Joshua Randall
Legend
U1 Sinister Secret of Saltmarsh -- a favorite, and also extremely well designed, especially compared to its competition at the time.
Interestingly, both U2 and U3 have fatal design flaws. (But I still consider them "favorites" despite that.)
N1 Against the Cult of the Reptile God -- an irrational favorite even though it's pretty crappily designed.
Having the entire adventure depend upon the uber-NPC protecting the party is exceedingly lame, but I absolutely love the menace of the town parts of the adventure. It's like Lovecraft's Shadow Over Innsmouth in D&D form (if you DM it that way, which I do).
The dungeon in N1? Meh. I could take it or leave it.
I2 Tomb of the Lizard King -- a favorite, and I can't decide if it's well designed or not.
It has some elements of sheer genius (the opening scene where the friendly NPC gets flame struck; the fact that Sakatha scries on the party repeatedly; the dragon encounter), and its villain Sakatha is well realized (he's powerful and scary but also deeply insane and a disorganized thinker).
It also has some really lame parts, none of which I can specifically remember, but enough that it didn't play out nearly as well as it read.
WG5 Mordenkainen's Fantastic Adventure -- another favorite despite iffy design. Reads much better than it plays, but there are some awesomely zany parts of the dungeon that I've stolen and used elsewhere. The Terrible Iron Golem is mega-cool. Eli Tomorast is a pretty good villain, although he's too passive as written. Kerzit the demon is nasty, although again, passive and cooped up.
The follow-up adventures during the 3e era of Dungeon magazine (Maure Castle, etc.) seem pretty solidly designed, although I've never run them. I did use the Maure Castle version of the Terrible Iron Golem encounter against some 3e PCs, and he was just as lethal as he was during the AD&D days. Heh heh.
Interestingly, both U2 and U3 have fatal design flaws. (But I still consider them "favorites" despite that.)
N1 Against the Cult of the Reptile God -- an irrational favorite even though it's pretty crappily designed.
Having the entire adventure depend upon the uber-NPC protecting the party is exceedingly lame, but I absolutely love the menace of the town parts of the adventure. It's like Lovecraft's Shadow Over Innsmouth in D&D form (if you DM it that way, which I do).
The dungeon in N1? Meh. I could take it or leave it.
I2 Tomb of the Lizard King -- a favorite, and I can't decide if it's well designed or not.
It has some elements of sheer genius (the opening scene where the friendly NPC gets flame struck; the fact that Sakatha scries on the party repeatedly; the dragon encounter), and its villain Sakatha is well realized (he's powerful and scary but also deeply insane and a disorganized thinker).
It also has some really lame parts, none of which I can specifically remember, but enough that it didn't play out nearly as well as it read.
WG5 Mordenkainen's Fantastic Adventure -- another favorite despite iffy design. Reads much better than it plays, but there are some awesomely zany parts of the dungeon that I've stolen and used elsewhere. The Terrible Iron Golem is mega-cool. Eli Tomorast is a pretty good villain, although he's too passive as written. Kerzit the demon is nasty, although again, passive and cooped up.
The follow-up adventures during the 3e era of Dungeon magazine (Maure Castle, etc.) seem pretty solidly designed, although I've never run them. I did use the Maure Castle version of the Terrible Iron Golem encounter against some 3e PCs, and he was just as lethal as he was during the AD&D days. Heh heh.