Beyond the descriptions on the back covers of the modules themselves? Idk. I can tell you about the ones I've personally run.
Curse of Strahd sees the PCs locked in a small state called Barovia, cut off from the outside world by magic. A fortune teller reveals to them that their escape will require them to defeat the evil Lord Strahd von Zarovich who rules these lands, so they set off in search of the tools and allies they'll need to do that. Along the way they uncover the history of the land and its ruler, and meet a lot of sad, frightened people, culminating in the party storming Strahd's castle, one of the best dungeons in the game.
Storm King's Thunder (if you skip the first chapter, which you should) sees the PCs witness the opening salvo of what looks like a full scale war between giants and everybody who isn't giants. The survivors of this battle give them leads on how they might help prevent this war, which takes the party across the wild North. Eventually they must choose a giant tribe to raid, take the leader's magic horn, and use it to travel to the king of the giants, where they uncover the cause of the attacks and a new opponent to take down. This one needs some serious work to make it make sense, but look around the internet and you'll find that people have already done the work for you.
Also, here's the ones I've played in:
Waterdeep: Dungeon of the Mad Mage sees the party enter a famous dungeon in the middle of a giant city. Lots of people go into the dungeon in search of treasure, but few make it very deep and return alive. There are several groups who have interests in the dungeon and will pay adventurers to bring things back, extract lost explorers, and so on. It goes extremely deep, and a lot of weird stuff is going on down there, with several communities, warring factions, lost ruins, and the occasional person from the surface world. At the bottom is the mysterious Halaster Blackcloak, who I wouldn't exactly say is working on any grand evil scheme, but is more of a recurring nuisance that the players will likely want to take down for personal reasons. The journey back up to the surface is always an option, but it's not always a great idea.
Baldur's Gate: Descent Into Avernus (if you skip the first chapter, which you should) sees the party stuck in hell, after an angel called Zariel conscripts the entire city they're in (which isn't Baldur's Gate, by the way) to fight in a holy war against demons. This is not standard behavior for angels, and since the city really isn't prepared to fight demons, it's up to the party, along with Zariel's amnesiac former bestie, to scour hell for answers as to why this has happened and how to undo it. They'll retrace the angel's steps, make deals with weird hell creatures, and drive big hell trucks across the wasteland until they have a plan for saving the city. This one also needs some work but it's probably easier to achieve a sense of thematic cohesion with this than with Storm King's Thunder.
Sounds like you want Adventure Lookup. It's not limited to WotC releases, but it has them in it as well. Tells you the level breakdown, the number of pages in the adventure, and gives a breakdown of what you can expect from the adventure.
It's one of the more useful tools I've found for deciding on premade adventures to integrate into my campaigns.
I was wondering if someone can refer to an article for, write for me, or help me find on Beyond a plot synopsis of each D&D Adventure Module.
Beyond the descriptions on the back covers of the modules themselves? Idk. I can tell you about the ones I've personally run.
Curse of Strahd sees the PCs locked in a small state called Barovia, cut off from the outside world by magic. A fortune teller reveals to them that their escape will require them to defeat the evil Lord Strahd von Zarovich who rules these lands, so they set off in search of the tools and allies they'll need to do that. Along the way they uncover the history of the land and its ruler, and meet a lot of sad, frightened people, culminating in the party storming Strahd's castle, one of the best dungeons in the game.
Storm King's Thunder (if you skip the first chapter, which you should) sees the PCs witness the opening salvo of what looks like a full scale war between giants and everybody who isn't giants. The survivors of this battle give them leads on how they might help prevent this war, which takes the party across the wild North. Eventually they must choose a giant tribe to raid, take the leader's magic horn, and use it to travel to the king of the giants, where they uncover the cause of the attacks and a new opponent to take down. This one needs some serious work to make it make sense, but look around the internet and you'll find that people have already done the work for you.
Also, here's the ones I've played in:
Waterdeep: Dungeon of the Mad Mage sees the party enter a famous dungeon in the middle of a giant city. Lots of people go into the dungeon in search of treasure, but few make it very deep and return alive. There are several groups who have interests in the dungeon and will pay adventurers to bring things back, extract lost explorers, and so on. It goes extremely deep, and a lot of weird stuff is going on down there, with several communities, warring factions, lost ruins, and the occasional person from the surface world. At the bottom is the mysterious Halaster Blackcloak, who I wouldn't exactly say is working on any grand evil scheme, but is more of a recurring nuisance that the players will likely want to take down for personal reasons. The journey back up to the surface is always an option, but it's not always a great idea.
Baldur's Gate: Descent Into Avernus (if you skip the first chapter, which you should) sees the party stuck in hell, after an angel called Zariel conscripts the entire city they're in (which isn't Baldur's Gate, by the way) to fight in a holy war against demons. This is not standard behavior for angels, and since the city really isn't prepared to fight demons, it's up to the party, along with Zariel's amnesiac former bestie, to scour hell for answers as to why this has happened and how to undo it. They'll retrace the angel's steps, make deals with weird hell creatures, and drive big hell trucks across the wasteland until they have a plan for saving the city. This one also needs some work but it's probably easier to achieve a sense of thematic cohesion with this than with Storm King's Thunder.
Sounds like you want Adventure Lookup. It's not limited to WotC releases, but it has them in it as well. Tells you the level breakdown, the number of pages in the adventure, and gives a breakdown of what you can expect from the adventure.
It's one of the more useful tools I've found for deciding on premade adventures to integrate into my campaigns.
Hmm! Never seen this before, very cool.
It does say SKT is levels 1-5, though, which it isn't. It's 1-11, or 5-11 if you skip the first part.