Conversion to 2e


Carrion Crown


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Pathfinder Rulebook Subscriber

Any tips? This is probably my favorite AP, so I've decided to try to convert it over.

Scarab Sages

I'll work up some stuff. We're in book 4 right now, so it may start there.

Scarab Sages

!!!Spoilers abound!!!

Haunting of Harrowstone Quick 'n Dirty Conversion - in order as book pages

Part 1 - In Ravengro
1 - Ravengro Thugs - Use stats for Goblin Warrior
2 - Change the gather information and research stuff to downtime activities. The DC 25 stuff on research should be DC 20 for expert challenge (CRB p503), DC 10 or 15 for the lower stuff as appropriate.
3 - Giant Centipedes - in Bestiary
4 - Haunt Siphons, not sure yet
5 - Possessed Gibs - Use Bugbear Thug
6 - Stirge = Bloodseeker
7 - Skeleton & Zombie - In Bestiary
8 - Flaming Skull - Use Skeleton Guard, Remove Armor to AC, change claw damage to bite for 1d3 + 1d6 fire


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
haydenmccullen wrote:
Any tips? This is probably my favorite AP, so I've decided to try to convert it over.

I've converted most of book 1. I could share my monster, trap & haunt conversions if there's interest, though it's all entirely untested so far as we've literally just finished Session 0! Could also probs include the rewards (equipment, loot etc.) I'm planning on at this stage, though this will probably evolve more.


I feel like the rewards and skill DCs are the biggest changes I need to undertake. The monsters should be easy enough with monster building and just using something with similar difficulty/Theme


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
T'Challa wrote:

I feel like the rewards and skill DCs are the biggest changes I need to undertake. The monsters should be easy enough with monster building and just using something with similar difficulty/Theme

It looks fairly workable just using the DCs as written for skill checks (at least in chapter 1) - seems to be working ok so far anyway.

Monsters were fun to do - I enjoyed adding the step of adding flavorful actions to the critters. Repeating the offer to post if anyone wants.

Rewards were the most time consuming ... here's what I'm going with so far in case that helps!

Spoiler:

Crypt cache
2 sunrods
3 holy water
3 minor healing potion
Silversheen
2 Scrolls: magic wpn
Scroll: protection
Darkwood case [4 gpv]
Brass spirit planchette
4 haunt siphons

Emergency supplies
50 gp
2 lesser healing potion
2 lesser antiplague

Chapel cache
5 holy water
Wand: heal L1

Infirmary cache
Expanded healer’s tools
2 lesser antitoxin
1 lesser antiplague
2 minor healing potions

Property cache
Infiltrator thieves’ tools
War medallion (4 gpv)
Taldan painting (10 gpv)
Silver hair clips (3 gpv)
12 shuriken
Low-grade silver war razor [as kukri]

Hidden vault cache
+1 hatchet (+1d6 vs beheaded)
12 wooden holy symbols
Prof Feramin’s spellbook (24 gpv): III: levitate; II: comp langs, disp magic, false life, summon elemental; I: gust of wind, illusory object, mage armor, magic missile
Crafting hammer (as sterling artisan’s tools)
Silver flute (3 gpv)

The Lopper’s cache
5 gp
Broken hvy crossbow
+1 mace
2 alarm snare

Captain’s cache
6 chainmail
6 studded leather
4 longswords
4 maces
2 hvy xbows
120 bolts
Climbing bolt
3 hobbling snare
2 lesser healing potion
Lifting belt

Splatter Man’s cache
+1 striking rapier
Low-grade silver dagger
Hat of the magi

Reward
Council 80 gp
Townsfolk {Trust x2/5} gp


Thanks for sharing Elro. As I was thinking the rewards are fairly fiddly to adjust. I had forgotten about DC guidelines for skills in the CRB. My first few read through attempts have been as a player, so I had skimmed over those parts.

Using the skill DCs as written is certainly doable for book 1 if we need to. I'm interested to see how they compare. +7 is likely the highest level 1 skill modifier a PC will have, compared to potential +8-12 (+16 theoretical stealth) from P1.


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When we went through Harrowstone, we were still using playtest rules. I wanted to make the haunts 'feel' much the same (where if you rolled higher than 10 on initiative, you had a surprise round before they went off) more than I wanted to use the exact hazard format, so I how I ran them was they were virtually undetectable to normal senses until you set one off.

As soon as a haunt was set off, I had anybody who could see it roll Perception vs. the Stealth DC (set based on the Playtest Bestiary hazard guidelines). Anybody who succeeded saw or detected a hint what was coming ('four red-hot pokers rise up', 'a dreadful chill runs down your spine as you stand before the stage', 'you see the furnace ignite') and then gave them one action to leap out of the way of their best guess or try something else (1-action Heal vs. haunt, activate a held siphon, for example). If they crit the roll, they got 2 actions (say, could disrupt the haunt).

Complex Haunts I ran as Complex Hazards, which worked basically perfectly. Complex Haunts I gave HP similar to a monster of their level, and aside from that I adjusted the damage again based on the Bestiary guidelines for creating a hazard.

Oh right, for each Haunt I had the ability to roll Religion or Occultism to identify the nature of the haunt and identify what it might take to put the haunt to rest. Since only a few haunts actually have unique methods of disabling them, I tended to allow rolling Religion/Occultism 'praying/exorcism' to damage the haunt because standing around waiting for the magic users to blast the haunt with Disrupt Undead gets old fast.

We just recently started Book 3 - Broken Moon with the full release rules. In my experience, using/substituting monsters was pretty easy for the first two books, with a few notable exceptions, but don't be afraid to just create a monster from the ground up. It's startlingly easy in PF2 if you can reference similar-leveled monsters to get the numbers right. As for setting DCs, I found having that "Skill DCs by Level" chart written down near me to be very handy. Harrowstone most DCs don't need to be adjusted by much if at all, but as you progress you'll start finding yourself figuring out "how hard was this DC supposed to be for the average person in PF1?" to set the DC.


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I'm going to be honest, and I mostly say this in case Paizo starts fishing: If they do a Kingmaker-styled conversion from 1e to 2e for any other AP, I'd be the first one at the door preordering if it was Carrion Crown. I love me some gothic horror, and it's definitely THE campaign I'd want to play if I got many chances outside the DM seat and being a player. Maybe even dual-pack it with Tyrant's Grasp to drum up interest when they resolve the Whispering Tyrant plot?

My current group was tempted actually was tempted to run Carrion Crown every two weeks (me as a player then, and then me still DMing Pathfinder 2nd in the form of Extinction Curse), but funny how you spend a good few months away and revisit all the feelings (good and bad) rush back. Pathfinder 1st was good, but damn, genuinely after DMing Pathfinder 2nd for so long it's hard to return to Pathfinder 1st with all the unusual kinks in the system. So a Pathfinder 2nd Carrion Crown would be all kinds of awesome I bet.

I'm sorry if I was really naughty for bumping this to show interest, but I'd seriously be up for a proper 2e conversion.


Elro the Onk wrote:
haydenmccullen wrote:
Any tips? This is probably my favorite AP, so I've decided to try to convert it over.
I've converted most of book 1. I could share my monster, trap & haunt conversions if there's interest, though it's all entirely untested so far as we've literally just finished Session 0! Could also probs include the rewards (equipment, loot etc.) I'm planning on at this stage, though this will probably evolve more.

Do you still have your conversion information available to share? I'd love to take a look at it prior to running a game with my players.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Snowforged wrote:
Elro the Onk wrote:
haydenmccullen wrote:
Any tips? This is probably my favorite AP, so I've decided to try to convert it over.
I've converted most of book 1. I could share my monster, trap & haunt conversions if there's interest, though it's all entirely untested so far as we've literally just finished Session 0! Could also probs include the rewards (equipment, loot etc.) I'm planning on at this stage, though this will probably evolve more.
Do you still have your conversion information available to share? I'd love to take a look at it prior to running a game with my players.

Sure. PM me with an email address & I'll send it to you.


Hi I'm thinking of running CC in 2e in the near future and was curious if anyone has done anymore for the campaign since the last message was 4 years ago.


I recommend the 2e Conversion Discord server, albeit I know the Carrion Crown channel has never really been particularly active. There are a handful of good ideas started, including a list of find-and-replace-able monsters iirc.

You'd have to do your own treasure, but I'll say what I said 5 years ago (wow, really?) that at least the first couple books have a lot of coverage in terms of early-book monsters already existing or being really easy to put together (skeleton + fire = burning skeleton, etc.)

In the later books I increasingly ad hoc'd off the core design because I was extending the levels and so needed to start adjusting encounters a lot more, but the game is in an even better state now than it was then for monster variety.

Only other thing to consider is the remaster, now, but aside from adding a lot of unholy tags to undead, I don't think you really need to adjust all that much that couldn't be handwaved anyway.

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