dagger
Adventurer
I would not run the adventure using 1e/2e rules. Simply put, the mechanics are needlessly cumbersome, and it's really not that difficult to run it with 5e rules. It's worth it to avoid THAC0.
I've run the town, the moathouse, and the temple grounds basically on the fly more or less, and it's not to difficult to do. The notes provided by Luz would be very useful, too. The most time consuming part for me was rebalancing for a part of 7 or 8, but I'd have to do that with T1-4 anyways.
I disagree, both 1e and 5e are fast and furious.