Rise of the Runelords in 5th ed


5th Edition (And Beyond)

51 to 94 of 94 << first < prev | 1 | 2 | next > last >>

1 person marked this as a favorite.

I should also add a quick note about high-level conversion. The AP relies heavily on solo monsters, which can be taken down pretty easily by 5e characters. If you want a solo monster to challenge 5e PCs, it's CR needs to be about 150% of party level (like CR 15 for a 10th level party) and it helps to make sure it has legendary or lair abilities, so it's getting in some actions 2 or 3 additional times during the initiative order.

A quick and dirty conversion for something like when you want a lion to solo your players would be to simply double or triple its hp, and roll initiative for it 2 or 3 times, so it's acting 2 or 3 times during the round instead of just attacking once and then just standing there while the party whups on it. You'll get a more challenging and cinematic fight that way, it'll be more unexpected, and the players will likely feel a greater sense of accomplishment at taking down the snarly bastard.

RPG Superstar 2012 Top 32

And it's fun playing in a new system too.

We were fighting a lich

spoiler:
and when it used one of its legendary actions to summon a bunch of spirits to drag a PC to hell, my cleric wasted an action using Channel Divinity to Turn Undead against those spirits, not knowing they were a special ability that only lasted 1 turn. That ate up 50 hit points of emergency healing and one round of radiant damage to the actual lich. We probably would have killed the lich (instead of making it flee) if I had been able to hit it with a level-boosted guiding bolt or even a sacred flame cantrip instead.


That's really interesting that 11th level 5e = 14th level pathfinder. Partly because I would have said 14th level pathfinder = 16th level 3/3.5e. Maybe I could actually run Rappan Athuk to the end.

I am running pre 5e adventures converted to 5e as well (just started). I would imagine that the treasure has been filleted a bit to fit with the 5e approach to magic.

What magic items do you have at 11th?

RPG Superstar 2012 Top 32

By 10th level, my cleric had a Cloak of +1 to Con saves, a Medusa Mask (advantage on saving throws with visual components and petrify 1/day), and a Ring of Swimming. A few scrolls and potions.

We then got a dragon's hoard and I now have a +1 warhammer and a Belt of Frost Giant Strength (23). Which increased my melee attacks by +5!!!

I think the rest of the party has a bit more gear than me. But my main schtick is support. I'm there to keep them fighting and keep them fighting well. Bless is REALLY helpful. Just concentrating on bless is usually a lot more useful than using other magic items. I also use guiding bolt a lot because it gives advantage to the next attack against that target.

And if I don't need to cast bless on the party, I can use my magic to make me a better combatant, such as divine favor or shield of faith. I'm also a fan of casting spiritual guardians, walking into the middle of a bunch of mooks, and using the Dodge Action.

I recently got true rezzed by a balor-succubus (don't ask), so I've been exploring some of my "darker" spells, like bane, inflict wounds, bestow curse, and contagion.


I just converted my own campaign over to 5E after an 8-month hiatus. The PCs are currently locked in battle in The Scribbler (we've got 7 PCs, though the wizard is going to be leaving the group because the player got a job working nights and won't be available, and had a couple players out last session, so between people trying to adapt to the new rules for their characters, and playing someone else's character, things went a lot slower than I anticipated.)

I made The Scribbler legendary, as well as giving him lair actions via the Shrine of Lamashtu. Has made for a fun, interesting fight, with him using legendary actions to Dimension Door away whenever the PCs try to box him in.

My PCs are only a level behind where the AP says they should be (since they were 12th level when we converted from PF) and I'll probably stick to that pace. Since I have to convert most of the baddies anyway, I don't mind having to make them a little tougher as part of the process.

For example, I had fun converting the elder earth elementals. I gave them the ability to stomp the ground to do damage in a line and possibly knock people prone and a Hulk-like "Thunderclap" ability to do damage and possibly stun in an area around them. We'll see how that fight goes.

I'm shocked a group of level 10s did so well against an Ancient White Dragon, though. I'm planning on just making him an Adult with extra HPs. The save DCs for an ancient white would be nearly impossible for my PCs to make and the breath weapon would drop most of them if they failed.

Sovereign Court

How did you guys do loot? I imagine that a lot of magic items were removed?

RPG Superstar 2012 Top 32

We were 8th or 9th level when we took on the Scribbler, I think. It was pretty memorable.


1 person marked this as a favorite.
Lorathorn wrote:
How did you guys do loot? I imagine that a lot of magic items were removed?

I completely re-did the party's items. Anything that was +1 or +2 became +1, anything +3 or +4 became +2. I pretty much did away cloaks of resistance and rings of protection, and only gave them one if I felt they were short on items once I was done converting everything else. Stat boosters also went away.

I did give each PC a custom magic item that either meshed well with their character concept and/or restored class abilities (or a facsimile thereof) that were lost in the conversion.

For example, our trip-focused fighter (who naturally converted to a Battlemaster) got his +1 silver holy flail replaced with this:

Chain of Penitence (requires attunement)

This magical silver flail does an additional 1d6 points of radiant damage on a hit. In addition, when you make an attempt to trip an opponent while wielding this weapon, you are not limited by the size of the opponent, though creatures two or more sizes larger than you gain Advantage on their attempt to resist. Against opponents of your
own size or smaller, you gain Advantage on Strength (Athletics) rolls to trip.

I also cut down on a lot of treasure. Most generic +whatever items are gone. Any unique or flavorful items (or those that may have an effect later in the AP) are kept.

Sovereign Court

Awesome advice. I tend to give out a lot of non-combat oriented magic items, and that makes my players happy. They appreciate the utility of them so much more, and even try to use them in creative ways.


1 person marked this as a favorite.

I'm also pretty happy with the custom weapon I gave the cleric of Sarenrae.

Flame of the Dawnflower (requires attunement by cleric or paladin of Sarenrae)

You can use a bonus action to speak this magic scimitar’s command word, causing flames to erupt from the blade. These flames shed a bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again, or until you drop or sheathe the sword. In addition, when the sword is ablaze, you can expend a use of your Channel Divinity ability to change the additional damage type from Fire to Radiant for one minute. While the radiant damage is in effect, the light shed is treated as if it were a Daylight spell.

Sovereign Court

I like both of those items. They speak to the ease with which magic items work in 5e.


1 person marked this as a favorite.

Yeah, I found converting/creating magic items to be really easy. I just look at other items that are about the same power level I'm looking for and then add/subtract/alter abilities to taste. A lot easier than trying to come up with an appropriate plus or GP value.

I also enjoy that magic items aren't required to make the math work, so I can eliminate huge piles of generic modifier items that PCs will inevitably just sell if they're not better than what they already have.

Monsters are little more difficult, though I'm using the online monster converter that someone linked in another thread as a start and then adapting from there. NPCs I'm just stating up like PCs in 5E and not really worrying about XP value since I decided to go with milestone leveling after the conversion.

I'm also finding the guideline someone else suggested of divide the PF DC in half and then add 5 (then adjust as necessary) seems to be pretty spot-on for determining the DCs of the challenges they're facing and works really well on-the-fly if I find I missed converting something.

Sovereign Court

I like that monsters are tougher. It feels like a different game, and there is no yo-yo CR issue.

RPG Superstar 2012 Top 32

1 person marked this as a favorite.

It's weird. Monsters are tougher, but combats are a lot faster. We can do 4 or 5 major combats in an 8 hour session, plus lots of roleplaying, exploring, and minor combats.


Are you using calculated experience? And are you adding in any extra encounters or just running straight from the modules?

RPG Superstar 2012 Top 32

The DM says he has actually cut a few encounters because they're "busy work" and don't really contribute to the story. I guess some of the cut encounters are kind of a grind.


SmiloDan wrote:
I recently got true rezzed by a balor-succubus (don't ask), so I've been exploring some of my "darker" spells, like bane, inflict wounds, bestow curse, and contagion.

What he's not telling you is that he is exploring this darker side while playing a mirror image of himself against the party in the Illusion area. Fun times.

RPG Superstar 2012 Top 32

Yeah. Contagion is nasty!!! Fleshrotting bestows vulnerability to ALL damage types.

And I was playing TWO evil mirror images of myself. Twice. One of my evil twins even coup de graced the wizard.


Part 5 is complete as of last Sunday! The party is 11th level. Part 5 was pretty good, it started out kind of grindy, but the players soon picked up on there being lots of role playing opportunities in the Runeforge, which made things more interesting. I also tried to up the environmental aspects of the Runeforge, which meant more skill use, something I really need to add more of when doing my conversions. Skill challenges in the original AP (maybe just PFRPG in general?) seem to play second fiddle to combat encounters, which is kind of a waste of 5e's cool pared-down and more improvisational skill system, so I'll be keeping more of an eye on that aspect.

It's pretty satisfying looking back on the last five adventures - it's definitely been an epic campaign so far!

RPG Superstar 2012 Top 32

Yeah, it's been exciting and interesting. My cleric died twice so far, got raised twice so far, so I rolled up a creepy drow bard called Whisper in case my dwarf cleric of Life dies yet again. I still want to do the support roll, and I think a College of Lore bard would be good at that. I also want a few "F You!" spells, like counterspell and hellish rebuke, and maybe shield.


TheRavyn wrote:

Part 5 is complete as of last Sunday! The party is 11th level. Part 5 was pretty good, it started out kind of grindy, but the players soon picked up on there being lots of role playing opportunities in the Runeforge, which made things more interesting. I also tried to up the environmental aspects of the Runeforge, which meant more skill use, something I really need to add more of when doing my conversions. Skill challenges in the original AP (maybe just PFRPG in general?) seem to play second fiddle to combat encounters, which is kind of a waste of 5e's cool pared-down and more improvisational skill system, so I'll be keeping more of an eye on that aspect.

It's pretty satisfying looking back on the last five adventures - it's definitely been an epic campaign so far!

Can you give me some examples of the sort of skill challenges you used? I'm currently prepping Runeforge for my group right now and it could definitely use some spicing up.

RPG Superstar 2012 Top 32

I know we make a bunch of Acrobatics and Athletics checks. Fly isn't really available (it's a Concentration spell, so you can't spam it on the entire party), so the physical movement skills are really important.


Kalshane wrote:
TheRavyn wrote:

Part 5 is complete as of last Sunday! The party is 11th level. Part 5 was pretty good, it started out kind of grindy, but the players soon picked up on there being lots of role playing opportunities in the Runeforge, which made things more interesting. I also tried to up the environmental aspects of the Runeforge, which meant more skill use, something I really need to add more of when doing my conversions. Skill challenges in the original AP (maybe just PFRPG in general?) seem to play second fiddle to combat encounters, which is kind of a waste of 5e's cool pared-down and more improvisational skill system, so I'll be keeping more of an eye on that aspect.

It's pretty satisfying looking back on the last five adventures - it's definitely been an epic campaign so far!

Can you give me some examples of the sort of skill challenges you used? I'm currently prepping Runeforge for my group right now and it could definitely use some spicing up.

Off the top of my head:

Persuasion - I'd assign a DC based on how convincing the party's discussion with denizens of the Runeforge, and whether they offered gifts. For instance, "we have a common enemy" plus a gift usually garnered a DC 12, while "give us what we want or die" got more like a 25.
Acrobatics/Athletics - one of the wings featured a sewer-like set up. The party was in constant danger of slipping off walkways into disease-causing effluvia, so lots of checks (but easy, I think like a 5 or 10 most of the time, and still the barbarian kept falling in lol!). Also keeping from getting washed down a drain during a "cleaning" event, sucked down into a sinkhole (almost had a drowning) and swimming down to recover some valuable remains.
Perception/Investigation - the former to "accidentally" notice neat stuff, the latter for when actively searching. As with most of the AP, there's tons of background info and details the DM reads about, but never factors into the adventure - I plant this stuff around when possible to add versimilitude. Though in some cases it's just impossible lol - I learned this early on from the strangely extensive background given for a stranded horse in book 1. I keep waiting for that horse to reappear later in the AP like a disguised demigod or something lol.


TheRavyn wrote:


Off the top of my head:
Persuasion - I'd assign a DC based on how convincing the party's discussion with denizens of the Runeforge, and whether they offered gifts. For instance, "we have a common enemy" plus a gift usually garnered a DC 12, while "give us what we want or die" got more like a 25.
Acrobatics/Athletics - one of the wings featured a sewer-like set up. The party was in constant danger of slipping off walkways into disease-causing effluvia, so lots of checks (but easy, I think like a 5 or 10 most of the time, and still the barbarian kept falling in lol!). Also keeping from getting washed down a drain during a "cleaning" event, sucked down into a sinkhole (almost had a drowning) and swimming down to recover some valuable remains.
Perception/Investigation - the former to "accidentally" notice neat stuff, the latter for when actively searching. As with most of the AP, there's tons of background info and details the DM reads about, but never factors into the adventure - I plant this stuff around when...

Okay. Thanks.

Shalelu ended up claiming the horse as her share of the reward for helping the party clear out that dungeon in my game. Seemed appropriate.

RPG Superstar 2012 Top 32

I'm hoping that after chapter 6, we can go on a high level adventure that deals with that mysterious horse.


5 people marked this as a favorite.
SmiloDan wrote:
I'm hoping that after chapter 6, we can go on a high level adventure that deals with that mysterious horse.

Last encounter, book six: Karzoug, defeated at last, falls to his knees coughing, blood running from the corner of his mouth. "I would have conquered the world," he gasps, pulling away his human mask to reveal his true face, that of the Thistletop warhorse, "if it hadn't been for you meddling kids..."

RPG Superstar 2012 Top 32

LOL!!!

Even a fast-forward to 20th level one shot might be fun...

Grand Lodge

1 person marked this as a favorite.

You guys are awesome. ^_^

RPG Superstar 2012 Top 32

The abominable yetis didn't kill us! :-D


We are almost done with Book 3.

Generally the conversion has been going well.

However, the changes to Silence (casting time) and the Concentration mechanic had an unexpected gutting of the Mammy Graul encounter.

I should have made her a Sorceror with the appropriate metamagic. The lack of buff-suites impacts the caster as bigbad design.

Which is a plus but a major change to account for.

The party is generally running several levels below the PF rating and pretty much doing entire locations in a single go (my preference).

RPG Superstar 2012 Top 32

Yeah, we're in the same boat. We started Part 6 at level 11.

My cleric is getting a little bored with bless, but it's so useful and remains almost vital in the big fights. It lets the archers use Sharp Shooting, and they're our real damage dealers.


Jody Johnson wrote:

However, the changes to Silence (casting time) and the Concentration mechanic had an unexpected gutting of the Mammy Graul encounter.

I should have made her a Sorceror with the appropriate metamagic. The lack of buff-suites impacts the caster as bigbad design.

Which is a plus but a major change to account.

I had a similar experience. Under PFRPG rules, the AP relies heavily on solo-monster encounters. Which were kind of pushovers until I realized what was missing - in 5E the nastiest solo monsters all have "Legendary" and/or "Lair" abilities - once I started making sure my big nasties had these in place, solo encounters got a bit tougher.


SmiloDan wrote:
It lets the archers use Sharp Shooting, and they're our real damage dealers.

Or they were until the Eldritch Knight got his Flame Tongue. Dude's a human quisinart now!

RPG Superstar 2012 Top 32

Yeah, 1d8+2d6+4 x3 + 1d8+4 is pretty nasty--especially with an extra 1d8+2d6+4 from haste and the occasionally 3d8+6d6+12 from Action Surge...

RPG Superstar 2012 Top 32

Seeing that Cuisinart in action tonight was a bit of an eye opener. Wow! :-D


It was very entertaining as a DM to watch 6 players totally not grok the meaning behind the name "The Hidden Beast" lol.

RPG Superstar 2012 Top 32

What IS a decapus, anyways? One and a quarter octopi?

What the heck were:
those critters that made our eyes bleed?

But last night was fun.


The decapus actually goes all the way back to the B/X days from "Palace of the Silver Princess". It was kind of cool to see that pop up in such a "modern" adventure.

RPG Superstar 2012 Top 32

Is its official name decapus?


Would it be possible for any of you fine ladies or gentlemen to share your ROTRL 5e conversions with me? I've been able to scrounge up part of the AP, but have not yet found the second half.

Thanks!

Customer Service Representative

1 person marked this as a favorite.

Moved this thread to the 5e forum

Dark Archive

I'm running a higher level RotRL and are currently in Chapter 5 (just hit 15th level).

Here are more specifics.....
http://paizo.com/threads/rzs2ufpd?Rise-of-the-Runelords-for-5e

Liberty's Edge

Has anyone done their conversions in MS word or a pdf?

Dark Archive

Qstor wrote:
Has anyone done their conversions in MS word or a pdf?

PM me with your email address and I'll send you my conversions.

51 to 94 of 94 << first < prev | 1 | 2 | next > last >>
Community / Forums / Gamer Life / Gaming / D&D / 5th Edition (And Beyond) / Rise of the Runelords in 5th ed All Messageboards

Want to post a reply? Sign in.
Recent threads in 5th Edition (And Beyond)