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What are the greatest published adventures you've run?
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<blockquote data-quote="Lanefan" data-source="post: 9031602" data-attributes="member: 29398"><p>As my previous post in this thread was from 2011 (!) I can update it a bit:</p><p></p><p>Since then I've run about 2/3 homebrew but between that hit some truly excellent published adventures, some of which I'd previously played through and others I'd never touched:</p><p></p><p>Lost Caverns of Tsojcanth (played but never run)</p><p>Dark Tower (never touched)</p><p>Castle Amber (played but never run stock, I once wrote and ran a homebrew variant)</p><p>Secret of Saltmarsh (never touched)</p><p>Maltese Clue (never touched)</p><p>Ghost Tower of Inverness (never touched - maybe not the greatest module ever written but we had a big-time blast with it)</p><p>Tomb of the Lizard King</p><p></p><p>In 2011 it appears I'd run G1 and G3 but not G2; since then I've run G1 again (stock) and G2 (stock except using Stone Giants instead of Frost, to suit the surroundings).</p><p></p><p>Sadly, I've also hit a few published duds. The Gauntlet isn't great, 4e's Marauders of the Dune Sea needed a lot of help over and above simple conversion (the dungeon-y bit has become my go-to example of how not to design a dungeon!), and JG's Druids of Doom needs some serious editing and a complete re-do of its maps.</p><p></p><p>Old-time Judges' Guild adventures in particular tend to be extremely hit or miss: their best (e.g. Dark Tower, Maltese Clue) just can't be beat while their worst are truly awful; and there's not many in the middle.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9031602, member: 29398"] As my previous post in this thread was from 2011 (!) I can update it a bit: Since then I've run about 2/3 homebrew but between that hit some truly excellent published adventures, some of which I'd previously played through and others I'd never touched: Lost Caverns of Tsojcanth (played but never run) Dark Tower (never touched) Castle Amber (played but never run stock, I once wrote and ran a homebrew variant) Secret of Saltmarsh (never touched) Maltese Clue (never touched) Ghost Tower of Inverness (never touched - maybe not the greatest module ever written but we had a big-time blast with it) Tomb of the Lizard King In 2011 it appears I'd run G1 and G3 but not G2; since then I've run G1 again (stock) and G2 (stock except using Stone Giants instead of Frost, to suit the surroundings). Sadly, I've also hit a few published duds. The Gauntlet isn't great, 4e's Marauders of the Dune Sea needed a lot of help over and above simple conversion (the dungeon-y bit has become my go-to example of how not to design a dungeon!), and JG's Druids of Doom needs some serious editing and a complete re-do of its maps. Old-time Judges' Guild adventures in particular tend to be extremely hit or miss: their best (e.g. Dark Tower, Maltese Clue) just can't be beat while their worst are truly awful; and there's not many in the middle. [/QUOTE]
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