Howls in the Night 
This adventure takes place in Mordentshire, in a coastal town. Here, the PCs check into an inn, and learn a little bit about hounds prowling the countryside. At this point, the innkeeper passes a bowl around to collect a bounty to entice the PCs into killing the hounds, which qualifies for the flimsiest hook into an adventure, ever. Failing that, the sheriff will literally force the PCs to help the town or throw them into jail. Wow, ok. Assuming that doesn’t happen, the group follows the sheriff to investigate a murder of a local shepherd. Shortly thereafter, they fight a group of bog hounds. After that, they meet a gardener wandering around outside, who leads them to a nearby manor house. He then tells them that his master hasn’t aged in 50 years, and that the hounds seem to be getting closer. How convenient!
Because it wouldn’t be a 2nd edition module without some detailed map of some sort of structure, we get a room-by-room detail for the entire house, even though the PCs really have no business rummaging through the house in this manner.
I honestly gave up on this module by this point. The entire thing is completely implausible. The start is ok, but in 50 years, no one thought to check out this dude who never aged? And Westcote himself knows the history of the bog hounds because it’s his story. That never slipped to anyone in this town in 50 years? Also, no other adventurers have entered this town in 50 years to deal with this problem? There’s nothing in this entire adventure that would compel the PCs to care about it at all. And despite how original bog hounds are as a monster, they aren’t interesting to fight. The “story” basically just consists of ham-fisted attempts to lurch the party from one combat to another, and then for the GM to stitch it all together with an overly convoluted backstory that, again, the PCs are going to care nothing about.