Thanks
@Matrix Sorcica .
Rise of the Runelords mashed up if Shattered Star from level 1-14 (For 5e)
Kingmaker for books 1 & 2 up to about level 8 (For 5e)
Age of Worms from level 1-20 (For 5e)
Skull and Shackles books 1 & 2 up to level 9 (Also converted book 1 for WFRP 4e)
I’m currently running Curse of the Crimson Throne and am on book 2 but it’s mixed up with lots of other adventures in Waterdeep (Converted to WFRP 4e)
I’ve also pinched lots of parts of APs for instance I used the book 1 Casino heist scene in my second run through of Dragon Heist.
I’m part through writing a conversion of Hells Rebels to Dark Sun set in Tyr. (for 5e)
My thoughts…
I obviously enjoy it and tbink they work as I’ve converted so many. Though not 2nd edition, probably because of lack of familiarity. Most of these ended where they did because it felt like a fitting place to end rather than fizzling out though a few definitely could have gone on longer. Kingmaker ended at book 2 because one player decided his character was evil despite never mentioning it for the previous 7 levels and the rest of the party being good. It kind of blindsided everyone when be wanted to take a very authoritarian view on crime and punishment. He was relatively new to the group and we were playing tbrough covid so probably just crossed wires.
They bring a nice unknown element - particularly to folks that follow all the 5e releases. Useful if your group also contains DMs and you want to keep things secret.
The first 2-3 books of an AP are the best. Surprise surprise that will normally get you to around l level 9-10 though that does vary AP to AP. Usually each has a theme and theme is usually strongest early on. Skull and Shackles is a good example of this, as is Kingmaker. Other like Age of Worms, Rise of the Runelords and Curse of the Crimson Throne are good start to finish.
The earlier APs are generally better than the later ones. When Pathfinder first started and when Paizo ran dungeon magazine all the creativity went into the APs. Where more and more books were released the APs seemed to become more about shoehorning the new rules in than writing really good adventures.
Most APs are linear. You’re going to have to get over that. That said they are usually made up of multiple dungeons or locations. I’ve found that mixing two APs together you can create semi sandbox elements successfully and give some more choice. It’s also worth saying that usually each part/book usually runs as a small sandbox - you just have to get to a specific point to move on. How you get there and how you resolve it is often very flexible.
They are very combat heavy. Because of the Exp system there are often many many many filler encounters. Which is odd, because I don’t see any of the 3rd editions faster in combat than 5e. I just think combat was more of a thing in that era. Back then I used to strip out about 20% of combats and I’m pretty sure that our other regular DM
@GuyBoy used to strip bits out too. Now I strip out probably 33% for a 5e game and where I’ve converted these to WFRP 50%. (Easy once you already have the maps, tokens etc). I keep the interesting and important stuff.
I’ve found Paizo APs convert very well to Eberron. They feel quite pulpy already and the high magic level in Golarion fits well into the magitech world of Eberron.
In terms of support and tools to make a conversion
- Google the conversion threads and guides. A lot of work has been done by folks already. But don’t be beholden to their vision. There is no true way to convert and it will depend on your group.
- Look for equivalent monsters. Paizo was always invested in creating more monsters. Your players won’t care if it’s a mountain cat or a thycaline. Don’t try to replicate all the abilities feats etc just pick one or two and bolt those abilities onto an existing character.
- Don’t feel you have to run the whole thing. Running the first 2-3 books is perfectly fine and will give you dozens of sessions of fun and many levels. There is often a good boss or semi finale part way through the series. (For instance because I was running Shattered Star/Rise of the Runelords in Eberron I made Mokmurian the giant Runelord and ended at level 14)
- Paizo uses a lot of high level characters. I found that bolting a selection of PC abilities onto NPC templates was enough to vary them and make them more powerful. I make the boss creatures and end of book NPCs legendary often.
- I usually reduce gold values by 5 and that seems about right for handing out treasure.
- I usually strip out 80% of magic items as well and just run with 1 per player per AP. Pathfinder magic and treasure is crazy.
The Kingmaker 5e book is really useful not just for that series but also for examples of how you can convert Pathfinder NPcs into 5e NPCs - particularly high level ones.
Have fun with it. I’d love to finish my Hells Rebels Conversion. Others that I think would work brilliantly would be:
- The Shackled City
- The Savage Tide
- Carrion Crown
- The first 3-4 books of Serpents Skull (which would work really well mixed up with Tomb of Annihilation)
- Strange Aeons
Apologies if there is a lot to digest there.