It provides a simple alternative to a part of the game some people don't like, the ease of raise dead spells. I think it was clever and werll put together. I'd really like to see similiar products from companies.
I went with Demons&Devils. While it is sort of obsucre and I haven't run it yet, it is probably the one that best suits my tastes. It is composed of short, easily inserted and deadly adventures, which, moreover, have a strong Judges Guild feel - and I like that a lot.
I almost voted for Tomb of Abysthor. Abysthor is, IMO, the strongest dungeon module Necromancer has released. It is large enough to offer a lot of chance for exploration, but not as overwhelming as Rappan Athuk can get. It has lots of GIANT FROGS!!! (I love giant frogs ). The power groups are interesting and it is very easy to reshape the dungeon into a very dynamic experience (RA suffers in this respect, as the Cult of Orcus is clearly dominant almost everywhere). And, of course, it helps that it is well written, too.
I've run Vaultof Larin Karr for one group and while they never finished it, it kept us going for weeks with lots of mini-dungeons and side treks.
I'm about to run it again for another group though I've already started to add a few things to give my guys more backstory. As I'm looking for more bang for least work this mini-campaign is top knotch and anything I add is purely gravy...
It's also the name of the fifth D&D Miniatures set - so I'm getting good at spelling it. (And cringe at how many people spell it Abberations. A bit like Eberron and Ebberon... )
I'm surprised that so few of NG's new modules have received many votes: VoLK is the only new "leader" in the poll. I like VoLK a lot and put it nearly on the same level as Tomb of Abysthor and Demons & Devils, which are my favorite modules written by Clark and Bill.
Do folks just not own many of the newer modules, are they generally felt to be inferior to the earlier products, or what??