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White Plume Mountain II (HWHITE2.ZIP)

   (4 reviews)
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About This File

This is a HERETIC version of TSR's Dungeons & Dragons module: White Plume Mountain recreated by Stephen Woods. To call this a SuperDungeon is no understatement. (I've refereed the module no less than five times! It still gets requested by rpg gamers to this day and blows 'em away every time.) TSR produced about a dozen classic adventures in the late 70's and early 80's and White Plume Mountain was one of the best of the bunch. While other role playing games were striving for more and more realism (most gamers really don't like gobs and gobs of rules), TSR, the creators of Dungeons & Dragons, did just the opposite. Sticking to a simple system (with gobs and gobs of supplements) and a small group of designers/writers/artists, a style emerged that remains a standard for fantasy games, even today. (The Telengard-Wizardry Factor) They gave the adventure-hungry gamers exactly what they wanted: interactive entertainment that was CHEAP, PORTABLE and, above all, PLAYABLE.

But I digress...

White Plume Mountain was very famous for two or three of its rooms and extremely famous for three of its weapons: "Wave" was a magic trident of some reknown. "Whelm" was a great hammer of which many unbelieveable stories are told. "Blackrazor" was, perhaps, the most infamous of the three, being a great two handed sword of the damnable kind that drinks souls.

In this version there are some considerable differences from the original adventure but most of the features are included thanks to Steve's immaculate drafting skills. I merely added a few HERETIC essentials and some spooky areas for those D&D buffs to explore.

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Unknown date

Yet another Doom map conversion, but reworked this time. The result is kinda strange but it remains playable if you find the crossbow. 2/5 minus 1 for being a conversion, 1/5. ~Naan

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  • File Reviews

    • By Chipchase · Posted
      Superb firework display of thousands of fireballs seeming in slow motion because of the vastness - mostly avoidable as they land where you were ages ago; but worth playing just to see it. A HUGE square surrounded by tiers with hundreds of imps and a few others, plus a blockhouse you can enter first to collect ammo.  Fighting through the hundreds of monsters when you get onto the tiers is another matter, overwhelming at UV. I cheated to finish so at least I could review.  Some HOM bugs.
    • By CountArchvile · Posted
      Terrence For fucks sake...
    • By Yura04kizel · Posted
      Laggy hell with 32k monsters and too much invulnerability spheres. Just... total vomit.
    • By Chipchase · Posted
      Insanity, with voodoo dolls (see second screenshot).  I get the idea of a shooting gallery if that rocks your boat, but 6000 monsters behind railings- as far as the eye can see, FFS! My PC crawled when I looked towards the invuln spheres (someone said 32 k of them and you can't avoid picking up thousands at a time). In the end I cheated with god mode and no-clipping, and waded in among the chaingunners until I got bored.  
    • By Chipchase · Posted
      Simple, clearly a first wad.  All on the flat with big, brightly lit, and architecturally implausible rooms. The first map has two rooms, the second map one, and the third map one plus a kind of exit lobby. You can do one of two things - just run past the monsters and finish (I did it in 35 seconds), or have a bit of fun killing the monsters first. No noticable bugs. I hope the author will go on (or went on) to greater things.