Which D&D adventure added the most to an ongoing campaign?

Glyfair said:
So, which published adventures have you ran that have had repercussions in the campaign long after the adventure actually was "finished"?

The Ghost Machine, one half of Fiery Dragon's To Stand on Hallowed Ground

The Advenuture...
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... involves an artifact called the ghost machine that causes undead to inexorably re-animate. Every encounter the players dealt with meant one more thing that would be chasing them through the rest of the adventure.

After that adventure, the players were always paranoid on undead that won't stay down...
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Of course, I couldn't leave that lie. There are plans for this artifact at the end of the adventure and the ghost machine is supposed to be a prototype for a much larger artifact. I wove this into subsequent games, having the undead-cultists questing to re-create this artifact.
 

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For my Eberron detective game, the module Steel Shadows was what established the party's reputation as peerless investigators, made one character simultaneously a bastion of the warforged community and drove him mad, and established a villain who managed to give the party trouble up to the end of the campaign.

Demiurge out.
 

For 3rd edition it was The Vault of Larin Karr . It fleshed out alot of the Forgotten Realms Silver Marches region for us. We also mixed VoLK with Halls of the Rainbow Mage Bostwick and Hampton Hill were merged becoming Winter's Edge.

Rivermoot (Pembrose), Winter's Edge (Bostwick), and High Hold (Twain) were even positioned identically to the three towns in Quail Valley. Coincedence? :)
 

As a player, OF SOUND MIND - some of the locations and NPCs are still minor parts of the campaign.

As a DM, most recently it was MAD GOD'S KEY. One of the McGuffins (the stolen book) is a major part of the campaign.
 

Of all time? B2 - my homebrew world started out as an expansion to Caves of Chaos.

In 3e? Vault of Larin Karr was *the* major set piece of the campaign.
 

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