Damned 5e!
Here's the deal - for whomever wants it, it will become an appropriate bit of armor for that character (and I'll retcon appropriately -- that's actually how I prefer to do "module" loot anyway). Let me save you all some time as well (note I've modified some of these from their stats in the DMG, so whomever takes it will need to record the details on their character sheet):
1. Chain Shirt is +1 Mithral. +1 means +1 AC over its normal rating, and mithral means that if it normally imposes disadvantage on stealth, or has a strength requirement, it doesn't.
2. +1 Frost Brand Longsword. +1d6 frost damage; once per hour you may draw the weapon and extinguish all non-magical flame within 30 feet of you; while wielding it it glows faintly blue (with the light of a torch). This glowing cannot be suppressed.
3. Staff of Healing. 10 Charges max (7 at the moment). 1 action to expend charges to cast a spell in the staff with DC set by your spell casting ability (only useable by spell casters): Cure Wounds (1 charge per level, up to level 4); Lesser Restoration (2 charges); Mass Cure Wounds (5 charges). The staff recovers 1d6+4 charges daily at dawn. If it is ever reduced to 0 charges, roll 1d20. On a 1, the staff turns to dust.
4. Gauntlets of Ogre Power. While wearing these, your Str is set to 19.
5. Giant's Spiked Gauntlets. These are magical gauntlets sized for a giant (being magical, however, they'll resize if you try to wear them). As a reaction, when you are hit by an attack, you may deal 1d10 damage to the attacker.