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djreynolds
2015-10-30, 02:18 AM
I hear some people out there have already done the work, can we throw out some spots to look for this. A new DM in our group wants to run it. I've seen that it's been done.

Thanks

Ralanr
2015-10-30, 09:17 AM
Undying warlock would be beautiful in ravenloft.

DivisibleByZero
2015-10-30, 09:34 AM
Very little conversion is needed. Basically just use the monsters in the 5e MM instead of the ones from 2e, and preferably build your encounters prior, so you can alter mob numbers as needed to set encounter difficulty appropriately.
Just wing it with the guidelines in the rules about setting DCs for the rest.
Done.
It really is pretty much that easy.

M Placeholder
2015-10-30, 01:05 PM
Here is a conversion for 5th edition. (https://www.dropbox.com/s/kb7eqktnhu027ro/I6%20-%20Ravenloft%205e%20v1.0.pdf?dl=0) That should get you started.

Also, remember that for some of the domains that were taken from Toril (Nova Vaasa, Hazlan, Valachan), you can use some of the stuff found in the Sword Coast Adventurers Guide.

Dalebert
2015-10-30, 02:39 PM
Here is a conversion for 5th edition. (https://www.dropbox.com/s/kb7eqktnhu027ro/I6%20-%20Ravenloft%205e%20v1.0.pdf?dl=0) That should get you started.

Without scrutinizing it at the moment, I believe that's the one I'm running for several groups right now. It's from a reddit thread from a while back. He encourages you to buy 1e Ravenloft which I did, also so I could compare and decide if I agreed with some of the conversions. Note that he didn't bother converting treasure so you probably want to do that. I'm bumping all the treasure down by a factor of ten, i.e. Platinum becomes gold, gold becomes silver, copper just goes away completely. I'm also toning down magic items to fit 5e. I'm not giving +3 weapons to 5th level characters (or 6th, the premades for my games). He didn't adjust ability rolls to fit 5e either. The module says to roll your ability score or under on a d20 in some place. Just set a reasonable DC for things like that. Easy enough to do on the fly.

djreynolds
2015-10-30, 11:30 PM
Here is a conversion for 5th edition. (https://www.dropbox.com/s/kb7eqktnhu027ro/I6%20-%20Ravenloft%205e%20v1.0.pdf?dl=0) That should get you started.

Also, remember that for some of the domains that were taken from Toril (Nova Vaasa, Hazlan, Valachan), you can use some of the stuff found in the Sword Coast Adventurers Guide.

Thank you good sir

ad_hoc
2015-10-31, 11:11 AM
This is Ravenloft's home on the internet. They probably have some 5e stuff.

http://www.fraternityofshadows.com/forum/

The1exile
2015-10-31, 12:22 PM
Here is a conversion for 5th edition. (https://www.dropbox.com/s/kb7eqktnhu027ro/I6%20-%20Ravenloft%205e%20v1.0.pdf?dl=0) That should get you started.

I ran this exact one for a game store group on Thursday with a variety of pregenned 5th level characters and it worked great. I used TotM, but if you want screens and maps there's an entire thread here of a guy making the maps (http://www.cartographersguild.com/showthread.php?t=13943) which I've put into roll20 but haven't had occasion to use yet.

There are some holdovers from 2nd ed (the save or die crossing the bridge on the way in...) that I took out, and if you run it as I did using an ipad for the pdf then I recommend having a printed version of the castle maps as well as the area map for your own reference so you can easily see the links between rooms and in particular staircases. Overall it's an excellent port and a really good adventure for halloween time!

You can make it a full on dungeon crawl by skipping the opening village part if you want, but if you include all of it I expect it will run for 6-8 hours. You can probably split this by having Strahd attack them and be driven off in a first go, while they then pursue him to the crypt for the second session, if you like. I finished my session with Strahd joining a skeleton attack, killing the paladin with his bite attack, and being defeated and driven off in his gaseous form by the remaining party.

Dalebert
2015-10-31, 12:29 PM
You can make it a full on dungeon crawl by skipping the opening village part if you want, but if you include all of it I expect it will run for 6-8 hours.

For the life of me, I'm not getting how people get through it so quick. I'm running three groups and one of them FINALLY made it to the castle on their third 4-hour session. Seems like you just have to be extra railroady and practically shove them into the castle to get it over with so fast. Maybe have a giant mob of angry villagers with pitchforks chase them out of town all the way to the castle gates and refuse to leave until they enter? :smallconfused:

The1exile
2015-11-02, 04:49 AM
Seems like you just have to be extra railroady and practically shove them into the castle to get it over with so fast.

That's not very nice.

There was no more railroading than the opening to the module implies with meeting in a tavern with only the one quest available and in town the party investigated mad Mary's, the tavern, the Burgomaster's mansion and the church, as well as visiting the gypsy camp for their fortunes, so conversely I don't see how you took three sessions to get through all that unless you included a buttload of random encounters (which, again, I toned down since it was a one shot).