to
  a depth of about 5 feet. During the next few minutes,
  this water drains into the same storage tanks through
  small wall drains.
  26A. Empty Terrace
  This level contains neither creatures nor points of inter-
  est. At the point marked b is a chute that leads down to
  terrace 26B.
  26B. Ocean Terrace
  This level is entirely filled with water. Any character
  wishing to navigate it must hold his breath or have
  some special ability to survive underwater. See
  Underwater Combat on page 93 in the D u n g e o n
  Master’s Guide for information about how to handle
  combat on this level.
  At the point marked c is a sealed chute that leads
  down to terrace 26C. To open the chute, a character
  must first throw a lever next to its door to drain the
  water from this level into the subterranean holding
  tanks—a process requiring 5 rounds. About 10 minutes
  after the lever is thrown, it resets, sealing the chute and
  refilling the terrace with water.
  Cre a t u re s : Two hammerclaws (see S t o r m w r a c k ,
  page 152) lurk in this area. A hammerclaw is a 10-foot-
  long, lobsterlike, aquatic predator that uses a sonic
  pulse to stun its prey. It has a shell mottled in shades of
  pale purple, blue eyes on stalks, and oversized claws.
  Hammerclaws are vicious and cunning, and they often
  employ surprisingly intelligent tactics. When the PCs
  arrive, the creatures are in randomly determined
  corners of the terrace, but they quickly move to attack
  intruders. 
  Hammerclaws (2): hp 54 each; see Stormwrack, page
  152, and statistics block below.
  Tactics: As soon as a hammerclaw comes within 30
  feet of at least one PC, it uses its sonic pulse in an
  attempt to stun that character. It doesn’t close to melee
  unless its prey appears stunned or unconscious. Any
  hammerclaw reduced to 20 or fewer hp flees combat.
  Unseen light sources illuminate a vast chamber. A
  set of ledges ringing the room creates a stairstep
  effect, with wide ledges leading down into a central
  area about 40 feet below. Strange creatures roam
  around each ledge.
  A narrow, dusty tunnel stretches onward into
  d a r k n e s s .
  
  2 7
  HAMMERCLAW
  CR 4
  NE Large magical beast (aquatic)
  Init +4; Senses darkvision 60 ft., Listen +6, Spot +6
  AC 19, touch 10, flat-footed 19
  hp 54 (6 HD) 
  Resist sonic 10
  Fort +8, Ref +5, Will +5
  Spd 20 ft. (4 squares), swim 20 ft.
  Melee claw +10 (1d6+4) or
  Melee 2 claws +10 (1d6+4)
  Space 10 ft.; Reach 10 ft.
  Base Atk +6; Grp +14
  Atk Options constrict 2d6+4, improved grab
  Special Actions sonic pulse
  A b i l i t i e s Str 19, Dex 10, Con 17, Int 4, Wis 12, Cha 8
  SQ amphibious
  Feats Alertness, Improved Initiative, Iron Will
  Skills Hide +7 (+11 in rocky areas), Jump +8, Listen
  +6, Spot +6, Swim +12
  Amphibious (Ex): Although the hammerclaw is
  aquatic, it can survive indefinitely on land.
  Constrict (Ex): A hammerclaw deals 2d6+4 points
  of damage when it wins a grapple check. 
  Improved Grab (Ex): To use this ability, a hammer-
  claw must hit an opponent of its own size or
  smaller with a claw attack. It can then attempt to
  start a grapple as a free action without provoking
  attacks of opportunity. If it wins the grapple
  check, it establishes a hold and can constrict.
  Sonic Pulse (Su): A hammerclaw can create a
  deadly cone of sonic energy by snapping its
  great claw. This cone has a range of 30 feet. Any
  creature within the area takes 4d6 points of
  sonic damage and is stunned for 1d4 rounds. A
  DC 16 Fortitude save negates the stun and
  halves the damage.
  26C. Desert Terrace
  A thin layer of sand covers the floor of this arid level,
  and desiccated bones lie scattered about. At the point
  marked d is a chute that leads down to terrace 26D.
  Creatures: Three Large monstrous scorpions roam
  this terrace. Though they are not terribly dangerous
  individually, this encounter could quickly become
  deadly if any scorpion succeeds in separating a charac-
  ter from the rest of the group (see Tactics, below). 
  Large Monstrous Scorpions (3): hp 32 each; see Monster
  Manual, page 287.
  Tactics: As soon as any character sets foot on this
  level, the scorpions move to surround the intruders
  and attack from all directions. If a scorpion that has
  managed to grapple a character makes another
  successful grapple check, it pulls its victim 25 feet
  away from the rest of the group as a standard action,
  potentially allowing another scorpion to take its place.
  The scorpions fight to the death.
  26D. Watery Doom Terrace
  The water in this level is only 8 feet deep, so the char-
  acters need not be able to breathe water to move
  through it (though that ability would certainly help).
  Any character who has already fallen victim to the scor-
  pions’ poison is now less capable of holding her breath
  because of her lowered Constitution.
  At the point marked e is a sealed chute that leads
  down to terrace 26E. A lever next to the chute door
  functions exactly like the lever in terrace 26B
  ( a b o v e ) .
  Creatures: Two sea cats swim through this terrace.
  They attack on sight, moving about the terrace to
  surround intruders. A sea cat that is reduced to 20 or
  fewer hit points flees from combat.
  Sea Cats (2): hp 51 each; see Monster Manual, page 220.
  26E. Center Terrace
  The bottom level is completely covered by a transparent
  ceiling of the same magically treated iron that encases
  the upper levels, so that flying visitors cannot bypass
  the rest of the terraces to get here. Read or paraphrase
  the following when the PCs arrive.
  
  2 8
  Several small drains are set into the floor of this
  terrace, and in the far wall is a reinforced wooden door.
  Anyone inspecting it can easily determine that it is
  locked from both sides (Open Lock DC 30), so what-
  ever lurks beyond it is trapped there. No key exists for
  this door.
  Creatures: Two manticores live on this terrace.
  The low ceiling prevents them from using their wings
  to gain their customary advantage over attackers, but
  they remain deadly foes nevertheless. They watch
  intruders moving around the upper levels and move
  into position to unleash volleys of tail spikes as soon as
  the first character drops downs the chute from terrace
  26D. Since they cannot escape this level, the manticores
  fight to the death.
  Manticores (2): hp 57 each; see Monster Manual,
  page 179.
  Ad Hoc XP Adjustment: Reduce the XP award for
  defeating the manticores by 25% to reflect their lack of
  mobility.
  27. LAIR OF QESNEF (EL 8)
  This chamber is the lair of another powerful minion of
  Keraptis.
  The mist is actually a mind fog effect. Any character
  entering the hall must succeed on a DC 17 Will save
  or take a –10 penalty on Wisdom checks and Will
  saves for as long as he remains in the corridor and for
  2d6 rounds thereafter. Don’t tell the players the
  results of their saving throws—simply record the
  success or failure of each character and apply the
  penalty when appropriate (such as when a character
  makes a Listen check at the door, or a Spot or Sense
  Motive check while interacting with the room’s
  inhabitant; see below).
  Like the door from area 26, the one leading into this
  room is locked from both sides (Open Lock DC 30). The
  sound of characters working at the door warns Qesnef
  of their approach if he makes a successful Listen check
  (Listen +10), but he is already in his false identity
  (Fenseq the halfling) when they enter, whether he has
  heard them or not. Once the PCs open the door, read or
  paraphrase the following text.
  A greatsword sized for a Large creature hangs above the
  door, out of sight until someone who has already
  entered looks back. Don’t specifically point out the
  unusual size of the furnishings to the players, but alert
  PCs should find it odd. 
  This illuminated chamber is quite luxurious. Over-
  head is a 15-foot-high, vaulted ceiling decorated
  with scrollwork and mosaics. Thick rugs and cush-
  ions are strewn about the floor, and tapestries cover
  the walls. A sumptuous divan, fully 12 feet long and
  5 feet deep, dominates the center of the room, and a
  6-foot-tall hookah stands in the corner.
  A thin mist fills the hallway. Though it doesn’t
  obstruct vision, it creates a rather eerie atmosphere.
  This terrace is littered with gnawed bones, and
  deep grooves in its stone walls bear silent testi-
  mony to the wrath of some beast that resented its
  confinement.
  
  2 9
  Creature: Qesnef the ogre mage has been living
  here since he lost a wager with Keraptis, and he spends
  most of his time trying to figure out a way to pay back
  the wizard for this indignity. Currently, Qesnef appears
  as a well-to-do halfling. While in this form, he has the
  following adjusted statistics.
  Ogre Mage: hp 37; AC 19, touch 9, flat-footed 19; see
  Monster Manual, page 200.
  Qesnef as Halfling: Spd 20 ft., AC 17, touch 12, flat-
  footed 16; Grp –2; Atk none; Space/Reach 5 ft./5 ft.; SV
  Fort +4, Ref +2; Str 8, Dex 12, Con 10.
  Tactics: Qesnef claims to be a halfling warrior named
  Fenseq who has been held for ransom by the horrible
  wizard Keraptis for several months. Though the ogre
  mage’s Bluff modifier is only +3, and his Disguise modi-
  fier (with the +10 bonus from polymorph) is +13, he’s
  counting on the mind fog effect in the corridor to help
  him put over his ruse. A detect evil spell reveals a faint
  evil aura emanating from Qesnef.
  If possible, Qesnef would prefer to avoid combat.
  He’s perfectly willing to accompany the characters out
  of the dungeon, since doing so would end his confine-
  ment. (Keraptis wasn’t specific enough with his
  commands; he specified only that the ogre mage could
  not leave of his own volition.) If given the opportunity,
  Qesnef might use his charm person ability against an
  unwary PC, but he does so only if he thinks he may
  need an extra friend.
  If his false identity is discovered, Qesnef immedi-
  ately turns invisible and slips away to a safe corner
  (Move Silently +3, including a +2 bonus for the thick
  carpets). On the next round, he uses his slippers of spider
  c l i m b i n g to move to the ceiling. Once there, he uses his
  d a r k n e s s spell-like ability to sow confusion among the
  characters, moving as needed between uses. (Qesnef
  can’t see in magical darkness any better than the PCs
  can, but he figures it’ll keep them guessing.)
  After a few rounds, he dismisses his polymorph effect,
  resumes his normal form, and retrieves his greatsword.
  Only then does he actually attack the characters, either
  using cone of cold against a group or delivering a
  greatsword attack against a single (flat-footed) enemy.
  If reduced to 10 or fewer hp, Qesnef assumes gaseous
  form and, while still cloaked in darkness, slips inside
  his great hookah. Then he simply waits until the PCs
  leave his chamber before returning to physical form.
  Treasure: Qesnef always wears his +1 mithral chain
  shirt (magically treated to resize for any humanoid form
  automatically; treat as +2 mithral armor for value) and
  slippers of spider climbing. His Large greatsword hangs
  above the door when not in use. The various furnish-
  ings in the room are of good quality, but they have no
  special value except for one of the tapestries, which is
  worth 2,500 gp and weighs about 30 lbs. (DC 12
  Appraise check to identify).
  In a mahogany case underneath the divan is the
  greatsword known as Blackrazor (see Appendix for a
  description). Qesnef is a bit afraid of this weapon and
  prefers not to touch it at all.
  DEPARTURE (EL 8)
  If the PCs manage to obtain all three of the stolen
  legacy weapons, Keraptis sends one of his most trusted
  servants (an invisible efreeti named Xonxin) to meet
  them on their way out of the mountain. Since Etrusca is
  no longer here, she cannot ask the PCs to repeat the
  answer to her last riddle, so they are vulnerable to the
  symbol in the corridor from which they are approach-
  ing (and any other symbols they may trigger during the
  encounter).
  Read or paraphrase the following when the charac-
  ters approach area 2 for the final time.
  The figure is actually a permanent image created by the
  efreeti, who can cause it to move up to 40 feet in any
  direction from the center of the intersection. 
  Traps: The four symbols created by the gynosphinx
  are still present, though Xonxin is attuned to them and
  thus immune.
  Creature: In place of Etrusca, an efreeti named
  Xonxin now stands, invisibly, at the crossroads. 
  Efreeti: hp 65; see Monster Manual, page 115. 
  Tactics: Xonxin prefers to wait until the party has
  been affected by one or more of Etrusca’s symbols (and
  preferably wasted some resources attacking the perma-
  nent image) before initiating combat. Once the fight
  begins, he tries to divide the party with a wall of fire,
  The pile of bones that previously blocked this now-
  familiar intersection has been scattered about so
  that only a few blackened fragments poke up out of
  the water. Among these pieces stands a robed
  humanoid figure, its face concealed beneath a shad-
  owy hood.
  “Not thinking of leaving, are you?” the figure
  says in a deep, rich voice. “You’ve been so very
  entertaining that I just couldn’t think of letting you
  go, especially carrying those little collector’s items
  of mine. And since you’ve eliminated all of their
  guardians, you’ll simply have to stay and take their
  places. I’ll have to ask you to leave all of your ridicu-
  lous weapons behind and let my servant Xonxin
  escort you to the Indoctrination Center. I’ll be most
  disappointed if you cause trouble and force Xonxin
  to eliminate you. Don’t worry—you’ll like it here.”
  
  3 0
  then uses his scorching ray (+13 ranged touch) and melee
  attacks against foes within range. Xonxin also likes to
  use pyrotechnics on a fire source (such as a wall of fire) to
  create a smoke cloud. 
  Xonxin fights until reduced to 15 or fewer hp, then
  assumes gaseous form and blends with the smoke cloud
  created by his pyrotechnics (rendering him effectively
  invisible). He doesn’t pursue the party; he simply
  reports back to Keraptis.
  CONCLUDING THE
  ADVENTURE
  If the PCs are defeated, or for some reason decide to
  comply with the request to go to the Indoctrination
  Center, Xonxin appears in his true form, ensures that
  they are unarmed, and leads them into a hidden section of
  the mountain to meet Keraptis. Play out the journey and
  the establishment of their servitude by ear, using your
  imagination and making it up as you go. Feel free to make
  the ramifications of this situation difficult on the party,
  but don’t make it automatically fatal. Perhaps the brain-
  washing Keraptis performs doesn’t quite take on one of
  the PCs, who can then find a way to free his comrades. Or
  maybe a new group of PCs must be dispatched to rescue
  White Plume Mountain’s new inhabitants from their
  captivity. Whatever you decide, make sure the ensuing
  adventures are entertaining and interesting.
  On the other hand, if the characters manage to escape
  White Plume Mountain with the legacy weapon they
  were hired to recover, their employer rewards them
  with a chest containing 10,000 gold pieces. Any addi-
  tional treasures they recover—including the other two
  legacy weapons—are theirs to keep.
  FURTHER ADVENTURES
  Characters who steal from Keraptis draw the ire of this
  mighty and nigh-immortal wizard. Exactly what results
  derive from this antipathy are up to you as DM to
  decide. However, since Keraptis prizes the three legacy
  weapons (though for what purpose or reason is
  anyone’s guess), he might well come looking for them
  again, either via minions or personally.
  APPENDIX: THE LEGACY
  WEAPONS OF WHITE
  PLUME MOUNTAIN
  Each of the special weapons found in White Plume
  Mountain was created using the rules presented in
  Weapons of Legacy. Though each begins play as a +1
  weapon, characters can unlock its special abilities by
  researching its history (a process that requires successful
  Knowledge [history] checks of varying DCs) and
  completing certain rituals. The required checks and ritu-
  als are described in each weapon’s entry. Consult W e a p-
  ons of Legacy for details on how to use this information. 
  If you don’t have Weapons of Legacy, you can simply
  treat each as a +1 weapon with a strange special charac-
  teristic (noted in the description as an omen) and use
  the weapons’ histories to add flavor to your game.
  BLACKRAZOR, SWORD OF SOULS
  Blackrazor is a greatsword that appears to be forged from
  an unknown alloy of steel. It is sheathed in a black scab-
  bard decorated with pieces of cut obsidian.
  No n legacy Game St a t i s t i c s : +1 greatsword; C o s t
  2,350 gp. 
  Omen: When held, Blackrazor shines like a piece of
  the night sky filled with stars. Its wielder hears faint
  whispers whenever it delivers the killing stroke to a
  living creature.
  History
  No living being can positively identify the material
  from which Blackrazor was crafted because the sword
  comes from another reality, now long dead, whose
  physical laws varied from those defining the multiverse
  known to today’s sages and planewalkers. In the dying
  days of that reality, the wizard Keraptis brought the
  weapon out of its native multiverse into his own
  (Knowledge [history] DC 15).
  In truth, Blackrazor’s current form is not its true
  shape. Originally, the greatsword was a living crea-
  ture—a native of the strange multiverse Keraptis
  visited. Through a strange ritual practiced by the
  denizens of that dimension, Keraptis bent first the
  entity’s will, and then its form, until he had the weapon
  he desired (Knowledge [history] DC 20; Domi-
  nating the Blade ritual; see below).
  The rulers of B l a c k r a z o r’s home dimension were
  powerful beings who controlled all known planes of
  existence within their multiverse. Order was absolute—
  entropy and decay of all kinds had been virtually elimi-
  nated. But despite the power these rulers wielded, their
  control eventually faltered, allowing horrible creatures
  to pour forth from forbidden realms into their multi-
  verse and poison all of reality (K n ow ledge [history ]
  DC 25; Opening the Soul ritual; see below).
  In its original state, Blackrazor was not a living being;
  it was a powerful undead creature similar to an atropal
  (see Epic Level Handbook). In fact, the entity known as
  Blackrazor should never have existed—either in our
  reality or its own. It was one of the first horrid creatures
  
  3 1
  to invade that long-lost multiverse, and the rulers of
  that dimension were all too eager to eliminate any
  evidence that their control was not as absolute as they
  would have wished. Thus, they granted Keraptis the
  knowledge to bend the entity into its current form as
  payment for taking it away from their realm forever
  (K n ow ledge [history] DC 30; Ex i le of the
  Damned ritual; see below).
  Legacy Rituals
  The following three rituals are required to unlock all
  the abilities of Blackrazor.
  Dominating the Bl a d e : You must anoint B l a c k-
  r a z o r with special oils to stir its spirit to life temporar-
  ily, then defeat it in a contest of will. To do so, you must
  meditate uninterrupted for 1 minute while holding the
  blade, then make a successful DC 15 Concentration
  check. You can’t take 10 on this check, nor can you
  benefit from any skill modifiers except those derived
  from your own ranks, ability scores, and feats. If you
  fail, you gain one negative level; if you fail by 5 or more
  (or the ritual is interrupted), you gain one negative
  level and must immediately repeat the contest. Any
  failure ruins the materials used to anoint the blade.
  Removing the negative levels 24 hours later requires a
  DC 15 Fortitude save. C o s t : 1,500 gp. Feat Granted: L e a s t
  Legacy (B l a c k r a z o r) .
  Opening the Soul: While wielding Blackrazor,
  you must gain at least two negative levels from a single
  undead foe whose CR equals or exceeds your level. You
  may not remove these negative levels through any
  means other than by succeeding on a Fortitude save as
  normal. Cost: 13,000 gp. Feat Granted: Lesser Legacy
  (Blackrazor).
  Ex i le of the Da m n e d : You must travel to the
  Negative Energy Plane and perform an 8-hour rite to
  attune B l a c k r a z o r to the life-numbing forces of that
  plane. Cost: 40,000 gp. Feat Granted: Greater Legacy
  (B l a c k r a z o r) .
  Table A–1: Blackrazor
  Wielder
  Attack
  Fort Save
  Hit Point
  Level
  Penalty
  Penalty
  Loss
  Ego
  Abilities
  5th
  —
  —
  —
  3
  Sentience,
  least
  6th
  –1
  —
  —
  3
  Mental
  ward +1
  7th
  —
  –1
  2
  4
  +2
  greatsword
  8th
  —
  —
  2
  8
  Sentience,
  minor 
  9th
  —
  –2
  —
  9
  Detect life
  10th
  —
  —
  2
  9
  Souldrink-
  ing 1/day
  11th
  —
  —
  —
  12
  Sentience,
  major
  12th
  –2
  —
  —
  13
  +3
  greatsword
  13th
  —
  —
  —
  15
  Souldrinking
  3/day
  14th
  —
  —
  2
  15
  Mental
  ward +3
  15th
  —
  –3
  —
  15
  —
  16th
  —
  —
  2
  15
  Haste 10
  rounds/day
  17th
  —
  —
  —
  19
  Souldrinking
  (automatic)
  18th
  –3
  —
  —
  21
  +3 vicious
  greatsword
  19th
  —
  —
  —
  21
  Mental ward
  +5
  20th
  —
  –4
  —
  23
  +5 vicious
  greatsword
  
  3 2
  Wielder Requirements
  Fighters and barbarians are the most likely characters to wield
  B l a c k r a z o r ,though its siren song has tempted men and women
  of all professions, from back-alley rogue to noble paladin. Its
  wielder requirements are almost ridiculously simple to meet—
  a character need not even be proficient with the blade to
  unlock its powers.
  Blackrazor Wielder Requirements
  Base attack bonus +3
  Legacy Item Abilities
  All the following are legacy item abilities of Blackrazor.
  Sentience (Ex): Blackrazor’s malign spirit slowly
  awakens as its wielder grows in power.
  Sentience, Least: When you attain 5th level, Blackrazor’s
  malign spirit begins to awaken, and the greatsword
  becomes an intelligent item (Intelligence 13, Wisdom
  10, Charisma 13). Its Ego score begins at 3 and increases
  as noted on Table A–1: Blackrazor. A personality
  conflict occurs any time the wielder attempts to use a
  melee weapon other than B l a c k r a z o r—even against
  undead enemies. B l a c k r a z o r’s alignment is chaotic
  neutral, and it communicates via empathy. Its primary
  emotion is a hungry longing, typically directed at
  powerful living creatures. The greatsword can hear and
  see to a range of 60 feet.
  Sentience, Minor: When you attain 8th level, Blackra-
  zor’s Intelligence and Charisma scores each improve to
  16. It can now communicate telepathically, and it
  speaks Abyssal, Common, Draconic, and Giant. It can
  hear to a range of 60 feet and see to the same range
  using darkvision.
  Sentience, Major: When you attain 11th level, the
  weapon’s sentience is fully awakened. Its Intelligence
  and Charisma scores each improve to 18, and it gains
  the ability to speak Infernal in addition to its other
  languages. It can hear to a range of 120 feet and see to
  the same range using darkvision, and it has blindsense
  with a range of 120 feet.
  Mental Ward (Su): While wielding Blackrazor, you
  gain a bonus on saving throws against mind-affecting
  effects. When you attain 6th level, this bonus is +1, but
  it improves to +3 at 14th level and to +5 at 19th level.
  Detect Life (Sp): While holding Blackrazor, you
  can detect the presence of living creatures three times
  per day by speaking the command word. This ability
  functions like the detect undead spell (caster level 5th),
  except that it reveals only the presence or absence of
  living creatures (along with their number and strength
  of their auras, in later rounds). Lingering auras of living
  creatures are not detected.
  Souldrinking (Su ) : When a hit from B l a c k r a z o r
  reduces a living opponent to 0 or fewer hit points (even
  –10 or below), you may activate a death knell effect
  targeted on that creature as a swift action. The Will save
  DC is 12 + either Blackrazor’s Charisma modifier or
  yours, whichever is higher. If the creature fails its save
  and dies from this effect, its sucked into Blackrazor. Any
  creature slain in this manner can’t be raised from the
  dead by any magic less powerful than miracle, true resur-
  rection, or wish.
  If you mistakenly use this ability on an undead crea-
  ture, it counts as one daily use of the ability, but instead
  of the normal effects, you gain a negative level (the
  Fortitude save to remove this negative level 24 hours
  later is 12 + Blackrazor’s Charisma modifier) and the
  undead creature gains 5 temporary hit points. If a nega-
  tive level bestowed by Blackrazor would cause your total
  negative levels to equal or exceed your Hit Dice, you die
  and your soul is sucked into the blade as if you had been
  slain by its death knell effect.
  You may use this ability once per day at 10th level, or
  three times per day at 13th level. When you attain 17th
  level, this effect automatically occurs whenever an
  opponent is reduced to 0 or fewer hit points by the
  weapon. It requires no activation, and you can’t prevent
  it from occurring, even when using the weapon against
  undead creatures. The benefits gained from multiple
  uses of this ability don’t stack—each later use simply
  replaces any previous effect.
  Haste (Sp): Beginning at 16th level, you may func-
  tion as though affected by a haste spell (caster level 10th)
  for up to 10 rounds each day. Activating or ending this
  effect is a free action, and the duration of the haste effect
  need not be consecutive rounds.
  WAVE
  Wave is a trident whose head is forged of steel with a
  distinctive blue-green sheen. The wooden haft is intri-
  cately carved with fish, twining seaweed, and similar
  aquatic motifs.
  No n legacy Game St a t i s t i c s : +1 trident; C o s t
  2,315 gp. 
  Omen: Anyone who clutches Wave constantly hears a
  sound like that of distant waves washing against some
  unseen shore. With a round of concentration, the
  wielder can sense the distance and direction to the
  nearest body of water of at least pond size.
  History
  According to legend, the trident Wave was forged by
  giants who were imprisoned on the desolate island
  called Thunderforge by agents of an ocean deity
  commonly called the Sea Queen. The first hero to wield
  
  3 3
  it was the half-giant Dravenda, said to be the daughter
  of the Sea Queen herself, who used it in rebellion
  against her mother’s servants and paid for her insolence
  with her life (Knowledge [history] DC 15).
  Dravenda used W a v e in her epic battle with an enor-
  mous crab that was supposedly another of the Sea
  Queen’s offspring (and thus Dravenda’s own half-
  brother). Dravenda fought bravely, but she grew weaker
  and weaker as the battle raged on. Finally, while held in
  the crab’s huge claw, she managed to hurl her trident
  into a gap in the creature’s adamantine plating, killing it
  instantly. Dravenda died in battle the next day, and her
  kin buried W a v e with her (K n ow ledge [history] DC
  20; Ma s t e ry over the Sea ritual; see below).
  Shortly after Dravenda’s death, the notorious wizard
  Keraptis encountered the imprisoned giants of Thun-
  derforge Island and agreed to help them win their free-
  dom. In return for the magical aid he provided, the
  giants exhumed Wave from Dravenda’s tomb and gave
  it to him. Keraptis carried the weapon with him in his
  travels before he eventually settled in the mysterious
  volcano known as White Plume Mountain and disap-
  peared from history.
  Some one hundred years ago, a group of powerful
  heroes calling themselves the Brotherhood of the Tome
  entered the dungeons of White Plume Mountain, fought
  the monsters still living there, and returned in triumph
  with W a v e and assorted other treasures. A ranger named
  Elthan claimed W a v e as his own and carried it during his
  later adventures, long after the Brotherhood of the Tome
  had been disbanded. Eventually, Elthan retired from the
  adventuring life and married, but tragedy struck on his
  wedding day. Shortly after Elthan and his bride boarded
  the A s t e r i a nfor their honeymoon journey, a sudden storm
  struck and the ship foundered. Elthan survived thanks to
  W a v e’s magic, but his new bride drowned—although
  legend says that her spirit somehow joined with the
  figurehead of the ship (K n ow ledge [history] DC 25;
  Raise the Asterian ritual; see below).
  Elthan blamed the Sea Queen for his wife’s death and
  swore an oath of vengeance on the deity. His quest for
  revenge brought him at last to Thunderforge Island, the
  birthplace of W a v e , where he confronted an avatar of the
  Sea Queen herself. The results of that confrontation are
  unknown, but Elthan and W a v e both disappeared.
  Decades later, the trident reappeared in the possession
  of a wealthy collector (K n ow ledge [history] DC 30;
  Re ve rence to the Sea Queen ritual; see below).
  Legacy Rituals
  Three rituals are required to unlock all the abilities 
  of Wave.
  Ma s t e ry over the Se a : You must defeat a creature
  with the aquatic subtype whose Challenge Rating equals
  or exceeds your character level. (The crab in area 17
  could qualify. If the characters defeat it and retrieve W a v e
  from the chest in that room, one of them must pay the
  cost within one day of the crab’s death to gain the bonus
  feat.) C o s t : 1,500 gp. Feat Granted: Least Legacy (W a v e) .
  Raise the Asterian: You must find the wreck of
  the sailing ship Asterian and bring its figurehead above
  the surface of the water. Cost: 13,000 gp. Feat Granted:
  Lesser Legacy (Wave).
  Reverence to the Sea Queen: You must travel to
  the temple of the Sea Queen on Thunderforge Island
  and perform an 8-hour rite in reverence to the deity and
  the host of sea spirits who serve her. Cost: 40,000 gp. Feat
  Granted: Greater Legacy (Wave).
  Table A–2: Wave
  Wielder
  Attack
  Will Save
  Hit Point
  Level
  Penalty
  Penalty
  Loss
  Abilities
  5th
  —
  —
  —
  Warning
  6th
  –1
  —
  —
  —
  7th
  —
  –1
  2
  —
  8th
  —
  —
  2
  Water breathing
  9th
  —
  –2
  —
  —
  10th
  —
  —
  2
  Awakened 
  intelligence
  11th
  —
  —
  —
  +2 trident
  12th
  –2
  —
  —
  —
  13th
  —
  —
  —
  Underwater
  vision
  14th
  —
  —
  2
  —
  15th
  —
  –3
  —
  Aquatic allies
  16th
  —
  —
  2
  +3 trident
  17th
  —
  —
  —
  Fish command
  18th
  –3
  —
  —
  +4 trident
  19th
  —
  —
  —
  Dehydrate
  20th
  —
  –4
  —
  +5 trident
  pqqqqrs
  pqqqqrs
  WHO IS THIS SEA QUEEN?
  The Sea Queen described here is a generic sea deity
  who is important in Wave’s history. You can easily
  replace her with another ocean deity, such as one of
  those presented on page 49 of S t o r m w r a c k , i f
  desired. In a Greyhawk campaign, you might use
  Procan; in the FORGOTTEN REALMS Campaign Setting,
  Umberlee is an obvious choice. In the EBERRON
  Campaign Setting, use the Devourer. In any
  campaign, Eadro, Blibdoolpoolp, and Sekolah are
  also good choices, though you might wish to tweak
  Wave’s abilities to reflect a racial flavor if it is
  connected with any of those deities.
  
  3 4
  Wielder Requirements
  Most wielders of Wave are clerics or druids devoted to
  deities of the sea. Rangers and fighters who follow such
  a deity may also find Wave an attractive weapon.
  Wave Wielder Requirements
  Base attack bonus +2
  Any neutral alignment (NG, LN, N, CN, or NE)
  Legacy Item Abilities
  All the following are legacy item abilities of Wave.
  Warning (Su ) : While wielding W a v e , you can detect
  creatures with the aquatic subtype within 60 feet. Activat-
  ing this ability requires you to concentrate as a standard
  action. When you use W a v e to attack aquatic creatures,
  you ignore any damage reduction they possesses. 
  Water Breathing (Su): Beginning at 8th level,
  you can breathe water freely while holding Wave, as if
  you were continually affected by the water breathing
  spell (caster level 10th).
  Awakened Intelligence (Su): At 10th level, you
  stir Wave’s dormant intellect to wakefulness, and it
  gains the ability to communicate with you telepathi-
  cally. Wave speaks Aquan, Common, Draconic, and
  Kuo-Toan, and it can see to a range of 60 feet using dark-
  vision and hear to the same range. It has Int 16, Wis 10,
  Cha 16, and an Ego score of 10. 
  When you attain 11th level and unlock Wave’s first
  lesser ability, its Ego score increases to 12. When you
  attain 17th level and unlock its greater abilities, its Ego
  increases to 14.
  Underwater Vision (Su): When you attain 13th
  level, you can see underwater five times farther than
  the prevailing water and light conditions would
  normally allow, as if you were wearing a helm of under-
  water action. You can also ignore the miss chance when
  attacking an invisible creature that is in water.
  Aquatic Allies (Sp): At 15th level, you gain the
  ability to call aquatic creatures to your aid as if you had
  cast a summon nature’s ally spell (caster level 11th). Once
  per day, when you hold Wave above your head and call
  out for aid, you can summon an elasmosaurus
  (dinosaur), a Large water elemental, an adult tojanida,
  or an orca whale. 
  If you are using Stormwrack, you can also use this abil-
  ity to summon a single ichthyosaur (dinosaur) or Large
  monstrous crab.
  Fish Command (Sp): At 17th level, you can charm
  monsters with the aquatic subtype as if using the c h a r m
  monster spell (caster level 15th). This ability lets you
  communicate with any charmed creature telepathically.
  Any creature that makes its saving throw is free of your
  control, but it does not approach within 10 feet of the
  trident. This ability is usable three times per day. The
  saving throw DC is 16, or 14 + your Charisma modifier,
  whichever is higher.
  Dehydrate (Sp): At 19th level, you can use horrid
  wilting as the spell (caster level 15th) once per day by
  pointing Wave in the direction of the targets. The save
  DC is 22, or 18 + your Charisma modifier, whichever is
  higher.
  WHELM
  Whelm is a plain, unadorned warhammer with a haft
  made from the golden wood of the gingko tree. When
  the weapon is wielded, its steel head glows with a soft,
  silver-black light. 
  No n legacy Game St a t i s t i c s : +1 warhammer;
  Cost 2,312 gp. 
  O m e n : W h e l m glows more brightly when you
  endeavor to assess items of value—the more valuable
  the item, the brighter the glow. This effect grants you a
  +2 bonus on Appraise checks.
  History
  The hammer known as Whelm appeared most recently
  about twenty years ago in a dwarven community beset
  by ogres, though no report of its creation by those
  dwarves exists. Wielded by a dedicated dwarf soldier
  named Ctenmiir, the weapon proved quite powerful
  against the clan’s enemies. Ctenmiir later left his ances-
  tral home to become an adventurer, and he and the
  weapon promptly disappeared from sight (Knowl-
  edge [history] DC 15).
  Table A–3: Whelm
  Wielder Attack
  Reflex Save Hit Point
  Level
  Penalty Penalty
  Loss
  Ego
  Abilities
  5th
  —
  —
  —
  Sense giants
  6th
  –1
  —
  —
  +1 giant bane
  warhammer
  7th
  —
  –1
  2
  —
  8th
  —
  —
  2
  Locate object
  9th
  —
  –2
  —
  Sense 
  goblinoids
  10th
  —
  —
  2
  Intelligent
  legacy
  11th
  —
  —
  —
  14
  +1 giant and
  goblinoid bane
  warhammer
  12th
  –2
  —
  —
  14
  —
  13th
  —
  —
  —
  15
  +2 giant and
  goblinoid bane
  warhammer
  14th
  —
  —
  2
  15
  —
  15th
  —
  –3
  —
  15
  —
  16th
  —
  —
  2
  16
  +3 giant and
  goblinoid bane
  warhammer
  
  3 5
  Long ago, Dagnal Mightyhammer was a skilled
  weaponsmith of the Dankil clan. She labored at a time
  when her clan had suffered grievous losses from a large
  band of vicious trolls. When her husband and shield-
  mate, Traubon, decided to lead a counterattack against
  the trolls, Dagnal created a mighty warhammer (which
  had no name at the time), putting all her love for her
  husband, her commitment to her clan, and her devo-
  tion to Moradin into it. Traubon and his warriors
  proved victorious, and Dagnal’s weapon was much
  praised. (Knowledge [history] DC 20; Against
  the Giants ritual; see below).
  In the years of prosperity that followed, Dagnal
  imbued the warhammer with the ability to sense gems,
  gold, and other riches, so that it might become a valu-
  able tool in both wartime and peacetime. Many years
  later, the dwarves were threatened by hordes of goblins
  led by bugbears. Dagnal, now an old woman, again
  sought to improve her masterpiece so that it might help
  vanquish the current threat. Traubon, though he was
  old and in less-than-perfect health, insisted on going
  out with the vanguard of the counterattack. The
  dwarves were again victorious, but Traubon was
  mortally wounded in the fight. The weapon was
  returned to the clan with its owner for burial. Over-
  come by grief, Dagnal threw herself on her husband’s
  corpse and promptly died. The two dwarves and the
  weapon were interred together in a single grave. At the
  time, many said that the three had shared one spirit,
  and that Dagnal and Traubon had put so much of them-
  selves into the weapon that it had become much more
  than just steel and wood (Knowledge [history] DC
  25; Against the Goblins ritual; see below).
  Legacy Rituals
  Two rituals are required to unlock all the abilities of
  Whelm.
  Against the Giants: You must knowingly and
  willingly enter an encounter with a creature of the
  giant type in which the EL exceeds your party level by
  1–4 points. The ogre mage encounter (area 27) in White
  Plume Mountain fulfills this qualification. Cost: 1,500 gp;
  Feat Granted: Least Legacy (Whelm).
  Against the Goblins: You must seek out a group
  of goblinoid marauders with 30 or more Hit Dice
  collectively and permanently end their foul existence.
  As part of this act, you must defeat in personal combat a
  hostile creature with the goblinoid subtype and a CR
  that equals or exceeds your character level. Cost: 13,000
  gp; Feat Granted: Lesser Legacy (Whelm).
  Wielder Requirements
  Whelm is a quintessentially dwarven weapon. Barbar-
  ians, fighters, and rangers are the most likely to benefit
  
  3 6
  from its abilities, though militant clerics, especially of
  Moradin, can also be effective wielders.
  Whelm Wielder Requirements
  Dwarf
  Base attack bonus +3
  Weapon proficiency (warhammer)
  Legacy Item Abilities
  All the following are legacy item abilities of Whelm.
  Sense Giants (Sp): Beginning at 6th level, you can
  detect any creature with the giant type within 60 feet, as
  if using the detect evil spell (caster level 5th).
  Locate Object (Sp): Three times per day on
  command, you can use locate object as the spell.
  Sense Goblinoids (Sp): At 8th level, you gain the
  ability to detect any creature with the goblinoid
  subtype within 60 feet, as if using the detect evil spell
  (caster level 5th).
  Intelligent Legacy (Su): When you attain 10th
  level, W h e l m’s sentience awakens (see Intelligent
  Items, Dungeon Master’s Guide, page 268), and it gains the
  ability to communicate with you telepathically. Whelm
  speaks Common, plus Dwarven, Giant, and Goblin, and
  it can see to a range of 60 feet using darkvision and hear
  to the same range. It has Intelligence 16, Wisdom 16,
  and Charisma 10, and its Ego score is as given on Table
  A–3: Whelm.
  ABOUT THE AUTHORS
  The following three designers Developed Lawrence
  Schick’s classic White Plume Mountain adventure for
  D&D v.3.5.
  Andy Collins
  Andy worked on Part 3, the section containing every
  nostalgic D&D fan’s favorite weapon: Blackrazor. Andy
  remembers a fateful moment while playing W h i t e
  Plume Mountain at the age of 12—his party drowned the
  various air-breathing critters in the inverted ziggurat
  room (area 26), and he has wondered ever since if
  anyone ever actually fought them. (Now your players
  will!) He also enjoyed allowing the gynosphinx (area 2)
  to make full use of her symbol spell-like abilities to
  ensure that PCs who refuse to play along with the riddle
  game will regret that choice.
  Gwendolyn Kestrel
  Gwendolyn handled Part 1, the section containing
  Whelm, the giant and goblinoid bane warhammer. When
  revising White Plume Mountain, she decided to strive for
  better balance in area 5, which had at first offered an
  inappropriately high Challenge Rating (because all five
  flesh golems would attack players who chose incor-
  rectly) and reward (because the correct golem didn’t
  just open the door for PCs; it also became their servant).
  She then added some staircases to raise areas 5 and 4
  above the hallway’s level of standing water. In addition,
  Gwendolyn transformed the anachronistic turnstile
  (area 6), which had been universally despised for its
  arbitrariness, into the far more dungeon-appropriate
  mimic portcullis.
  James Wyatt
  James worked on Part 2, home of the crab and fishy
  trident called Wave. Figuring that no one would fall for
  the sexy kelpies that had originally inhabited area 10,
  he chose to recast that encounter as a more straight-up
  fight with some nasty surprises. (Besides, the kelpies in
  Fiend Folio are CR 10.) He found it particularly interest-
  ing that in D&D v.3.5, it’s no longer necessary to create
  such arbitrary rules as, “No one could walk through” the
  spinning cylinder in area 11, or to give a monstrous
  vermin a magic ring to make it immune to mind-affect-
  ing effects. At the same time, James admits to a tiny
  pang of nostalgia for the days when Burket’s statistics
  (area 12) could be summarized as, “AC: 4; 4th-level
  fighter; HP: 18; +1 to hit, +3 damage.” He adds, “I know
  I played the original, because my copy of it has a secret
  door marked between areas 5 and 12. But I have virtu-
  ally no memory of it—I couldn’t even say for sure
  whether I played it or ran it. I would have been 11 years
  old at the time!”
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Mega book pack adventures/Level 06-10/White Plume Mountain.pdf