YOu might try looking at Frandors keep from Kenzerco for Hackmaster 5e.
They did a great job on that product.
They did a great job on that product.
The problem with modules is, that most of them aren't really good.
It seems like there are only two types around. Strictly linear railroad modules in which the whole thing is already predetermined from start to finish, almost to the point where there's a specified order in which you go from room to room, and with a clear outcome for every encounter.
And the other type are old-school modules, which are basically just a map of a dungeon with nothing else.
I take things from both, but I can't really see how you can run a good game actually using them.
I read about Darkening of Mirkwood for some Lord of the Rings rpg a few days ago, and that seemed to be the first piece of published material that actually aims to provide the background for an open-ended game in which the players can make meaningful choices. At least as far as I am aware.