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*Pathfinder & Starfinder
Shattered Gates of Slaughtergarde -> Red Hand of Doom in Pathfinder
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<blockquote data-quote="Sunderstone" data-source="post: 5112477" data-attributes="member: 23497"><p>Im running Runelords (3.5) using PF rules atm. Converting on the fly has been real easy. Slaughtergarde will be easier to convert on the fly because of the lower levels of course. Prepping creatures is simple with the quick conversion guide download.</p><p></p><p>Basically, Ive read up on the new classes and give the bad guys some of the new class abilities. Again, easier at lower levels.</p><p>I also wing the skills conversion at a glance and dont be concerned about an exact number for a particular skill like Stealth, Perception, etc . For the most part I Just leave them as is, like if something has Hide +8, it becomes Stealth +8.</p><p></p><p>Some spells have changed a little, I usually go over some of them pre-game. There is no cure minor wounds anymore (probably because cantrips/orisons are at will) , now theres the Stabilize spell, you might want to look at that. Polymorph is different too, etc.</p><p>The only time I need to reference the conversion guide is for the Poison table. Paizo poison rules are better than 3.5 with more chances to halt further damage every round.</p><p></p><p>I run fast progression because it matches the pace the adventure is intended to run and its less to prep <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> . I would rather go your route and use medium but I dont want to add too many side quests. Overgearing can happen but that varies by DM. </p><p></p><p>When I ran slaughtergarde in 3.5, I remember it being a fairly easy experience on my players. Only one room with multiple mobs really gave us trouble, iirc. I think side quests might overgear them in this particular module. Oddly I was going to run RHOD after this too. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Our plans changed.</p></blockquote><p></p>
[QUOTE="Sunderstone, post: 5112477, member: 23497"] Im running Runelords (3.5) using PF rules atm. Converting on the fly has been real easy. Slaughtergarde will be easier to convert on the fly because of the lower levels of course. Prepping creatures is simple with the quick conversion guide download. Basically, Ive read up on the new classes and give the bad guys some of the new class abilities. Again, easier at lower levels. I also wing the skills conversion at a glance and dont be concerned about an exact number for a particular skill like Stealth, Perception, etc . For the most part I Just leave them as is, like if something has Hide +8, it becomes Stealth +8. Some spells have changed a little, I usually go over some of them pre-game. There is no cure minor wounds anymore (probably because cantrips/orisons are at will) , now theres the Stabilize spell, you might want to look at that. Polymorph is different too, etc. The only time I need to reference the conversion guide is for the Poison table. Paizo poison rules are better than 3.5 with more chances to halt further damage every round. I run fast progression because it matches the pace the adventure is intended to run and its less to prep ;) . I would rather go your route and use medium but I dont want to add too many side quests. Overgearing can happen but that varies by DM. When I ran slaughtergarde in 3.5, I remember it being a fairly easy experience on my players. Only one room with multiple mobs really gave us trouble, iirc. I think side quests might overgear them in this particular module. Oddly I was going to run RHOD after this too. :) Our plans changed. [/QUOTE]
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Shattered Gates of Slaughtergarde -> Red Hand of Doom in Pathfinder
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