LOL. I'm talking about my number for the RPGA, which is a non-profit group, loosley associated with WOTC, but not actually taking orders from them, that runs the various "living" games assiciated with WOTC products. The modules I'm talking about come from Living Forgotten Realms. If you sign up for the RPGA, (if you already have a DCI # from the Magic: The Gathering tournament scene, that'll work) and you take their silly little "judge" test, they'll let you schedule "sactioned" events, which will allow you to download their modules for free, to run at said sanctioned event.
The idea behind the modules and the system is that one person can take a legit character from game to game, convention to convention, all across the world. there are many countrys with active RPGA memebers.
Personally, I just raid them for free modules. I never intend to play outside my local group, and the only reason to follow all the RPGA rules would be to take a character toa convention and play there, which I don't really want to do. I was in the RPGA for a little bit back when Living greyhawk was the big game they were running, and I enjoyed that, because my local gaming shop had regular Living Greyhawk nights, with modules being run every 2 weeks. This kept level progression at something halfway decent. My group has trouble getting to play at ALL.
By the way, the module has been run, and came off better than most. I didn't end up being able to read the whole thing through before the game (although I'd played in this one, and read the whole thing weeks ago). So I ended up running it cold. They work well, particularly because I can't come up with a believable campaign for a fantasy game to save my life. Somehow they all end up falling into the Sword of Shannarah mold. I much prefer to run Shadowrun. My plots are always better.
A final word on the Modules themselves:
A. They are intended to be run in a 4-hour convention "slot"
B. Gold and experience is standardized, and anything extra characters spend in a module is generally ignored, as it makes bookkeeping at the next game complicated.
C. The story can be hit or miss. Most of them are quality modules, some can bog down royally if the party splits up, and at least 1 of them that I picked had no reasonable story or background info at all, and left me with 5 repetative goblin encounters to try to make interesting.
D. They REALLY like to use "Skill Challenges" to represent social interation, which irks me every time I run one, since doing things this way keeps the party from engaging in a real conversation. I tend to end up with no-one at all in character, and just explaining why they are making their social skill roll.