Best non Pathfinder adventure that I could convert to Pathfinder


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Demonsly already converted Castle amber to pathfinder.

Dark Archive

Pathfinder Adventure Path Subscriber

As much as I love Enemy Within, I think it loses something when you translate WFRP into 3.X/PF. That world is a cross between Lord of the Rings and Call of Cthulhu, and the system reflects that. Hit points are low, damage is high, sanity can be lost, and mud is everywhere. Magic is powerful, but dangerous. Pathfinder doesn't do low magic well - there's too many assumptions on how the game will work to remove magic to the lengths that would be necessary for that story to work in Pathfinder. I'd definitely recommend the adventures, but use WFRP2E if you don't want to use the original clunky system.

I'll second Night Below, as well - I bought the boxed set years ago, but lost it. Found a complete set for a very reasonable price at a game store, and I just started running it for a group locally. There were some different assumptions during that time - most notably that the onus was on the PCs to explore the world and find out secrets about it. After the first few plot points that set up the action, there's about a level's worth of activity that isn't scripted at all. It's taken my players some time to learn that unless they tell me what they're going to go out and do, problems aren't necessarily just going to be coming to them. Still, the plot is good, and it's basically a proto-AP!


well here is my opinion..

and if this goes the same as my usual (either nobody heard of it, or nobody even reads the post.

so I'll put this out there in the hopes that someday somebody else knows what I am talking about.

my suggestion: almost antything from Kingdom's of Kalamar setting. there are a lot of good material out there for the setting that converting is actually easy since they went for more fluff than actual crunch in the setting.

it is considered a low magic setting. but converted to pathfionder rules is easy. (it was 3.0 when released) and the individual modules can be set into any setting really


or it seems outcome three.

all conversation stops once I post.

looks like this is the third conversion thread I shut down by posting in it.

Dark Archive

Pathfinder Adventure Path Subscriber

I know of Kingdoms of Kalamar, Ed. Some people really liked the setting. It never really spoke to me. To each their own, I guess.

The production quality seemed quite good, compared to a lot of the stuff in the early days of 3.0.

The Exchange

Hm, speaking of KenzerCo products, I hadn't even considered the various HackMaster parody modules as fun things for PF conversion. Don't know them well enough, honestly.


wow somebody responded,

i think that's a first time on the conversion boards (maybe second)

i liked Kalamar. the low magic setting was neat, but they had allot of custom, slightly OP feats


the David wrote:
The Illithid trilogy is also good, and is a good excuse to throw some Illithid at your players.

You can also do what I did with it and use Bruce Cordell's excellent "The Gates of Firestorm Peak" as a sort of prequel to the trilogy.

It doesn't exactly fit the story line, but the theme is similar enough and it IS an awesome adventure.


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A lot of what i would suggest as pretty cool have already been listed above.
the original 3 dungeon AP's. (Savage Tide, Age of Worms, and Shackled City in order of my cool factor opinion)
Red Hand of Doom
Enemy within, and the series about the Elemental Runestones as well from WHF.(these are very muddy, heroes 'win' by trying for the least horrible outcome.)
Temple of Elemental evil (and/or Return to)
Return to the Tomb of Horrors(much more enjoyable then the 1e version which was just a deathtrap survival game)
Return to White Plume Mountain

I'll mention a few less common ones that i liked.

The Sentinel and The Gauntlet. linked pair of short adventures involving 2 intelligent artifacts in opposition to each other. The End arc is pretty cool as you have to reclaim a border keep fallen through treachery only to turn about and defend it from a 3rd party trying to capitalize on it.

When a Star Falls. get pulled into a prophecy, and end up having to play with derro, as well as a nice castle map encounter series.

Ravager of Time. (this one is hit or miss, no middle ground) it has a couple railroady moments, but in general the pc's get lured into a trap, and clones of them are created. Those fellows run off to cause horrible havoc in their names, and the PCs have to step up and stop..themselves plus the other baddies. There's a few caveats that make it harder. My group had an incredibly great time with it. If your players balk or loudly complain at any kind of semi long term debuff as part of a story, this is NOT(i flat out again say NOT) an adventure to run for you.

Pool Of Radiance. With some map tweaking and NPC name alteration. (really. every single half elf NPC has a name that is a gem type? thanks devs.)Is a nice small regional setting which covers the reclaimation of a fallen city. (Phlan in FR)

My personal Favorite though...Bloodstone Pass. I have had 3 different groups of players love this one. It's kinda like Kingmaker, but not fey.Players start off as survivors of a war between 2 countries...and their side lost. They go from drifters without a purpose, to stepping up to help a village from bandits....and then things just spiral from there and eventually you are triggering events that rekindle hope and get that second shot vs the neighbor. Original started at 14th and you would get to 20 or so. (not including the pt4 of the series, which was..hmm...guilty of overscaling. H1-H3 are my recommendation)

Hope any/all of those help.

Contributor

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Sissyl wrote:

Seconded Mud Sorcerer's Tomb, the Sinister Spire.

I really can't agree with Tomb of Horrors, though. It is rather incomprehensible why people think it is such a great adventure.

I must confess that MST is actually an adventure in homage to the Tomb of Horrors...


Mike Shel wrote:
Sissyl wrote:

Seconded Mud Sorcerer's Tomb, the Sinister Spire.

I really can't agree with Tomb of Horrors, though. It is rather incomprehensible why people think it is such a great adventure.

I must confess that MST is actually an adventure in homage to the Tomb of Horrors...

It IS, yes. but it's less instakill nonsense and more a dangerous mess of traps and monsters.

Dark Archive

Kurzak wrote:
Many of my favorites are listed already. I have been contemplating converting the AD&D 2nd Dragonlance modules. I ran them back in the day and the group loved them.

In case you don't know, there are already 3rd edition versions of the original adventures, by Margaret Weis Productions.

Criticisms:
However, I find they have a few plotting issues when it comes to Pathfinder. There are a ton of NPCs who join the party, and then leave again, and the party is split into 2 groups at the start of Dragons of Ice and go off in completely separate directions for 4 whole adventures. That's not the way we are used to playing these days.

There's also a bit too much of "A mysterious stranger comes up to you and tells you that you need to do X". It makes perfect sense in the context of Krynn at the time, but it would start to grate on my group.

I also find they are not very helpful from the DMs point of view. It is not spelt out what the party are expected to do in any given adventure, so each adventure generally needs to be read carefully from start to finish to identify what is going on. They also assume you have the 3rd edition campaign setting and the War of the Lance sourcebook - basic stuff like stat blocks for draconians, and what the blue crystal staff actually does, is not repeated.

Rant about the Cataclysm:
(I also find the official treatment of the Cataclysm to be very much not to my taste. For instance, there's a particular passage in War of the Lance where human peasants are criticised for their foolish belief that the gods are responsible for the cataclysm when we all know that responsibility for the Cataclysm lies with everybody EXCEPT the gods.


Clearly Caverns of Thracia (there is a glorious 3.5 version so conversion isnt too hard)
It's one of my all time favorite dungeons/modules.

Will also recommend the AD&D 1st ed. Village of Hommlet (or the entire Temple of Elemental Evil as others have already recommended).

Other than converting i can recommend (already out/coming soon in Pathfinder versions) the excellent and deadly old school stuff by Frog God Games: Rappan Athuk, Lost City of Barakus; Tomb of Abyshtor; The Slumbering Tsar.

Sovereign Court

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ParagonDireRaccoon wrote:
Return to the Temple of Elemental Evil (3E) is one of the all-time great adventures in my opinion. Other 3E favorites of mine that might work are Three Days to Kill and Bastion of Broken Souls.

I recently ran this over a year of Wednesdays, and fun was had by all. Note that it's very much a dungeon crawl and focuses heavily on combat. There are also a few fights that are pretty brutal, but most will be disturbingly easy for your players.


Converted The Lost Cavern of Tsojcanthlast year as a sequel to my CotCT campaign

RPG Superstar 2011 Top 32

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walter mcwilliams wrote:
Converted The Lost Cavern of Tsojcanthlast year as a sequel to my CotCT campaign

There is also a 3.5 conversion called Iggwilv's Legacy that was done fairly well. This is definitely one of my favorite modules, along with the Mud Sorcerer's Tomb.


Rathendar wrote:
My personal Favorite though...Bloodstone Pass. I have had 3 different groups of players love this one. It's kinda like Kingmaker, but not fey.Players start off as survivors of a war between 2...

Seconding this. Bloodstone Pass is easily the best nonPlanescape adventure published for AD&D. Planescape is different enough in tone that I have difficulty choosing a favorite between its best adventures and Bloodstone.


Rathendar
And
Alex Smith 908:

Glad you both mentioned Bloodstone pass H1-H3 (and H4)

I have always LOVED the idea of those adventures, but also thought they were poorly written (esp H4)

I would love to see a massive reworking of the whole H1-H4 series.
Obviously some major changes would be needed, but that is such an epic adventure.

Dark Archive

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A few less referenced mods - but excellent just the same

N1 - Against the Cult of the Reptile God (good low-level investigation)

I1 - Dwellers of the Forbidden City (Iconic lost city in jungle adventure with some mythos overtones)

I2 - Tomb of the Lizard King (interesting BBEG, pretty tough mod)

X4 - Master of the Desert Nomads (good wilderness adventure, great creatures and set piece encounters)


+1 on Against the Cult of the Reptile God, Dwellers of the Forbidden City, Expedition to the Barrier Peaks, and the Desert of Desolation series.

I also recommend OA2 - Night of the Seven Swords.

The Exchange RPG Superstar 2010 Top 16

Entombed with the Pharaohs.


DeathBecomesus wrote:

Rathendar

And
Alex Smith 908:

Glad you both mentioned Bloodstone pass H1-H3 (and H4)

I have always LOVED the idea of those adventures, but also thought they were poorly written (esp H4)

I would love to see a massive reworking of the whole H1-H4 series.
Obviously some major changes would be needed, but that is such an epic adventure.

A conversion could clear up a lot of those issues.


Werebat wrote:
the David wrote:
The Illithid trilogy is also good, and is a good excuse to throw some Illithid at your players.

You can also do what I did with it and use Bruce Cordell's excellent "The Gates of Firestorm Peak" as a sort of prequel to the trilogy.

It doesn't exactly fit the story line, but the theme is similar enough and it IS an awesome adventure.

It should be obvious, but I'd nominate "Gates of Firestorm Peak" for conversion as well. Very cool module that introduced a new plane to D&D (The Far Realm).


To be fair, H4 is not necessarily set for level umpty-billion. IIRC, it did include mods that you could use for lvl 20-25 (which is where H3 ends). I have no idea if it really works, though.

And yes, the Mud Sorcerer's Tomb is a homage to ToH, whic handily surpasses the original.

Sovereign Court

Ravenloft. One of the best settings (aside from Planescape) to ever appear in D&D. There's even an updated 3.5 version, Expedition to Castle Ravenloft which serves as a worthy successor, and should be fairly painless to convert.

And if you have Mythic Adventures Strahd is just begging for they Mythic Vampire template.

RPG Superstar 2009 Top 32

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Auxmaulous wrote:
I1 - Dwellers of the Forbidden City (Iconic lost city in jungle adventure with some mythos overtones)

This is what The City of Seven Spears was trying to be.

Dark Archive

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Lord Fyre wrote:
Auxmaulous wrote:
I1 - Dwellers of the Forbidden City (Iconic lost city in jungle adventure with some mythos overtones)
This is what The City of Seven Spears was trying to be.

"Try" being the operative term. That ap was too much focused on grind and not enough on theme or atmosphere.

Good of them to try though.

The Exchange

I'm using 'The City of Seven Spears' as the final destination of a jungle journey, but regarding it more as a "setting" in which to pit the PCs and various NPC factions against each other - the various perils in the city will be the (non)random encounters, while the bigger question is still going to be 'which faction will be king of the mountain'? Mash that together with some kingdom-building rules from Ultimate Campaign and you have the PCs as jungle emperors. I anticipate fun.


I am currently running NeMoren's Vault converted to Pathfinder and set in the Shackles here at Paizo Play-by-Post.


I second Ravenloft as well. It's the classic gothic horror castle.


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Ed, I gotta say that I love Kalamar. My players don't, they go for more FR/Golarion-style places.

I would also say that if you're into converting and you want a complete locale to play in, Ptolus. I love that city. I loved the comic that Monte signed for me and sent to me for running six events at a local convention in East Peoria. I love the way everything connects and how your players have a place to play for three or more (much more) campaigns.

Frog God Games has a lot for me to enjoy, and I'm waiting for the City of Brass to be converted. Oh please, do this soon.

As it stands, I just discovered that there are some real gems in the current edition.

Like Drow? Rise of the Drow could be your thing. The entire canon of it spans a few products and goes from 1-20th, so there you go. But a GM will need to love the hardcover before he really delves into it with his party.

Total Party Kill Games has an amazing setup for wonderful adventures at the table between role-playing. I recommend almost everything of theirs.

And lastly.

A lot of people from Paizo itself are commonplace writers for a little project called Legendary Games.

Just buy everything they put out. They do plug-ins for current AP's, they have fluff, they have nice extra rules and companion books. And by doing this, you help keep your friends eating a little more. I'm not going to say anything else.

But I wish you well.


Eyes of the Lich Queen is a fun campaign from the 3.5 Eberron setting. Hands-down my favorite campaign setting, and the adventure takes you all over the place to really get a feel for the world. Bonus is that it takes just a bit of conversion to get it PF ready.

Sovereign Court

Beercifer wrote:
Ed, I gotta say that I love Kalamar. My players don't, they go for more FR/Golarion-style places.

Kalamar ... Now, that's a name I've not heard in a long time. A long time.

I actually wrote an LKoK intro adventure (that was published in the back of one of the campaign books, I think) and the only (as far as I know) LKoK non-battle interactive.

I really liked that setting, I'm sad that the living campaign went away.


Alex Smith 908 wrote:
DeathBecomesus wrote:

Rathendar

And
Alex Smith 908:

Glad you both mentioned Bloodstone pass H1-H3 (and H4)

I have always LOVED the idea of those adventures, but also thought they were poorly written (esp H4)

I would love to see a massive reworking of the whole H1-H4 series.
Obviously some major changes would be needed, but that is such an epic adventure.

A conversion could clear up a lot of those issues.

I just won a auction for H2 and H3, so I'm going to work on a Golarion based PFRPG conversion of sorts.


.


I'm going to be different and suggest 2E's Ninja War. It needs a few fixes, most notably the end seems rushed (it assumes the PCs have just the right mix of stealth skills to activate a trap and not enough to avoid it and gives no alternate path) and change one of the lines early on so a guy doesn't just assume his guards were idiots and have them killed for for missing a flying invisible thing in a world where such abilities are well known. Expand the time scale from a week to a month if you actually want to run any of the sidequests suggestions.

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