Adapting Giantslayer to Eberron


Giantslayer

Scarab Sages

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I’m getting a group together to play the Giantslayer AP, but since I don’t really care all that much about Golarion I’m adapting it to Eberron. Here’s a list of things I’m changing/adapting:

- I decided that since giants were most prominent in Xen’drik that’s where I should place the town of Trunau.
- As for the orcs, though it would be plausible to create a clan of orcs that resemble the ones in the adventure, I think the more flavorful way about it is to re-write them as Sulatar Drow (they are somewhat civilized and have a degree of respect for their former Giant masters).
- Taking into account the above stated, half-orc NPCs will be either left as such or swapped for half-drow where it suits the racial discrimination theme of the AP
- The hopeknives are crafted from small dragonshards (Eberron or Siberys, most likely).
- As for the dragonmarked houses, a small number of them is present in the town. Most notably Tharashk, Ghallanda (Cham Larringfass), Sivis (I’m probably changing Agrit Staginsdar to a House Sivis gnome) and Deneith (maybe Omar Frum or the even the Grath family).
- Since religion doesn’t play a big part, I barely gave it a thought but Dol Arrah would replace Iomedae rather seamlessly

That’s all I got for now! I will appreciate any and all feedback.

PS: Sorry for any grammar/spelling mistakes I made or if anything I wrote reads awkwardly, English is not my native language!


I haven't read through the first mod yet, but that sounds like a really good start for an Eberron conversion.

Orcs to drow tribes sounds like a really great idea.

I would make any items crafted from dragonshards use Siberys shards. Xendrik is one of the primary sources for them, and locals to the region would have easier access to them.

I would make the town of Trunau a suburb or satellite town of Stormreach: as more and more people arrive in Xendrik and stay there, they all can't live in Stormreach, and smaller settlements would start growing up deeper and deeper in the jungle to server as better jumping off points for expeditions.

Are you going to allow players to use eberron specific materials? What are your plans for dragonmark or artificer mechanics for players?

Scarab Sages

I had planned to make the town of Trunau a trading colony a few miles of Stormreach so as to give a reason for the extended contact with the drow.

I will allow players to use Eberron specific material such as races and feats since conversion of those is rather straightforward. On the other hand, none of my players have expressed a desire to play the artificer so I won't even bother with that.

So far only one of players told me they plan on playing with a House Tharashk character and so I’m working on the conversion of the least dragonmark feat.

Acquisitives

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber

just reading the title, I was like wha?

but reading your explanation... Giantslayer probably makes more sense in Xen'drik than it does in Belkzen. Particularly the second chapter - it becomes Apocalypse Now on a drow mercenary's river boat.

Very, very smart.

interested to hear more.


Rhunny wrote:

I had planned to make the town of Trunau a trading colony a few miles of Stormreach so as to give a reason for the extended contact with the drow.

I will allow players to use Eberron specific material such as races and feats since conversion of those is rather straightforward. On the other hand, none of my players have expressed a desire to play the artificer so I won't even bother with that.

So far only one of players told me they plan on playing with a House Tharashk character and so I’m working on the conversion of the least dragonmark feat.

Luckily a couple of people have made some Pathfinder conversions for Eberron stuff - if you want to use that. My gaming group is currently playing a Pathfinder game there ourselves (I'm playing a Karnathi vampire bloodline sorceress)

Hopefully I'm not breaking any forum rules with the links. They are fan conversions and not for profit, so hopefully not. The mods can correct me if I am wrong.

Here's one

And here's the other


Nope, no rules broken :-)

Scarab Sages

Progress has been slow and we're barely finishin g the first module, but here is the party I'm running the adventure for:

-A drow bloodrager with the draconic bloodline, local.
-An Aerenal-elf wizard, only recently arrived
-A human slayer who married into House Tharashk, local
-A half-orc skald who's secretle working for the Chamber, not local but has been in Trunau for quite some time.

Ok, so I guess I should explain that I pretty much did everything I said I would to adapt the adventure. I've also changed a few things in the adventure that I didn't like or thought wouldn't work. For example:

-The Freedom Town rogues were removed as they were a rather cheap TPK
-The day the murder happens, Trunau scouts catch wind of the coming drow forces, giving Kurst a better excuse to assign the PCs the investigation since he had to rally the defenders. The battle occured 2 days after.
-Not only did the PC's not cure Omast but actually reported him for being so uterly incompetent. I'll probably make him into a recurring antagonist.

Yakman wrote:

just reading the title, I was like wha?

but reading your explanation... Giantslayer probably makes more sense in Xen'drik than it does in Belkzen. Particularly the second chapter - it becomes Apocalypse Now on a drow mercenary's river boat.

Very, very smart.

interested to hear more.

oh, man! the second module is giving me some work!

So far I've only made the following changes:

-Silvermane is either a Gatekeeper Druid or working for the Chamber, maybe both.
-Freedom Town is Last Chance.
-Druids reincarnated as will-o-wisps? that won't do at all! I'll either make them some sort of Deathless or outright say the will-o-wisps took over the place after killing the druids.

Am I missing something?

Acquisitives

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber

well, the druids can just be some kind of weird shamans, or some bizarre-o creature from wherever in Xen'drik. Xen'drik is basically whatever you want to stick in it, so they might be like... oh... got it! Elves who stayed loyal to their druid giant master, who defended his forest abode before being overwhelmed, subsuming them into the demi-plane.

It's not really important to the plotline where the will-o-wisps come from. So whatever.

Dunno where the dwarves are going to come from, but however you feel you can stick them in. Just dwarfin' I guess.


Yakman wrote:

well, the druids can just be some kind of weird shamans, or some bizarre-o creature from wherever in Xen'drik. Xen'drik is basically whatever you want to stick in it, so they might be like... oh... got it! Elves who stayed loyal to their druid giant master, who defended his forest abode before being overwhelmed, subsuming them into the demi-plane.

It's not really important to the plotline where the will-o-wisps come from. So whatever.

Dunno where the dwarves are going to come from, but however you feel you can stick them in. Just dwarfin' I guess.

I'm going to be running the same situation, how are you getting on with book 2? and how did you handle the red lake fort? Would it be an old giant structure instead? Possibly from another plane via the crazy giant magic continental disaster?

I may make the dwarves elves as they have some heritage on the island, makes more sense that they would have tombs.

I've got a gripply cavalier a silf ninja a fetchling skald and a human war priest.

Thank for any info in advance! :)

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