So-called "easter eggs" are the little hidden rooms or interesting areas tucked away in an adventure or dungeon, something that the player characters might discover if they are lucky, clever, or very unfortunate indeed. (I also like the humorous so-called easter eggs tucked away in modules—I've found many in old TSR modules—but that's a topic all its own & one I'll get to another day...) Goodman Games encourages their writers to add eggs into adventures, and some adventures have had some good ones. The GG adventure The Secret of the Smuggler' Cove had what might be the most fiendish I've seen—a cave shrine that may only be reached via a underwater swim. (As a certified SCUBA diver, I can tell you that cave-diving is more dangerous than most non-diver gamers would dream, which just adds to the appeal!)
The best adventure bits for me are the weird ones and the creepy ones. They don't have to be cleverly hidden or impossible to reach, just really interesting and "out of place" in the context of the overall dungeon with being totally jarring. This is not to say I dislike cohesive dungeons—I don't, and good adventure design fairly demands it—but those weird, mysterious touches get me every time. Gary Gygax was a master at this, and finding the little disturbing rooms he salted in his large dungeons was like biting into a big piece of jalapeno in the nacho heap—you knew it when you hit one.
A great example is his venerable Steading of the Hill Giant Chief. The module contains a two-room area on the lower level, just off to the side of the feuding humanoids, that contains a weird little temple and a "vestry" that basically amounts to a blocked passage.
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In real life, I detest eggs. But in when it comes to adventures, definitely serve me up a couple of easter eggs, weird side up.