This thread is a great idea, though unfortunately I probably won't be able to participate any time soon due to my group's schedule. So I'm not voting, but I will provide my opinion, in case anyone cares. ;-)
In general, Dungeon adventures have seemed pretty good lately, but "The Styes" was off the mark.
While I applaud the use of a extremely compelling locale, the text of the adventure (i.e. info for the GM only) seemed to me to be a poor attempt at getting a Lovecraftian atmosphere out of a fantasy setting. Meanwhile, the actual adventure (i.e. what happens to the PCs) is fairly mainstream hack-n-slash, and there were way too few (if any) opportunities given to the GM to really scare or puzzle the players. I think the germs of a really cool adventure are there, but it would take a lot of GM work and planning that was not provided in the adventure text.
In short, I think this module could have been a wonderful opportunity to introduce GMs to a different way of conducting adventures rather than the standard kill-em-and-take-their-stuff. But the opportunity was missed. My $0.02.
The only other adventure I've read form the nomination list is "Halls of Anarchy." I'll admit I wasn't terribly impressed. Some of the rooms had some cool elements, but as a whole, it seemed disjointed and purposeless. It seems to me like the adventure was written as an excuse to use rules, rather than the other way around.
ironregime