In your opinion, the VERY BEST adventure product to come out in the last two years.


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Slumbering Tsar and The Black Monastery are the most recent I have come across.

I haven't run Slumbering Tsar, only read it, but it has tons of maps, which means tons of encounters and variety, and one of the most awesome antagonists of all time in D&D, Orcus.

The Black Monastery was a challenge for me to like at first (I am actually currently running this), because there is so much to know to even start running it, but the invested time in learning all of its history and how it currently "works" has been well worth it. Has a lot of original quirkiness and despite being a fixed location allows for a lot of variety in what the players and I can do. My favorite since Doom of Listonshire.
 

Our group really prefers entire adventure paths (and mega adventures) to just one-offs. We've played in a lot (but finished few). I've read many more. Here are the ones I'm most familiar with:

Red Hand of Doom
Scales of War
Shackled City
Rise of the Runelords
Legacy of Fire
Kingmaker
Skull and Shackles
Revenge of the Giants
City of the Spider Queen
3.5 Eberron series of adventures (Shadows of the Last War, et al)
4e series of adventures (H1 - E3)
Expedition to Castle Ravenloft
4e Tomb of Horrors
3e Tomb of Horrors
War of the Burning Sky


However, I have to say, there is only one adventure path that our group talks about constantly. It's the only one we send e-mails back and forth on a frequent basis and which we post on forums about. When we don't have the time or people for a full session, we go out to dinner just to talk about the campaign and make plans. It has a perfect mix of combat, action, intrigue, mystery, and roleplaying. We've identified with the setting itself more than any other setting I've been a part of. Just last night, the DM and I were recapping our adventure over Vent to a fellow gaming friend who joined the military and moved away several years ago. Not only could I could recall everything we had done in vivid detail, I found myself recalling the name and description of nearly every NPC (including minor ones), as well as the name of every country, planet, and plane, and many even more minor details. Such a connection has never happened for me, even for those games in which I DM and type up copious notes. Our friend was enthralled by our discussion and kept asking for more details. He couldn't believe that we were actually playing in such an intricate, detailed, and frankly awesome campaign.

This AP is none other than EN World's own Zeitgeist. And it's the only campaign that I've ever known that I'd be finishing all the way to 30 (we've alreay made plans to use Vent and Map Tools in the event the DM has to move before we're finished).:D
 
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May I suggest, if that comes about, that you consider using video chat instead of audio chat? I've found it makes a huge difference in RPGs.

For me, it's Zeitgeist, hands down. The individual adventures so far are all extremely strong, on par with some of the best standalones out there. When combined into the campaign, they become much more than the sum of their parts. Before Zeitgeist, I read many published adventures and pillaged them for my homebrew stuff. I built my own worlds, created my own stories, and never considered running someone else's game.

Zeitgeist has changed all that. In the future, I'll be keeping an eye on what Ryan in particular produces, and also looking out for APs that other people say compare favourably to Zeitgeist. Even though it's a lot more work for me to run published adventures than creating my own stuff, I'm finding it very rewarding and my players are utterly engrossed.
 


EDIT: Oops! Not from the last two years. But I did only run it for the first time in the last two years. I don't suppose that counts...

Caverns of Thracia, by Jannell Jaquays (credited as Paul Jaquays) published by The Judges Guild (1979).

An excellent example of old school dungeon design.
 
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Caverns of Thracia, by Jannell Jaquays (credited as Paul Jaquays) published by The Judges Guild (1979).

An excellent example of old school dungeon design.

While I agree, the OP asked what came out in the last TWO years. Which is why I haven't mentioned Red Hand of Doom, or talked in detail about Doom of Listonshire, etc...


While I am at it, if your into 4E the Goodman Games City of Punjar modules are pretty darn good.
 


Cerulean Seas
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