
Varash Ironskull |
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Pretty new DM here, and most of the group while experienced have limited or no 2e experience.
We are going with out of the beginners box, and troubles in otari which should get us familiar with rules differences.
I have access to the gamemastery book, and I figure on mostly pulling from npcs and archives of nethys for the bulk
If people can give me top advice on conversion from 3.5 or has already done rhod conversion specifically if you can link or point me in the right direction.
Or any general tips to know about 2e versus 1e, 3.5 or 5e
Thanks.

Jeramiahh |
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So, I ran this at the start of the pandemic, and had a lot of fun with it!
A fair number of creatures (Hellhounds and various other fiends, dragons, etc) convert over pretty easily, without a lot of effort. The biggest thing was the hobgoblins - I built about a dozen 'base' hobgoblins, from conscripts, soldiers, sergeants, clerics, archers, and more and, when they started getting outclassed (Because the basic conscripts were, like, level 1, they started getting outclassed almost immediately!) I'd group them together into increasingly-large 'squad' and 'troop' formations - Troop rules can be found here: https://2e.aonprd.com/Traits.aspx?ID=367
For Squads, I'd have them be either 4-man or 9-man to be Large or Huge creatures, and scaled them up 2 or 4 levels, and give them some simple 'group' tactics, like a volley shot for archers that hit an area. I didn't use full-sized troops, which were +6 levels, until the Battle of Brindol, and even then it was only the lowest tiers of units.
For the Wyrmlords, I rebuilt Koth as an Alchemist, since that's fitting for Hobgoblins in Golarion. Saarvith was redesigned as a dragonriding Arcane Archer, and was encountered on the back of Regiarix (who was leveled up a bit to make sure he was Large and thus *capable* of carrying a Small goblin!). Ulwei was still a straight Bard, though I replaced the Behir with a (miserable, thanks to the heat) white dragon, who lurked inside the lair to escape the heat of the sun. The small space worked against him, so I'd feel free to give him some higher levels. The other wyrmlords and dragons were mostly left unadjusted, though Kharn was adjusted to an Evil Champion - it didn't change too much about him.
Story-wise, I made adjustments to bring it to Golarion. I set it in Isger, which worked out surprisingly well. Brindol became Elidir, Drellin's Ferry was located near Dustpawn and the Conerica River, Rhest was located in the Chitterwood, the Ghostlord was set up in the region south-east of the Chitterwood, and the Fane was located in the mountains in that region. I adjusted their patron away from Tiamat to being, instead, the Lord of the Second Circle of Hell, Dispater, making a move against the Cheliax-and-Asmodeus-controlled Isger as a bit of political maneuvering. OVerall, I thought it worked quite well, and had a ton of fun with it, though it was my 4th time running the campaign, so I know it *quite* well, by now!

Varash Ironskull |
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if you have any of your work in an easy electronic version, that would be great, or if you what you used to build characters.
So like the first encounter did you use the squad rules for the archers, or was that later on.
Glad to know it can be done. what did you do for the lich? did your group attempt to fight him or work out the truce?

Jeramiahh |
2 people marked this as a favorite. |

if you have any of your work in an easy electronic version, that would be great, or if you what you used to build characters.
So like the first encounter did you use the squad rules for the archers, or was that later on.
Glad to know it can be done. what did you do for the lich? did your group attempt to fight him or work out the truce?
I have some stat blocks, but they're in Fantasy Grounds, which I haven't used for ages. Most of them were modified statblocks, or using the GMG monster creation guidelines, so it was a lot of experimentation and improvisation.
For the first encounter, no, I didn't use any squads and it was a huge mistake because I placed something like twenty creatures to make a Severe encounter out of most -4's and -3's and the fight took forever.
For the Ghostlord, I was extremely uncreative, and straight up used the level 12 Lich straight from the Bestiary, then tweaked his spell list to Primal spells. The party actually won him over, trading the amulet back to him for his aid - and were sufficiently terrified when he Chain Lightning'd the few remaining hobgoblins and absolutely obliterated them.
As for the statblocks themselves; they're a little awkward to read, because Fantasy Grounds is not meant for exporting, and these were all written solely for my use, but here's all the goblins and hobgoblins and a couple unique creatures I built, as well as most of the Wyrmlords. Azzar Kul is not included because his fight was a weird experiment that didn't work well, though I did execute a vastly improved version of the fight design in my homebrew campaign, earlier today! In addition, these were some of my earlier attempts at creating creatures, so a lot of them are... unimpressive, and wouldn't be things I'd use today, but they're good guidelines to work off of. I'd probably add a lot more unique abilities to the rank-and-file, and give more stuff to the groups, as a lot of them are just boring.
But, you can find them all here: Homebrew Monsters of RHoD PF2e