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So what is your favorite module, ever?

Limiting this to modules which I've run (only ever played in one module):

B7, Rahasia (TSR)

I ran it at least three times, and each time was a blast. The
hidden and buried tower
within the dungeon is just awesome, and the
trio of hags
provide a lot of great opportunities for roleplaying. The combination of dungeon and villains in this one was great.

Honorable mentions go to:

C4, To Find a King (TSR)
X4-5, Master of the Desert Nomads series (TSR)
B6, The Veiled Society (TSR)
RQ1, Night of the Walking Dead (TSR)

Each of the above played out great. I played a lot of other modules, most of which were a lot of fun, but to me these were the cream of the crop.

Of the modules I own but have not yet had a chance to run, I'm most looking forward to:

Red Hand of Doom (WotC)
Shackled City adventure path (Paizo)
Hellstone Deep (Monkey God)
Forge of Fury (WotC)
 

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Best module of all time: Queen Euphoria for Shadowrun. It came with a 40 page handout for reading on the side that was better than a lot of the actual Shadowrun novels. It was a great story. And the best part of all is the endgame lets the players go on a no-holds-barred no cost shopping spree of every piece of equipment in the book and then sends them into a blazing inferno of certain death. Never have I seen every PC simultaneously slobber on their character sheet.

Best DnD module: A4: In the Dungeons of the Slave Lords. Awesome to see players high-fiving each other because they just found a rusty short sword.

Worst module of all time: At Wars End for Torg. I am probably one of the few and proud Torg fanatics. I think its the funnest game system of all time. I love almost everything about it. So when someone decided to wrap up the campaign in this turdfestical of a way I just had to pretend it wasn't even written. For those uneducated with this monstrosity, it would be like if they wrapped up the entire Forgotten Realms campaign setting with a series of battles the PCs are magically teleported to in which every major character died but the PCs were unable to affect the dying because they have to fight rabble while watching from afar.. And then at the end of the adventure you find out that AO the ultimate power and ultimate mover and shaker is really useless low level barely mentioned character like Elminsters stable boy. **Shudder**

DS

DS
 

In no particular order, favourites (modules only; homebrews excluded):

***Played in: Tomb of the Lizard King; Forge of Fury; Castle Amber

***DM'ed: Rahasia; Sword of Hope (because it is just *so* wacko!); Forgotten Temple of Tharizdun; Quest for the Heartstone

***Read but not played or DM'ed: Rappan Athuk; Ruins of Undermountain

And, least favourites:

***Played in: Night Below (part 1 and some of part 2); Tomb of Horrors (even though we beat it)

***DM'ed: Night's Dark Terror (worst module *ever*!)

***Read but not played or DM'ed: Howl From the North; such of the original Dragonlance series I've read; some others I've mercifully forgotten... :)

Lanefan
 

Without question is is TSR;s 1982 module BH3: Ballots and Bullets by David James Ritchie
Written for the Boot Hill game system, this module provides as a setting the fictional town of Promise City Arizona, complete with 200 building descriptions, 300 NPC's, a storyline involving an election and several other useable scenarios. I've now used it as the backdrop for two Wild West campaigns using hybrid D&D rules, including a Play-by-Post that is now in it's third straight year.


For D&D module I would pick B2: The Keep on the Borderlands.
 


Philotomy Jurament said:
Probably The Village of Hommlet. Tough call, though.

How is this different than ToEE (besides being shorter)? Is the storyline different?

I've heard things along those lines, but don't have a copy of it. If the storyline is different, where would you have wanted it to go that the published ToEE didn't take it?
 

I'll give some honorable mentions, too (all 1E & 2E, most of our 3.X gaming is homebrewed):

Secret of Bone Hill
The Pharoah Series
Treasure Hunt
To Find A King
Ghost Tower of Inverness
Gates of Firestorm Peak
Night Below (more of campaign than a module, but still...)
Against the Giants

Dishnorable mentions:

Dungeonland/Beyond the Magic Mirror (sorry, I don't have much tolerance for joke modules, ESPECIALLY when the outer cover makes absolutely NO mention that it is a joke module. Yes, I actually bought them for use in a serious campaign).
Tomb of Horrors (if this was a joke module, I just didn't get it. Although, it evolved into a running joke when we had nothing else to do. Whip up a batch of 14th level characters and see how many minutes before they all died to nonsensical and un-intuitive traps).
 
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The one that seems to stick with me the most is Keep on the Borderlands. I think that it had the most profound impact on me as a young gamer. It still has a feel too it that appeals to me very much.
 

Into the Woods

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