Here are some original old school D&D modules that should be easy to find and not cost you an arm or a leg if you buy them online:
I1 The Forbidden City (TSR, 1980): Old school AD&D sandbox setting in a "lost" jungle city inhabited by snakemen (yuan ti), frogmen (bullywugs), and lots of other weird and dangerous creatures. Lots of room for development here and no two adventures will play alike (due to multiple adventure paths and foes).
B4 The Lost City (TSR): This old school original D&D module consists of a pyramid buried in the desert sands which holds various degenerate groups battling each other for control of the underground empire.
X1 Isle of Dread (TSR): Lost island sandbox setting with lots of different adventure ideas
WG4 Lost Temple of Tharizdun (TSR): written by the master himself, EGG, this AD&D adventure takes place in a long abandoned temple to a dark god hidden in a mountain valley. Initial conflict is against monsters who now inhabit the structure, but if the party delves deep enough they will run into Things Best Left Undisturbed.....!
Axe of the Dwarvish Lords (TSR): This AD&D supermodule written in the 90s takes place in an long abandoned Dwarvish citadel now inhabited by an army of goblins.
Gates of Firestorm Peak (TSR): This 90s AD&D module takes place in a weird, otherworldly mountain that has connections to a "Far Realm" of madness and insanity. Sounds like it would fit right in with Raggi's stuff!
Not as easy to acquire are the classic Judges Guild modules Caverns of Thracia and Dark Tower (however, the 3.5 reprints should be a lot easier to find and are backwards compatible). Both are great and concern ancient, underground empires with lots of evil things lurking about.
Basic Reading
The D&D Adventurers League DM Pack has the documentation to answer what you're asking, and a whole lot more.
DM Rewards
The biggest thing to be aware of is that it has rules that trump the guidance contained in older modules - there is a different table that is used now.
When you earn it, the entire lump (XP, GP, DT) is recorded as a single bundle. When you apply it, the whole bundle must be applied to a single character. Each award is applied individually, and only applies to one character.
As far as logging it goes, as long as it's clear, it's really up to you. Personally, I keep my DM Rewards in an Microsoft Excel workbook. It has columns for where the awards came from, what the amounts were, when I earned them, and most importantly which character I applied them to.
On the character itself, the same rule of thumb applies - as long as it's clear, it's all good. I log mine like an adventure, called "DM Rewards". I put the numbers where I normally do, and have a notes section where I include where the award came from. You can lump multiple rewards into one "DM Rewards" entry, as long as there is no actual play time before and after. Each entry should have a date, indicating when the award was applied, just like one indicating when the module was played.
DM Quests
The other thing you'll find in that package is the DM Quests. These are separate from the basic DM rewards just from running, giving you bonus rewards for things like running particular groups of content, running the same thing more than once, and so on. They modify and/or supplement the DM rewards.
These rewards change each season, so make sure you're always using the right season's version of the guidance on them. This is the biggest reason I keep track of the date I run things - it matters for which season they apply to.
Best Answer
Many of the Classic Traveller adventure materials could be easily adapted.
easily adaptable:
Adv 8 Prison Planet
Adv 9 Nomads of the World Ocean
Adv 11 Murder on Arcturus Station
Most of Sup 6 76 patrons
CT D02 Double 02a Across The Bright Face/Mission On Mithril - both halves!
CT D04 Double 04a Marooned/Marooned Alone
Some "rather iffy - bends the 'verse" Traveller adventures:
Adv 2: Research Station Gamma - intelligent aliens; otherwise, a rather doable conversion
Adv 7: Broadsword - the adventure itself is suitable, but most of the module isn't the adventure.
Adv 10 Safari Ship - again, more about the ship than the adventure
CT D01 01a Annic Nova/Shadows - both deal with aliens pre-current imperium.
CT D05 Double 05a The Chamax Plague/Horde - Alien life.
Ones that don't fit well
Adv 1: Kinunir - it's a "show off the system mechanics" issue.
Adv 3: Twilight's Peak - intelligent aliens; ancients. Strongly OTU
Adv 4: Leviathan - another "show off the mechanics"
Adv 5: Trillion Credit Squadron - Not an adventure
Adv 6: Expedition to Zhodane - Aliens, specific-to-OTU theme.
Adv 12 Secret of the Ancients- Aliens, specific-to-OTU theme.
Adv 13 Signal GK- Aliens, specific-to-OTU theme.
The Traveller Adventure is chock full of useful stuff, but the campaign metaplot is unusable due to both being too OTU, and involving too many aliens. Many chapters, however, are perfect fits... Zilan Wine comes to mind immediately.
MT didn't have many separately published, tho' many were in Traveller's Digest or in Challenge. Both Knightfall and The Flaming Eye are so OTU focused that conversions would be unrecogniable and lots of work.
Mongoose's Traveller has a few that could be easily adapted... In general, tho' only 760 Patrons really is worth the time.