OK, hopefully I'm not too off-topic here, but I ran the 3.5 conversion of
White Plume Mountain (Revised) that was released as a free download by WotC. A very cool thing for them to do, IMO
I used the DCC
Legacy of the Savage Kings as a lead-in to the module, using that area to fill in
WPM's Great Swamp. As
LotSK also has a few other key elements seen on the north end of Erol Otus' White Plume map (I won't spoil them by going into detail), the two fit together perfectly.
To get the PC's into the mountain, I had a kidnap victim they were supposed to rescue (the daughter of a djinn from my AD&D
Ghost Tower of Inverness/ DCC
The Mysterious Tower/ HackMaster
Demon Tower of Madness mash-up), as well as the promise of three powerful magical items that needed to be kept out of the clutches of Vecna's forces.
The only stuff I used from
Return to White Plume Mountain were illustrations and maps, as well as drawing personal inspiration from the historical texts. I did the same with the HackMaster module
White Doom Mountain.
It was lots of fun. I could explain away all of the weird stuff with "a crazy wizard made it" and it actually made sense.
As a note, I think that LotSK's is now out as a C&C adventure, which might work just as well with all the other
WPM versions. Just be prepared to do some conversion work -- if rules matter in your game, converting AD&D/D&D/HackMaster to C&C on the fly will be frustrating to you. Not a big deal, just a heads up.
Spoilers Follow...
I used Stygoth the diseased adult black dragon from
LotSK for
WPM's undead dragon Dragotha.
LotSK's mad hermit stood in for Thingizzard. Finally, I used
LotSK's The Forge for WPM's Castle Mumos.
Keraptis was a huge glob of wizard tissue living in a vat -- something I stole from a William Gibson novel.
I gave the giant crab psychic intimidation abilities to match the drawing which featured what looked like circles of power emanating from it -- no real mechanical changes, just the addition of a giant crab monster piping out DEATH DEATH DEATH as it snapped the cleric in half. You can thank William Burroughs for that flavorful addition.
As expected, they ended up damaging the fragile bubble around that area, letting tons of boiling volcano water crash down just as they managed to close the first set of flanged pressure doors. We had to look up the word "flanged" of course. I had them racing to close all the pressure doors as I counted down on a d12. It was actually pretty tense and exciting.
The chamber of globes? Bad enough. Having one PC locked in there alone? Even worse. The fighter broke every single wrong orb in that room open before finding the key at last. I gave him a free action so he could lunge for the door to open it just as the shadows were about to finish him off -- and that was the only break from me that he got. He deserved it.
The Sphinx really didn't want to be there, and did his best to give the PCs a hand in surviving the crossroads, but he was bound by some ancient Sphinx code. He and the PCs had a mutual understanding that they all had to do what they had to do.