Malith
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So I am wanting to convert an old D&D Expert module from the TSR days to pathfinder for my group and I was wondering if there were any guides on what the best way to do this existed or if anyone had any experience. I know there are some guides on converting 3.5 and such to pathfinder, and have tried searching the forums for any previous threads converting older editions but perhaps my search skills are just lacking since I havent found anything on it. Does anyone know where I could find something like this or any tips they could pass on that might help me convert this for my group?
| stormcrow27 |
1. Which module is it, Malith?
2. There is an excellent conversion for X2 Castle Amber floating on the net, complete with artwork and CR equivalents. This might be a good start.
3. I would take the base levels of the module and create CRs no higher then +3 for the lowest level set. Most Expert monsters exist in Pathfinder (with the obvious exceptions of beholders, etc), and a direct 1 for 1 substitution based on CR is a good start.
4. NPCs should probably be raised by 1 level to match their effectiveness against PCs.
5. The biggest conversion will be treasure and skill checks, since Expert relied heavily on ability checks for most things like search. A rule of thumb is to take the average check need and start with a DC 20, then add or 2 per level for said skill checks.
Malith
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Thanks for the great tips Stormcrow, they should help a good bit. I am actually looking at converting a couple old modules for this, but the expert module I mentioned is x11 Saga of the Shadow Lord. I thought the whole invasion plot line could provide a good frame for a campaign flushed out with some other bits as well as expanding some of the locations and events listed as well. For example, instead of havinga plot item rod found so easily in a small ruined shrine, I was planning on greatly expanding that to bring a bit more depth into it or have them deal more with the actual invasion aspects between part 1 and 2.
| stormcrow27 |
I remember that module. I ran it a really, really long time ago. What levels are your PCs? Also, every expert module that I have played assumes 5 to 6 players, usually at least two fighter types, one cleric, one mage (or halfling, elf, dwarf) and a thief. Good and evil were relative as well for that set, but most of your Chaotic types were evil. If you want some later (2nd Ed) conversions for the D&D base world, check out Mystara. Of course, if you want go 80s old school, have the PCs play characters from the Test of the Heartstone XL1, which duplicate the action figures from the LJN toys.
| Cthulhudrew |
X11 is a great choice for something like this. As you say, there are a lot of places in there that are ripe for expansion; the Shrine of Enoreth is definitely one that is begging for a more in-depth Pathfinder style treatment. Some other places that I've always thought would be good ones to expand on:
The village of Geron has always had that Village of Hommlett (from Temple of Elemental Evil) feel to it; I think a lot could be done just expanding on the infiltration of the village and the dynamics of interaction with the residents and members of the Denagothian army.
Lothenar Forest and the lair of the black dragon (was it Brulefer there? I forget). There is so much potential back story with the elves and their final, fateful defense of the forest, and reclaiming it.
War-torn Essuria holds a lot of potential atmosphere wise; trekking across the anarchic wastes to reach Drax Tallen.
And those are just some set pieces from the first part of the story. X11 can easily be expanded into an entire campaign; frankly, the module itself already pretty well covers several levels worth of adventures alone.
If you wanted, you could even start the characters at 1st level in Wendar, rather than bringing them in at higher level as Thyatian agents. The plague and drought, as well as the actual theft of the Elven Star could be the first several levels worth of adventures leading into X11 proper.
While there haven't been any specific conversions that I know of, you might check out the Vaults of Pandius, the Mystara fan site, under the Wendar and Denagoth sections for some creative inspiration. You might also check the Mystara forum at The Piazza; there are several people who have an interest in the Pathfinder rules over there who are fans of Mystara, as well as a lot of people with an interest in that region and module.
Of course, I'd be happy to bounce ideas off of you here as well. As they come to me, I'll pipe in with them.
| Cthulhudrew |
Stormcrow's offered a lot of good suggestions for actual conversion, btw, which is not really my forte (I've wanted to do some conversions of Expert and Basic level modules for a while myself, but haven't really felt comfortable tackling them, though I'm starting to get a bit more familiar with the Pathfinder style).
One thing I'd add would be to try and come up with some different types of encounters beyond just the combat conversions. BECMI D&D was a lot different from Pathfinder (and post 3E D&D), in that it listed all the combat encounters, but really the level of roleplay was pretty much just freestyling with whatever the players and DM felt comfortable with. Pathfinder and the Paizo guys have done a lot to incorporate some non-combat encounters into their adventures rather than just leave it hanging out there, and have been able to create some really memorable scenes that way.
As some examples of things you could do, I mentioned the infiltration of Geron from early in X11; having the PCs go undercover as Denagoth soldiers as the plot suggests would be a great way to incorporate some of this; some skill checks and opposed checks (Disguise, Bluff, Intimidate) with some of the NPCs, for example.