| Post/Author/DateTime | Post |
|---|---|
| #1fletch137Oct 14, 2008 15:24:51 | When they say “if it’s in D&D, it’s in Eberron,” do they mean everything? Something that has really appealed to me about the Points of Light/Middle World setting for 4e is that it allows room for all the old classic D&D stuff like Tomb of Horrors and White Plume Mountain. That got me thinking about how some of those would appear in Eberron if, indeed, everything in D&D is in Eberron. Which Old School D&D stuff would you like to see find a home here? The Tomb of Horrors seems like a shoe-in, especially if you add in the very cool framing adventures added in the 2nd Edition boxed set ‘Return to the Tomb of Horrors.’ doomcults, deathtraps, and a trip to Mabar and the City that Waits. It doesn’t get more Eberron than that. I could see the Tomb itself hiding somewhere in Karrnath. Speaking of the 2nd edition boxed set adventures, the ‘Rod of Seven Parts’ is also a personal favorite and I wouldn’t mind seeing it (the artifact) find a home in Eberron as a pure classic. The basic premise, travelling the globe to reunite the lost fragments of an ancient artifact, sounds pure Eberron to me. The boxed adventure is pretty good too, but I couldn’t begin to guess how to interpret the whole Vaati thing with the Queen of Chaos and Mishka. Maybe replace the Vaati with the Coatl? What about ‘Ravenloft,’ ‘The Great Modron March,’ or ‘The Isle of Dread’? Is there room for Vecna? |
| #2need_a_lifeOct 14, 2008 16:51:09 | I came into the D&D world during 3.5e so I don't know all that many classics (apart from Sunless Citadel [Meepo!]). However, I've heard a lot about the Rod of Seven parts and was wondering if you could describe the basic story surrounding it to me? Either here or via PM? |
| #3mystrichOct 14, 2008 17:19:15 | I came into the D&D world during 3.5e so I don't know all that many classics Same with me. XP It depends on how willing you are to change fluff and edit encounters. While some don't fit an Eberron theme to well (some adventures basically being go into the dungeon and kill the monster), they can still be used (and sometimes changed to be more of an Eberron game. A good example being the 4e adventure H1, basically a dungeon delve. The conversion now has every NPC will ulterior motives of killing the PCs. I know the Last Breaths of Ashenport (I don't know if you'd call it classic or not; but it's a 3.5 adventure) off the top of my head is found on the Wizard's site in 4e and 3.5, and is amazing as an Eberron game with it's mood. |
| #4eehamburgOct 14, 2008 17:33:50 | When they say “if it’s in D&D, it’s in Eberron,” do they mean everything? Not sure if this is gonna help or hurt ... but ... the line doesn't really say "if it's in D&D, it's in Eberron". It says "if it's in D&D, it has a place in Eberron". While this seems like symantics, it is actually a big deal. By something having a place means that you can put something in Eberron if you want to and there is a place you can put it. However, it doesn't mean that EVERYTHING is in Eberron. That would be disastrous. Anyways ... that was the story as I remembered it from HellCow. Add that to your thoughts. |
| #5AmarilOct 14, 2008 18:57:01 | This is the biggest misquoted line about Eberron. The complete explanation from the ECS specifically states...If it exists in D&D, then it has a place in Eberron. A monster or spell or magic item from the core rulebooks might feature a twist or two to account for Eberron’s tone and attitude, but otherwise everything in the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual has a place somewhere in Eberron. Also, this is the first D&D setting built entirely from the v.3.5 rules, which enabled us to blend rules and story in brand-new ways. In other words, the line isn't about D&D throughout all of its versions, it's specifically about the core v3.5 rules rather than stripping away core game elements (i.e. - races, classes, magic, etc.) for the sake of the setting, meaning that the setting accommodates the core rules entirely. |
| #6Cyber-DaveOct 14, 2008 23:34:04 | Ugggggh. The rod of seven parts. What an ARENA rip off! |
| #7fletch137Oct 14, 2008 23:42:30 | Well of course I wasn't saying there was a Tomb of Horrors in Eberron, I was just saying that if there's room for all of D&D in Eberron, does that leave room for some of the old concepts of D&D...such as Ravenloft, Saltmarsh, Elemental Evil, and all the other things created back in the early days. More importantly, I was wondering if there were any D&D classics y'all would like to see in Eberron and how you'd go about interpreting it to fit into that world. For Need_, my earliest memories of the Rod of Seven Parts was an artifact that came with its own campaign arc. Each piece had its own magical effect that actually became more powerful with each additional piece you added. Fortunately, each piece could also magically point the way to the next one in the series. It came with a backstory about its creation by the Wind Dukes of Aqaa and its use against the forces of Chaos (which lead to it being shattered in the first place). During D&D's 2nd Edition days, TSR released a boxed set that featured a series of adventures involving the quest to recover all seven parts, reattach them, and use them against the demon who the Rod had been designed to defeat. Good stuff. |
| #8skrap-sanOct 15, 2008 0:03:01 | ...such as Ravenloft, Well I was thinking of modifying Ravenloft a bit and saying that the mourning was Cyre transfering over to the misty realms. I had not worked out how yet. But I think it would make for a wonderful Horror campaign... |
| #9tolly7249Oct 15, 2008 3:20:13 | The Great Modron March. An old DM once told me about how he got trampled during that. Now... What the heck is the Great Modron March anyways? |
| #10BluenoseOct 15, 2008 5:44:28 | The Great Modron March. An old DM once told me about how he got trampled during that. Now... What the heck is the Great Modron March anyways? In the Great Wheel cosmology, the Outer Planes are arranged in a wheel and linked in a variety of ways. The relevant one in this case is the Great Road, which is a series of paths and gates which you can follow all the way around the planes. The Modrons come from the LN Plane of Mechanus, and for some reason every 1000? years a huge number of them (millions) set off on a trek to travel all the way along the Great Road through all the planes until they get back to Mechanus. A lot get killed, especially on the more Chaotic and to a lesser extent evil planes. That's the Great Modron March in a nutshell. There were various complications last time it happened, but they aren't entirely relevant. |
| #11the_rooster_17Oct 15, 2008 23:09:25 | My favorite all time D&D Adventure set was Dragon Mountain which pitted a group of high level PC’s (15th+) against a red dragon and several clans of kobolds, made deadly by their tactics and use of poison etc. The kobold clans also fought against each other which was neat too. Putting together The Dragon Amulet (if I remember the name correctly) was key in the adventure. You had to get three parts and then it became very powerful. That was an awesome adventure back in the 2nd Ed. Days. |
| #12DargurdOct 15, 2008 23:36:10 | Well I was thinking of modifying Ravenloft a bit and saying that the mourning was Cyre transfering over to the misty realms. I had not worked out how yet. But I think it would make for a wonderful Horror campaign... I actually ran the original Ravenloft scenario in my Eberron campaign and located the backdrop for it in Karrnath. I changed the back plot to fit Eberrons style though. Count Strahd von Sarovitch (think that was his name) was formerly a member of the Karrnathi privy council - he was also a member of the Emerald Claw. After the "Claw" were deemed illegal by the crown he fled back to his estates in the mountains where he plotted against the king. The players were hired to eliminate this threat to national security. - Lots of fun and mayhem ensued...:D |
| #13Alter_BoyOct 16, 2008 22:52:24 | Keep on the Borderland: Brelish forces harried by Droamish forces. Heroes sent in to clean up. Against the Giants series: Stormreach gets some Giant visitors, or should I say, returning citizens? Tomb of Horrors: Erandis D'Vol's front door? :P Temple of Elemental Evil: Reflavour to a collection of Evil Druidic sects in the dark areas of the Eldeen Reaches. If you use the "Return to..." premise, place a Cult of the Dragon Below as the secret leaders. Ghost Tower of Inverness: Mournland. 'Nuff Said. Castle Greyhawk: An abandoned keep of an ancient ruler. Galifar. A member of the Undying Court. An pre-Inspired human castle in Riedra. Undermountain: Undersharn. Desert of Desolation: Either the Blade Desert or the northern Xen'drik Desert. Dungeon of the Slave Lords: If you didn't think "Darguun", you need to read more Eberron. ;) Gates of Firestorm Peak: An Orrery in the Shadow Marshes finds a streaking comet, predicting the freedom of a Daelkyr. |
| #14fletch137Oct 17, 2008 10:12:37 | I actually ran the original Ravenloft scenario in my Eberron campaign and located the backdrop for it in Karrnath. I changed the back plot to fit Eberrons style though… Sweetness. Did your players know what they were getting into from the start? Did you say “here’s this Strahd fella living up in his ancestral home of Ravenloft” or was there a period during the adventure when they started putting two and two together? And Alter Boy, those are some great ideas. Slavers in Darguun is inspired. The idea of a Slavelord fortress being surrounded by an entire nation sympathetic to their goals really ups the ante. |
| #15DargurdOct 17, 2008 10:17:19 | Sweetness. Did your players know what they were getting into from the start? Did you say “here’s this Strahd fella living up in his ancestral home of Ravenloft” or was there a period during the adventure when they started putting two and two together? Didnt have a clue at first - despite all of them having played for 20 years+ they had never played the Ravenloft scenario although they were all aware of it. When they finally put it all together the game just stepped up another notch and complete mayhem followed ! |
| #16Alter_BoyOct 18, 2008 12:21:39 | Here's some more. White Plume Mountain: A milquetoast cataloguer for the Twelve goes mad and absconds with a pile of artifacts and heads for White Plume Mountain in the Byeshk range. He creates a stereotypical keep and sends a message to all the Five Nations, daring the greatest heroes to defeat him. Instead of Wave, Whelm, and Blackrazor, he has the Draconic Regalia (Player's Guide to Eberron 31): the Crown of Sondar Thaj, the Mithral Scepter, and the Orb of Kevrik the Crusader. Expedition to the Barrier Peaks: For generations, a Cult of the Dragon Below has worshipped a magical vessel that bestowed psionic powers and mutations upon its inhabitants. Some say it is a vessel of the Kuo-toa, others an experimental airship created in Dal Quor that crashed in our plane. In truth, it was a ship used by the human refugees of Riedra to escape the Inspired. Hidden Shrine of Tamoachan: Xen'drik, I personally would reflavour it to Q'Barra and a Lizardfolk background though. Lost Caverns of Tsojcanth: Lair of the Keeper. "Nuff Said. ![]() |
| #17Elton74Oct 25, 2008 13:28:58 | Ugggggh. The rod of seven parts. What an ARENA rip off! Not really |
| #18Alter_BoyOct 25, 2008 15:53:51 | Brainstorm: Dungeon of the Slave Lords in Dreadhold! Drop the Slave theme, focus the "You've got nothing -absolutely nothing- on you. Show me your best MacGuyver impersonation" theme. |