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[conversion woes] SO MANY ITEMS
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<blockquote data-quote="Ancalagon" data-source="post: 7391404" data-attributes="member: 23"><p>Hello</p><p></p><p>Some of you may know that I'm converting and running the 2nd ed adventure "the Gates of Firestorm Peak" in my 5e campaign. </p><p></p><p>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).</p><p></p><p>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:</p><p></p><p>Broadsword +2, +3 vs goblin, orcs and regenerators</p><p>Dagger +2, +4 vs trolls</p><p>12 arrows +2</p><p>2 potions of extra healing</p><p>Wistle that animates dead 1/week</p><p><strong>Bracers of AC 3</strong></p><p>Warhammer +3</p><p>Cloak of earthstriding (pass through 1000 feet earth or stone/day)</p><p>5 potions of extra healing</p><p>Brooch of shielding</p><p><strong>+3 battle axe (ast cure serious wounds 3/day)</strong></p><p><strong>+3 chainmail of feather falling</strong></p><p>Ring of protection +1</p><p>+2 battle axe</p><p>+1 chain mail</p><p>Wand of negation</p><p><strong>Tome of clear thoughts</strong></p><p>Goat of Terror (figurine of wondrous power)</p><p>+2 battle axe, venomous</p><p>+1 chain mail (spiderwalk 3/day)</p><p><strong>+3 longsword of blood drinking (+ damage increases up to + 6 as you do damage in battle)</strong></p><p>Wand of magic missile</p><p>+2 greatsword</p><p>Potion of fire breathing</p><p>3 potions of diminution</p><p><strong>Cloak of displacement</strong></p><p><strong>Gloves of impact (melee attacks with fists or weapon do +1d6 damage)</strong></p><p>Potion of spider climb</p><p>3 potions of extra healing</p><p>Figurine that casts burning hand as 10th level caster (1d3+20 dmg)</p><p>Ring of Infravision</p><p>Ring of Djinn summoning (limited use as Djinn only does a single thing)</p><p><strong>+ 3 longsword, wounding vs undead</strong></p><p><strong>Tome of understanding</strong></p><p>Black Ring (evil item that can kill others but may also kill wielder)</p><p>Ring of protection +2</p><p>Staff of Striking</p><p>Wand of lightning (13 charges)</p><p><strong>+ 2 dagger (dimention door once a day) AND natural AC of 2 (!)</strong></p><p><strong>Robe of the Archmagi</strong></p><p>Wand of light</p><p>4 potions of healing</p><p><strong>eyes of humanoid and monster charming</strong></p><p></p><p>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</p><p></p><p>Edit: I bolded the really powerful ones - remember, this is for characters level 6-8...</p></blockquote><p></p>
[QUOTE="Ancalagon, post: 7391404, member: 23"] 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 [B]Bracers of AC 3[/B] Warhammer +3 Cloak of earthstriding (pass through 1000 feet earth or stone/day) 5 potions of extra healing Brooch of shielding [B]+3 battle axe (ast cure serious wounds 3/day) +3 chainmail of feather falling[/B] Ring of protection +1 +2 battle axe +1 chain mail Wand of negation [B]Tome of clear thoughts[/B] Goat of Terror (figurine of wondrous power) +2 battle axe, venomous +1 chain mail (spiderwalk 3/day) [B]+3 longsword of blood drinking (+ damage increases up to + 6 as you do damage in battle)[/B] Wand of magic missile +2 greatsword Potion of fire breathing 3 potions of diminution [B]Cloak of displacement Gloves of impact (melee attacks with fists or weapon do +1d6 damage)[/B] 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) [B]+ 3 longsword, wounding vs undead Tome of understanding[/B] 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) [B]+ 2 dagger (dimention door once a day) AND natural AC of 2 (!) Robe of the Archmagi[/B] Wand of light 4 potions of healing [B]eyes of humanoid and monster charming[/B] 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... [/QUOTE]
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