Cults of the Sundered Kingdoms in D&D 5e

This may be of interest to some people - if not, feel free to ignore :)

I am in the process of doing a conversion of the Pathfinder version of Cults of the Sundered Kingdoms to D&D 5e, and I have started a blog detailing the adventure as it progresses. I have just uploaded the first session. You can find the blog at



Post monster conversions, please! I had planned on doing this, myself, after we'd played through Stoneheart Valley + Sword of Air. I'd love to be able to borrow a bit from other people doing the same thing I am.

For the first chapter, Beasts Among Us, I just used a straight monster swap - Pathfinder wolves became D&D wolves, Pathfinder brigands became D&D bandits, and I made Kilgrey Ivanof just a standard werewolf, dropping the levels of barbarian.

Pathfinder tends to have more magic items and more money than D&D 5e, so I made all of Kilgrey's equipment normal, but I kept the monetary treasure vales the same at this point - the introductory chapter doesn't provide tto much money, especially when the party is going to have to fork out 90 gp for a remove curse spell for the cleric.

The biggest conversion issues are going to be the NPCs and the character-type adversaries. The Monster Manual (even including Volo's Guide to Monsters) doesn't provide enough options of different class and level ranges, so I will need to do a fair amount of NPC creation - which will be the most time-consuming part.

Also, from the second chapter onwards, I will need to balance the XP results so that the party progresses at the required rate, something that wasn't important in the first chapter.. The Pathfinder adventures don't add to the CR for having the curse template, so I won't be adding to the CR in D&D 5e either.

Yeah, the hardest part I'm having for Stoneheart Valley + Sword of Air is NPC creation. Volo's Guide helps a bit, but I'm still having to brew a bunch of monsters and NPCs. Fortunately, I did this before for Rise of the Runelords, so I'm used to it, but it's still a lot of work.

I wonder if I could post a PDF with my conversions...

I've wondered about that as well. I think as long as just the conversion details are posted, without any of the module text, it's probably ok. But getting approval from Frog God first would be a good idea.

zhern's picture

It would likely be okay as long as you aren't selling it and it doesn't contain the text of the product. Ask Bill or Matt. They will tell you straight away, I'm sure.

Yeah, I was thinking about posting Stoneheart Valley when it's done, which it almost is. Just did the Axe of Blood and Dargeleth the other night. 

Lord Dynel's picture

I would welcome such a document!

Falling a bit behind, but I have just published the writeup for the second session. Third session to come soon - hopfully.

For most of the monsters encountered in this session, I was able to use the 5e monsters as is - bugbears and giant badger. For the treasure, there are no masterwork items in 5e, so the 3 masterwork daggers and masterwork longsword were made jewelled items inside, so just having a monetary vale - 100gp each for the daggers and 150gp for the longsword.

For the curse, I used the Curse Effects tables as is (Cults of the Sundered Kingdom p77), except that +4/-4 effects become advantage/disadvantage, and cursed creatures gain advantage against charm and mind-affecting effects. For transmitting the curse, the Pathfinder Fort save becomes a 5e Con save. Consuming cursed food or drink requires an initial DC 10 save, increasing to 13 and 18 if a second or third amount is consumed. When the curse is transmitted by natural weapons (bite or claws) in combat, the DC is 10 or 1/2 the damage taken, whichever is higher. If the attack reduces the target to 0 HP, the save is made with disadvantage.

The only creature that was encountered in this session that didn't already exist in 5e was the wolverine, but it was pretty easy to create stats for it.


Medium beast, unaligned

Armour Class 12

Hit Points 22 (3d8+9)

Speed 30 ft, burrow 10 ft, climb 20 ft

STR             DEX             CON             INT               WIS              CHA

15 (+2)         14 (+2)         16 (+3)         2 (-4)            12 (+1)         10 (+0)

Senses darkvision 30 ft, passive Perception 11

Challenge 1/2 (100 XP)

Keen Smell The wolverine has advantage on Wisdom (Perception) checks that rely on smell.

Multiattack The wolverine makes two attacks, one with its bite and one with its claws.

Rage After the wolverine takes damage in combat it enters a rage. It has advantage on attacks and does an extra +2 damage. It gains resistance to bludgeoning, piercing and slashing damage. The rage lasts until either the wolverine or the opponent that damaged it is dead.

Bite Melee Weapon Attack +4 to hit, reach 5 ft, one target, 4 (1d4+2) piercing damage

Claws Melee Weapon Attack +4 to hit, reach 5 ft, one target, 5 (1d6+2) slashing damage

When I finish this chapter of the adventure, I will make a pdf with all these conversions, but I don't want to list anything that hasn't been encountered yet, just in case any of my players are reading :)


Great work folks.  I also been working on translating the Sword of Air to 5th ed for use in Fantasy Grounds.  I've found this to be somewhat helpful as a starting point for converting monsters/NPC's that don't have an equivalent in 5ed.


Unfortunately, life got too busy and I had to shelve this project after converting the first three chapters. The campaign continued (although my blog didn't) but I swapped to using adventures that were written for 5th edition.