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<blockquote data-quote="Old One Eye" data-source="post: 7410774" data-attributes="member: 6942837"><p>D&D Next probably doesn't count, but I ran the Caves of Chaos and Isle of Dread conversions. Campaign stopped around 7-8th lvl due to real 5e released.</p><p></p><p>The big campaign was that made it from 1st - 20th lvl was:</p><p>Lost Mines of Phandalin, </p><p>Hoard of the Dragon Queen, </p><p>Rise of Tiamat (or whatever it was called.),</p><p>A Paladin in Hell (2e),</p><p>Big homebrew finale where the PCs became rulers of Neverwinter and defended it from the devils' retaliatory strike.</p><p></p><p>HotDQ and RoT required significant retooling the way the adventures worked for my more sandbox-ish style. Both LMoP and Paladin in Hell pretty well worked straight out of the box. I converted the 2e adventure maybe 50% in prep and 50% on the fly. 2e magic items need to be toned down for 5e.</p><p></p><p>My Greyhawk campaign fizzled for out of game reasons around 7th lvl. Started in Greyhawk City and combined:</p><p></p><p>Slavers supermodule reprint with A0, and</p><p>Slavers (2e)</p><p>I did all the conversions in prep. 1e and 2e were about the same effort. The only things changed were.moving some Dyvers stuff to Greyhawk and ignoring the timeline. </p><p></p><p>The party had managed to eliminate the slavers' assets in Greyhawk's Wild Coast and were tentatively poking at Cantona when the game ended.</p><p></p><p>Everything else has been homebrew, including my current one.</p></blockquote><p></p>
[QUOTE="Old One Eye, post: 7410774, member: 6942837"] D&D Next probably doesn't count, but I ran the Caves of Chaos and Isle of Dread conversions. Campaign stopped around 7-8th lvl due to real 5e released. The big campaign was that made it from 1st - 20th lvl was: Lost Mines of Phandalin, Hoard of the Dragon Queen, Rise of Tiamat (or whatever it was called.), A Paladin in Hell (2e), Big homebrew finale where the PCs became rulers of Neverwinter and defended it from the devils' retaliatory strike. HotDQ and RoT required significant retooling the way the adventures worked for my more sandbox-ish style. Both LMoP and Paladin in Hell pretty well worked straight out of the box. I converted the 2e adventure maybe 50% in prep and 50% on the fly. 2e magic items need to be toned down for 5e. My Greyhawk campaign fizzled for out of game reasons around 7th lvl. Started in Greyhawk City and combined: Slavers supermodule reprint with A0, and Slavers (2e) I did all the conversions in prep. 1e and 2e were about the same effort. The only things changed were.moving some Dyvers stuff to Greyhawk and ignoring the timeline. The party had managed to eliminate the slavers' assets in Greyhawk's Wild Coast and were tentatively poking at Cantona when the game ended. Everything else has been homebrew, including my current one. [/QUOTE]
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