Here's a bit of a delight: an adventure where there isn't a Bad Guy to defeat, rather there are two contending forces, neither of which is particularly good or particularly bad... and the party will have to decide which, if any, they are willing to help!
The background notes for the DM explain everything - it's a territorial dispute over an area that includes a wizard's tomb, with one lot wanting to turn the tomb into a base and t'other lot not being interested in the tomb at all, they're after a mineral nearby. But they won't talk, let alone share. A nearby town is holding a festival, which is assumed to be what gets the party into the area (although ther are other hooks if your lot aren't great festival-goers), and the module sets out to provide you with all the resources you need to let the party loose in the area and moderate whatever they decide to do... a neat way of handling a very 'open' plot.
These resources include notes on the town and the festival, which as well as the usual elements of a mediaeval fair includes an Arcane Challenge with a series of events for spell-slingers to test their prowess against each other. Naturally, a party wizard or sorcerer might like to try his hand... and others may be more interested in archery or fencing contests or even a cooking competition! Several NPC spellcasters are provided as opposition, along with notes on how they intend to address the challenges of the contest. If nobody from the party joins in, it can still make for an entertaining spectacle.
Just to add to the fun, there's another group of adventurers there, who are concerned by some encroaching stone giants and are trying to stir the town up to do something about them, and there is also a nasty disease spreading through the region. And, of course, there is the dispute that is at the heart of the plot. Everyone involved is detailed, along with what they are likely to do, how they will react to any interference, and what they are likely to be willing to negotiate about.
Finally, there's the wizard's tomb itself. This is mapped out (using a map from the Map-a-Week series on the Wizards of the Coast website, reproduced here although the original link still works at the time of writing) and is full of interesting things... and traps to guard them. Plenty of fun for those looking for a more traditional delve.
Ending with some notes on the consequences of some of the more likely party actions, this is a real gem of an adventure, with a lot packed into 11 pages!