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White Plume Mountain One-Shot

8 Reviews

White Plume Mountain One-Shot

Dungeons & Dragons 5e on Roll20, Discord

Price per player-session
You will be charged when a session starts

$20.00

Information

  • Duration: 4 to 5 hours

  • Number of players: 2 to 6 players

  • Experience required: None

Price per player-session
$20.00

About the adventure

White Plume Mountain has always been a subject of superstitious awe to the neighboring villagers. People still travel many miles to gaze upon this natural wonder, though few will approach it closely, as it is reputed to be the haunt of various demons and devils. The occasional disappearance of those who stray too close to the Plume reinforces this belief. You have been dispatched with a group of investigators to find three legendary artifacts. Do you dare explore the famed mountain, and what dwells within? Some notes about the module: This module takes place in what is lovingly referred to as a "Funhouse Dungeon". It's nonsensical. It's whimsical. It can be very punishing. The session will be a dungeon crawl but there is roleplay interspersed throughout. Expect a decent amount of combat and some puzzles. I've run this a few times and it's always strange and fun! Why should you pick me?? • Premium roll20 content – modules, compendiums for character creation and advancement, API scripts, dynamic lighting, etc etc • Knowledge of the games rules, settings, modules and campaigns. • Fully integrated Syrinescape audio experience for complete immersion. • Lots of maps, tokens, handouts, etc added in to enrich the experience. Some rules and things to know: Alcohol - more than happy to have tipsy players, but please stay coherent and able to play! Player Attention – Everyone has purposely set this time aside to play D&D, and so I expect people to pay attention. Disruptive topics - Real-life topics like religion, politics, etc are ok at the table but once the session starts we will keep 'chatter' to the breaks. (I usually have a 5 minute break during the session) Unannounced dice rolls - Please ask me if you want to roll for something. I'm often not in the chat window so if you just 'roll perception' without saying anything I may not even notice your roll. Dice rolls against one another - this is fine, but only if both players are okay with it. Player Vs Player - Tension between characters is allowed and so are arguments. Combat is not allowed unless both players agree and there is a story reason to do so. Player Agency - If you become charmed, for example, you will still play your PC but you must oblige the restrictions of the charmed condition. I hope that players can still roleplay, even if they find some of their agency lost in situations like this. The last thing I want to do is have someone not playing at all. Meta-knowledge - Try to keep player knowledge and character knowledge separate. MinMaxing - is fine, if that's what you're into. Murder Hobos - is fine as well! Backgrounds - I expect your background to be part of your character, not just picked to get you the optimal characteristics and starting gear. There are hooks in this adventure targeting each of the generic backstories. I will also work hard to incorporate backstories into the campaign. Feats - feats are fine, no variant humans though. Repeated Party Rolls - discouraged - unless something has changed. Inspiration - can be given by DM and by players to other players. Spending Inspiration - must declare before the roll Help action - you can use this action but you must be able to describe to me how you are 'helping' Critical hit rule –first set of dice do max damage and then roll the second set. This makes criticals hurt more, for you and the monsters… Critical Fumbles - These are a thing in my games. I have a table I roll on and bad things happen. Critical Success - Nat-20 on an ability check/save means auto-success. Spell Casting & Juggling - Players do not need to keep track of which hand carries their components, which hand they use for somatic gestures, etc Material Components - Spell casters simply deduct the cost. Quick Thinking (house rule) - Intelligence, Wisdom, and Charisma ability checks can be done in combat as a bonus action when used with a skill you are proficient in. You can take a second to recall relevant facts about a monster, look for hazards in the environment, or scare an enemy into dropping their guard, among other things. Respect - I expect all players to be respectful of each other. If you cannot do that, you are not welcome at the game. While I wouldn’t consider myself a “PC” person, I respect everyone and their opinions. Swearing – I generally will not be using foul language unless it makes sense in the story. You’re welcome to swear as much as you’d like, however. One note is that they probably do not use the “f-word” much in the forgotten realms! Mature themes - There may be themes of slavery, abuse, and alcoholism/drug use in this module. It does not take front and centre and I will not be focusing much on these themes, I just want everyone to understand that these sorts of things are part of Ten Towns and may come up from time to time. Knowing myself, I will probably make light of things like NPCs and characters drinking too much, I don’t mean to be offensive in this regard. Spotlight sharing – If your character has been “in the spotlight” for awhile, try to direct the action to another player. Have your character ask them a question or tell an NPC that you think so and so would be better at dealing with this. I want everyone to be included, but I also understand that some players enjoy not talking as much as others. I will do my best to shift focus between everyone as best I can.

Professional Game Master

David J Schmidt

he/him

8 Reviews

7 years as a TTRPG player

2 years as a Game Master

30 games hosted

Brings All the D&D 5e books to the table

David J Schmidt profile

Additional Details

How to prepare

Create a character (see notes in Character creation) Login to the Discord Server Login to Roll20 Ensure you have a mic and headphones for voice/audio

What I provide

I have the roll20 module, as well as custom handouts. We will be using Syrinscape for ambience/music as well as the roll20 jukebox for combat music. I also have some API scripts to make combat quicker. Finally, I have ran this module a few times and have the experience to make it a smooth experience for the players!

Content warnings

    (none)

Safety tools used

    (none)

How will character creation work

Please, if at all possible, do your character creation before the game begins. I have the roll20 "charactermancer" loaded up with everything you need to quickly make the character you want. You will have access to the roll20 game beforehand so you should be able to go in there and create your character. You will also have access to the discord server, which will allow you to speak with me and other players before the game and figure out character creation and backstories. Rules of Character Creation: Each character can pick one rare magic item and one uncommon magic item. Anything officially published from Wizards of the coast. No unearthed Arcana. Monstrous races are allowed. No evil characters. No variant humans. Starting at Level 8 Standard array - 15, 14, 13, 12, 10, 8 - for ability scores before racial bonuses. Hit points above 1st level are determined by Average from PHB Starting equipment / gold - determined by class and background. For this module, you don't 100% need a backstory but you're welcome to make one and it will make for more enjoyable roleplaying if your character is fleshed out with a backstory.

Players can expect

  • Combat/Tactics: High
  • Roleplay: Medium
  • Puzzles: Medium
  • Experience Level: None

Player reviews (8)

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