- Return to the Keep on the Borderlands:
+ nostalgia
+ fun mix of monsters, with a good chance of PC success or death depending on how they play it
+ a wonderful homebase setting, with great NPC's. In my campaign, two of the NPC's were adopted as PC's and fit right in as "fully realized" character ideas
+ we had a TON of fun having the main baddies decide to actually launch their attack on the Keep. The world's first 150+ rd. combat!
- 2nd Edition stats
- Crucible of Freya (+ free Wizard's Amulet)
+ good background info and help for me DM's
+/- usable but slightly off-kilter village. No fence and too many guards are my main complaints.
+ some strong NPC's
+/- more of a "scene" driven adventure than a dungeon crawl. Could be accused of railroading.
- Three Days to Kill
+ fun plot in a great and gritty mini-setting, with a great twist and moral
+/- short, definitely for one session, may not be enough to level up
+/- goes kinda crazy at the end; I toned that down
+/- perhaps a little too modern: magic items clearly duplicating modern special forces gear
- The Sunless Citadel
+ mechanically sound. Teaches 3e pretty well.
+ memorable NPC's -- Meepo!
- village is not fully realized
+ ties in with adventure path of WOTC adventures, most of which are good
- a little "weird". Keep, Freya, or Three Days to Kill fit anywhere in a "normal" D&D campaign, like Greyhawk of Forgotten Realms or something similar. Sunless Citadel has some more fantastical elements -- a fallen cult of dragons destroyed by a great Earthquake long ago.
All four: easy to find a reason for PC's to do them.
Next weekend, I'm thinking of running the Sunless Citadel, but using the Briarton supplement for the village/homebase.