Rise of the runelords 1e to 2e


Conversions


Newish GM here, my playgroup wants to run Rise of the Runelords in 2e rules, how difficult is that conversion? They also want to start the story at level 10 how hard is it to scale encounters that way?

TIA!


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The conversion is already pretty much done:

https://github.com/A-Series-of-Dice-Based-Events/RiseOfTheRunelords

There are some janky parts where it calls for “double elite” template a lot. This doesn’t really work very well.

If you use foundry vtt there is a module (whose name I can’t remember off hand) that lets you scale most of the monster numbers quite easily . This is a better solution than double elite templates

Why on Earth would you start at level 10 other than just because they want to be power gamers ? The whole point is that you are supposed to have limited abilities

For example what is the point of the hedge maze type thing outside thistletop when a level 10 party just fly straight to the fort .

Not to mention that a level 10 party would not be troubling themselves with goblins. As written it wouldn’t even be worth rolling the dice for those fights. And scaling all the goblins to level 7 or 8 also seems a bit silly as well

If they want to start close to level 10 then really that would either involve completely re-writing the first two books or starting with book 3

You really need to explain more about this level 10 idea in order to get more tips. Because as written scaling it will be both difficult and rather nonsensical. You will have stuff like a level 12 giant crab if you want the combats to be level appropriate

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