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


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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.
 
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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.
This I would like to hear more about. I’ve thought about running several APs in Savage Pathfinder. I’d purchase the APs and use FGU if the content is useable cross systems.
 


This I would like to hear more about. I’ve thought about running several APs in Savage Pathfinder. I’d purchase the APs and use FGU if the content is useable cross systems.
Here is the FG Forge link for the extension I used: Fantasy Grounds Forge

Things can get messy, and you will still have to convert, build or replace monsters etc, but at least you will have maps and images and stuff without having to deconstruct the PDFs.
 


Savage Tide (Dungeon Magazine). I consider it Pathfinder given the writers and nature (a 6-part mega adventure with different writers for each book). My first 5E conversion attempt. Made it halfway with some modified content, and found the village defense satisfying enough of an ending that I didn't convert more. I did something very similar to what @TheSword recommended for treasure and critters.

Kingmaker. Ran it probably 25% original material and 75% modifications. The framework is great, the mini game of kingdom management (after you get bigger) is not. The adventures falter a bit without help, such as Dudemeister's modifications from the paizo forums (so influential the computer game used them). Ran it to completion. Amazing as the adventure is so open that there's really no way to tell how your party is going to go. Infinite possibilities for NPCs and relationships.

Skulls & Shackles (next campaign). Prepping it right now. A lot of work, a lot of work to be done, mostly with the storyline and not converting systems.

Summary: I can work with converting most anything. I'm currently using Fantasy Age (Dragon Age) rules from a 3d6 system and easily subbing in OSR and 3E adventures. I just need a good story and framework. The rest is just having a monster manual, difficulty check table, and an idea of treasure.
 

I ran Curse of the Crimson Throne. I started with some monster conversions I found online, then converted week-by-week when those ran out. I was proud that my group made it all the way to the end! All six adventures. It took close to two years.

If anyone has any questions about it, I'm happy to answer.
 

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.
I tried that one too. It fizzled, even after I cut out the long lessons and mini training missions from the "know it all" NPC. I like a lot of Paizo adventures. Not this one, sadly.
 

I've run most of Strange Aeons, parts of Shattered Star, and parts of Curse of the Crimson Throne.

I'm working on converting most of Age of Worms, parts of Iron Gods, and parts of Ruins of Azlant for future games.

I say "most" and "parts" because I rarely run the full AP, and usually mix in other things. For example, the game I ran based loosely on Shattered Star, I nixed the back half of the AP in favor of a miniseries of adventures from 4e (Tear of Ioun) and parts of the Illithiad from 2e. The game using CoCT had the Alexandrian's remixed Dragon Heist thrown in, the adventures that left the city removed, and the ending considerably rehashed.

As a general rule I try to do these conversions considerably well ahead of time, as most core PC races and a good number of core and PF monsters that either no longer exist in my setting or never did to begin with.
 

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