Red Hand of Doom is a pretty worthwhile module and could be converted nicely to a 4th edition late Heroic/early paragon adventure.
Here's a quick mini-review:
The PCs start by heading into the woods, planning to delve at Vraath's keep. On the road, they are ambushed by hobgoblins - and when they get to town, the locals ask them to investigate bandit activity in the area. At Vraath's keep, they discover a hobgoblin horde plans to conquer the area in a few weeks. The heroes head north to Skull Gorge, and fight a dragon so as to destroy the bridge the horde needs and slow them down.
The PCs then have roughly six weeks to spend running hither and yon across the Elsir vale, finding allies for human civilization and destroying the hobgoblin's allies. Notable encounters include a black dragon in a swamp and a lich in his lion-shaped lair*.
Finally, the horde advances on Brindol. The PCs help lead the defense, hopefully suggesting wise actions and convincing the town's leadership not to do retarded things. The PCs also have to take specific actions: killing the giants that are knocking down the town walls, defeating a red dragon rampaging over town, holding off waves of enemy troops to let friendly battle lines reform, and fighting off against the big bad in the town square.
The 5th act has the PCs head into the horde's dungeon and stop a plan to summon demonic/infernal reinforcements, but it's a bit of anti-climax. If you like dungeon crawling, it's not a bad dungeon.
It's an interesting adventure, with the possibility of larger scale action than most published D&D. It's not too heavily rail-roaded either, though the PCs don't have perfect freedom. If you can get it cheap, it's definitely worth owning, but since you can't get it on PDF anymore...
* This section would probably need to be heavily reworked, as the lich's stronghold is very small and has lots of 20' square or less rooms in it. It's very much a knife-fight in 4th edition terms, and area powers are going to be devastating to both sides.