Can I insert the Adventure Path into Sharn without starting at the beginning?

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Adventurer
I'm looking at starting the Adventure Path modules from Dungeon starting with the one from #102 "Zenith Trajectory." Do you think it will be easy to do? I'm going to try to base it in Sharn.
 

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The location of the city of Cauldron (built into the crater of a volcano) is pretty important to the series as far as I can remember. You might have better luck starting the campaign in Sharn but having it move to Xen'drik and having Cauldron be a forgotten colony there.
 

First of all just in case anyone thats playing in the Adventure path is reading this this post would contain large spoilers.

From what I've read of the path, it could be started from the third adventure without to much trouble. Nothing to critical happens in the first two adventures, but they set the stage and introduce many of the characters. Biggest thing that it looks like you'll miss is the apperance by the beholder at the end of the first module.

The real problem I see is putting the adventure path into eberron much less sharn. Eberron in general is going to be difficult because the master plan of the cagerwrights is to open a permemant portal between Cauldron and Carceri. There is also an adventure set in the abyss, and Gazz'tt has a small role in the backstory. All of this would have to be completly revised to work in Eberron as Eberron has a totaly different planar cosmology.

Sharn itself is a terriable replacement for Cauldron. The fact the Cauldron is built on top of a dorment volcano as well as the ruins of a ancient spellweaver empire is important in some of the adventures, and sharn itself is far to big and has far to many powerful people with an intrest in it for the events to happen. One of the things about Cauldron is its only a small city and such the devasting events occuring don't attract so much attention in the wider world. If great heroes or even villians found out the cagewrights plans they would try and stop it, as a portal to Carceri is a damper in most anyones plans, and in a city as large as Sharn the cagewrights actions would be much more noticed.

So I would advise to forget the adventure path entirely. It would take to much effort in my mind to make it fit eberron to be worth it.
 

Liolel said:
So I would advise to forget the adventure path entirely. It would take to much effort in my mind to make it fit eberron to be worth it.

Sharn: I'd advise against it.

Q'barr is a different matter. It's a jungle filled with the relics of the Demon Age (a very magic heavy age), all you'd have to do is add a dormant volcano, include a Cult of Kyber or Daykler sympathizers (for beholders and the need to open a portal or atleast create a manifest zone) and have some Cyrean refugees settle there and you are set. In fact, such a place would be a great mining settlement for Kyber shards. Perhaps you could tweak the town to be a "Gold Rush" outpost.

For me, I've never had much problem of setting something in Eberron, things just seem to click.
 

If you intend to run the path from adventure 3 out, you cannot set it in Sharn. The problem is that one of the adventures, Foundations of Flame, takes place when the volcano underneath Cauldron erupts. Now, unless you want to put a dormant volcano under Sharn and blow up half the city, well, you may want to just forego that.

I would reccommend using Cauldron but setting it elsewhere in Eberron. It can be done, and relatively easily, if you make sure and put Cauldron way out on the fringe somewhere.
 

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Liolel said:
SPOILERS

The real problem I see is putting the adventure path into eberron much less sharn. Eberron in general is going to be difficult because the master plan of the cagerwrights is to open a permemant portal between Cauldron and Carceri. There is also an adventure set in the abyss, and Gazz'tt has a small role in the backstory. All of this would have to be completly revised to work in Eberron as Eberron has a totaly different planar cosmology.


Yes. Sharn would be a very poor choice. I'd simply choose a city in the Eldeen Reaches or something.

Changing over the GATES and planar adventures is easy and can be done as follows:

Gate from Cauldron to Carceri: Gate from Cauldron to Mabar, the Endless Night
Adventure in the Abyss: Adventure in the Kythri, the Churning Chaos
Graz'zt: Change to ....Graz'zt (Unless your players are Greyhawkers or something, you don't need to change the name).


jh
 

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