I think you mean the Thunder Rift Line for BASIC D&D, not 2e (I mention this because this colors the preceptions)
TR was a micro-setting used to introduce PCs to D&D. Basically, it was a very generic setting. There were no gods, not alot of political maneuvers, and lots of dungeons. Designed for the BASIC ruleset (where men are men and elves have one class), its very simplistic at points and lacks great depth of role-playing.
That said, I do own a few of the modules/box sets, so I'll run them down. There are plenty more, try Dragonsfoot.org or Arcaenum for more reviews.
Dragon Box (Intro set): Not technically in TR, but the first of the box sets that used the same formula. Very basic escape from evil wizards dungeon. Lots of hand-holding and character creation rules. If you or your players know about D&D, skip this.
The Goblin's Lair: Three Linked Modules for levels 1-3. All deal with Goblins and the Goblin King (not David Bowie). Pretty standard DCs, with not alot of plot. Did not need to play all or in order.
The Haunted Tower: Like GL, but actually had some plot/ideas behind it. Levels 3-5. Lots of undead. Hard in some places. Actually 3 modules like GL, but link much nicer.
Ecape from Thunder Rift: This "transition" module took you from the relatively static TR to the Known World of Mystara. Came with the Basic DM Screen. Allowed PCs to start looking into some of the concepts in the Rules Cyclopedia. The module itself was a boring Dungeon Crawl, IIRC.
Rage of the Rakasta: There were many small modules like this, but this is the only one I bought. You vs. Oriental Cat-folk. The module was OK, but hard in more than a few points (SOLO GAME MY @$$). The back had the first three levels of the Rakasta PC class. (Extrapolate as you will from there.)
I dearly did enjoy those modules in my youth, but looking back, they were mindless Dungeons. Not that that is a bad thing, but don't look at them for anything more than stocked dungeons.