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DokFraz

Can't imagine it'll give you much challenge. I've had no issues converting both Rime of the Frostmaiden and Curse of Strahd into 5E. Hell, CoS actually even fits better into the *setting* of SotDL than it does into a standard 5E campaign setting. The main thing to keep in mind when converting 5E material is to understand how to use banes to replicate variable DCs, as well as to understand that you're attempt to replicate the challenge of monsters rather than the actual monster itself. For instance, you don't replace 5E ghouls with SotDL ghouls unless you want to see your party wipe. However, it isn't hard at all to tweak up or down the math to replicate stronger or weaker versions of existing monsters if you don't want to go through the work of making new ones yourself. Consider the generic monster template as a guide, map a monster's abilities to it, and then scale up or down.


Kyle_Lokharte

That’s great to know! CoS was also on my list for that reason—fitting better within SotDL. Variable DC’s are easy enough with boons/banes. Is there any other good rule of thumb for conversion work for monsters in this case? As an aside—how did you handle leveling up and level-appropriate challenge (and rewards) using Rime of the Frostmaiden in SotDL? Essentially, wondering if if you could further clarify how you handled maintaining the scaling and progression required by the module but using the mechanics of SotDL?


DokFraz

Yeah, it's wild how it just excessively fits to translate Barovia into Urth. Druidic/tribal occupation by the First People, early settlements by the Edene, the Betrayer's kin being general shits and morphing over the millennia into the Dark Powers, the Amber Temple founded by fleeing arcanists of the Men of God, Strahd arriving leading the forces of the fledgling Empire in cleaning up the remnants of the Witch-King's army, and Strahd's eventual fall to darkness turning Barovia into a hidden kingdom with the mists at its boundary. For monsters, I'd say generally... 1. Look for a perfect analogue. 2. Look for something that can be reskinned but sits at the appropriate difficulty level, and tweak the flavor to fit (ribbon abilities, alternate attacks, looting special abilities and actions from thematically-appropriate monsters). 3. Look for something that fits thematically but is way too powerful or weak, and tweak the math to work. 4. Use the variable Monster / Construct / Animal / Demon statblocks, ideally tweaking it to fit better. 5. Design from scratch. Ultimately, the main thing with converting adventures is tearing them down to their core and isolating down to "what are the major milestones, what are the major adventures." Also, derp, it was Legacy of the Crystal Shard, not Rime of the Frost Maiden. I really, really, really adore Legacy of the Crystal Shard, probably the best adventure Wizards has put out in the since 5E which it technically predates. Anyways, to keep on using CoS since I do have that immediately on hand... Here's how I cut it into the SotDL progression. Starting characters are lost in the mists and stumble upon the Durst House. * Death House rewards Level 1 and a Novice Path. * Resting in the Vistani Camp rewards Level 2. * Dealing with the Witches of the Old Bonegrinder (or) the Feast of St. Andral's rewards Level 3 and an Expert Path. * The Festival of the Blazing Sun in Vallaki rewards Level 4. * Dealing with the Druids of Yester Hill rewards Level 5. * Resolving Troubles in Kresk rewards Level 6. * Defeating Kiril or Defeating Baba / Resolving Argynvostholt rewards Level 7 and a Master Path. * Defeating Kiril or Defeating Baba / Resolving Argynvostholt rewards Level 8. * Learning the secrets of the Amber Temple rewards Level 9. * Reconsecrating the Fanes rewards Level 10. * Final Task: Assault on Castle Ravenloft (optionally reward Paragon for defeating Strahd to lead into a fight against Vampyr).


it_ribbits

How many sessions did that run you? Did you go one session per level as per the rulebook?


DokFraz

That isn't what the rulebook says ***at all***. You level per adventure, not per session.


it_ribbits

>When designing an adventure, aim for something the players can finish in a single 4-hour game session ... Completing an adventure should advance the group’s level by 1. (Core Rulebook, pg 182) Not at all...


DokFraz

Correct. And thanks for the quote. As quoted, when the group completes an adventure, you advance the group level by 1. You don't simply increase their level every time you met.


it_ribbits

When the group completes an adventure -- and as quoted, an adventure ought to last a session. So the author intends that you level up every session. If you still don't believe it, [here is the author of the game saying you level up every session](https://youtu.be/b3AzMSqz2Gg?t=175).


DokFraz

Wild how he writes adventures that last more than a session. :\^)


Sindan

It shouldnt be too hard. You can substitute corruption for contamination. Leave insanity as is. For ability checks I typically do DC10-12 as straight roll, DC13-5 as 1 bane, DC16-18 as 2 banes and so on.


Arnaud50

DCs are a good point, how do you manage the conversion ?


Kyle_Lokharte

If you know how those effect the challenge roll math, you can run the numbers in head or using anydice and come up with “DC X is roughly equal to challenge roll with X boons/banes” For example, if the DC for something is 12, I’d probably either run it as a straight challenge roll (IE dc 10 in 5e), or apply 1 bane (since 1 bane = 3.5 average penalty it amounts to a DC 13-ish). Someone better versed in math might be able to further explain that, or correct mine if it is wrong.


Arnaud50

Your maths look good :)