To briefly address the actual topic of the OP. A lot of this depends on the way you view "political." In a very narrow sense, there are very few D&D modules that "political" (intended to overtly advance a partisan position). On the other hand, I think that all D&D modules are political, in the sense that they reflect, reify, or subvert expectations of the people that made them, which are part of the political reality of the time.
If this is too abstract, I will be more concrete with two examples.
First, a module. B2 (Keep on the Borderlands) is a classic of D&D history, and a well-known module. I am reasonably certain that Gygax had no political intent in writing the module. I am reasonably certain that most of the people who went through the module (especially at the time) didn't think that there was anything political about it. And yet ... it is intensely political, in the way that it reflect a particular ideology of the time (blah blah semiotics blah blah Barthes' Mythologies etc.).
To start with, the very concept of D&D at that time was rooted in American exceptionalism and myths of the Old West; yes, it had the additional trappings of fantasy, but fundamentally it was borne from the Western, and from a generation of adults that grew up on that genre. The saloon becomes the inn. The adventurers are the gunslingers. Authority is weak or absent. Power is achieved through violence; both good and evil are simply manifestations of that violent impulse.
B2 makes this more explicit- while some liken it to generic "colonialism," it is actually much closer to a fantasy re-imagining of the old Western trope- you have a stockade in the wilderness, and there are "savages" (ugh) that threaten the march of civilization. Again- this isn't just an adventure- this is the assumption that there is a worldview. Civilization is good. Violence is appropriate against others that keep you from expansion. Etc.
This can be seen elsewhere; an easy example is the birth of Paranoia as a separate game system. I love Paranoia, but it is also certainly a product of the Reagan 80s in America. Once you strip away all the (awesome and funny!) trappings, you are left with a system that teaches you that government is not just bad, but also completely incompetent. Again, the things that happen in the game are almost never a reflection of the idea that the Computer is necessarily evil, but instead a reflection of an ethos that government is bad, government is incompetent, and the worst of it is when government is trying to help you (The Computer is your friend ....).
In pointing these things out, I don't mean to yuck on anyone's yum. I also don't think the people who write these are necessarily even thinking about what ends up being reflected (this isn't deliberate and intended allegory, like Narnia) I still love playing Paranoia. But to not acknowledge there is a lot going on that is inherent in the work is not accurate. IMO.