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Most memorable module - RA1 - Feast of Goblyns.

I think I DMmed this 3-4 times which is the most use Ive ever gotten from a premade module.

This module was imho the pinnacle RL module (Ship of Horrors was the only other remotely close).
We had two party members fail multiple checks, and one (Mage/Thief) was responsible for killing 2 other party members via "accidents" before being killed on his 3rd attempt at it.
The other (scholar priestess of Deneir) just weirded out the rest of the group with empty eye sockets with pinpoints of light, a brooding demeanor, and not needing any kind of sustenance. They kept expecting her to turn on them next.

Good Stuff.

Other "Oh yeah? Top this...." adventures/scenarios/modules/whatever on my list include...

1) Castle Whiterock and Night Below. IMHO, the way all boxed set adventures should be done. Even though they have a main plot, they are open enough to expand very easily.
2) Erik Mona's Whispering Cairn , Jason Buhlman's Mad God's Key, and Harley Stroh's DCC #35a Halls of the Minotaur.
All three are perfect campaign starters. Mad God's Key is a little easier from a character hook standpoint and has a perfect balance of roleplay/dungeons. Cairn is one of the best designed tombs with enough background fluff to make it memorable. Harley's is a 0 Level adventure that nearly lets you choose your future path through the course of the adventure. I cant believe no one else does 0-level :) .

The above are just some that standout from recent years. Long ago stuff would include ToEE, ToH, Lost Caverns of Tsojcanth, The Eternal Boundary (Planescape, One PC was Harmonium, another was a Thief from the Fated, the RP alone between them was worth all the DM work :) ). etc
 

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and Harley Stroh's DCC #35a Halls of the Minotaur.

Stroh has an incredible knack for old-school awesomeness. 35a is incredible in that it has everything you want in a first time adventure - secret doors to treasure, slimes, a big monster that is within kill-reach of the characters, magic pools in a secret room, and so on. It is darn near perfect.

His re-visioning of the Keep on the Borderlands (DCC 28 - Into the Wilds) is also really really excellent.
 

His re-visioning of the Keep on the Borderlands (DCC 28 - Into the Wilds) is also really really excellent.

I agree.
Awhile ago I was deciding what campaign to run next. One of my considered options was to use Into the Wilds as a start to a Goodman "semi-AP". I just thought Halls of the Minotaur was a hair better at 0-level with a novel approach at choosing a class path during/after the adventure. The adventure itself is also well constructed with Kobolds, a good Forest jaunt, and a dungeon crawl. Harley's stuff is great.
 


I've started two campaigns with NeMoren's Vault and had a blast each time. The hook to get players in works beautifully, and allows PC's to come together "naturally." While things turn into a Dungeon Crawl, it's a good crawl, with unexpected nasties, a worthy backstory and some seriously good goodies for the players to use in the future. In the first campaign, they had the run of the Manor House and used it as a base of operations (even defending it against the remnant of an Orc tribe whose nest they'd attacked, and been tipped off about their location by the Village Mayor).

I'm also a fan of The Grey Citadel which combines role-playing, investigation and high-stakes combat in one delicious module. The city setting can be used as a base of operations afterwards, as well.

Though I've never had the chance to run them, kudos to The Tomb of Abysthor (a deadly Dungeon Crawl where conflicting factions spice up the scenery) and The Whispering Cairn which is probably the best 1st Level Adventure I've seen. Period.
 

I've always like'd epic storylines so my favorites include

1) The Age of Worms 12 part epic that appeared in Dungeon Magazine. Except for a couple slowish sections it was fantastic.

2) City of the Spider Queen - some great encounters and surprising in the way it focuses on Drow but not the Loth worshiping kind.
 

Return to the Temple of Elemental Evil - Yes, it was a long dungeon crawl, which I'm not usually fond of, but the interaction with NPCs and factions made for a very fun and memorable game.

The Secret of Bone Hill - This module showed me early in my DMing career how to do a sandbox style game. It was fun to play and made for many more fun to play campaigns.

There's a 2e Dungeon adventure whose name escapes me that I converted into a 3e adventure for my homebrew. It was about a terrorist wizard that plants a bunch of "fireball bombs" about a city and the PCs need to find them before they go off. My players still talk about that one. Funny thing is, it was written by a local guy that I started playing LGH with about a year after playing it. I got to thank him for it. :p
 

What modules/scenarios/adventures have stood in your memory for years, and remain "Top that!" examples? What have you played lately that really rocked? What would really rock?
The Vicktor Saint Demaine Eberron adventures in Dungeon. I've wanted to run those adventures so badly.

I also liked several adventures of Savage Tide and Curse of the Crimson Throne; I'd have enjoyed running or playing in either of those.

The first module I bought, and to this day want to still run, is Speaker of Dreams.
 

The Hidden Shrine of Tamoachan is definitely my favorite. It has a cool twist (you start IN the dungeon and you have to find your way OUT), cool theme (Ancient Mesoamerican temple) and cool tricks, traps, and distractions throughout.

It was so good I used it to write the RPGA Living Greyhawk scenario The Tomb of Tloques-Popolocas, using a minor character from the adventure.
 

I am personally a big fan of Mordenkainen's Fantastic Adventure and its 3.5 update Maure Castle (Dragon #112 with additional installments in #124 and #139).
 

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