I concur. I haven't run a published module for my friends for ages because so many of them are just awful, but everything about "Sailors on the Starless Sea" is just great. The maps, the encounters, the background... I love it all. My players are really enjoying it, even if we've lost more than half of our original adventuring party.
I was this way for a long time. When my friends moved from OD&D to AD&D (1980 or so) they also moved into the realm of modules, but support for OD&D modules was bleak and so I mostly created my own adventures instead of buying any.
When the OD&D revival began shortly after 2000, I started buying up some of the classic modules and running them but found that many weren't as good as I expected. The only 3E modules I found at all interesting were through Goodman Games in the DCC line. I converted some to older rules, but sometimes just read them.
This new DCC line (#67+) is nothing short of fantastic so far. The maps are cool, the monsters are creepy, the style is really cool. And I've had a chance to look at a couple of the 3PP products (Frawgs and Bone Hoard) and they are great as well.
This is indeed a great time to buy modules!
_________________Marv / FinarvynDCC Minister of Propaganda
; Deputized 6/8/11
DCC RPG playtester 2011, C&C
since 2003, ADRP
Since 1993, OD&D
player since 1975
"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson