In a dark cell, Rollo Bargamnn, merchant of Thyatis, turns away in disgust from his evil, green-skinned prisoner; capturing this wretch cost a ship and sixty gallant men. Then his heart hardens once more, and he resumes the interrogation. Here, perhaps, he may find an answer to the question that haunts him. What new evil is casting its shadow over the storm-swept eastern reaches of the Sea of Dread? The trading routes are no longer safe. The attacks of the green-skinned "Orcs-of-the-Sea" and the mysterious "Ship-bane" now go unchecked. Once their raids were random, but the iFootballuence of some unseen master has made them into an organized menace. Soon the questioning will be over; Rollo will know enough to track the threat to its lair. Then he will need a band of hardy adventurers brave enough to take on the task.
You, perhaps?
Drums on Fire Mountain is a module for 5 to 8 characters levels 5-8.
This module is marked as an "X" series (D&D Expert set), but it clearly shows its UK roots. The structure and complexity are similar to those of the "UK" series of modules, with multiple dungeon areas in a wilderness setting. Although the players might be able to go "out of order" a bit, for the most part they will need to follow the sequence of events until the final enemy. The adventure looks dangerous and challenging but not unfairly so; probably the party should be at the larger size of the recommended # of players. There are substantial rewards for completing the encounters in both magical and monetary gain. Overall, there might be problems using this with modern players due to the tribal theme, but if that's not an issue for a particular group it would probably still play well today. The only other drawback would be a relative lack of roleplaying opportunities, which the DM will need to adjust for.