Trying to understand modules
My group has been playing AD&D 2e, and we're considering utilizing Fantasy Grounds. My friend and I tried starting a 2e Campaign, but we're having trouble understanding some things.
I bought the Ultimate license, and it seems to indicate that it came with the ability to play 2e. When I started a new campaign, however, it suggested that I load a few modules. I thought stuff like that was already included in my license, but these had to be bought for $19.99 a piece. When I was trying to figure out their purpose and if we needed them, the best I could tell is that they looked like glorified handbooks. My group already has the necessary handbooks, in one form or another, so if it's basically just books, we don't really need it. Do these modules add any functionally, such as character wizards like in a 5e campaign?
It looks like the 2e campaign doesn't have any races or classes included, either, and we have to manually enter them. Are there any particular modules or other add-ons that we should use to add those? It looks like most of that stuff can be exported and imported. Is there a place I can get the XML files that someone has already created? I'm not looking for pirated stuff. I'd like to stick with stuff that is allowed.
Any help you can offer to get us going would be greatly appreciated.