D&D 5E What Paizo Adventures (Paths or otherwise) Have You Run in 5E

Reynard

aka Ian Eller
Supporter
What Paizo Pathfinder adventures have you run using D&D 5E rules? How did it go? How difficult were the conversions? Were there are really stand out issues you had to worry about? What resources did you use to help you out? If you have tried both, is PF1 or PF2 easier to use with 5E?

For my part, I ran a 5E Iron Gods campaign that fizzled after the first book. Mostly I was too busy to do the conversion work ahead of time, so was trying to do it on the fly and it just wasn't working great. I may go back to it one day, or try a different AP.

Thanks.
 

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Only one I've even tried thus far was Abomination Vaults. We didn't get far. That is sort of cheating though, since they made a version converted for 5e and that's the version I was using. (they also have a semi-converted version for Kingmaker, but that's more just an additional book with monsters updated and such).
 

Only one I've even tried thus far was Abomination Vaults. We didn't get far. That is sort of cheating though, since they made a version converted for 5e and that's the version I was using. (they also have a semi-converted version for Kingmaker, but that's more just an additional book with monsters updated and such).
I ran AV as a way to try and get into PF2ER and it fizzled pretty quickly too. I just did not like the adventure. One of these days I have to find the right adventure to give PF2ER another go.
 

Carrion Crown and Iron Gods. Both went fantastic.

There is a great 5e advice and conversion of Carrion Crown for the first three modules here on enworld that I used.

I also ran two Legendary Games support modules for the CC AP, the Murmuring Fountain which was able to be run straight, and the Fiddler's Lament which took some adjustment to fit (switching from the never seen or explained demon guy to the Piper).

I used the AP specific forums on Paizo for both of the APs as resources, in particular the CC one has great advice on tying the main villain into the earlier modules and some really effective foreshadowing/setup for a jump scare of the zombie apocalypse in module 1.

I found conversions easy, mostly using 5e versions or reskinned 5e CR equivalent versions of monsters/NPCs worked fine for me, cut down on magical loot, and use milestone levelling.
 

Carrion Crown and Iron Gods. Both went fantastic.

There is a great 5e advice and conversion of Carrion Crown for the first three modules here on enworld that I used.

I also ran two Legendary Games support modules for the CC AP, the Murmuring Fountain which was able to be run straight, and the Fiddler's Lament which took some adjustment to fit (switching from the never seen or explained demon guy to the Piper).

I used the AP specific forums on Paizo for both of the APs as resources, in particular the CC one has great advice on tying the main villain into the earlier modules and some really effective foreshadowing/setup for a jump scare of the zombie apocalypse in module 1.

I found conversions easy, mostly using 5e versions or reskinned 5e CR equivalent versions of monsters/NPCs worked fine for me, cut down on magical loot, and use milestone levelling.
Thanks. Out of curiosity, did you run these in person or on a VTT of some sort?
 

Age of Worms, start to finish.
As levels rose, I found one of the main changes I had to make in the conversion was hit points - a lot more of them - in order to get similar challenges for the 5e PCs compared to 3.5e. Otherwise, it went pretty well.
 

I ran Skulls & Shackles. Converted on the fly. Didn't finish the first book. The long learning how life at sea works and setting up rivals section killed all the momentum. By the time I felt the energy draining from the group it was too late.
 

Thanks. Out of curiosity, did you run these in person or on a VTT of some sort?
Carrion Crown was an in person game that ended prematurely after a year and a half due to the pandemic.

Iron Gods was an online game using Fantasy Grounds as a VTT and discord for talking. IG was something I had FG versions of from a Humble Bundle deal so I had the maps and room/encounter/area descriptions ready to go and accessible at a click on the VTT which was nice.
 

Carrion Crown was an in person game that ended prematurely after a year and a half due to the pandemic.

Iron Gods was an online game using Fantasy Grounds as a VTT and discord for talking. IG was something I had FG versions of from a Humble Bundle deal so I had the maps and room/encounter/area descriptions ready to go and accessible at a click on the VTT which was nice.
I ran IC on FGU as well, using the extension that lets you upload any module regardless of ruleset.

Like I said, I wish I had managed longer but I had too much real life workload.
 

I ran the first half of Rise of the Runelords over about a year; we decided to end the campaign and start something else partway through book 4. Combats were taking a long time, and my group meets weekly for 2 hour sessions so the prospect of every week's session being a combat or two at most prompted us to switch. I ran it on Roll20, using their Marketplace's digital RotR campaign. For conversion, I did some pieces on the fly and some in advance. Most of the monsters had a 5e equivalent or at least something close enough that I could just add in a signature ability/feature or two. For some of the significant NPC villains or unique monsters, I made custom stats based on the guidelines in the 5e DMG. It all worked well for my group, and we had a lot of fun with it until things just got too bogged down.
 

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