Adventure Modules that "fit" with Eberron [Archive] - Wizards Community

Post/Author/DateTimePost
Taurren

03-08-05, 07:33 AM
As a GM with limited time, I have turned the theft and re-packaging of older modules into an art form.

But due to Eberron's style and themes (pulp, gritty, noir etc) not every module can be brought into the setting.

So I was wondering if there are any other Eberron GM's out there who cannibalize modules as I do, and which adventures do you think work out the best.

To start things off, I reccomend The Banewarrens by Monte Cook. A forboding mega-adventure, perfectly set up for use in Sharn, with lots of twists, intruige and many hooks to grab the players.
Blizzard_Bobsan

03-08-05, 07:37 AM
"In the Belly of the Beast" - dark adventure, low level, lots of intrigue, bad guys turning good and vice versa... Deffinetely Eberron-ish.
Zalaz Mavi

03-08-05, 09:01 AM
"Eye of the Sun," one of the free adventures, makes for a decent mission set in Q'barra. It's pure hack & slash, so it requires some rewriting. Otherwise, the concepts included are good:

http://www.wizards.com/default.asp?x=dnd/oa/20030725a

Recently, I ran my group through "The Obsidian Eye" from Dungeon #120. I set it in that portion of the Blade Desert sandwiched between Talenta and the Endworld Mountains, and changed the backstory so that Anuk IX was a Dhakaani Emperor. We had a great time with it, so I recommend it.

If you aren't worried about doing a little conversion, I also advise sifting through the adventures on the Star Wars rpg and d20 Modern rpg pages. They offer a good variety of mission types to choose from...
Magagumo

03-08-05, 11:47 AM
The old 2nd ed. Labyrinth of Madness could work rather well in a manifestation zone of Xoriat (or the plane itself, if one is willing to add gravity ;))

The recent adventure (latest Dungeon) set in "The Styges" had a very appropriate dark theme, though certain things (Disciple of Asmodeus, wererat, etc.) deserve some changes. The magazine itself recommended Rekkenmark as a potential location...
Taurren

03-08-05, 11:59 AM
I have 2 cities that might also work, although placing them is a bit of a problem.

The Thieves World box set, details the city of Sanctuary, and is a great city for underhanded intrigue. Unfortunately, I cant seem to find an appropriate stretch of coastline that is near a desert. The Blade Desert near Valenar just doesnt seem to work for me. Anyone have any suggestions?

The second city is Bluffside by Thunderhead Games. This setting fits perfectly on one of the northern islands of Xen'drik. The city is all about exploration, hidden wealth and uncovering ancient secrets.
BuddyL33

03-08-05, 12:12 PM
I am currently running "The Lost City of Barakus" in Eberron. The module is fantastic and was easily converted to give it an Eberron theme.
Lady Morn

03-08-05, 06:59 PM
The free adventures for Green Ronin's Freeport setting are very Eberron-esque. All that's required is to change a few place names:

http://greenronin.com/freeportfocus.shtml
Firiel Tindomerel

03-09-05, 03:12 AM
Into the free adventures section "To Quell the Rising Storm" :cool:
TheRedRobedWizard

03-09-05, 09:18 AM
"World's Largest Dungeon"

-TRRW
dante4242

03-09-05, 09:43 AM
Anything from the Shadowrun or Cyberpunk line is a very is to convert. Wait, can I say that? We'll find out.
talion09

03-09-05, 01:18 PM
Anything from the Shadowrun or Cyberpunk line is a very is to convert. Wait, can I say that? We'll find out.

Yeah, the episodic and pulp style of shadownrun makes it fairly easy to convert plots. Translate Seattle into Sharn, Dragonmark Houses to Corps, etc and it works out pretty well.

I'm actually working on a thematic translation of the old harlequin adventure sourcebook. I like the idea of the characters being pawns of supremely old and powerful elves in a ritual game. Either they are from opposite sides of the Mark of Shadows split, or maybe they are deathless from aerenal, although that option doesn't make as much sense if the characters are running around khorvaire.

Harlequin's Back (or whatever the second one was called, the one with the huge astral quest, thayla and the enemy) would work out pretty well for a high level eberron quest.
dante4242

03-11-05, 09:51 AM
i would love to see your translation of that Harlequin module. I've looked at it a couple times and would ove to do it, but need some help. Hook me up.
Taurren

03-11-05, 10:56 AM
Blizzard Bobsan, your reccomendation of "Belly of the Beast" from Atlas/Penumbra by Mike Mearls is a great suggestion! It was gathering dust in my bookshelf, but after re-reading it I found so much which was "Eberronish" in that adventure that I will be running it for my players next.

I want to also throw out some of the older TORG modules that are VERY pulp/ noir and will fit with only a little tweaking.

Keep these idea's coming folks!

I'm sure I'm not the only one needing some help from a good module that would fit into Eberron.
talion09

03-11-05, 04:19 PM
i would love to see your translation of that Harlequin module. I've looked at it a couple times and would ove to do it, but need some help. Hook me up.

I'm slowly working on translating the first harlequin series into my eberron campaign. However it is kinda on the back burner right now because my pcs are playing through the "official" eberron trilogy right now, and then I was going to start using the harlequin stuff once they returned to Sharn after Grasp of the Emerald Claw. Its also on the backburner right now since I have a ton of finals and term papers coming up.

But I'll dig up what notes I have made already and try to post them sometime soon.
Charles Phipps

03-11-05, 07:02 PM
I'd say most of RL's later modules.

"Neither Man nor Beast" for a Doctor Moreau adventure
"The Evil Eye" for Fiendish child
I actually ran "Circle of Darkness" in the Demon Wastes where the survivors of humanity were ruled by a mad Thrane priest
"Hour of the Knife" could be run in Sharn
Vizjerei

03-12-05, 07:59 PM
The Star Cairns module set in Greyhawk is an excellent one.

The cairns themselves could be ancient sites of Dhakaani origin, or perhaps locations somehow related to the Gatekeepers. I've seen it suggested on this board before that the Doomgrinder from Greyhawk could be some sort of Draconic Prophecy device. I tried to find a product link for it on the Wizards site, but alas there isn't one. If you want a synopsis on it you should be able to google it without much trouble.

:mage:
scrollreader

03-13-05, 03:47 AM
Not to be boring. But I've just finished running the adventure path module: Speaker in Dreams. it worked marvelously well, and the feel is nearly perfect. You just need to tweak the motivations of a few NPCs.
Tealgorthian

03-13-05, 04:09 AM
The old 2nd ed. Labyrinth of Madness could work rather well in a manifestation zone of Xoriat (or the plane itself, if one is willing to add gravity

Notnotnotnot... that module.

<screams and runs the other direction>

-Five- parties lost to that damn thing, two from starvation, two from TPKs and 1 from being turned to snake-men!
MysticTheurge

03-13-05, 03:03 PM
The adventure in Bruce Cordell's Hyperconscious is easily converted to Eberron for people interested in psionic adventures.
nick012000

03-13-05, 05:43 PM
The adventure path modules Speaker in Dreams and The Standing Stone would probably work well for Eberron, with minor alteration.

I would also say Undermountain (http://www.wizards.com/default.asp?x=dnd/ru/20050309a) might work, as well.
grimwarden

03-14-05, 01:27 PM
I plan to use "Cauldron - The Shackled City" from the Dungeon Magazines 97-116...

with some minor tweaks... I just love the small city in the crater ( even if I make her a bit bigger in my Campaign)
sizzlan

03-15-05, 11:54 AM
To start things off, I reccomend The Banewarrens by Monte Cook. A forboding mega-adventure, perfectly set up for use in Sharn, with lots of twists, intruige and many hooks to grab the players.

With which sharnish organizations did you subsitute those from "the banewarrens"?