
A. Hamon |

Is there a good site that converts the Paizo Adventure Paths to the Forgotten Realms setting!? Thanks!
Let me also throw this wrench into your question: Are you looking to play in 3.5 Forgotten Realms, or the post-Spellplague, 4.0 Forgotten Realms? I really hesitate to say this (because overall I didn't like what 4.0 did to FR), but trying to stick something from an AP into a Plaguelands area might have some neat implications for you as the GM.
Or, it might just cause everything to go up in giant, blue-tinted flames.

Drejk |
1 person marked this as a favorite. |

My initial thoughts:
Rise Of The Runelords: with number of ancient fallen evil empires in the Faerun past it should not be a problem (seriously, the primary problem would be picking one fallen ancient empire over others - Netheril - slavery and magic, Imaskari - slavery and magic, Narfell - evil, magic, and contacts with otherworldly powers, etc., arrogance is a bonus for great magic).
Curse Of The Crimson Throne: City states lying close to lawless region. Again, the only problem is picking one place over so much others.
Second Darkness: This one would be harder as it is based upon Golarion-specific drow ideas, such as spontaneous evil elf transformation into drow, which is definitively not a part of Faerun.
EDIT: But reconquest of Cormanthor by high eleves struggling against demons, drow and other monsters is quite close.
Legacy Of Fire: The early history of Calimshan is a story of efreet and djinn fighting over dominance over a region and human slaves.
Council Of Thieves: This one would be harder to anchor in the background as there is no devil-worshipping state on Faerun like Cheliax. Would probably require more tweaking than others.
Kingmaker: There is plenty of wilds for colonization/recolonization - Western Hearthlands, Vaasa, Great Dale/Thesk/Rashmen border, Shaar plains near Border Kingdoms. Cyclops should be probably replaced with regular Giants as old denizens of the region, however.
Serpent Skull: Replace serpent folk with yuan-ti/sarrukh (or replace FR yuan-ti/sarrukh with serpent folk as I decided for any forseeable FR game). Chult should be right place for such campaign.
Carrion Crown: That is tough. There is no specific gothic-esque region in Faerun that I know of. The closest thing would be Erlkazar as it is reigned by vampires at night.
Jade Regent: There is a large community of Shou expatriates on Faerun that came from Kara-Turn. The problem would be with tracing the route to Kara-Tur, especially with wagons as the most of Shou expatriates live on Dragon Coast, which is on western side of Sea Of Fallen Stars. If you decided to drop the whole caravan thing the party could sail across the Sea to Great Dale/Thesk/Narfell, then though the Endless Waste and into Kara-Tur.
Skull & Shackles: Pirate Isles on the Sea Of Fallen Stars? No other idea.

Arnwyn |
2 people marked this as a favorite. |

No site that I know of, but I've converted all APs to date to FR (except Jade Regent, which is just too weird).
Before I start: My general conversion policy is to put an AP in an area of the Realms that is relatively undetailed (contrary to the loony FR critics, there are a fair amount of these) - I do this in order to further detail/expand the Realms and keep as much of the flavor/detail of the AP intact as I can.
Rise of the Runelords: I put this in Estagund in the Shining South. Magnimar became the capital Chavyondat, and Sandpoint became Zabbasz. The giants and conclusion of the series takes place in the Toadsquat Mountains to the north.
Curse of the Crimson Throne: Korvosa became the city of Maerduuth in Chessenta. The Shoanti became a tribe of Shaar barbarians. The Cinderlands were along the mountains to the south of Chessenta (near the Shaar).
Second Darkness: Altumbel (Riddleport becomes Spandeliyon) and the Yuirwood (Aglarond). The elves in question are the Star Elves.
Legacy of Fire: Zakhara (almost anywhere).
Council of Thieves: Westcrown becomes the city of Milvarune (Thesk). House of Thrune has estates in the mountains surrounding the city.
Kingmaker: The Border Kingdoms, of course.
Serpent's Skull: Starts off the coast of Lapaliiya, goes to Malaxer (which Eleder becomes; note that FR Serpent Kingdoms notes that Malaxer is a starting-off point for expeditions into Mhair), and then into Mhair Jungles.
Carrion Crown: All around Damara - the different cities/towns take up existing cities/towns in Damara. The Whispering Tyrant can be kept, or can be an attempt to bring Zhengyi the Witch-King back.
Jade Regent: Could be salvageable. Start in western Thesk (#1), leads to Rashemen (#2), goes across the Hordelands in winter (#3), then the Ama Basin in the north (#4), and then leads to Koryo and Kozakura (or Wa) in #5 & #6.
Skull and Shackles: Probably the Nelanther is best (slightly warmer than the colder Pirate Isles of the Sea of Fallen Stars, fewer detailed islands), but could be converted to an Arabian pirate campaign (or even kept as normal pirate if you want) in the Crowded Sea of southern Zakhara (which is easier to fit in Golarion's weird perma-hurricane).

VonElric |
1 person marked this as a favorite. |
It's a 3.5 Forgotten Realms game and I'm surprised no fan site or something kind of converts these APs for ease of play in other settings. I know the Pathfinder APs are meant for Golarion, but I really did wish they came out with a line of APs for neutral-settings. I enjoy their APs, but being so heavily Golarion-specific doesn't make it easy to convert to other settings.
I see some interesting suggestions for the APs, thanks for them!

![]() |

I know the Pathfinder APs are meant for Golarion, but I really did wish they came out with a line of APs for neutral-settings. I enjoy their APs, but being so heavily Golarion-specific doesn't make it easy to convert to other settings.
Much of the difficulty in conversions comes because APs assume stuff from the Golarion background, so they don't need to reprint it (much as AD&D2 and onwards did for the Realms or other settings).
A setting-neutral AP would have to give up more space to describing this, so either there would be less room for plot and adventure descriptions, or the booklets would get longer (and more expensive).

Arnwyn |

I know the Pathfinder APs are meant for Golarion, but I really did wish they came out with a line of APs for neutral-settings. I enjoy their APs, but being so heavily Golarion-specific doesn't make it easy to convert to other settings.
They're not too bad, and I do appreciate them for being relatively easy to take out of Golarion.
Only the worst APs are too Golarion-specific. Hopefully they continue to maintain a reasonable balance.

![]() |
1 person marked this as a favorite. |

Necroing with more recent APs. So far up to Skull & Shackles has been addressed. After that...
Shattered Star: Depends heavily on where one chooses to do RotRL.
Reign of Winter: Rashemen is ruled by female witches and is FR's ersatz-Russia. I think Rashemen is spot-on for Reign of Winter.
Wrath of the Righteous: Like Carrion Crown, FR is kind of low on "monster countries" -- in this case demon-country. I'm at a bit of a loss here.
Mummy's Mask: Mulhorand is FR's faux-Egypt, although the Egyptian Pantheon is much more current in Mulhorand whereas they're "old gods" in Osirion.
Iron Gods: Numerian tech is very much a Golarion thing; this would be one of the last APs I'd attempt to transplant.
Giantslayer: The North and Silver Marches are very classic adventureland with plenty of giants. North of the Moonsea might be good too.
Hell's Rebels/Vengeance: No devil-country in FR. Would require heavy retooling, and would require a fairly evil country -- perhaps Thay, with Abrogail becoming Szass Tam. Kintargo/Ravounel could be Surthay. Hellknights' role could be played by Red Wizards in some situations. In Vengeance, I might consider the Iomedaean invasion to be a Rashemi invasion instead.
Strange Aeons: Perhaps I'd place it in the Vilhon Reach which has a history of creepiness due to yuan-ti conspiracies. Not sure if I'd merge the yuan-ti into the plot into some role.
Ironfang Invasion: Hobgoblins, a Robin Hood setting with a looming evil nation nearby, the Underdark -- sounds like the Dalelands to me. There's plenty of forest in the Dales to stand in for Fangwood and the neighboring country could be Zhentil Keep.
Ruins of Azlant: I might set it on some isles off Maztica, but then I'm a big fan of Maztica so I'd take any opportunity. Another possibility could be some uncharted islands in Zakhara's Steaming Sea.
War of the Crown: We don't know a lot about the plot yet, but I might be tempted to go 1st-2nd edition with the timeline and play with Cormyr, with the princess being Alusair Nacacia.
Return of the Runelords: Same as Shattered Star, depends on RotRL placement.

![]() |
1 person marked this as a favorite. |

Honestly not sure this thread needed to be necroed. Might just be my low opinion of forgotten realms, but my experience with setting is that its generic enough that any material from other settings could be adsorbed into it. Like, I'm still confused why there are so many ancient unexplored dungeons near to places were people actually live in(usually in form of idyllic farming villages) forgotten realms