
luchexx |

You might want to take a look at the pdf download of STAP for Forgotten Realms and Eberron. I thought it was well done (a better tie in for Eberron than Forgotten Realms IMHO).
Thanks, but if you're talking about the Eberron conversions in this site, I don't seem to find anything beyond Chapter 2 (The Bullywug Gambit).
I'm about to start Chapter 3 (The Sea Wyvern's Wake) and I don't know where to place The Isle of Dread in the map of Eberron.
Kobold Lord |

My initial idea is that it is part of an uncharted archipelago off the east coast of Xendrik. I'm not sure the distances match up perfectly, but at least the directions do. Part of the difficulty with the navigation near the end of the module I attribute to the fact that the magic-blasted landscape of Xendrik actively resists mapping. Giving the Isle of Dread Xendrik's resistance to mapping seems to foreshadow Fogmire extremely well -- as long as you stay on the path along the coast, you'll get around the island eventually, but stray off the path... I think this property would be very useful to keep players out of Thanaclan and Golismerga before they're strong enough to handle them, too, since they can simply get lost whenever they try to go there, since things aren't where they seem to be.
Your mileage may vary; it will be months before I actually get to the Isle of Dread.

Earthbeard |

My initial idea is that it is part of an uncharted archipelago off the east coast of Xendrik. I'm not sure the distances match up perfectly, but at least the directions do. Part of the difficulty with the navigation near the end of the module I attribute to the fact that the magic-blasted landscape of Xendrik actively resists mapping. Giving the Isle of Dread Xendrik's resistance to mapping seems to foreshadow Fogmire extremely well -- as long as you stay on the path along the coast, you'll get around the island eventually, but stray off the path... I think this property would be very useful to keep players out of Thanaclan and Golismerga before they're strong enough to handle them, too, since they can simply get lost whenever they try to go there, since things aren't where they seem to be.
Your mileage may vary; it will be months before I actually get to the Isle of Dread.
Similar to how I plan to do it!
Location wise and distances, plus its too similar to xen'drik to miss out on the ease of this oppurtunity.I've also, changed the Olman's slightly to be similar to Seren Barbarians near Argonessa, but without all the dragon worship, but a debased and corrupted version of the undying court - hence all the zombie lords.

Aureus |

Originally I wanted to run the AP in Greyhawk, but my players were able to get into this setting. There is simply to few "easily" accessible information on this lovely world.
The last adventures we played were all set in Eberron so I gave it a try to convert the AP to this great world.
I would position the IoD somewhere between Sarlona and Argonnessen. The duration of the trip during SWW is perhaps a bit too long so I might shorten it, but I'll definitely wait until the conversion notes are available. Although I already run the adventure. At the moment I keep the dates and such a bit vague. My players seem to understand or simply don't care too much for details :(

Pop'N'Fresh |

To reduce my workload, I'd like to see the conversion notes on this ASAP please! I like the whole using the Inspired instead of the Scarlet Brotherhood and want to use the Isle of Dread near Sarlona someplace. I have some ideas from the conversion notes so far, but nothing solid, and my PC's will be leaving Fort Blackwell this week! Argh! Not sure how much longer I can fudge this, so James, if you are listening, please get those conversion notes up quick for us loyal DM's :)

luchexx |

yup! I've done the same thing for my IoD in Eberron, somewhere between Khorvaire and Sarlona, I've also put the Forts and encounters in the unnamed isles of the Lhazaar Principalities, and for Tamoachan... I couldn't get a Sarlonan name for it, so we temporarily named it as it is. The last session ended with the PCs leaving Tamoachan and heading for Fort Greenrock. Those conversion notes seem to be taking ages.
As my fellow DM Pop'N'Fresh said, PLEEEEASE James, (We know you work to the bone in this) do whatever you can to get this CN as soon as possible! We'll appreciate it a lot! Thanks!

MarkB |

I'm positioning the Isle of Dread near Xen'drik, as Kobold Lord suggested. Here's a link to a map of the route I proposed for Sea Wyvern's Wake in a post a few months back (the distance, quite coincidentally, works out to almost exactly that of the voyage in the adventure as written).
Keith Baker's conversion notes for the first adventure suggest placing the IoD in the Dragonreach, but I have a hard time picturing a route from Sasserine's given location in the southern isles of the Lhazaar Principalities to anywhere in the Dragonreach that will include all the coastal encounters used in Sea Wyvern's Wake.

Pop'N'Fresh |

Mark, that's actually not a bad idea. I am not that familiar with the campaign setting, so Xen'Drik is kinda out for me for now, as I am relying on the conversion notes entirely for this AP. Stupid work eating up my DM prep time *grumble* !!!
But keep us posted on how it goes please. I'm particularly interested in how you Eberron-ify the adventures.

Fletch |

I completely agree with Fresh. I've been prepping to run Savage Tide for my group when they finish another campaign, but recent talks with my group had some of them saying "can we play in Eberron?"
Now, I'm almost completely ignorant on the campaign setting, so I would love to hear what little bits DMs add to the Path to increase the Eberron flavor.
The official conversion notes seem to have gone out of their way to keep Sasserine almost Eberron-free. Except for changing the names of the temples and the power groups, there's no Dragonmarked houses or anything that would make it Eberron in more than name.
I'd really like to hear what experienced Eberronies have done to up the flavor. Would adding an airship dock kill the idea of a long sea voyage? Would any of the adventures run better if the antagonists were shifters, kalashtars or artificers?
Thanks for your thoughts.

Kobold Lord |

Drevoraz is perfect as a Warforged. In fact, he's actually better, since he can make it through the marshlands with the Bullywugs much faster as a Warforged since he doesn't have to stop and rest. This could be significant if your group is one of those that get back to Lavinia's home quickly. Additionally, half-orcs really aren't second-class citizens in Eberron like they are in Greyhawk -- warforged are.
Amella Venkalie could become Amella d'Lyrandar, to ensure the PCs have the option of upgrading the Sea Wyvern to one of the cooler elemental galleons or airships later on in the campaign. Let's face it... If you're going to play in Eberron, the players are going to want the Sea Wyvern to get her wings. Amella may have abandoned her house after the business deal that led to her husband's death went sour, but she's still Dragonmarked enough to serve as pilot if none of the PCs want those feats.
Skald or Zan might make good changelings, but probably not both of them.
I'm reviving the Rakasta as shifters native to the island. It works out too perfectly to not do so.
The Scarlet Brotherhood types are often Inspired, which are more or less the same as Kalashtar for all practical purposes.
If any PCs are affiliated with a dragonmarked house, expansion into Sasserine is a good excuse for their introduction.

Pop'N'Fresh |

So far I have added some minimal Eberron tidbits into my Savage Tide campaign. I'm placing a changeling on board the Sea Wyvern who duplicates Rowyn's appearance (as the changeling was actually part of the lotus dragons before the PC's wiped them out) and Rowyn died in my campaign. Hence why she wants revenge.
I also changed the scarlet brotherhood into the inspired lords of Riedra, specifically the Dreaming Dark organization and I am thinking of changing their boats into a more eberron styled vehicle, as I believe they have psionically powered ships (could be wrong here).
Lastly, the PC's will not be going to the Abyss, but rather, to Khyber, as the notes mention already.