Skip to main content

A GM Adventure: Converting the Dungeon of Death to Pathfinder

I was able to pick up an excellent copy of Dungeon of Death the other day on Amazon.  For being published in 2000, the copy I got was impressive, almost new.  The Dungeon of Death is the second major dungeon in Lurkwood, the first being the Dungeon of Ruins.  I wrote my own Dungeon of Ruins, but it seemed fitting to try to convert the original AD&D Dungeon of Death.

Though conversion from D&D 3.x to Pathfinder is pretty straightforward, with there even being a conversion guide, converting AD&D is not.  There is not conversion guide, so far as I can find.  So basically I get to convert the entire adventure piece-by-piece using my GM instincts, a stack of bestiaries, and a lot of gaming paper.

As I go through this process, I think I'll post my experiences on here, as reference for other GMs that might take on a similar conversion.

First Impressions:


There is nothing quite like a well-written AD&D adventure.  It has an entirely different flow and context that later adventures.  THACO.  The mine level, being too large to really map, was converted to a flow chart.  The primary maps were on the inside and back inside covers, but are given in 10 foot squares.  Overall this looks like quite an undertaking.

Comments

  1. There had better be lots, and I mean LOTS of gold at the end of that tunnel...
    sincerely: the rouge! :3

    ReplyDelete

Post a Comment

Popular posts from this blog

5E Starting Gold and Equipment for Higher Levels

The DMG has a rough recommendation for starting gold and equipment for higher levels, but with my groups running one-shots, we wanted to nail it down to level by level. Here's my DMG-inspired table. Generally I allow equipment to be traded in during character creation for half book value, where applicable. I also, as a GM, offer to make custom magic items for players who can't choose. A list of magical items by rarity can be found here  with stats available in the DMG. I also generally allow players to buy healing potions (2d4+2) for 50gp and greater healing potions for 250gp (4d4+4). PHB items are available at book cost at creation. I do not allow other equipment to be purchased except in game. This is generally based off the "high magic" campaign. Level Starting Gold Starting Equipment / Magic Items 1 - 160gp  OR Standard starting equipment 2 210gp Standard starting equipment 3 285gp Standard starting equipment 4 365gp Standard sta

Rules for Flying Creatures in 5E

I'm not one for just throwing my players willy-nilly into something new without an idea of how it would work.  Flying races are on the horizon for one of my games, so here are my clarifications for flying creatures: A flying creatures requires a minimum space of at least 3 times their height in all directions in order to flight. For example, a 6 ft tall flying creature requires a room to be at least 18 ft in all dimensions before they can fly in it. A flying creature can attempt to grapple a creature.  If the the target or grappler are flying, grapple attempts are at disadvantage. If neither are flying, grapples are per RAW.  The state of flying or walking is determined by the last square you have moved.  To change between walking and/or flying, you must use at least 1 space of movement.  Movement rules per RAW apply (PHB pg 190 "Using Different Speeds") A successful grapple check by a flying creature can allow the flying creature to potentially carry the creature

Exploiting Weakness in D&D 5e: A Guide for the Evil Plotting GM

I wrote a similar article to this on Pathfinder, and though this is a pretty evil topic, it has been of use to a lot of folks out there.  So, now, I think, is the time to start a similar article for D&D 5e.  This will be a living document to be updated with suggestions and more information as I find better methods. In general, 5e is a lot more challenging for a GM, because the classes are reasonably balanced and because the game mechanics don't have a lot of scale over the 20 levels. Here's a general list of things to increase the difficulty for the party: Increase the number of foes and the CR (ignore the book CR system if it isn't offering a challenge) Spells against the PCs low saves.  A high level sleep spell, for example, could take out a party with no elves. Drag out the opportunity for the long rest.  After 2 short rests, the 3rd battle of the day is tough. Hit the most vulnerable PC first. It almost always forces another teammate to take an action to a