Has anyone converted Curse of Strahd to Pathfinder?


Conversions


I'm not really familiar with 5e, but I love the old Ravenloft stuff from 2e. I understand Curse of Strahd is like an update of that older stuff. Has anyone out there converted the module to Pathfinder rules? Alternatively, are there good conversion guidelines out there somewhere? I've found some that go the other way, but they aren't official or anything.


You can google for Mistfinder. Someone made a conversion of the rules for Ravenloft from an earlier D&D version for Pathfinder.
I don't think anyone ever did a conversion of the adventures.

If I had to do it, I would rewrite major parts because everyone knows the plotline already. If doing it with the idea of the card deck in mind, that would be a major task, as a party would see only 1/8th of the effort in a playthrough.

There is a 3.5 version of it, Expedition to Castle Ravenloft, published as a hardcover. The demiplane setting was stripped in this version and the adventure was expanded into a mini-campaign. I imagine that this one can be easily used for Pathfinder (don't have it myself).

Otherwise you can look at Carrion Crown, which is a gothic adventure for Pathfinder.


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Not a conversion of Castle Ravenloft/House of Strahd/Expedition to Castle Ravenloft/Curse of Strahd (it's had a lot of different versions it seems), but very comprehensive Pathfinder rules for Ravenloft from one of the 3e authors here, here and here.


Thank you both for answering, and thanks for the links - very useful!


Going through the Pathfinder material, the guy did a pretty good job!


I'm running an on-the-fly conversion of the original 1983 AD&D module I6: Ravenloft for Pathfinder on the boards. I'm referencing the 3.5 Expedition to Castle Ravenloft a bit as well for encounter adaptation, but I'm mostly sticking to the original.

I'm not using any of the "Demiplane od Dread" material: My Castle Ravenloft and village of Barovia is firmly on the Material Plane, specifically in Ustalav. It's still cut off from the rest of the world by the Mists. I replaced the Bistani with a Barisian caravan; Madame Eva us a Varisian witch.

My big addition is adding a lot of haunts to the castle. I also wrote a subplot about an earlier party of adventurers that confronted Strahd 100 years ago, led by a Qadiran paladin of Sarenrae who bore the Sunsword. Strahd defeated them, and their spirits (and animated corpses) still haunt the castle; the haunts will serve as clues as to how to ultimately defeat Strahd.

Im also thinking about how to incorporate the new corruption rules from Horror Adventures.

I have thumbed through Curse of Strahd, but haven bought it. Honestly, it seems like it's more-or-less a revised version of EtCR, converted to 5e, and I don't think having it will really add much to my game. On the plus side, it seems to have fixed some of the plot problems of EtCR.


That's great, Haladir! I actually have the old print module lying somewhere, but I don't have the time to do a conversion. It brings back memories of the 80s. (The module, not having no time.) That module spawned the longest-running game I ever played in, though it was largely rule-less and based on how much the DM liked his drama. :P

I'd love to hear how it goes!


Vatras wrote:
Otherwise you can look at Carrion Crown, which is a gothic adventure for Pathfinder.

If you do this, consider looking into Legendary Games' Gothic Grimoire (series). I don't know the exact way that it fits into the Carrion Crown, but apparently it is a great addition to the AP.


Isn't Carrion Crown more like Victorian horror?


I try to avoid thread necromancy but I wanted to check with those who've already ventured in to the Dark.

I have Expedition to Castle Ravenloft and Curse of Strahd and I love the setting in general. Is there any benefit to meshing the two, or adding the extra locations and other features from Curse to Expedition to help "flesh out" the campaign? I'm going to be running this for my group in a couple of weeks and if there's anything of real value in Curse I'd love to bring it over to make this a really fun, memorable game for my group.

Thanks for any input!

Sovereign Court

Curse of Strahd enjoys a little bit more modernization of adventuring and campaign in general, also really feel like the classic adventure at the same time. It depends if you want to keep it classic or enjoys some of the new ideas.


Rotolutundro wrote:

That's great, Haladir! I actually have the old print module lying somewhere, but I don't have the time to do a conversion. It brings back memories of the 80s. (The module, not having no time.) That module spawned the longest-running game I ever played in, though it was largely rule-less and based on how much the DM liked his drama. :P

I'd love to hear how it goes!

You can read it yourself:

GM Haladir's I6: Castle Ravenloft

I have since purchased a copy of Curse of Strahd, and am referring to its interpretations of the various encounter areas of Castle Ravenloft, as well as the 3.5 Expedition to Castle Ravenloft (2006) and the original I6: Ravenloft (1983). I'm trying my best to keep it close to the original, unless the 3.5 or 5e version of the encounter makes more sense or is more interesting.


Haladir...I think I love you.

<In a strictly non-prison movie kind of way.>

This is awesome - thank you SO much! Last time I ran for my group I adapted Return to the Tomb of Horrors and after 8 months I was so burnt out more than two years later I'm finally GMing again. This will be a tremendous help. I hope both our groups enjoy the hell out of this!

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