I'd want you do dual stat them for RM first.
Take this with a grain of salt, because our gang usually create our own adventures, but sometimes do it using materials from published ones. Now, I'm an RMSS user, but the adventures I want to see can be large in scope and I'd need to be able to potentially drop them into my own setting without much reworking.
There's always the traditional 'dungeon'. While it's rather common I don't know as if there is one out there for the HARP/RM products. This could include something as simple as an abandoned mine shaft the local semi-intelligent creatures (knolls, kobolds, goblins, etc) have taken over, the locals want to start using it again and you need to clear it. A full on dungeon under a seemingly innocuous smaller structure (small keep or something) that has become suspicious. An evil fortress that has a prison below which you need to free people from (good idea for a 'stealth' adventure option possibly).
A local wood which has had something wicked move in and is causing troubles.
A town that has been taken over by thugs. Characters would stumble upon it, detect something is wrong, 'scout' out what the deal is so to speak (i.e. not just a big confrontation/fight with the bad guys - if they try that maybe make it plain they've bitten off more that they can chew using a full frontal assault tactic), then take whatever action they feel they should.
Create some city based or sea-going adventures. These are particularly uncommon from what I've seen. City based adventures might be harder to make is a more generic manner - you'd have to be vague about some of the details, which might draw criticism from some.
My campaign in progress right now will be about 25-30% City Based, 20-30% Sea Based, 25-35% Wilderness Based, and 10-20% Dungeon Based (those are obviously rough guesses, but it give you an idea what I'm shooting for).