D0 In Eberron


Adventures

Liberty's Edge

So I asked, and it is okay, so I wanted to discuss converting D0 into Ebberon.

Starting at the begining, and going through, major items.

Location: I was thinking the location fits right up on the edge of Aundair/Eldeen Reaches. Ancient Forest, nearby rivers, lonely crag.

Falcon's Hollow: Reduce the population of humans to 89%, and 5% shifters.

Lady Cirthana is a LG adept of the soverign host.

Laurel is a halfling, instead of a human. A decendant of Jorasco, but unmarked.

Instead of a "the oldest tree", a tree more than a certain number of years old, something rediculous like 500 or a thousand.

Instead of dwarven ruin, Dhakanni

Millon Rhodam is a shifter ranger 3 instead of human expert 2 ranger 2

The tatzylwyrm is an aberration, a daelkyr creation formed from a deliberate corruption of the decendants of Vvarack, a bit of revenge.

Should cover the whole of the specifically not Eberron, and add just enough of Eberron in to stick.

Dark Archive RPG Superstar 2013 Top 32

Changing the tatzylwyrm to an aberration would have some profound effects on its stat block since it was created and designed as a dragon. Unless, of course, you meant 'aberration' in the non-literal way.

Everything else seems pretty solid.

Liberty's Edge

Fatespinner wrote:

Changing the tatzylwyrm to an aberration would have some profound effects on its stat block since it was created and designed as a dragon. Unless, of course, you meant 'aberration' in the non-literal way.

Everything else seems pretty solid.

hmmm... perhaps "aberration blooded" counts as abberration and/or dragon as appropriate


Thanks for linking me to this thread, Dragonmann...

Here's my conversion notes so far:

Falcon’s Hollow: Darkmoon Vale and Falcon’s Hollow provide most of the Eldeen Reaches lumber, as lumber cutting is too dangerous in the main forest and the druids don’t allow it. House Orien has set up a regular river route for lumber to take the products from Falcon’s Hollow to Greenheart, where an Orien trade road is used to ship the lumber throughout the Eldeen Reaches. It is one of the greatest ironies that in the wood rich Eldeen Reaches, lumber can be quite expensive to obtain for the farmers of the northeast.

The Lumber Consortium: negotiates seasonal lumber prices with House Orien representatives.

· Crandith Orien—LG human fighter 3/expert 2, trade rep to run the lumber barges down Falcon’s Hollow, 22 year old ambitious but kind, short blond hair, wears fine clothing, but is an expert “log roller” (Balance +10)
· Bulrin Fenn—CN human warrior 2, bull of a man, expert brawler but with a keen intellect for trade, Orien’s chief secretary in Falcon’s Hollow, lives at area 17 (Orien offices).

Droskar’s Crag: located in the Shadow Crag mountains that separate the Eldeen Reaches from the Demon Wastes

Grand Lodge

And D1 in Eberron as well-

Reviving an old one. I made similar changes (Eldeen Reaches, Dhakanni vs dwarves) but started from D1.
Just curious as to whether you Eberron DMs kept the werewolf or changed it to something else. A lowish CR aberration that could take a human form would be nice, but I don't know any off the top of my head. Alternatively, some kind of bloodthirsty fey taken in as an orphan who could take a human shape would be good and allow for switching the knives and implements to cold iron. Any thoughts here? Being set in the Eldeen reaches where there is so much unexplored area I could still leave the werewolf in, but I think I'd like to go with something that enhances the setting and plays on the creepy elements of the forest I've been foreshadowing.

Grand Lodge

Talking it over with Sothan in the chatroom I've settled into making her a Half-Fey Aranea. This fits perfectly with the sinister idea of the forest I've been working on and even though she is physically weaker may be a much more challenging ambush. Also it's perfect foreshadowing with the spider swarm filled corpse of Elara which will be sucked dry and webbed instead of having the throat torn out.


ithuriel wrote:

Reviving an old one. I made similar changes (Eldeen Reaches, Dhakanni vs dwarves) but started from D1.

Just curious as to whether you Eberron DMs kept the werewolf or changed it to something else.

Hey, I know this is a bit older of a post, but if you're still reading it, I'm curious to know the reason why you are changing out the werewolf for your Eberron campaign?

I run D0, starting D1, leading into E1, and eventually J1 in Eberron.

My group is a changeling druid (that lives anonymously in the town as a herbalist), a shifter fighter, a dwarven ranger and a human sorcerer. I set my adventure in Q'Barra, near the Endworld mountains and with general access to the desert for the upcoming adventure.

Anyway, I really changed almost nothing about the adventure.

The Exchange

Well, lycanthropes were hunted practically to extinction, so the presence of a werewolf would (a) be pretty damn unlikely and (b) have ramifications to the extent that a Silver Flame extermination squad might show up on the scene once news got out, with ongoing implications. None of this says you have to get rid of the werewolf, but its presence has quite interesting effects in Eberron that it would not do in a more generic setting like Golarion.


Well, I made that same claim once myself in talking about the Castle Ravenloft book, and got correct quite quickly from a pretty high source.

They were hunted a long time ago to near extinction, but that is not so any more and while they are not mainstream, a place like Falcon's Hollow is the prime place you would find one.

Anyway, my opinion only. I think it adds a great subplot to the story as well, esp if any of the party plan to someday join the Flame.

The Exchange

Well, I just checked and the inquisition to exterminate the lycanthropes was from 832 and lasted 50 years (i.e. a few years prior to the inception of the Last War). In this time, I think the ECS says that they were virtually wiped out. Having had your population purged and scattered like that, and them a massive war with huge civilian casualties, suggests that an imminent climb back to pre-inquisition levels is probably unlikely, and that lycanthropes remain very rare.

That isn't to say, of course, that it is impossible to find a werewolf in a frontier location - it is probably where they will hang out, if they are anywhere (there is a werewolf pack documented in Droaam, for example). But given that a continent-wide religious movement condemns lycanthropes, and still does (by and large - the shifter got off by being defined an non-lycanthropes) the arrival of a werewolf on the scene could complicate matters in what is otherwise a fairly simple scenario, and some DMs may not want that.

Grand Lodge

Yeah I could have left it in there due to the remoteness, but I didn't. I particularly like the idea of fey being unpredictable and dangerous. I had in mind that Darkmoon Vale as I'm presenting it in the Eldeen Reaches would be something like the forest from the anime Princess Mononoke. So the orphanage is far too offensive to the fey of the valley as it is built right on the border and foreshadows things to come with the growth of Falcon's Hollow. Also two of the players have a nice fear/disgust of spiders so it was bonus points. I shuffled skill ranks to maintain a suitable bluff check. None of the players trust her of course, but they have opted to take her with them anyway. Half-fey have wings, but Elara has removed them in her sessions. The nubs were too direct of a clue, but it has still worked out well enough for her.

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