The original Ravenloft can be awesome if you can get it to work properly. Here's some advice on running it (DMs only):
[sblock]So here's ideally how it goes.
Prologue: The PCs explore the creepy town, building up the atmosphere. They meet the dead mayor and his alive kids, maybe taking them on the adventure. They see the fortune teller and make good note of what she says.
Act 1: They go into the castle, Strahd finds them, nearly TPKs them, and bounces before they do any real damage to him.
Act 2: They quest for the sun sword, find it, fight Strahd again, and defeat him. Strahd turns to mist and goes down to the crypts.
Act 3: They rush down into the catacombs to finish Strahd before he regenerates.
Epilogue: The girl dies and Strahd's brother comes back to life or whatever.
Obviously hijinx will ensue, but try to keep it as short as possible. There's enough content for 3-4 sessions, but the story doesn't last that long, so shoot for 1 or 2. The castle is so big they won't see it all in one playthru. One way to keep up the pace is to announce a specific real-life time when Strahd will attack.
You can probably use the vampire mage from the Monster Manual, but make sure he has dimension door, cloud kill, and wall of fire. Consider giving him more powerful "legendary" effects the closer he is to his crypt. You might have to run a few playtest encounters to make sure you have the danger right.[/sblock]
The only other published adventure I've run so successfully is Bastion of the Boglings. It's just a well designed, well presented, classic dungeon crawl that's easy to customize (DMs only): http://content108.wuala.com/rawcont...20–%20The%20Bastion%20of%20the%20Boglings.pdf
\The original Ravenloft can be awesome if you can get it to work properly. Here's some advice on running it (DMs only):
Out of the lower tier 4e adventures, i thought Thunderspire Labyrinth was pretty awesome myself. I'm actually going to borrow the Seven Pillared Hall maps and encounters and reskin them for 5e.
It had a lot going on. But it could have been more open, and at points--maybe meaning to be thematic--it felt repetitive. You are sort of chasing the slaves from one ancient shrine to an evil godling after another.
But it had cool stuff in it. If you were willing to put in the work in, you could expand it and make a whole campaign of it.
I've never finished Castle Amber. The last time I ran it was as an on-the-fly conversion just after 3E came out. We got as far as the garden.Castle Amber (I have a vague feeling this is a great adventure)
ToEE (we did the first level but that was it)
I also have
Halls of Tizun Thane
Pool of the Standing Stones
Maldred the Mighty
I used this as the basis for my 4e campaign, mixing in other bits and pieces (Thunderspire Labyrinth, Speaker in Dreams, Heathen, plus some stuff of my own design).My favorite module is B-10 Night's Dark Terror:
While the introduction is a little weak, the rest is great, featuring overland travel, exploration of old ruins and the discovery of a forgotten civilization.
I was also a huge fan of Dragon Mountain, but I might be in the minority on that.
What about the following
Castle of the Mad Archmage
Lesserton and Mor
Night of the Walking Dead
The Lost City of Barrakhus
But I don't agree that the introduction is weak - if you mean the "defend the homestead" bit, that was great!
Thanks for all these recommendations
Have to ask, is the Temple of Elemental Evil a classic, because I've heard it's nothing but a grindfest