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d20 System Conversion of:

Dungeon Module S2: White Plume Mountain


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Conversion Notes
This conversion of Dungeon Module S2: White Plume Mountain was made using the revised (3.5) edition DUNGEONS & DRAGONS
rules set. All page references included herein refer to the revised books only.
This conversion includes all the mechanics, creatures and NPCs needed to play this adventure using the revised third edition D&D
rules. It does not convert treasure amounts to conform to the new rules system. As such, the treasure given in most (if not all) of
the encounters is not balanced for the given encounter level. Feel free to omit or substitute any treasure item you feel is
unbalancing or redundant.
Note regarding dispelling DCs: It is assumed Keraptis himself cast most of the spells found in the traps and rooms throughout
White Plume Mountain. Since the original adventure does not provide Keraptis class level(s), the DMGs magic trap formula of
DC = 10 + spell level * 1.5 is used as a substitute for dispelling DCs when needed.

Standard Dungeon Features


Unless stated otherwise, all dungeon corridors are 10 feet high, and are composed of hewn stone (hardness 8, 540 hp/10 ft. section,
Climb DC 22). All doors in White Plume Mountain are 8 ft. by 8 ft., made of oak and bound in iron (hardness 5, 20 hp, break DC
25). The wood is swollen by the innate dampness found in the mountain; so all closed, unlocked doors are considered stuck and
require a Strength check (DC 23) to open.

Key to the Dungeon Level


Wandering Monsters: An encounter occurs on a 1 in 12. Check every 10 minutes. Ogres and bugbears are under the effects of a
permanent charm monster (cannot be dispelled) and as such cannot be persuaded to betray Keraptis.
If an encounter occurs, roll a d6:
1.
2.
3.
4.
5.
6.

(EL 7) Black pudding: hp 115; MONSTER MANUAL p. 201


(EL variable) 1d4+1 bugbears: hp 16 each; MONSTER MANUAL p. 29
(EL 6) 2 gargoyles: hp 37 each; MONSTER MANUAL p. 113
(EL 7) Invisible stalker: hp 52; MONSTER MANUAL p. 160
(EL variable) 1d3 ogres: hp 29 each; MONSTER MANUAL p. 199
(EL 3 or 5) 1d2 wights (70% chance of 1, 30% chance of 2): hp 26; MONSTER MANUAL p. 255

Encounter Areas
1. The water and mud on the floor of the dungeon will cut movement by one-half (x2 movement modifier), impose a 2 penalty
on Move Silently checks, and negate any invisibility effects as long as the individual is in contact with the floor. Any movement
faster than one-half speed requires a successful Balance check (DC 12).
2. The weaker than most wall of force blocking this passage can be dispelled by disintegrate, passwall, or a successful dispel
magic attempt (DC 22). The caster level requirement for dispel magic is not necessary to dispel the wall.
Creature (EL 8): Gynosphinx, hp 52; MONSTER MANUAL p. 233
3. Unless the characters are probing the water or have other means of seeing the floor they will walk through the patch of green
slime covering the floor here without knowing.

Creature (EL 4): Green slime; DUNGEON MASTERS GUIDE p. 76


4. In addition to the magic preventing hold portal, knock, and passwall spells from functioning in this room, a permanent
dimensional lock also prevents teleportation and similar effects in or out. Each globe is 5 feet in diameter. The contents of the
globes are as written in the adventure, except:
Globe #1: (EL 6) 3 folded-up shadows: hp 19 each; MONSTER MANUAL p. 221. You can assume the shadows are taking 10
on a Hide check. This would require a clairvoyance spell ONLY (the spell x-ray vision is not available in Third Edition Dungeons
& Dragons) and a successful Spot check (DC 22) to see the shadows inside the sphere. Otherwise the shadows are not detectable
through the silvered glass to persons on the ground.
Globe #2: Substitute a potion of charm monster for the potion of silver dragon control.
Globe #3: (EL 3) Medium air elemental: hp 26; MONSTER MANUAL p. 96.
Globe #4: Statistics for the ring of flying can be found in Appendix I.
Globe #5: No changes.
Globe #6: (EL 4) Gray ooze: hp 31; MONSTER MANUAL p. 202. The monster fills the entire globe, preventing a
clairvoyance spell from detecting it.
Globe #7: Substitute a wand of hold person (with 1 charge remaining) for the wand of paralyzation.
Globe #8: The ring will say it confers the following powers upon its wearer (as a 17th-level caster): invisibility, haste, flying
as the spell (1/day,), spell turning (10 charges), locate object (6 charges) and one wish. It also acts as a ring of protection +1, and
imparts immunity to mind-affecting spells and effects upon its wearer. If the wish is used, it will appear to work as long as the
individual remains in the room. When the person making the wish leaves the room, the effect of the wish stops and reality reverses
to its state right before the wish was made.
Globe #9: No changes.
5.

Creatures (EL 0 or 12): Flesh golems (5), hp 79 each; MONSTER MANUAL p. 135

6. The turnstile has hardness 10 and 60 hit points. A successful Strength check (DC 25) is required to bend the bars, and a
successful Strength check (DC 28) is required to rip it out.
7. Geyser A spouts once every five rounds. Geyser B spouts once every three rounds. When the geysers erupt, characters
standing on a disk during a geyser eruption must make a Balance check (DC 15) to stay on the disk, subtracting 1 from the DC for
each disk between the character and the erupting geyser. A successful Strength check (DC 10) will add a +2 synergy bonus to the
Balance check. Damage varies as the distance from the geyser. Adjacent disk to a geyser: 5d10 hit points; one away: 4d10, and so
on: 3d10, 2d10, 1d10, 1d6, and 1d4 for anyone in the cavern. Characters may make a Reflex save (DC 20) for half damage. A
character that falls into the mud takes 20d6 damage per round from the boiling mud, and must make a Swim check (DC 15) to stay
afloat.
Any character that survives the geyser eruptions and makes it to the other side of the cavern should be awarded experience for a
CR 4 encounter.
8. The lair of the vampire Ctenmiir. The room has a permanent deeper darkness spell cast on it which affects Ctenmiir. To
compensate he will use his Blind-Fight feat if attacked. A successful Search check (DC 20) will discover the secret niche under
his coffin.
Creature (EL 10): Ctenmiir, hp 55.
Ctenmiir: Male human vampire Ftr8; CR 10; Medium undead (augmented humanoid); HD 8d12+3; hp 55; Init +7; Spd 30 ft.;
AC 19, touch 13, flat-footed 16, (+6 natural, +3 Dex); BAB +8; Grap +14; Atk +14/+9 melee (1d6+6, slam); SA Vampire
attacks; SQ Damage reduction 10/silver and magic, turn resistance +4, vampire traits, undead; AL CE; SV Fort +6, Ref +7,
Will +6; Str 23, Dex 17, Con , Int 12, Wis 14, Cha 12.
Skills & Feats: Bluff +9, Climb +16, Hide +11, Intimidate +12, Jump +14, Listen +13, Move Silently +11, Search +9,
Sense Motive +10, Spot +13; AlertnessB, Blind-Fight, Cleave, Combat ReflexesB, DodgeB, Improved InitiativeB, Iron Will,
Lightning ReflexesB, Mobility, Power Attack, Toughness.
Vampire Attacks: The save DCs for Ctenmiirs dominate and energy drain abilities are both 15.

Possessions: None.
Treasure: The complete stats for Whelm may be found in the DUNGEONS & DRAGONS ARMS & EQUIPMENT GUIDE, page 143.
Substitute a potion of detect thoughts for the potion of ESP and a potion of charm monster for the potion of black dragon control.
9. A Strength check (DC 25) is required to turn the stuck valve at the bottom of the pool (there is enough room so two characters
may try at a time). A character may hold his breath underwater for a number of rounds equal to his Constitution score 1 for every
standard or full round action he takes. An attempt at turning the wheel takes a standard action. If the valve is opened, it will allow
all water in the wet corridors to drain out in 100 minutes.
A successful Search check (DC 30) will find the secret door at the bottom of the pool. A forbiddance spell (if necessary, the
caster level should be made high enough to prevent dispelling) set to keep anyone not Lawful Evil out also protects the secret door
from trespassers. Only Nix and Nox know the password.
10. Stats for the kelpie are included in the Fiend Folio. However, the write-up in Necromancer Games Tome of Horrors is more
compatible with the 1st edition version of this monster, so that is the version used here.
Creatures (EL 6): Kelpies (2), hp 27, 26
Kelpies (2): CR 4; Medium plant (aquatic); HD 5d8+5; hp 27, 26; Init +2; Spd 20 ft.; swim 30 ft.; AC 17, touch 12, flatfooted 15, (+2 Dex, +5 natural); BAB +3; Grap +5; Atk/Full Atk +5 melee touch (grapple); SA Charm, improved grab; SQ
Plant, reshape form, amphibious, telepathy, fire resistance 10; AL NE; SV Fort +5, Ref +3, Will +2; Str 15, Dex 14, Con 13,
Int 8, Wis 13, Cha 17.
Skills & Feats: Hide +5 Listen +7; Alertness
Charm (Su): 1/day as a charm monster cast by a Sor9 (Will save DC 15). If the save fails, the victim believes the
kelpie to be a very beautiful and attractive creature. The kelpie can automatically grapple a charmed foe (no grapple check
required).
Improved Grab (Ex): To use this ability, the kelpie must hit with a melee attack. If it gets a hold it drags its victim
underwater and attempts to drown him (DMG page 304). If the victim is charmed the kelpie automatically starts a grapple
and drowns him. Female creatures are immune to the kelpies charm ability only males are affected. The charm is negated
if the kelpie dies, or if a dispel magic, greater dispelling, miracle, or wish is cast upon the victim.
Reshape Form (Su): A kelpies natural form is that of a mass of dark green seaweed. In addition to its natural form as
a free action it can also assume the shape of a Small or Medium female humanoid, a hippocampus, or a Large green horse. A
Spot check (DC 5) will detect the ruse.
Amphibious (Ex): A kelpie can survive out of the water for 1 hour for every 2 points of Constitution is possesses. After
that time, the kelpie will start to drown.
Telepathy (Su): A kelpie can communicate telepathically with any creature it has touched.
Plant: Immune to mind-influencing spells and effects, poison, sleep, paralysis, stunning, and polymorphing. Not
subject to critical hits.
Note: One or more Swim checks (DC 10) may be required to reach the kelpies underwater lair.
11. Characters entering the 30-foot long cylinder must make a Balance check (DC 17) or risk falling. Movement while walking in
the cylinder is reduced by half (x2 movement modifier).
12. If Burket sees intruders approaching, he will ready an action, and wait until the PCs are halfway through the spinning cylinder
before igniting the oil with a flaming arrow. The ignited oil will cause 1d6 points of damage per round to any characters caught
inside the cylinder. Additionally, any characters trapped inside the cylinder should also roll a Reflex save (DC 15) or catch fire.
The ignited oil will burn out in 2d4 rounds.
Creatures (EL 9+): Burket (Ftr4), hp 30.
Snarla (Wiz7), hp 40.
Trap (EL 3): Explosive runes: CR 3; magical device; touch trigger (opening the spellbook); no attack roll necessary (6d6);
Reflex save DC 19 for half damage; Search DC 28; Disable Device DC 28. Note: Only those within 10 ft. of the explosion get
a Reflex save. The character triggering the explosive runes does not get a saving throw. See the PHB page 228 for more
information on explosive runes.
Burket: Male human Ftr4; CR 4; Medium humanoid (human); HD 4d10+8; hp 30; Init +5; Spd 20 ft. (armor); AC 17, touch
11, flat-footed 16, (+1 Dex, +5 armor, +1 shield); BAB +4; Grap +8; Atk/Full Atk +9 melee (1d8+6/19-20, longsword) or +8
ranged (1d6/x3, shortbow); AL NE; SV Fort +4, Ref +4, Will +2; Str 19, Dex 13, Con 14, Int 11, Wis 13, Cha 10.

Skills & Feats: Climb +3, Intimidate +4, Jump +2, Listen +5, Spot +6; Alertness, Improved Initiative, Lightning Reflexes,
Point Blank Shot, Weapon Focus (longsword), Weapon Specialization (longsword)
Possessions: Chainmail, light steel shield, longsword, shortbow, 1 dozen arrows, oil, flint & steel.
Snarla: Female human Wiz7; CR 9; Medium humanoid (human, shapechanger); HD 7d4+7 plus 2d8+6; hp 40; Init +2
(human form), +4 (hybrid & wolf form); Spd 30 ft. (human & hybrid form), 50 ft. (wolf form); AC 14, touch 12, flat-footed
12, (+2 Dex, +2 natural; human form) or AC 18, touch 14, flat-footed 14, (+4 Dex, +4 natural; wolf & hybrid form); BAB +4;
Grap +4 (human form), +5 (wolf & hybrid form) ; Atk +6 melee (1d6+1, bite) [wolf form] or +5 melee (1d4+1, claw) [hybrid
form]; Full Atk +6 melee (1d6+1, bite) [wolf form] or +5 melee (1d4+1, 2 claws) and +1 melee (1d6, bite) [hybrid form]; SA
Curse of lycanthropy (wolf & hybrid forms only), trip (wolf form only); SQ Alternate form, wolf empathy, low-light vision,
scent, damage reduction 10/silver (wolf & hybrid forms only), summon familiar; AL CE; SV Fort +6, Ref +7, Will +9
(human) or Fort +8, Ref +9, Will +7 (wolf & hybrid form); Str 11, Dex 14, Con 13, Int 17, Wis 14, Cha 12 (+2 Str, +4 Dex, +4
Con in wolf or hybrid form).
Skills & Feats: Concentration +11, Decipher Script +11, Hide +7, Knowledge (arcana) +13, Listen +7, Move Silently +7,
Spellcraft +13, Spot +7, Survival +6; Combat Casting, Heighten Spell, Iron WillB, Quicken Spell, Scribe Scroll, TrackB,
Weapon Focus (bite)
Spells Prepared (4/5/4/3/1; save DC = 13 + spell level): 0 daze, flare, ray of frost, touch of fatigue; 1st burning
hands, mage armor, magic missile, protection from good, shield; 2nd blur, scare, Tashas hideous laughter, web; 3rd dispel
magic, haste, stinking cloud; 4th - fear
Possessions: Robe.
13. The bed and food in this room are disguised by two permanent image spells (Will save DC 24 if interacted with, caster level
11th). If the chest is not opened while uttering the command word, a stinking cloud will fill the room as soon as the lid is lifted.
Trap (EL 5): Stinking cloud trap: CR 5; magic device, proximity trigger (opening the chest); no reset; spell effect (stinking
cloud, 7th-level wizard, DC 19 Fort save negates); Search DC 28; Disable Device DC 28.
Treasure: Omit the electrum pieces listed or substitute silver pieces, or add the electrum total to the gold pieces awarded.
14. Each of the three metal safety doors are three inches thick and have a hardness rating of 10 and 90 hit points. Stuck and
break DCs are 28.
15. No changes.
16. No changes.
17. The skin protecting the ledge has 10 hit points/10 ft. section. Any damage to the skin that deals less than 10 hit points will
cause a small rip, through which a stream of scalding water will flow into the corridor. Any character within 5 ft. of a hole must
make a Reflex save (DC 20) or take 1d6 points of damage from the scalding water. Damage to the bubble in excess of 10 hit
points will cause the collapse of the skin in 1d6 rounds. All characters present on the ledge will take 1d6 points of damage per
round from the scalding water rushing into the corridor (Reflex save DC 20 for half damage). If the corridor fills with water, all
characters present will take 20d6 points of damage per round, and run the risk of drowning.
Characters using ranged weapons may take a 4 penalty to their attack roll (as firing into a melee, PHB page 140) to insure a miss
does not rupture the wall. Characters in melee adjacent to the bubble who miss their target by more than 5 will hit the wall. A
character may check his swing (-4 penalty to attack) to avoid rupturing the bubble.
Creature (EL 6): Large monstrous crab, hp 127
Large Monstrous Crab: CR 6; Large vermin; HD 15d8+60; hp 127; Init +0; Spd 40 ft.; AC 16, touch 9, flat-footed 16, (-1
size, +7 natural); BAB +11; Grap +20; Atk +15 melee (1d6+7, claw); Full Atk +15 melee (1d6+7, 2 claws); Space/Reach 10
ft./10 ft.; SA Improved grab, constrict 1d6+7; SQ Darkvision 60 ft., vermin; AL N; SV Fort +13, Ref +5, Will +5; Str 21, Dex
10, Con 18, Int , Wis 10, Cha 2.
Skills: Hide +14, Spot +12
Improved Grab (Ex): To use this ability, the monstrous crab must hit with a claw attack. It can then attempt to start a
grapple as a free action without provoking an attack of opportunity. If it wins the ensuing grapple check, it establishes a hold
and it can constrict.
Constrict (Ex): A monstrous crab deals 1d6+7 points of damage with a successful grapple check.
Vermin: Immune to mind-influencing spells and effects (charms, compulsions, phantasms, patterns, and morale
effects).

Treasure: The complete stats for Wave are included in the DUNGEONS & DRAGONS ARMS & EQUIPMENT GUIDE, page 143.
Substitute a ring of darkvision (see Appendix I) for the ring of infravision, and a wand of ice storm for the wand of frost. Stats
for the luckstone may be found on page 267 in the DMG.
18. The water here is sufficiently murky to ensure that the only way to detect the pit is by prodding or feeling the floor ahead.
Characters falling into the pit must make a successful Swim check (DC 10) to stay afloat. Characters that fail their swim check
begin to drown.
Trap (EL 1): Camouflaged pit trap: CR 1; mechanical; no trigger; no reset; DC 20 Reflex save avoids; 10 ft. deep (special);
Search special; Disable Device n/a.
19. A series of copper-colored metal plates lines the walls of this corridor. The plates are six feet high and six feet wide, and
cannot be damaged or removed. They set up an induction field that causes metal objects passing between them to become superheated. The field extends from floor to ceiling, and cannot be ducked under. Metal will become uncomfortably warm after
moving 20 feet into the field, painfully hot after thirty feet and hot enough to damage at forty feet and beyond. This includes
armor, weapons, treasure, gold teeth, even magic-users daggers. A creature in metal armor passing through this corridor would
take damage as follows: 1d8 hit points at 40 feet, 2d8 at 50 feet, 3d10 at 60 feet, and 4d10 at 70 feet. Characters not carrying
metal will feel only slight discomfort when passing between the plates. Metal carried in wrappings of cloth will burn through by
the 50-ft. mark, and it will similarly burn through leather by 60-ft. If necessary, magic armor and weapons may make a Willpower
save (DC 18) for half damage. Those protected by fire resistance will take damage minus the protective item or spells resistance
value. Creatures immune to fire take no damage in the field. Characters wearing metal armor may have no other recourse than to
remove their armor, drag, push, or use a Tensers floating disk to get their armor and weapons through the corridor, and then suit up
(see Getting into and out of Armor", PHB page 123). Armor pulled through the corridor by ropes will probably heat up enough to
burn through them at about 60 feet; leaving a pile of hot metal laying in the water. The only sovereign remedies for this dilemma
are the cone of cold or ice storm spells, which will nullify the effect long enough for a party to dash through.
Characters who make it through the corridor should be awarded experience for a CR 4 encounter.
20. The ghouls do not wear amulets that protect them from being turned or rebuked by clerics or paladins.
Creatures (EL 6): Ghouls (8), hp 10 each; MONSTER MANUAL p. 119.
21. No changes.
22. A series of permanent antimagic fields in this room prevent characters from using any magic to cross the room. Due to the
frictionless characteristic of this room, a Reflex save will not prevent characters from falling into the pits. The pits are open, 10-ft
deep, and the bottoms are lined with filthy, rusty razor-like spikes. Characters wounded by the spikes must succeed at a Fortitude
save or contract filth fever (DMG page 292). The dotted line at C is an illusory wall (Will save DC 16 if interacted with). Any
object that interacts with it will pass through and seem to disappear.
Traps (EL 5): Open spiked pit traps (2): CR 3; mechanical; no trigger; no reset; no save; 10 ft. deep (1d6, fall); pit spikes (Atk
+10 melee, 1d4 spikes per target for 1d4+2 each); disease (Filth fever, DC 12 Fortitude save resists, 1d3 days incubation, 1d3
Dex/1d3 Con); Search n/a; Disable Device n/a.
23. Any one attempting to walk through the stream must succeed at a Strength check (DC 15) or be swept off his feet and carried
downstream. In addition to the kayaks provided, characters may attempt to swim in the stream with a successful Swim check (DC
15). A swimming character or a kayak will be carried downstream by the streams current at the rate of 30 ft./round.
If the Dungeon Master has access to the DUNGEONS & DRAGONS ARMS & EQUIPMENT GUIDE and wishes to use the vehicle rules
included, stats for the kayaks are as follows:
2-Man Kayak: Large vehicle; Profession (sailor) +0; Spd paddle 20 ft. (nautical good); Overall hp 10 (hardness 2); Overall
AC 4; Ram ; Space 5 ft. by 10 ft. (draft 1 ft.); Crew 2; Cargo 150 lbs.; Cost n/a.
24. As each kayak or swimming character emerges from the tunnel, Sir Blutos men will attempt a ranged touch attack (against
AC 4 if the characters are in the kayaks) to throw a net over him or her and drag him or her out of the steam onto the floor. Each
group of four has one net each.
Creatures (EL 12):Henchmen (Ftr4)(8), hp 30 each
Sir Bluto Sans Pite (Ftr10), hp 70

Henchmen (8): Male human Ftr4; CR 4; Medium humanoid (human); HD 4d10+8; hp 30; Init +5; Spd 20 ft. (armor); AC 16,
touch 10, flat-footed 16, (+0 Dex, +6 armor); BAB +4; Grap +7; Atk/Full Atk +8 melee (1d8+5/19-20, longsword) or +5
ranged touch (special, net); AL NE; SV Fort +6, Ref +4, Will +2; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Skills & Feats: Climb -1, Intimidate +4, Jump +1, Listen +3, Spot +3; Cleave, Improved Initiative, Lightning Reflexes,
Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword)
Possessions: Splint mail, longsword, net
Sir Bluto Sans Pite: Male human Ftr10; CR 10; Medium humanoid (human); HD 10d10+20; hp 70; Init +5; Spd 20 ft.
(armor); AC 24, touch 11, flat-footed 23 (+1 Dex, +10 armor, +3 shield); BAB +10; Grap +15; Atk +17 melee (1d8+7/17-20,
longsword); Full Atk +17/+12 melee (1d8+6/17-20, longsword) or +11 ranged; AL NE; SV Fort +9, Ref +6, Will +6; Str 21,
Dex 13, Con 15, Int 12, Wis 13, Cha 11.
Skills & Feats: Climb +9, Intimidate +10, Jump +7, Listen +7, Spot +7; Cleave, Dodge, Great Cleave, Greater Weapon
Focus (longsword), Improved Critical (longsword), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon
Focus (longsword), Weapon Specialization (longsword)
Possessions: +2 full plate, +1 heavy steel shield, longsword, magic key (to secret doors in room 25.), boots of striding
and springing.
25. No changes.
26. When characters enter this room through the north door, they will be 40 feet above and 40 feet away from the floor in the
center. The enclosures were made using 2-inch thick magically treated glass (hardness 2; 40 hp). The glass may be broken with
any conventional weapon or spell, provided it does enough damage. If the glass is broken, the wall of force will drop and cover the
door leading to room 27. If the wall of force is compromised, water will rush into the corridor leading to room 27. and begin to
drain out through a grating in the floor. It will take 20 minutes for all the water to drain out through the grate. If the safe is opened
without first disabling the trap, a sympathetic vibration effect begins (as the spell) and will deal damage to the walls for 17 rounds.
A successful Search check (DC 31) will find the trap and a successful Open Lock check (DC 30) will open the safe.
Trap (EL 5): Sympathetic Vibration Trap: CR 5; magic device; touch trigger (opening the safe); no reset; spell effect
(sympathetic vibration, 17th-level bard, 2d10 damage/round for 17 rounds glass walls only); Search DC 31; Disable Device
DC 31.
Creatures (EL 12):
Monstrous crayfish (6), hp 23 each.
Large monstrous scorpions (6), hp 25 each; MONSTER MANUAL p. 287.
Sea cats (4), hp 50 each; MONSTER MANUAL p. 220.
Manticores (3), hp 55 each; MONSTER MANUAL p. 179.
Monstrous crayfish (6): CR 3; Large vermin (aquatic); HD 4d8+8; hp 23 each; Init +0; Spd 20 ft., swim 40 ft.; AC 15, touch
9, flat-footed 15, (-1 size, +6 natural); BAB +3; Grap +10; Atk +5 melee (1d6+3/19-20, claw); Full Atk +5 melee (1d6+3/1920, 2 claws); Space/Reach 10 ft./10 ft.; SA Improved grab, constrict 1d6+3; SQ Darkvision 60 ft., vermin; AL N; SV Fort +6,
Ref +1, Will +1; Str 16, Dex 10, Con 14, Int , Wis 10, Cha 2.
Skills & Feats: Hide +6, Spot +10; Improved Critical (claw)
Improved Grab (Ex): To use this ability, the monstrous crayfish must hit a Medium or smaller opponent with a claw
attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the ensuing
grapple check, it establishes a hold and it can constrict.
Constrict (Ex): A monstrous crab deals 1d6+3 points of damage with a successful grapple check.
Vermin: Immune to mind-influencing spells and effects (charms, compulsions, phantasms, patterns, and morale
effects).
27. Qesnef wears a ring of protection, +3 which gives him AC 21. Statistics for the ring of mirror images may be found in
Appendix I.
Creature (EL 8): Qesnef, hp 37; MONSTER MANUAL p. 200
Treasure: The complete third edition stats for Blackrazor may be found in the DUNGEONS & DRAGONS ARMS & EQUIPMENT
GUIDE, page 141. Either omit or substitute the electrum pieces awarded for gold or silver. Substitute a potion of cure moderate
wounds for the potion of healing. Statistics for the armor of vulnerability are included in Appendix I.
End Note: The wall of force that returns at area 2 may be dispelled as the first one.
Creatures (EL 10):Efreeti (2), hp 65, 61; MONSTER MANUAL p. 114

Appendix I: New Magic Items


Armor of Vulnerability: This armor appears to be a suit of +2 full plate, but when worn it actually confers a -2 armor penalty to
Armor Class. If an opponent strikes the wearer with an unmodified attack roll of 20, the armor will fall to pieces on the spot.
Moderate abjuration; CL 7th; Craft Magic Arms & Armor, bestow curse, shatter; Price 1,600 gp
Ring of Darkvision: When worn, this ring grants its possessor 60 ft. darkvision as the spell darkvision.
Faint transmutation; CL 3rd; Forge Ring, darkvision; Price 12,000 gp.
Ring of Mirror Images: 1/day, when the command word is spoken, 1d4+1 mirror images of the rings wearer appear as the spell
mirror image.
Faint illusion; CL 3rd; Forge Ring, mirror image; Price 2,160 gp.
Ring of Flying: This ring allows its wearer to fly 3 times per day for 5 minutes per flight (as winged boots).
Faint transmutation; CL 5th; Forge Ring, fly; Price 18,750 gp.

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Product Identity per Section 1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
2003 Wizards of the Coast, Inc.
Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST Product Identity including proper names and product titles is hereby permitted exclusively via
this ESD Conversion Agreement. A current version of this policy can be obtained at:
http://www.wizards.com/d20/conversionpolicy.asp.
The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most
recently published version of that policy, and with the Open Game License, and with the d20 System Trademark License. If you
wish to redistribute any portion of this document containing Wizards Product Identity, you must also agree to the terms of the
current ESD Conversion Agreement.
To obtain a digital copy of the original source material this conversion is derived from, please link to:
http://www.rpgnow.com/product_info.php?products_id=1096&

OPEN GAME LICENSE Version 1.0a


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All
Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content;
(b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer
languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form
in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell,
broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the
methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an
enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means
any work covered by this License, including translations and derivative works under copyright law, but specifically excludes
Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress;
artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols,
designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio
representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special
abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or

graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the
Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign,
motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open
Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and
otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content
may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No
terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may
be applied to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide,
royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that
Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of
the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title,
the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you
Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as
expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to
indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing
Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or
Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of
that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in
and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are
distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any
authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version
of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor
unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of
the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material
so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach
within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
Dungeon Module S2: White Plume Mountain, 1979 Wizards of the Coast, Inc.
d20 System Conversion of Dungeon Module S2: White Plume Mountain, 2003 Mike Robilotti.