S series dungeon of dread conversion magic items

When the new packet dropped i literally went straight away to my local game shop and brought the hard copy dungeon of dread.

The converstions covers all the monsters

Traps are not covered but that is easy enough to assign DC's

What was not covered was magical weapons

The White plume mountain is centred around 3 magic items, each at least a +3 weapon with spells. also was magic rings not listed in the magic item rules and some invoke outdated concept like level drain. The hammer is more powerful than the vorpal sword.

how do i treat the magic item from S series for DND next? I don't want to break it.
The quest is to recover the Magic weapons for their original owners.  So the weapons should only be in the possession of the characters during the adventure.

If the characters insist on keeping them their intelligence might keep them from performing at their full potential.

I think the standard in Next is going to be if you think something will be too powerful then change it or swap it out for something else.  (Much like the Stormbringer-lite weapon from the Encounters season - Against the Cult of Chaos).  
Hi,

Since this is a better fit for  Player Playtest Session Feedback  I'll be moving it there.

Thanks!

Monica

ETA: The thread is currently in it's correct home, I posted the wrong link by mistake, sorry for any confusion!
See how these work:

Wave – This trident is ornately decorated with aquatic images. When grasped, it emanates a divine fervor, urging its bearer to follow its lead.
1. +3 Trident dedicated to the worship of Procan (Oeridian God of the Oceans)
2. Critical: Dehydrates target: +3d6 damage, save (Con:15) or be stunned for 1-6 rounds. Stunned characters/creatures may use an action to make a Con save each round to end the effect.
3. Confers waterbreathing and underwater action on user
4. Grants the ability to communicate with any sea creature
5. Once per day may summon a cube of force for 10 non-consecutive rounds. The user may dismiss and re-summon the cube for a total of 10 rounds per day.
6. Wave will force users to worship Procan and spread his word. If user fails to proselytize daily, the trident becomes a mere +1 trident. 

Whelm- Whelm is plain and unadorned, with a steel head and a haft made from the golden wood of a gingko tree. When it's wielded, Whelm glows with a soft, silver-black light.
1. +1 Hammer (+3 to Dwarf) – Purpose: Kill all Trolls, Giants, Goblins
2. Critical: Subject is disintegrated (Con:12) if M or smaller, L or larger takes 20 damage
3. 3xday can be thrown 150’ and return to user’s hand
4. 1xday can be used to stun (con:15) up to 65 HP of enemies in 60’ radius for 1-4 rounds when ground is struck. Stunned character/creatures may use an action to make a Con save each round to end the effect.
5. Detects gold, gems, and presence of goblins at 60’. Detection is blocked by 6" of stone/1" of iron.
6. User suffers extreme agoraphobia and is at disadvantage on all rolls when not inside, underground, or at night.

Blackrazor - Blackrazor’s blade is as black as the night sky and sparkles with the stars of alien constellations. The chill of the endless void emanates from Blackrazor, and those who stare into its blade too long get the eerie feeling that the stars within are slowly drifting closer...
1. +3 Chaotic Neutral Greatsword,- Purpose: To devour souls 
2. Any Lawful character attempting to wield BR takes 15 damage and is stunned for 1-4 rounds. Thereafter, the character has a severe aversion to BR and all rolls (combat and checks) are at disadvantage while BR is within sight. Characters/creatures can use an action each round to make a Con save to end the effect.
3. Critical: +3d6 necrotic damage, user gains HP equal to necrotic damage roll.
4. Detect living creatures (souls) 60’. Detection is blocked by 6" of stone/1" of iron.
5. Grants Haste to user 1/day
6. Advantage on saves vs. charm and fear
7. Any creature killed by BR has its soul devoured and cannot be raised by any means.
8. If BR does not feed for 3 days, it will dominate its user and force it to kill.
9. If BR strikes a negative energy being, user loses 3d6 HP and save (Con:15) or stunned for 1-4 rounds.
See how these work:

Wave – This trident is ornately decorated with aquatic images. When grasped, it emanates a divine fervor, urging its bearer to follow its lead.
1. +3 Trident dedicated to the worship of Procan (Oeridian God of the Oceans)
2. Critical: Dehydrates target: +3d6 damage, save (Con:15) or be stunned for 1-6 rounds. Stunned characters/creatures may use an action to make a Con save each round to end the effect.
3. Confers waterbreathing and underwater action on user
4. Grants the ability to communicate with any sea creature
5. Once per day may summon a cube of force for 10 non-consecutive rounds. The user may dismiss and re-summon the cube for a total of 10 rounds per day.
6. Wave will force users to worship Procan and spread his word. If user fails to proselytize daily, the trident becomes a mere +1 trident. 

Whelm- Whelm is plain and unadorned, with a steel head and a haft made from the golden wood of a gingko tree. When it's wielded, Whelm glows with a soft, silver-black light.
1. +1 Hammer (+3 to Dwarf) – Purpose: Kill all Trolls, Giants, Goblins
2. Critical: Subject is disintegrated (Con:12) if M or smaller, L or larger takes 20 damage
3. 3xday can be thrown 150’ and return to user’s hand
4. 1xday can be used to stun (con:15) up to 65 HP of enemies in 60’ radius for 1-4 rounds when ground is struck. Stunned character/creatures may use an action to make a Con save each round to end the effect.
5. Detects gold, gems, and presence of goblins at 60’. Detection is blocked by 6" of stone/1" of iron.
6. User suffers extreme agoraphobia and is at disadvantage on all rolls when not inside, underground, or at night.

Blackrazor - Blackrazor’s blade is as black as the night sky and sparkles with the stars of alien constellations. The chill of the endless void emanates from Blackrazor, and those who stare into its blade too long get the eerie feeling that the stars within are slowly drifting closer...
1. +3 Chaotic Neutral Greatsword,- Purpose: To devour souls 
2. Any Lawful character attempting to wield BR takes 15 damage and is stunned for 1-4 rounds. Thereafter, the character has a severe aversion to BR and all rolls (combat and checks) are at disadvantage while BR is within sight. Characters/creatures can use an action each round to make a Con save to end the effect.
3. Critical: +3d6 necrotic damage, user gains HP equal to necrotic damage roll.
4. Detect living creatures (souls) 60’. Detection is blocked by 6" of stone/1" of iron.
5. Grants Haste to user 1/day
6. Advantage on saves vs. charm and fear
7. Any creature killed by BR has its soul devoured and cannot be raised by any means.
8. If BR does not feed for 3 days, it will dominate its user and force it to kill.
9. If BR strikes a negative energy being, user loses 3d6 HP and save (Con:15) or stunned for 1-4 rounds.



That is good, i like i may use that. i been working on it myself.

Pointus from Isle of Dread is close to the weapon but i gave it +3 and made it trident

The dwarf thrower is close to Whelm

as for black razor, i used the death circlet but made it a sword

problem is, no rules for cube of force,etc. i want to play test the rules

but i will use some of this