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A few years back, my husband found some of his old D&D 2e material from back when he first started playing. Among them were a module called Isle of Dread, the Ravenloft campaign setting, and Council of Wyrms.

I decided to try my hand at converting 2e to Pathfinder, so I ran Isle of Dread. It was a lot of fun both to convert and to play. So I took on something more challenging.

Council of Wyrms is a campaign setting that takes place in the ancient past when dragons ruled the world. The players were introducing to the world as newly-hatched dragons. Yes, baby dragon PCs. The adventure path followed the dragon PCs through the first 150 or so years of their lives.

Unlike Isle of Dread, this conversion required a massive amount of work before it was ready to be played. Dragon kits (similar to classes) had to be completely redone, the adventures had to be fleshed out, and above all, gem dragons had to be created.

Pathfinder doesn't have gem dragons, which are naturally psionic the way that metallic and chromatic dragons are naturally magic. My husband and I created them using the original dragons in the 2e Monster Manual, some abilities from the primal dragons, the Occult Adventures, and a few ideas of our own.

Over the next few days, I will post our gem dragons, dragon kits, and summaries of the adventure path as I eventually built it. (But, of course, the Council of Wyrms campaign setting has so many great details and possible adventure hooks that any GM could take an entirely different track.)