I liked Curse of Strahd; everything requires modifications by the DM to suit their group, especially long-running campaigns, but I found CoS fun and could easily have got more out of it but decided to finish it before Christmas so we had a nice year-end conclusion.
Out of the Abyss, not so much (was a player; we cut it after the first half, it didn't play as well as some would-be-DM's might have you think).
I'm a big fan of some of the original 3.5 Adventure Paths in Dungeon Mag - in particular, Age of Worms is great (ran it from 1-20+ using 3.5 and also 5e), and I loved running Savage Tide (skipped the first adventure, and ran it using 4e rules, 3-30+, with Eberron as the setting, it was a really good fit for 4e).
Personally, I don't find any real value in a 5e conversion of old material - I can convert old stuff myself, easily enough - have done so for large campaigns as above, and also single adventures woven into a campaign e.g. B5 into Storm King's Thunder. Once you stop over-doing the prep, it's really easy to make a few basic notes on monster swaps, DC's, and basically wing it. Most 5e products are not that great, IMO, so I happily scavenge pieces from wherever. In particular, the designers have never really figured out how to design adventures for higher-level PC's, so as a DM you really do end up using the tail-end as a rough guide and making changes to suit your group.
Out of the Abyss, not so much (was a player; we cut it after the first half, it didn't play as well as some would-be-DM's might have you think).
I'm a big fan of some of the original 3.5 Adventure Paths in Dungeon Mag - in particular, Age of Worms is great (ran it from 1-20+ using 3.5 and also 5e), and I loved running Savage Tide (skipped the first adventure, and ran it using 4e rules, 3-30+, with Eberron as the setting, it was a really good fit for 4e).
Personally, I don't find any real value in a 5e conversion of old material - I can convert old stuff myself, easily enough - have done so for large campaigns as above, and also single adventures woven into a campaign e.g. B5 into Storm King's Thunder. Once you stop over-doing the prep, it's really easy to make a few basic notes on monster swaps, DC's, and basically wing it. Most 5e products are not that great, IMO, so I happily scavenge pieces from wherever. In particular, the designers have never really figured out how to design adventures for higher-level PC's, so as a DM you really do end up using the tail-end as a rough guide and making changes to suit your group.