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