| Post/Author/DateTime | Post |
|---|---|
| #1beelzebossJan 05, 2012 18:11:50 | I just bought the seekers of the ashen crown premade adventure. Just found I didn't read the backside close enough and missed the eberon logo. The backside does state that you can adapt it to any D&D setting. Now my question is: how do you do that? This is my first time adapting an campiagn so I've got no clue on how to do it. I want to adapt it to a regular classic 4th edition D&D setting. Can anyone help me in that? This topic may be in the worng place but I didn't know where to post it. picture of the front side of the campaing: ![]() |
| #2OgiwanJan 06, 2012 7:24:52 | By "regular classic 4th edition D&D setting," do you mean the Nentir Vale? |
| #3tallric_kruushJan 06, 2012 8:33:02 | This is a cut-and-paste duplicate of my answer posted in your General Discussion thread. There are a few very "Eberronesque" features to this module, but little that cannot be adapted (other than the airship section, perhaps ;) ). I'm going from memory, so bear with me. I have played the module, and do own it, but it's been a while. Show 1) You're going to need an ancient empire of some sort to replace the Dhakaani Empire. In Eberron, this was the greatest empire the continent of Khorviare had ever seen. (It was an empire of Goblins, by the way). It fell into decline about 10,000 years ago after fighting a successful, but ultimately fatal, war against extraplanar invaders from Xoriat (think Far Realm). This war, and artifacts from this era, are front and center in this module. You'll need stand-ins for these people and factions, or to refluff the conflict and artifacts. 2) The game begins and ends in Sharn, Eberron's famous metropolis of 200K residents. You don't necessarily have to set this in a metropolis, though. Maybe the ruins are more remote and require a journey to get there? The NPC university professor and her institution could be replaced by a priest of Ioun, or some similar god. Just thoughts. 3) Sticking with the whole Ioun theme, we move onto the main protagonists: The Emerald Claw. In Eberron, they're a patriotic terrorist organization with a much more sinister truth at its core. They could be replaced with servants of Vecna, given their proclivity for undead. You'll also run into the cultural heirs of fallen Dhakaan, in this case Goblins of the Kech Volaar and Kech Shaarat clans. You'll need some appropriately themed stand-ins for your setting's fallen empire. 4) The journey takes your players to Droaam, a "nation" of monsters. Pretty damn cool, and probably easily adapted to any setting. You can simply ignore or refluff any references to House Tharashk and the other Dragonmarked Houses in this section, since they really don't play a role in this adventure. 5) The airship flight back to Sharn could be an issue. ;) This section could easily be removed or reworked. It was more of a fluff piece, anyway. 6) Shoot. I just remembered that the "traitor in your midst" character also had ties to The King's Citadel of Breland, an intelligence agency. This can be ignored, as the Citadel need not factor into your adventure. He was simply Vecnite infiltrator all along. Done. |