What is your favourite published adventutre? and more important WHY?

Return to the Orc and Pie. So much better than the original; I can barely fathom why some people liked that drek. RttO+P takes everything that was almost good in the first O+P, and makes it about 10 times better, then adds ninjas! Truly a modern classic.
 

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B10 - Night's Dark Terror. 64 pages that can pace an entire campaign. The maps are fantastic, and the lead in to the adventure is great. The detail is better than any other module, but can easily be ignored if you don't want to worry about the primary features of background NPCs, treasure, etc. The adventure allows the PCs to work as a team in defensible positions, assaulting dungeons, thinning out an enemy hoard, uncovering city mysteries, tracking & espionage, exploration of uncharted lands, diplomacy with other races and fighting new nasty critters. There are enough mini adventures and side trips to keep a campaign going for a year with plenty of places for interludes to sell treasure and buy new equipment. Plus there are BBEGs that just make the players hate them from the start once they are uncovered. There is so much goodness in that one module, it's tough to mention it all. Oh, and it came with counters for a major fight, which was crucial for the OD&D days of pre-plastic minis.
 

Storyteller01 said:
'What Dreams My Come" by Monkey God publishers. It was the first mystery/diplomacy based adenture that didn't involve a dungeon crawl (there WAS a tower siege :) )

I think you might find that adventures such as L2: The Assassin's Knot (1983) were the first to meet those criteria. :)

My favourite module of all time is L1: Secret of Bone Hill for very much the same reasons that Agamon liked it (a content-rich, location-based, railroad-free adventure which is full of flavour and encourages player skill).
 

Gah, such a difficult question to answer. I adored I6, Ravenloft, for the isometric maps and the imagery (I'll always remember the Guardian of Sorrow pulsing in its tower) but the jokey tomb inscriptions let it down a bit. The Gauntlet was fantastic because the PCs were on the *defensive* for a change, running around the Keep trying to keep the bad guys from breaking in. Q1 had the best final setting of anything I'd read at the time.

But my favourite has to be the original Tomb of Horrors, just for the atmosphere. That might sound odd, but ToH had a melancholy, macabre feel that I just loved (the illustration book helped, and I rather wish such things would make a reappearance). Deception and misdirection galore, tombs within tombs, and my favourite of all monsters at the end.
 

What Evil Lurks, by Necromancer Games. So far this has to be my favourite module. It has an interesting and believeable plot, a moral dilemma that isn't pushed on the players, a mix of wilderness and dungeon areas, as well just being a fun module.
 



White Plum Mountain

This was the first module I ever ran. It has great unique encounters with envirmoment as well as monsters. It has interesting intelligence weapons. And to make it even better I got a Return to White Plum Mountain and that really fun Hackmaster version. :D
 

Staffan said:
Dragon's Crown, because it really takes advantage of the specialness of the setting in which it takes place (Dark Sun). Psionic-based plot, man-eating halflings, mad thri-kreen, sorcerer-kings, the Silt sea, ancient fortresses, and so on. Oh, and no mega-dungeons.


And one can not forget teaming up with another evil NPC party whom one just knows will betray you in time.
 

MarauderX said:
B10 - Night's Dark Terror. 64 pages that can pace an entire campaign. The maps are fantastic, and the lead in to the adventure is great. The detail is better than any other module, but can easily be ignored if you don't want to worry about the primary features of background NPCs, treasure, etc. The adventure allows the PCs to work as a team in defensible positions, assaulting dungeons, thinning out an enemy hoard, uncovering city mysteries, tracking & espionage, exploration of uncharted lands, diplomacy with other races and fighting new nasty critters. There are enough mini adventures and side trips to keep a campaign going for a year with plenty of places for interludes to sell treasure and buy new equipment. Plus there are BBEGs that just make the players hate them from the start once they are uncovered. There is so much goodness in that one module, it's tough to mention it all. Oh, and it came with counters for a major fight, which was crucial for the OD&D days of pre-plastic minis.

Seconded for every reason Marauder listed above. simply a superb module, that mixes up everything that makes D&D great. I've never gotten a chance to run it, but it is one of the few older books I kept when I sold off the rest of my old collection last year. I will run it someday!! And yes The Iron Ring are really cool bad guys.
 

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