Galt's executioners are the masked and mysterious Gray Gardeners. Held above the laws of the chaotic nation, these grim killers soak the revolution-wracked land in dread and blood. They behead the guilty and innocent alike with their magical guillotines, but few possess the courage to stand against them. Powerful heroes must infiltrate the Gray Gardeners and put an end to their reign of terror. As the heroes race from haunted crypts to the elegant opulence of an ill-fated masque, the midnight chime will bring salvation or doom to a nation.
Night of the Gray Death is a deluxe adventure in Gothic horror for 16th-level characters written by Ron Lundeen. It exposes the secrets of the Gray Gardeners with new monsters, new magic items, and new challenges to test the mightiest heroes. Mysteries and intrigue abound during the Night of the Gray Death!
"Night of the Gray Death" is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure and Chronicle sheet are available as a free download (934 kb PDF).
Other Resources: This product is also available on the following platforms:
Actually Aaron usually can and does give hints here and there if a product is coming out on one of the VTT, even before the VTT notes it themselves so does'nt hurt to ask here as well me thinks :)
I know I've gotten some early info on some products from asking just this myself at times on these forums and Aaron picks em up from time to time.
Systems are nothing alike so what you have to do is to recreate it in PF1 with this story as the inspiration. When you come across a DC you have to think what would a DC be in PF1 at this level and encounters will have to be built up from the ground, either by taking existing PF1 enemies or by creating new enemies inspired by the PF2 creatures.
Treasure would also have to be re-done.
So the answer of how easy it is to convert is "how easy is it to create a 16-18 adventure in PF1?".
Systems are nothing alike so what you have to do is to recreate it in PF1 with this story as the inspiration. When you come across a DC you have to think what would a DC be in PF1 at this level and encounters will have to be built up from the ground, either by taking existing PF1 enemies or by creating new enemies inspired by the PF2 creatures.
Treasure would also have to be re-done.
So the answer of how easy it is to convert is "how easy is it to create a 16-18 adventure in PF1?".
Thank you for the honest assessment. (I.e., "Probably not that easy at all".)