D&D 4E 4e Adventures to 5e

Tower of Spellgard (was it even worth the $3? :lol:)
It was one of the earlier adventures and not a very good one, IIRC. I did play through it, but I'm actually struggling to remember anything about it [sblock="SToSg spoilers"]Family of halfling lycanthropes, large fight with some kobolds, er... looting building supplies (I guess someone was doing a repair job on the tower?) with Tenser's Floating Disk and using them as portable cover...
...but the whole point of it? mysteries solved? tough 'boss fights?' Nope. [/sblock] so I guess it wasn't even that Ed Wood kind of bad that's bad enough to be entertaining, more just sorta 'meh.'
(HotDQ and KotSf were at least memorable in their early-ed badness.)

If you liked 4e though, it might be better for you than it was for us.
Didn't save it for me, and I was a card-carrying 4venger.


So, yeah, lift the maps and any ideas reading it might spark, but don't bother trying to faithfully convert it. JMHO.
 

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thanks for the tips!

I was leery because of "WotC's 4e adventures are so bad" history, and yet, it was $3. Beyond that I'm not planning on running it as 4e.
 

You can use the maps, storyline, etc. without any switch over.

For bad guys, just look up a similar creature in the MM and switch it out. If the adventure has 1st level 4e PC's fighting goblins, then you could just toss 5e goblins in against your 1st level PC's. Mechanics and stat blocks may change, but iconic enemies tend to correspond to levels fairly well. When in doubt, check the CR (1 means the enemy would be a match for 3-5 level 1 PC's, etc.)

For skill checks, just check out what the DMG suggests as Easy, Medium or Hard tasks. Tinker as necessary.
 

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