grodog said:
Hmmm, given the level of plotting, interesting characters, and possibilities for storyline expansion in the original WG5---and from what I understand the new Dungeon version goes well beyond the original [but I don't know because my subscription copy
still hasn't arrived yet]---I'm curious to hear what constitutes an innovative, well-executed plot IYO Cassander. I'm not trying to be picky/prickly/offensive, I'm honestly curious
Well, as I refered to earlier, my prime example would be Ailamere's lair. It has a few alignment and story issues that are easily fixed, but basically it is a 100% open-ended adventure wherein the PCs are hired to find out as much as possible about a mysterious dragon by a sage. The goal of the adventure, essentially, is to fill out a 2e monster manual page, with more information yeilding a greater reward from the sage. There is also some other interesting things going on with this mysterious dragon as well. A top notch adventure.
There was a decent Alternity adventure called Convergance which I liked cause it was well laid out and it was very easy to fail the adventure without dying. There isnt nearly enough of that in D&D adventures.
I liked the early Challenge of Champions adventures once I read them. At first I thought they'd be cheesy and boring, but the puzzle design was excellent. Alas, the first 3e one wasn't anywhere near as good.. havent read the 2nd 3e one.
I liked Natural Selection cause of the interesting moral dilemmas presented and the way the key skill to "win" the adventure is basically diplomacy, not combat skills. The end of that adventure presents some fantasic role-playing opportunities. And the exploration phase is a good search and rescue with unfortunately depressing results. An adventure that is dark in a different way from the gothic stuff.
I like stuff like Enormously Inconvenient which has a nice little hook (all the creatures in an area are giant sized and the PCs have to find out why in order to save a dryad among other reasons. And the end result provides some cool magic items as well.
I liked Welcome to the Krypthome for the way it made goblins adversaries without giving them extra levels and in general its fun wild magic.
I liked Fortune Favors the Dead for its great sprawling spanish flavored adventure as well it's awesome title

Best adventure name.
I like some of the very interesting ideas in 3e advens like the "mad ranger goes wild for funky fungus" (forget the title) and The Elfwhisperer and then the 2e Thirds of Porloined Vellum (was it 3e?) even if they didnt live up to the initial hooks.
I liked playing Mysterious Ways cause my DM really dragged it out and made it into a really epic adventure with lots of twists and great villians. Decently written as well with lots of room to expand if you avoid the railroading.
And inspite of its dungeon crawliness, I did like Anvil of Time (of course I helped edit it, so I'm biased) cause indeed it did have great use of time travel and some awesome encounters. So I suppose this adven could be good in that way, but recounting these adventures makes me long for the days of 2e Dungeon when the font and statblocks were smaller and the magazine was crammed full of 4-6 interesting adventures.