White Plume Mountain | An 8th-Level Eberron Dungeon Crawl

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White Plume Mountain | An 8th-Level Eberron Dungeon Crawl

Can you survive White Plume Mountain's bizarre challenges, recover the legendary weapons? Or will you succumb to the mountain's dangers?

TYPE

Campaign

LEVELS

3–5

LANGUAGE

English

EXPERIENCE

Open to all

AGE

All Ages
3 NEEDED TO START
$10.00

/ Session

Details

1 player following this game

Bi-weekly / Tuesday - 11:30 PM UTC

Session Duration / 2–4 hours

Campaign Length / 2–4 Sessions

0 / 5 Seats Filled

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This game will begin once 3 players have joined
About the adventure

In the frigid heights of the Hoarfrost Mountains of Khorvaire, an ancient dwarven artificer named Keraptis once crafted three legendary weapons of immense power. For centuries, these artifacts were thought lost to time, until rumors began circulating of their presence in a dungeon known as White Plume Mountain—named for the continuous geyser of steam that erupts from its peak. The noble houses of the Mror Holds have hired your party to venture into this perilous dungeon, a bizarre complex filled with deadly traps, strange magical phenomena, and monsters warped by the mountain's ancient magic. Your mission: recover the three legendary weapons—Whelm, the sentient warhammer; Wave, the trident that commands water; and Blackrazor, the soul-drinking greatsword—before they fall into the wrong hands. Can you survive White Plume Mountain's bizarre challenges, recover the legendary weapons, and return them to their rightful owners in the Mror Holds? Or will you succumb to the mountain's dangers—or perhaps the temptation to keep such power for yourselves?

Game style

Combat Heavy

Dungeon Crawl

Rule of Cool (RoC)

Game themes

Meet the Game Master
Neurodivergent
Published Writer
Educator

2 years on StartPlaying

Highly rated for: Creativity, Beginner Friendly, Rule of Cool

About me

Hello! I’m Trevor, also known as That Trevor Guy on most platforms, and I have been telling stories for more than 30 years. I have been playing TTRPGs since the late-90s, and I have been GMing games for almost 10 years. My favourite systems to run and play are D&D 5e, Dragonbane, and Daggerheart, though most of my gaming time is spent in Eberron—telling original stories and adapting official modules for that setting. At the heart of it, I love a good story: compelling protagonists, multi-dimensional adversaries, memorable locations, and societies full of flavour and history. As a GM, I try to bring those elements to every table I run. I see TTRPGs as collaborative storytelling, and I especially enjoy building worlds with players, following their choices, and helping create the kinds of dramatic, funny, surprising, and memorable moments that people keep talking about long after the session ends.

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Character creation

Creating your character

Creation. Characters will begin at 7th level and can be created using options from any officially published sourcebooks. Ability Scores. For this campaign, we will be using Point Buy to generate base ability scores. Gold & Magic Items. In addition to the starting gold and equipment provided by your background and class, each PC starts the campaign with one uncommon magic item, three common magic items, and 60 gold pieces. DnD Beyond Campaign link. We will be using DND Beyond for character creation and management. NOTE: A link to join the DND Beyond Campaign will be sent once you've joined the adventure. Virtual Tabletop. We will be using Roll20 for the adventure. NOTE: A link to join the Roll20 Campaign will be sent once you've joined the adventure.

What to expect

Preparing for the session

What are the resources we will be using for this adventure? What do you need to prepare before we play? We will be using DND Beyond, Roll 20, and Zoom for our session. So, please make sure that you have accounts setup on those platforms. If you don't already have it installed, you will also need the Beyond20 browser extension so that DND Beyond and Roll20 can talk to each other.

What That_Trevor_Guy🍁🏳️‍🌈 brings to the table

I provide players with a collaborative, story-focused game where their choices matter and their characters feel connected to the world. I enjoy building living settings with memorable NPCs, meaningful conflicts, dramatic consequences, and opportunities for players to approach challenges in different ways, whether through roleplay, investigation, negotiation, clever problem-solving, or combat. Players can expect a balance of roleplay, exploration, and high-stakes encounters. I am not a professional voice actor, but I do use distinct NPC personalities, tone, and mannerisms to help characters feel memorable and engaging. For atmosphere, I use tools like background music and SFX, VTT maps (both animated and static), visuals, and animations (like spells) to help bring the game world to life. In combat, I enjoy tactical, dangerous encounters that ask players to think carefully, manage resources, and make meaningful decisions under pressure. At the same time, I want combat to serve the story rather than simply fill time. Rules-wise, I try to be fair, consistent, and flexible. I respect the rules and use them to keep the game grounded, but I am also open to creative ideas and cinematic moments when they make sense. If a rules question comes up, I will check it quickly when practical; otherwise, I will make a fair temporary ruling, keep the game moving, and follow up afterward if needed.

Homebrew rules

Flanking. When making a melee attack the attacker gets +1 on their attack roll for having another creature flanking their target, If the other flanker is directly on the opposite side of the target, the attack roll bonus increases to +2. To be counted as flanking, a creature must be able to attack the target and be within melee range. Drinking Potions. If you have an empty hand, you can draw and drink a potion as an Action or as a Bonus Action, your choice. If you use your Action to drink the potion, you gain the full benefits of it. However, if you use your Bonus Action to drink the potion, you still roll for results as normal. Party Skill Checks. The group will not be able to attempt to roll for something specific more than twice and a single character cannot attempt it more than once. A character with proficiency can take the Help action to provide Advantage on a roll. Breather. A breather is a short period of rest, at least 10 minutes long, after strenuous activity. During a Breather, you may spend one Hit Die for healing. You roll the die and add your Constitution modifier to it. You regain hit points equal to the total. Inspiration. In this adventure, inspiration gives you a re-roll on an attack, a saving throw, or an ability check. Whenever a player rolls a Nat 20, they automatically receive Inspiration. If they already have Inspiration, it can be passed to another player. Additionally, all characters begin the session with inspiration. The Rule of Cool. If you want to do something cool but is not usually covered by the rules, please ask and I will consider it. Typically, something allowed by this rule cannot be repeated.

Equipment needed to play

Internet

Computer

Microphone

Safety

How That_Trevor_Guy🍁🏳️‍🌈 creates a safe table

I want every player at my table to feel safe, respected, and comfortable speaking up if something in the game is not working for them. Before play begins, I will review expectations during Session 0, including the tone of the campaign, content warnings, table etiquette, consent around difficult themes, and the safety tools available to everyone. This adventure may include dark themes such as terror, body horror, manipulation, and psychological enslavement, so I will make sure players know what kinds of content may appear before they commit to the game. At the table, I use X, N, and O Cards as check-in tools. Since my games are online, players can type **X**, **N**, or **O** in the VTT or video chat, message me privately, or use an agreed hand signal on camera. - **X Card:** If a player is uncomfortable with something happening in the game, they can use the X Card and we will pause, change, rewind, or skip the content without requiring an explanation. - **N Card:** If a player feels the scene is moving toward something uncomfortable, they can use the N Card and we will adjust the scene, soften the content, or fade to black. - **O Card:** If a player is okay continuing, they can use the O Card to signal that they are comfortable. I may also check in by asking “O?” out loud or in chat when a scene becomes intense. I also use the **Open Door** policy. Players may step away, take a break, or leave the session for their own safety and well-being without judgment. They do not need permission, and they do not need to explain themselves publicly. My goal is to create a game where players can explore dramatic and frightening stories while still knowing that their comfort and consent matter more than any scene, plot point, or rule.

Content warnings

Small Spaces (Claustrophobia)
Death
Insects
Spiders
Suffocation
Violence

Safety tools used

Frequently asked questions