[conversion woes] SO MANY ITEMS

As other say, it was a different level of expectations. Everyone had a magic weapon, and armor, and probably another defensive item or two, and then wonderous items.

Toss it, give out 5e-level treasure. Remember also that back then all weapons and armor were plus X, nowadays some abilities are just the ability without a plus.
 

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One thing I'm realizing is that bounded accuracy makes a lot of defensive items to "protect the BBEG" far less necessary. Those are the first ones I can remove.
 

Does that adventure assume that GP -> XP after the session?

Convert some of that stuff to cash or gems. My Yawning Portal cleric just had to Revivify a friend. Good thing I had 1300 GP of (undescribed) gems from an earlier dungeon, but I hadn't really noticed that I can only cast this spell 4 times before I run short of diamonds.

And of course some items (Ring of Djinn Summoning) are self-limiting: the Djinn performs its task and goes away. Maybe put this just in front of someplace where the PCs are going to face some hard labor to accomplish their goal. "Djinn, make a ladder up that wall" or have to pry out alternating bricks all the way up.
 

My paranoid wizard disagrees a little
My AL Monk has about every piece of equipment in the PHB so he can "always be ready". He also has a cart to haul all that stuff around in. Now I need to buy a mule (because it's hard to move 45' per turn while pulling that heavy bulky cart behind you).

One neat item was based on his first adventure: the group found a fake dragon lair, complete with coin hoard. He scooped up a bunch of the coins - which turned out to be wooden disks painted gold - and filled his coin purse with them. He also owns another coin purse, kept out of sight, full of real coins. The purse full of fake coins is easy to see, and to steal. On purpose. I can't wait to see the DM's face when he says "Your coin purse is gone", I point out the pertinent line of my adventure log, and say "Here's what's in it."
 

Hello

Some of you may know that I'm converting and running the 2nd ed adventure "the Gates of Firestorm Peak" in my 5e campaign.

I felt that converting would be fairly easy, and it's not been too bad although you have to be careful since some of the things that worked in 2nd ed work differently in 5e (hordes of small monsters for example).

One thing I didn't expect was the *ridiculous* amount of magical items 2nd ed adventures had. Now, keep in mind this is not a small module - it's 96 pages long, and the dungeon has about 125 rooms. But still, check this list out:

I think the route to go is to leave it in, but turn way down on the power level of a lot of these items. I will give it a try:

Broadsword +2, +3 vs goblin, orcs and regenerators = Broadsword, glows and +1 vs goblins, orcs, regenerators (otherwise +0)
Dagger +2, +4 vs trolls = Dagger +1d6 fire damage vs trolls (otherwise +0)
12 arrows +2 = 12 +1 arrows
2 potions of extra healing = 2 potions of healing
Wistle that animates dead 1/week = leave as is
Bracers of AC 3 = Braces of AC (whatever you think is appropriate)
Warhammer +3 = +1 warhammer
Cloak of earthstriding (pass through 1000 feet earth or stone/day) = make it once a week
5 potions of extra healing = regular potions of healing
Brooch of shielding = brooch of magic missile absorption
+3 battle axe (ast cure serious wounds 3/day) = +1, and casts cure wounds 1/short rest/day
+3 chainmail of feather falling
= +1 chain shirt, feather fall 1/day
Ring of protection +1 = leave as normal
+2 battle axe = +1 battle axe
+1 chain mail = leave as is
Wand of negation = wand of dispel magic, 1/day
Tome of clear thoughts = tome of learn 1 language
Goat of Terror (figurine of wondrous power) = figurine of tree (or whatever that thing is called)
+2 battle axe, venomous = what's with all the battle axes? Replace it with another type of weapon +1
+1 chain mail (spiderwalk 3/day) = what another magic chain mail? How about +1 hide, grants climb speed 1/day for 1 minute
+3 longsword of blood drinking (+ damage increases up to + 6 as you do damage in battle) = +1 longsword, vampiric touch 1/day
Wand of magic missile = leave as is, but the 5e version with 5 charges that renews 1d4+1 charge each dawn
+2 greatsword = +1 greatsword
Potion of fire breathing = leave as is
3 potions of diminution = leave as is
Cloak of displacement = Cloak or protection +1
Gloves of impact (melee attacks with fists or weapon do +1d6 damage) = gloves that increase monks unarmed attack by one die size
Potion of spider climb = leave as is
3 potions of extra healing = 3 potions of healing
Figurine that casts burning hand as 10th level caster (1d3+20 dmg) = 5 charges, renew 1d4+1 charges at dawn
Ring of Infravision = ring that casts darkvision 1/day as spell
Ring of Djinn summoning (limited use as Djinn only does a single thing) = ring that casts conjure minor elemental 1/day
+ 3 longsword, wounding vs undead = +1 longsword, glows around undead and does extra 1d6 radiant damage to undead
Tome of understanding = tome of gain one free tool proficiency
Black Ring (evil item that can kill others but may also kill wielder) = depends on text
Ring of protection +2 = +1
Staff of Striking = Staff of the Python
Wand of lightning (13 charges) = wand of lightening 5 charges/day, recharges 1d4+1 charges at dawn
+ 2 dagger (dimention door once a day) AND natural AC of 2 (!) = +1 dagger, fey step 1/day, +1 AC when using dodge action
Robe of the Archmagi
= Robe of Scintillating Colors
Wand of light = leave as is
4 potions of healing = leave as is
eyes of humanoid and monster charming = wand of charming
 

Does that adventure assume that GP -> XP after the session?

Convert some of that stuff to cash or gems. My Yawning Portal cleric just had to Revivify a friend. Good thing I had 1300 GP of (undescribed) gems from an earlier dungeon, but I hadn't really noticed that I can only cast this spell 4 times before I run short of diamonds.

And of course some items (Ring of Djinn Summoning) are self-limiting: the Djinn performs its task and goes away. Maybe put this just in front of someplace where the PCs are going to face some hard labor to accomplish their goal. "Djinn, make a ladder up that wall" or have to pry out alternating bricks all the way up.

Oh no that's a 1e convention, not 2e.

The Ring of Djinn Summoning can work repeatedly, it's just that it will only perform one specific task, and not one that is particularly useful...
 

I think the route to go is to leave it in, but turn way down on the power level of a lot of these items. I will give it a try:

Thank you but
1: I've already done most of this work myself, the adventure is near the end - although I still will look at your ideas for the last items.
2: I think that the sheer number of items is still problematic

eyes of humanoid and monster charming = wand of charming
This item gives me trouble, because it's a "plot" item - it's how the BBEG was able to control his lackeys - it's much more than charming really, it's more like domination. I may just say that he had "mental powers" and leave it at that...
 
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So here's what I did


Broadsword +2, +3 vs goblin, orcs and regenerators, Dagger +2, +4 vs trolls, 2 arrows +2, 2 potions of extra healing, Whistle that animates dead 1/week,Bracers of AC 3

Some of these items were removed, others were missed, and the broadswor became a vicious Tulwar. I sort of regret inserting it because there is lots of magical weapons in this adventure and there was already a "reward" for that treasure (a clue!), but it's also a plot hook for another adventure, so it will do. Paladin is using this one.

Warhammer +3, Cloak of earthstriding (pass through 1000 feet earth or stone/day),5 potions of extra healing, Brooch of shielding,+3 battle axe (cast cure serious wounds 3/day), +3 chainmail of feather falling, Ring of protection +1, +2 battle axe, +1 chain mail, Wand of negation, Tome of clear thoughts, Goat of Terror (figurine of wondrous power), +2 battle axe (venomous), +1 chain mail (spiderwalk 3/day)

A lot of these items were not obtained because the PCs used diplomacy and less fights happened. The party ended up with slippers of spider climbing, the tome of clear thoughts (I regret that one, it should just have been a valuable book), and a wand of negation.

+3 longsword of blood drinking (+ damage increases up to + 6 as you do damage in battle), Wand of magic missile, +2 greatsword, Potion of fire breathing, 3 potions of diminution, Cloak of displacement, Gloves of impact (melee attacks with fists or weapon do +1d6 damage), Potion of spider climb,3 potions of extra healing

Through a mixture of caution and luck, the PCs avoided a number of rooms (and a vital clue...) but they did obtain the sword - which I replaced with a trident of fish command. The cleric claimed that one, although they can't use it in battle.

Figurine that casts burning hand as 10th level caster (1d3+20 dmg), Ring of Infravision, Ring of Djinn summoning (limited use as Djinn only does a single thing)
These items haven't been found yet (ahead of where the PCs are) but I converted them - the Djinn Ring won't change, the ring of infravision is now a clockwork amulet and the figurine now casts flaming bolt a few times a day.
 

Hello

Some of you may know that I'm converting and running the 2nd ed adventure "the Gates of Firestorm Peak" in my 5e campaign.

I felt that converting would be fairly easy, and it's not been too bad although you have to be careful since some of the things that worked in 2nd ed work differently in 5e (hordes of small monsters for example).

One thing I didn't expect was the *ridiculous* amount of magical items 2nd ed adventures had. Now, keep in mind this is not a small module - it's 96 pages long, and the dungeon has about 125 rooms. But still, check this list out:

Broadsword +2, +3 vs goblin, orcs and regenerators
Dagger +2, +4 vs trolls
12 arrows +2
2 potions of extra healing
Wistle that animates dead 1/week
Bracers of AC 3
Warhammer +3
Cloak of earthstriding (pass through 1000 feet earth or stone/day)
5 potions of extra healing
Brooch of shielding
+3 battle axe (ast cure serious wounds 3/day)
+3 chainmail of feather falling

Ring of protection +1
+2 battle axe
+1 chain mail
Wand of negation
Tome of clear thoughts
Goat of Terror (figurine of wondrous power)
+2 battle axe, venomous
+1 chain mail (spiderwalk 3/day)
+3 longsword of blood drinking (+ damage increases up to + 6 as you do damage in battle)
Wand of magic missile
+2 greatsword
Potion of fire breathing
3 potions of diminution
Cloak of displacement
Gloves of impact (melee attacks with fists or weapon do +1d6 damage)

Potion of spider climb
3 potions of extra healing
Figurine that casts burning hand as 10th level caster (1d3+20 dmg)
Ring of Infravision
Ring of Djinn summoning (limited use as Djinn only does a single thing)
+ 3 longsword, wounding vs undead
Tome of understanding

Black Ring (evil item that can kill others but may also kill wielder)
Ring of protection +2
Staff of Striking
Wand of lightning (13 charges)
+ 2 dagger (dimention door once a day) AND natural AC of 2 (!)
Robe of the Archmagi

Wand of light
4 potions of healing
eyes of humanoid and monster charming

Now in 2nd ed + on weapons etc went up to +5, not +3 (so that +3 warhammer would be a +2 for example) but... this seems like a staggering amount of loot :O

Edit: I bolded the really powerful ones - remember, this is for characters level 6-8...
Cool story.

Did you have a question there?

Otherwise good luck with your campaign :) Sounds yummy with all dem items :thumbs up:
 


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