Can this Path be run in Eberron?


Curse of the Crimson Throne


I'm currently torn as to which Adventure Path to start my new campaign with...but the players were rather set on Eberron.
Has anyone had any experience with converting either of the existing Paths to that setting, or otherwise making use of them there?

Thanks so much

Silver Crusade

JohnnyArkham wrote:

I'm currently torn as to which Adventure Path to start my new campaign with...but the players were rather set on Eberron.

Has anyone had any experience with converting either of the existing Paths to that setting, or otherwise making use of them there?

Thanks so much

I think the urban and relatively contained nature of this path would probably make it easier than Rise of the Runelords. I've no idea where you would place Korvosa in that setting though(I'm not that familiar with Eberron).

Of course, once CotCT gets into the Cinderlands, you'll possibly have a harder time matching up geography-specific hazards. They aren't the Mournlands, but they're no walk in the park either.


Mikaze wrote:
JohnnyArkham wrote:

I'm currently torn as to which Adventure Path to start my new campaign with...but the players were rather set on Eberron.

Has anyone had any experience with converting either of the existing Paths to that setting, or otherwise making use of them there?

Thanks so much

I think the urban and relatively contained nature of this path would probably make it easier than Rise of the Runelords. I've no idea where you would place Korvosa in that setting though(I'm not that familiar with it).

Of course, once CotCT gets into the Cinderlands, you'll possibly have a harder time matching up geography-specific hazards. They aren't the Mournlands, but they're no walk in the park either.

I might try munging it up in the Aundair area somehow. As for the Cinderlands, perhaps that could be changed to the Demon Wastes?

Silver Crusade

Zil wrote:
I might try munging it up in the Aundair area somehow. As for the Cinderlands, perhaps that could be changed to the Demon Wastes?

I know absolutely nothing about the Demon Wastes other than that it sounds like an unpleasant place to live, but as long as you can have multiple barbarian tribes that have thrived there for centuries as well as some old ruins here and there you've probably got the key points of interest nailed down.

Now I can't stop thinking about warforged Hellknights...


Mikaze wrote:
Zil wrote:
I might try munging it up in the Aundair area somehow. As for the Cinderlands, perhaps that could be changed to the Demon Wastes?
I know absolutely nothing about the Demon Wastes other than that it sounds like an unpleasant place to live, but as long as you can have multiple barbarian tribes that have thrived there for centuries as well as some old ruins here and there you've probably got the key points of interest nailed down.

Yep, there are several barbarian tribes in the demon wastes. There are also rakshasas as some of the worst villains (The Lords of Dust) in that wasteland which you might be able to work in to the storyline.

Scarab Sages

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Actually, another possibility for the Cinderlands in Eberron is Talenta Plains. There are portions of it that are more prone to prairie fire than the Great Plains here on earth. Plus, its right against the desert of blades (I think that's what its called). So you can throw in border disputes between the valenar and the Talenta. Trust me, the last thing you want after you is a halfling barbarian mounted on a clawfoot. I let someone use that as a cameo PC and it was just plain nasty.

At least that's where I would be having the Cinderlands


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Generally speaking this might just fly in Eberron, although the "once-colony of a mighty evil empire" flair will be hard to achieve. especially so, if Korvosa is not a politically independent entity, but only a dukedom in a larger realm - and most of the Eberronian realms are far too sizable for use as the backdrop for the AP.

Also, with Eberron's many races some difficulties will arise. Changelings can be very problematic in-game (both on the players' side as well as GM tools), as identity-change is just too easy with them, and can drive characters to intense paranoia. Take that into account with planning for the initial three installments' plots. The same might hold true for the less than civilized tribes/clans the characters are bound to stumble upon in the 4th and 5th installments.
Orcs and such are viewed dinstinctively different in Eberron than in Golarion, which might create a significant workload of rewriting for you. Warforged might also enjoy pretty unfair advantages throghout the initial installments, mostly from being immune to disease

I am unsure inhowfar the Demon Wastes will work as the Cinderlands, from my reading of Eberron they appear as far more deadly and ill-reputed than the Cinderlands. tehre is also the problem of the geographical remoteness from most realms (except the Eldeen Reaches ). Maybe some borderland wastes inhabited by semi-feral shifters might work better - not every spot on the Khorvaire map is civilized just because it s located within a major realm.....

The major problem I foresee though, is the abundancy of magic in Eberron, plus the detached view of the world prevalent among Eberron's dieties. With artificers easily able to create wands of cure light wounds and or remove disease, the tone of "Seven Days to the Grave" should be notably different iby my reckoning. With the clergyhood mnore detached, and alternative sources for healing being available, quite a bit of expositioonal material might have to be rewritten.
Plus, the population would expect magical intervention much more readily from artificer entrepeneurs (especially in such an magic-focused nation as Aundair, with famed Arcanix and many magical tradtions ), as well getting suspicious of many things not quite being what they seem to be, or being a rip-off.One trusts clerics of etsblishd faiths much more than (expensive) sellers of magical cures. If exposed to magic on a daily base, one starts to get wise to it and its possibilities.

Besides

Sczarni

i would suggest placing Korvosa out in the boonies..somewhere on the eastern edge...perhaps its a reclaimed Cyran city, recently recovered from the mourning, or a border city that was abandoned about the same time.

this would mean airships have to take a wicked long time, lightning rail transport doesn't exist (unless they want to run the Cyran-mounrland-death-run), and its up the river from Cyre Sound, down the river from Kaarnath.

Cant remember if there's something there specifically, but there should be.

Shoanti=Talenta Halfling/Valenar/Shifters, all living around the plains with or without dinosaurs.

This way, you keep the provincial feel of Korvosa, don't have to add in much of the way of new terrain, and can run the modules pretty much as written.

That all being said, watch out for a few things:

Clerics with the Mark of Healing...that'll make the plague a bit easier to deal with, but still not completely easy.

Changelings. like Vikingson said, they really ramp up the paranoia amongst the party like nothing else. if PC's are playing them, cool, but as NPC's i'd use them sparingly...perhaps just 1 reocurring changeling or so. He'd make an excellent Blackjack, if nothing else.

Artificers. running eberron games, you're probably familiar with them, but just use caution if they start asking for custom items/custom spells...it's really easy for them to become stupidly powerful for relatively cheap.

good luck, let us know how it works out!

-the hamster


So I have been noodling for some time how I would convert the Curse of the Crimson Throne Adventure Path to Eberron. While there are some old posts out there on the idea, most are just ideas. My notes ended up becoming a bit of a guide. I thought I would post this on Reddit, as even though it is quite detailed and a bit of a guide, I still have some questions that I am looking for ideas from others on. And any general comments to make improvements any way. I started this specifically on the Eberron reddit page to get more input from Eberron lovers, but thought I would post it here if anyone else wants to join the discussion and help out with completing this.

Guide to setting Curse of the Crimson Throne in Eberron

Acquisitives

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber

You might want to put in Syrkarn.

Dodges the changeling problem, the geography you can kinda smudge in there, and politically it's not too weird.

The Chelish / Korvosan divide in the city can be Sarlonan / Korvosan. There's plenty of largely deserted frontier areas for Books 4 & 5. Certain interested parties are in Book 3 are active in Syrkarn.

Grand Lodge

Malkari Durant wrote:

Actually, another possibility for the Cinderlands in Eberron is Talenta Plains. There are portions of it that are more prone to prairie fire than the Great Plains here on earth. Plus, its right against the desert of blades (I think that's what its called). So you can throw in border disputes between the valenar and the Talenta. Trust me, the last thing you want after you is a halfling barbarian mounted on a clawfoot. I let someone use that as a cameo PC and it was just plain nasty.

At least that's where I would be having the Cinderlands

Heh, replacing the Shoanti with the plains Halflings is amazing!!!

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