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So what is your favorite module, ever?

I would have to say White Plume Mountain. It was the first module I ever bought on its own (outside of B2 and X1 that came with my Basic and Expert set). I read my copy dogeared as as a kid, and have run it in several incarnations and modified forms over the years.

Village of Hommlet and Castle Amber run close second/third though.
-M
 

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Non-TSR D&D: Lost Abbey of Calthonwey

TSR D&D: Vault of the Drow

Non-D&D: Leviathan (Traveller), Burned Bush Wells (2e Boot Hill), Operation: Sprechenhaltestelle (Top Secret)
 

I loved going through the Slavers/Giants/Demonweb Pits modules, but my fondest module memories were formed going through S3 Expedition to the Barrier Peaks.

And no, we didn't complete it. We got our butts handed to us.

More accurately, we torched ourselves in our 2nd encounter with the Police Robots.

From an earlier adventure, my Ftr/Ass/Ill had in his posession a Ring of Spell storing with a Delayed Blast Fireball (from a level 21 caster) on it...it had been on the PC's sheet for a couple of years.

In our first encounter, we had rounded the corner and stumbled upon a pair of them. They got hostile and we destroyed them, but they messed us up pretty well.

So when another pair rounded the corner, it seemed like the perfect opportunity- destroy them before they got to us!

He cast it at the 'bots as they rounded the corner, centering it on one 'bot in particular...but he set it at maximum delay. You know, so the party could run away!

We did not know at that point that they had a speed of 24.

They were on us before the fireball detonated...and the resulting explosion actually killed 2 PCs and seriously injured the rest. The 'bots survived- not by much- but 1 round of attacks from them killed another PC.

We were forced to retreat. On the way out, some of the other critters- damn Vegepygmies!- sought to capitalize on our injured status. They failed, but we didn't stick around.

We never ever went back...

Perhaps I'll dust that puppy off some day... :]
 

Three way tie.

1) Temple of Elemental Evil. It's big, it's ridiculously involved, it's got story that makes sense, it's pretty much the definition of what makes a good dungeon crawl module. There's a dungeon, and much more importantly, there's a reason to explore it beyond just 'because it's there'.

2) Double Exposure (for Shadowrun). It may have just been the GM that ran it, but I loved this whole 'run, start to finish. Having to infiltrate the Project Hope camp as homeless people, espionage, big fights, the works. It was great.

3) Sahudese Fire Drill (for GURPS Fantasy). Holy CRAP was this adventure fun! Not nearly as grim as your standard adventure, it actually had comedy and culture shock. You really feel out of your depth when dealing with these people. And despite its seemingly lighthearted veneer, the whole endeavor was actually quite serious below the surface. I have yet to see another module that's able to recreate the tone of this one.
 

Hi,

I'd have to go for I3-I5 Desert of Desolation for D&D and Horror on the Orient Express (Call of Cthulhu) overall.

Cheers


Richard
 

I'd have to say:
The Hidden Shrine of Tamoachan (which I'm surprised hasn't been mentioned yet) -- a truly creative dungeon romp, if a bit trap heavy -- or Hall of the Fire Giant King, the giant lair against which all others will forever be judged.

So hard to just pick one or two!
 


Saga of the Shadow Lord

I never hear of much love for this module but I thought it was awesome. It played smoothly,
had a cool BBEG, and the cover was sweet!
(I hate the kingdom of Wendar's name but oh well.)
 

Into the Woods

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