A reminder: if I don’t list an issue then it doesn’t have enough redeeming qualities for me to mention it. I didn’t accidentally skip them.
Dragon Hunters has some nice faction play in it and perhaps some murky morality (in a fun way, not a punitive way) that need some work to get some good use out of it. Quite above average for Dungeon.
Racing the Snake is NOT what I am looking for in an adventure, but if you want linear set pieces then you could do A LOT worse than this one.
Maure Castle, updated to the new rules. The layout is terrible and Kuntz needs an editor with a spine. It’s also classic D&D exploration, which is quite rare.
Mad God’s Key is a plot based adventure AND it doesn’t suck AND it’s in Dungeon! Very flavorful and good imagery throughout and worth digging through the text.
Raiders of the Black Ice has a great variety of encounters and good winter vibe.
Touch of the Abyss and Fallen Angel both have some high points, but both suffer one or two good ideas that are not followed through on.
Unfamiliar Ground is a linear crawl, but its has some good weird stuff and order of battle for enemies.
Fiend’s Embrace features a ruined castle in a cold swamp and is quite a bit more evocative than most Dungeon adventures.
Fiendish Footprints has some linear elements, but also has a multi-entrance dungeon and interesting scenes/encounters in that linear environment.
More Maure Castle, with the usual Kuntz faults. But the “highlight” is The Whispering Cairn, the AGe of Worms kickoff. Not a bad little dungeon, for a plot thing.