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Quiz about White Plume Mountain
Quiz about White Plume Mountain

White Plume Mountain Trivia Quiz


A quiz on the classic Advanced Dungeons and Dragons role playing adventure by Lawrence Schick.

A multiple-choice quiz by quogequox. Estimated time: 6 mins.
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Author
quogequox
Time
6 mins
Type
Multiple Choice
Quiz #
270,319
Updated
Dec 03 21
# Qns
10
Difficulty
Average
Avg Score
6 / 10
Plays
282
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Question 1 of 10
1. According to the map which of these features is found in the area surrounding White Plume Mountain? Hint


Question 2 of 10
2. After descending into the dungeons within the mountain the adventurers meet a Sphinx. He allows the characters to pass if they manage to solve the following riddle.
"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: (Two Words)
Question 3 of 10
3. Deeper into the dungeon the party come into a room containing five golems. Flesh golems to be precise. Each one is marked with a number on its chest. One of the golems speaks when the adventurers enter the room, saying "One of us does not belong with the others. If you can pick it out, it will serve you and the others will allow you passage. If you pick the wrong one, we will kill you. You have 60 seconds."
The numbers on the golems are as follows 5, 7, 9, 11, 13. Which is the odd one out?

Answer: (Numerical form)
Question 4 of 10
4. The adventurers will eventually find their way to a platform halfway up the wall of a vast cavern. At its base is a pool of boiling mud from which two geysers erupt spasmodically. The creator of this dungeon has left a way to get across the cavern, dangerous though it may be. What is that way? Hint


Question 5 of 10
5. One of the dungeon's passageways ends in a vast cavern filled with boiling water. A ledge that leads into the cavern is covered by a magical elastic skin, a thin barrier between the players and a quick but painful death. At the end of the ledge is a large chest, no doubt filled with loot. What enormous creature stands between the chest and any intrepid adventurers? Hint


Question 6 of 10
6. A long passageway is covered in metal plates. As a group of adventurers pass these plates all metal objects begin to heat up. At first it is merely discomforting but the further along the passage the party ventures the hotter metals grow. Metal grows so hot in fact that armour must be removed and somehow moved along the passageway. Where the metal plates end so does the heat and a room opens. A convenient place to put armour back on. At least it would be except a pack of what kind of monster is waiting to take advantage of unarmoured adventurers? Hint


Question 7 of 10
7. The party will eventually come to a room with two large pits filled with rusty blades at either end. It seems a small matter of leaping over the pits and continuing on, however, what is it about this room that makes progress a little more difficult? Hint


Question 8 of 10
8. The adventurers must battle their way past a series of tiers, each one holding a different type of hungry monster, Giant crayfish, Giant scorpions, Sea Lions and finally Manitcores. If they succeed they may find themselves in the comfortable room of a tiny halfling, he claims to be held prisoner, but in reality he is what kind of creature? Hint


Question 9 of 10
9. Three powerful magical weapons are what lure adventurers to White Plume Mountain. Which of these is NOT one of them? Hint


Question 10 of 10
10. What is the name of the wizard who constructed the dungeon within White Plume Mountain and taunted adventurers to come looking for the weapons he has stolen? Hint



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Quiz Answer Key and Fun Facts
1. According to the map which of these features is found in the area surrounding White Plume Mountain?

Answer: The Hut of Thingizzard

The map, drawn by Erol Otus, also features the lair of Dragotha The Undead Dragon, "Where fabulous riches and hideous death await.", The Great Swamp and the location of Dead Gnolls Eye Socket, a good place for adventurers to leave supplies and livestock.
2. After descending into the dungeons within the mountain the adventurers meet a Sphinx. He allows the characters to pass if they manage to solve the following riddle. "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

The sphinx has blocked the way with a Wall of Force and if the adventurers somehow destroy the wall he attacks. If they solve the riddle he allows them on their way.
3. Deeper into the dungeon the party come into a room containing five golems. Flesh golems to be precise. Each one is marked with a number on its chest. One of the golems speaks when the adventurers enter the room, saying "One of us does not belong with the others. If you can pick it out, it will serve you and the others will allow you passage. If you pick the wrong one, we will kill you. You have 60 seconds." The numbers on the golems are as follows 5, 7, 9, 11, 13. Which is the odd one out?

Answer: 9

Nine is the only number that is not a prime. Though they have little defence Flesh Golems can inflict serious damage. Fortunately for the less mathematically able adventurers, these golems are of inferior quality and take full damage from magical fire and cold attacks.
4. The adventurers will eventually find their way to a platform halfway up the wall of a vast cavern. At its base is a pool of boiling mud from which two geysers erupt spasmodically. The creator of this dungeon has left a way to get across the cavern, dangerous though it may be. What is that way?

Answer: Suspended wooden discs

A series of wooden discs hang by chains from the cavern's ceiling. Though they provide a path across the cavern players must be careful to avoid being struck by the two geysers. One of which erupts every five minutes and the other every three minutes. Depending on the strength of the character and how far from the geyser they are when it erupts they may be swept into the bubbling mud below and suffer a horrible death or take only 1-4 hit points of damage.
5. One of the dungeon's passageways ends in a vast cavern filled with boiling water. A ledge that leads into the cavern is covered by a magical elastic skin, a thin barrier between the players and a quick but painful death. At the end of the ledge is a large chest, no doubt filled with loot. What enormous creature stands between the chest and any intrepid adventurers?

Answer: A Giant Crab

The Giant Crab is enormous even for its own kind. It has been handed additional defensive abilities due to a magical copper band it wears on one of its legs, protecting it from any mind controlling magic. Adventurers must battle past this giant beast but avoid damaging the magical skin and bringing thousands of tons of boiling water down upon themselves.
6. A long passageway is covered in metal plates. As a group of adventurers pass these plates all metal objects begin to heat up. At first it is merely discomforting but the further along the passage the party ventures the hotter metals grow. Metal grows so hot in fact that armour must be removed and somehow moved along the passageway. Where the metal plates end so does the heat and a room opens. A convenient place to put armour back on. At least it would be except a pack of what kind of monster is waiting to take advantage of unarmoured adventurers?

Answer: Ghouls

Any character who attempts to pass along the passage without removing armour could face close to 100 hit point worth of damage. Metal objects get so hot that they burn through rope and leather, suggesting some form of magical assistance might be required. Eight ghouls wait beyond the metal plates. They wear magical amulets that protect them from any clerical turning.
7. The party will eventually come to a room with two large pits filled with rusty blades at either end. It seems a small matter of leaping over the pits and continuing on, however, what is it about this room that makes progress a little more difficult?

Answer: All its surfaces are frictionless

All the surfaces are completly frictionless within the room. Anyone entering will simply continue to move with the impetus that got them in the room until eventually they slide into one of the two pits. The blades of which are also contaminated and may well give any player cut by them a fatal case of "super-tetanus". Magic-users will also discover that flying and levitating spells do not work within the room. Crossing the room will require some lateral thinking from the players.
8. The adventurers must battle their way past a series of tiers, each one holding a different type of hungry monster, Giant crayfish, Giant scorpions, Sea Lions and finally Manitcores. If they succeed they may find themselves in the comfortable room of a tiny halfling, he claims to be held prisoner, but in reality he is what kind of creature?

Answer: Ogre Mage

The halfling is in reality Qesnef, an Ogre Mage of particularly solid build. He lost a bet with the maker of the dungeon and must guard its treasure for 1001 years.
9. Three powerful magical weapons are what lure adventurers to White Plume Mountain. Which of these is NOT one of them?

Answer: Heartshard

The three weapons that the wizard Keraptis has stolen and hidden within his volcano dungeon are Whelm a dwarven hammer, Wave a trident and Blackrazor a negative energy sword. Though the weapons having mouthwatering abilities they are also all intelligent and have the capacity to take control of their wielders for their own purposes.
10. What is the name of the wizard who constructed the dungeon within White Plume Mountain and taunted adventurers to come looking for the weapons he has stolen?

Answer: Keraptis

Keraptis had long been forgotten by common folk and sages alike until magical weapons disappeared and a taunting note was found in their place. The note read as follows
"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 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 water spouts 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, I'll make each my slave
Or send him to the fire."
Source: Author quogequox

This quiz was reviewed by FunTrivia editor Bruyere before going online.
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