I've waxed poetic elsewhere of my love and despondency over published adventures & modules. They're a crutch, yet at the same time they're a good crutch for a busy person. They provide interesting NPCs, situations, and encounters, all of which can be utilized as written, adapted, or stripped Borg-style for their uniqueness and ideas.
EP only has a few adventures published. I understand it's not easy to divert resources to making such products. In the stead of official adventures, here are a number of adventures I've run in Eclipse Phase that converted easily and/or smoothly. I've discussed a few of these elsewhere.
This is by no means a comprehensive list; just some adventures that I enjoyed running. And, if you DO have the ability and creativity to write your own adventures, my hat goes off to you. Mind sharing some of that with me? :)
1. "The Last Warhulk"
What I Liked: The core plot
"The Last Warhulk" is for the Star*Drive campaign setting. This is a blessing and a curse at once. I always love a good space opera, but they often have some degree of reliance on setting to be made enjoyable. This one could be converted without too much difficulty.
It concerns, in 5 acts, the discovery, exploration, managment, and destruction of a massive autonomous warship and the espionage committed in the name of securing it. It's easy to remove factions and replace the with appropriate terms; rather than some Romulan stand-in, a Hypercorp agent is easy. Those data thieves? Make them idealistic automonists, change them up. The source of the ship? The TITANS, maybe, or maybe one of the old Earth Governments. There are a few good twists and turns and lots of opportunities for investigation OR death... both of which seem to go hand in hand with EP.
2. "The Murderer of Thomas Fell"
System: Trail of Cthulhu
What I liked: The sober desperation and horror
This is an excellent adventure if you want to play Trail of Cthulhu. Really, it is. Its how I got my gaming group into GUMSHOE. There are clues galore, really cool pre-gen characters, and a bunch of neato moments to scare the ba-jeezus out of your players. This is a spoiler, of course, but you're not reading this to avoid spoilers, are you?
Yeah, you get teleported. That's right; the professor you're investigating has gone totally mad and has some sort of teleportation device that strands you and your friends on some alien plateau in the Andes.
The weird thing is just how little you need to adapt! Replace "a series of photograhps" with "a bunch of AR images." Let's be honest, the TITANS are a narrative device rather than an enemy you run up to and fight with your 4 speed and assault rifle. The idea that they could have some sort of teleportation system and a bunch of strange constructs on Earth doesn't sound odd at all, does it?
3. Shadowrun Adventures
This one is kinda cheating. There are so many Shadowrun adventures out there and the lineage between EP and SR is clear. Still, I recommend you browse a few or check other forums for ideas, since there's plenty of SR goodness you can plumb.
4. GURPS Transhumanism - Singapore Sling, Polyhymnia
What I liked: The alien, weird feeling of the setting and the 'what-ifs' are covered
This is another 'cheater' entry. You're probably thinking, "what? That's obvious." Well, in some ways, it is. It's a pretty easy change, except that GURPS transhumanism is even crunchier than Eclipse Phase and the setting isn't post apocalyptic. Both of them are pretty standard fare. Singapore Sling is great for diplomatic or investigative types, and more or less revolves around a conference on Earth. It's a semi-nonlinear investigative sort; it's not bad if you need something revolving around paying back a favor, since it doesnt' really involve existential threats. The other, Polyhymnia, is similarly investigative and revolves around a nightclub and some sinister experiments. Both of them have just enough elements to make you say, "Yes, this is not the Earth I currently live on, but it is not some other universe, either."
5. "Tartarus," "Dead Rock Seven," "Terra Nova"
System: Ashen Stars
What I liked: These investigative adventures are literally begging to be purchased and used in EP.
I've mentioned these elsewhere, but they bear repeating. All three of them are soft sci-fi adventures designed for Pelgrane Press's 'Ashen Stars' system. All three of them have massive caveats you need to overcome; narrativist conventions, loads of friendly aliens, FTL travel and dimensional transportation. Yeah, weird, right? But that's okay, because if you ignore those or work around them, these are some of the most fun my players ever had.
"Dead Rock Seven" is a collection of 4 AS adventures, and they're all great. "The Pleasure Bringers" is about a mysterious plague in a hedonistic world (it screams 'hard-to-detect nanoplague and Venus', really!). "Dead Rock Seven" is an awesome adventure that reminded my players of Alien or Dead Space, and involves investigation of deaths on a gigantic mining station. The ending is even softer sci-fi than usual - we're talking science fantasy here - and involves some sort of extradimensional being. It could of course simply be substituted with some other alien entity... maybe a machine, a probe, a TITAN relic, or some entity relative to the Factors.
The other two, "Period of Tyranny' and the last one are a little harder to work with. One involves a world dominated as a police state (the Jovian Junta would be great but the planet is just a one-time visit thing, rather than a campaign setting like the Jupiter subsystem might be) and the other involves a gigantic cooking show and some wormholes. Of course, in the wide world of EP, it's not a total sin to introduce a new pandora gate or a new cooking show, is it?
"Tartarus" and "Terra Nova" are shorter but even sweeter adventures. "Tartarus" is clearly a send-up and loving tribute to the recent film "Prometheus" and involves players investigating some menacing alien threat and the remains of an expedition to a hostile planet. Perfect for introducing an alien threat or evil megacorp! Terra Nova's plot involves a gigantic space luxury liner that goes missing and reappears with its crew dead. It comes with a map and a bunch of supporting NPCs as well as loads of options to turn things on the players. Honestly, if that doesn't scream EP, nothing will.
6. "Arkham Detective Tales"
System: Trail of Cthulhu
What I liked: This collection of interesting adventures involve strange, otherworldly horror but also focus on procedural investigation, complete with some cool locales for fights and roleplaying.
This is one of those books that had specific campaign in mind; it clearly envisions the PCs as detectives in Boston or Arkham, Massachusets in the 1930s. Lucky for us, the scenes and events are universal. A freighter or transport shows up with its crew dead and slaughtered? An alien artifact in the hold? A half-crazed collector who wants it back? A difficult choice between duty to your fellow humans (or faction, or philosophy, whatever) and to your employer (Firewall/Arkham PD) all work together in this series of 4 different adventures. Sure, some of them are a little more topical than others; one involves what's basically the Lindbergh baby kidnapping. But really, if your players are willing to accept some narrative conventions like "Your mesh inputs and communicators are having trouble working on this alien world" then I think you'll get a lot of mileage out of this one.
7. Planet of Darkness
What I liked: The premier sci-fi adventure from Chris Perkins is hard to convert, but the ways that it plays off different factions against each other could easily be reskinned for EP.
8. Mansions of Madness (Compilation)
System: Call of Cthulhu
What I liked: I'm of the opinion that this book has some of the greatest CoC adventures of all time. They don't hold up quite as much as EP but the conventions are the same; gigantic, evil houses with scary things inside.
You could run these as-written so long as your players don't go overboard sending clones and unmanned spy-drones into these 'houses'. But wait, why bother with something as simple as a haunted house? The thing that you should take away from this compendium is that there are scary places that are cut off from society, and if you want to protect and help yourself and others then sometimes you need to go inside. Simple as that. There are loads of ways to re-skin the 4 horrible haunted houses and the horrors within (and without, since there's plenty of research and roleplaying to do before and after you enter them!)
-A derelict station or ship from before, during, or after the Fall
-A private residence on a faroff extrasolar colony
-An isolationist habitat on Mars
-A section of an aerostat sprawl on Venus
-A simulation being run on a private server - after all, the things that some people do in the privacy of their own little Internet can be just as disturbing and dangerous
9. Cabin Fever
System: Cyberpunk 2020
What I liked: Lots of roleplaying in a confined space with a deadly threat just outside
This is a different sort of adventure. Almost no combat, lots of roleplaying, almost no investigation, lots of waiting around. That could get boring, but this adventure does a decent job of giving you, the GM, loads to do with and to the players.
The core premise is simple. The players are framed during an investigative job and are trapped inside a bar during a massive chemical gas leak and explosion. They need to do lots of thinking, waiting, and arguing.
Sound boring? Sound hard to run? Maybe to both. But as a diversion, my players loved it. It's a very, very different sort of adventure; a bottle episode and mystery at the same time. It's worth a read, if nothing else. It's long, long since out of print, but you should be able to find it using whatever legal or questionable methods you desire.
10. Well, that's it. That's all I've got without just adding more Cthulhu or Cyberpunk adventurers. Those are my nine. (Well, there were a few compendiums, but nine 'products'.) Now it's up to you. I'm curious what you've done for your campaign.