I'm glad Erik gave permission for us to post our lists. Mine is, not surprisingly, slanted to an old school vibe. I dont agree with all of the final results. I dont like the "return to" modules. I thought in every case the originals are better. I am also surprised that Pramas didnt know that the first published module is actually NOT Temple of the Frog.

And I am shocked that FoF is on the list. Who voted for that?
Anyway, here is what I sent to Erik.
TOP 10 MODULES OF ALL TIME
1. Tomb of Horrors. This is the definitive module. It is not the best from a playability standpoint, but for sheer Gygaxian genius, which is what D&D is all about, it has no peer. This module has "total party kill" written all over it. Not just in one spot, but in practically every room, trap or encounter. The false lich. The introduction of the demi-lich. Plus, it is a high level adventure and those are so hard to write. The one knock on Tomb of Horrors is that it is so evil, so fully trapped and the PCs are so aware that a wrong turn means death that it can slow play to a crawl. But for pure inspired genius it is unmatched. Plus, to top off what is already perfection, two words: "player handouts." And with Trampier art I might add!
2. Tie: Hall of the Fire Giant King and Glacial Rift of the Frost Giant Jarl. I might have to give it to Fire Giant by a nose, mostly for sheer size and scope and because it provides the first real taste of the then mysterious (now ubiquitous) drow. From the Trampier art to the great encounters, these babies have it all. The physical setting of Frost Giant is better. The rift is just such a cool setting for an adventure. It was probably the first module to be something more than a building, dungeon or caves. The rift itself was very unique. If Frost Giant had a third level, it might edge Fire Giant. For some reason, Frost Giant always plays the best of the Giant series. And for some reason the battles are always epic. It is just balanced perfectly to AD&D, in an old school way. No goofy ELs here.
3. Judges Guild’s Caverns of Thracia. Bill likes Thieves' Fortress, but I like Thracia. This module to me is what Judges Guild is all about. Great writing and design by Paul Jaquays. Great ideas, but plenty of room for you to flesh out in the way that classic products let you but that is for some reason seen as a bad thing these days.
4. Keep on the Borderlands. More players probably started their campaigns with this module than any other module in the history of gaming. And that right there qualifies it as being in the top 10. You have to put Village of Homlet in this category too, but I like the Caves of Chaos from Borderlands way better than the ruined keep from Homlet. Plus, Homlet doesn’t stand on its own and Borderlands does.
5. Vault of the Drow. Wow. Nothing like this had been done before (or, frankly, since). Sure, Judges Guild had done the City State of the Invincible Overlord, but this was an underground city of evil monsters—the drow, who, then, were new and mysterious as opposed to tired and overused as they are today. The Fane. Lolth. The Vampire/Succubus encounter before you even get to the city. More Gygaxian genius.
6. Palace of the Vampire Queen by Wee Warriors. What is a top 10 list without this one—the very first module ever produced, even before TSR. Just like “Video Killed the Radio Star” makes video top 10 lists because it was the first video ever played on MTV, Vampire Queen will forever go down in history as the first module ever made (even though they called it a “DM Kit”), and it was done by a tiny little independent company called Wee Warriors run by Pat and Judy Kerestan. Sure, Temple of the Frog appeared in the Blackmoor supplement as an adventure, but Vampire Queen was the first module published just as a module.
7. White Plume Mountain. The three artifacts, Wave, Whelm and Blackrazor. Heck, you could chuck out the first two and just have Blackrazor and this thing is a classic. I can't tell you how many players have wanted to take on WPM just to try to get Blackrazor. Because what kid playing D&D in the early 80s like me didn’t want to have Elric's sword? Everyone, duh! And the design—the cheesy puzzles, one-off rooms clearly designed to challenge adventurers and not for any practical purpose. I love it! That is D&D to me. I know that to many people, these things I am calling strengths are what they consider its problems. To those people I say "get a life, its a game." The only black mark on the module is the lack of detail on the wizard rooms above and the efreets that intervene in the end. I wanted that stuff detailed out, which is saying alot for me since I normally love a little room for expansion. But in this case, it hurt the module.
8. Greyhawk Ruins. I know there are Greyhawk pursits who will kill me for this, since this module wasn’t written by Gygax, but it was amazing to finally have the ruins of Greyhawk detailed, particularly after the embarrassing garbage that was the Castle Greyhawk module. This module is gi-normous, far surpassing anything else in size and scope. Even the love-it-or-hate-it Undermountain doesn’t come close to this many rooms and this much detail.
9. The Desert of Desolation series (Pharoah, Oasis of the White Palm and the Lost Tomb of Martek). I didn’t want to put a series of modules as a winner, since Giants and Drow could so easily have made the top 10, but I thought that this series was so good and so tight that it needed to be included as a series.
10. The original Ravenloft. This module spawned a setting. It had amazing maps, a great NPC antagonist—perhaps one of the best villains of all time behind Acererak the demi-lich and Eclavdra from the G-D Series. You could arguably put the first few Dragonlance modules here, but no single one of them is better than Ravenloft and the series as a whole is weak except for the first few. So Ravenloft takes it.
I have to admit, I really wanted to put one of my own modules in the top 10, but the ones above are just better.
Runners Up:
These ones were really hard to leave out of the top 10.
11. Judges Guild’s Dark Tower. A total dungeon classic that embodies the coolness that is Judges Guild.
12. Village of Homlet. More Gygaxian flavor and a total classic campaign starter.
13. Lost Caverns of Tsojcanth. A hugely overlooked module. The second module ever written (behind Wee Warriors’ Palace of the Vampire Queen) and its original form is one of the most collectable modules ever.
14. The Dragonlance series (the first few). The first ones were good. Great story. Interesting setting. Great NPCs and adventure locations. And more awesome maps like Ravenloft. Maybe some of the only Second Edition stuff that I can tolerate.
15. Necromancer Games’ Rappan Athuk series. I thought we hit a First Edition home run with these three modules. Tomb of Abysthor (which was inspired in part by the Lost Caverns of Tsojcanth and the Temple of the Frog) is a better individual module, but the RA series just rules. Plus I guess I just thought it was too cheesy to put one of my own adventures in the top 10.
[edit: though now that I see the LAME Forge of Fury in the list, I think maybe I should have. --Clark]
HONORABLE MENTION
1. Masks of Nyarlathotep for Call of Cthulhu. This is the best designed adventures of all times for any game system, period. It is that good. Certianly in scope and depth, this thing is unmatched. And on top of that it is for Call of Cthulhu, which may be one of the hardest games to design for both from a playability standpoint and from a literary one. It is nearly impossible to have a good extended CoC campaign because of the high rate of character death, but this thing pulls it off. Plus, the story is so Lovecraftian. You really feel the mythos. It is so true to the subject matter. If this were a D&D module it would be on the top of my list right there with Tomb of Horrors.
2. Gygax's Necropolis for Lejendary Adventures. This module just blew me away when I got the original. Necromancer Games redid it for d20, and I am tempted to put Necro’s conversion in the main list as a d20 module, but I don’t think that is right since it was just a conversion. Necropolis is a LA module, not a D&D module, despite the fact I think Necro’s conversion rules. This is right up there with Masks.
3. Twilight's Peak for Traveller. This is an amazing adventure. It took the dungeon concept and ported it to a future setting. With a great story, a great build up, and a challenging and significant conclusion that impacts any campaign that includes it. Very well done. And Traveller had some excellent “double adventures,” like Chamax Plague/Horde, Shadows/Annic Nova, and Argon Gambit/Death Station. Classic Traveller is one of the best game series that has ever been created in my opinion and deserves far more credit and recognition than it gets. If it were a D&D module it would easily be in my top 10.
Clark