Gradine
🏳️⚧️ (she/her) 🇵🇸
I’ve decided to share session recaps of my bi-weekly D&D game, which I’ve dubbed Tyranny of the Overlords. As the name might apply, this is my attempt to adapt the Tyranny of Dragons storyline (Hoard of the Dragon Queen and Rise of Tiamat) to the Eberron campaign setting (as Hoard of the Cold Sun and Rise of… well, still Tiamat actually).
Why Eberron?
I’ve been DMing in Eberron for several years now and I cannot really see myself running in any other campaign setting, at least not for more than a quick one-shot or short campaign (I do enjoy Ravenloft and Dark Sun as well). There’s a lot of appeal in the setting to me, from the creation myth, to the ambiguity of the religions, to the general socio-economic-political commentary, to the things that are just cool (elemental airships & lightning rails, halflings riding dinosaurs, vulkoor, living spells, etc.), to the way it generally subverts common expectations about D&D settings, particularly regarding alignment. See also, this:
[Insert Image: https://i.pinimg.com/originals/8c/8e/9e/8c8e9e2abb3d5409fab1889fe1065155.jpg]
Why Tyranny of Dragons?
Hoard of the Dragon Queen was met with a lot of critiques when it first came out, some objectively valid, some… much more subjective. I feel like history is more kind to it in hindsight than the general perception back in the day, but not by that much. It has legitimate flaws: bad math/rules that should have been double-checked before launch, awful maps, just in general poor editing, and neither it nor its sequel ever really does a good job of handling the constant Forgotten Realms problem of “why are we leaving it to these random schmucks to save the world”? This last part thankfully isn’t a problem in Eberron, where a constant theme is that the PCs are generally the most important people during a given era. Many of the other complaints with HotDQ are a matter of playstyle and/or other subjective experiences, and everyone had a different complaint about different aspects of the scenario (with an equal number of voices seeming to counter that such and such encounter/session was their favorite part); especially regarding Chapters 1 and 4. I’ll get back to that point though.
Perhaps HotDQ’s biggest flaw was that it was a poor module for a beginner DM, especially when compared to the extremely well-regarded Lost Mines of Phandelver, and that’s not what you want to release as your first major adventure of a new edition. It expects the DM to fill in a lot of the gaps and blank spaces by themselves, and make a lot of adjustments on the fly as necessary. It is not intended to be run straight from the page. This, ironically, actually makes it great material for adaptation, as well as providing a lot of opportunities to make tweaks or insert homebrew or other material (older threads on this board and other sites/blogs are rife with examples for how to work Murder in Baldur’s Gate into it, for instance). I’ve got my own ideas about what to add or work in and where.
Ultimately, that earlier comment regarding playstyles & subjective experiences is why I chose to run HotDQ. Of the released 5e modules I’ve read (which is most of them), I can’t think of a single one that delivers such a vast range of experiences over such a short length of time. Roughly half of my players are new to D&D (and several more are either new to 5e, new to Eberron, or both). I wanted to run the gamut of experiences, from a combat-heavy, mission-based adventure, to infiltration, to dungeon-crawling, to social interaction, to investigation, to the smorgasbord of choices of all of the above that the adventure’s final chapters tend to provide. I’ve read blessed few APs that had a series of different very types of adventuring, then gives the players two major locations (Naerytar & Skyreach) and says “now that you’ve been shown, you can practice on your own.” This, I feel, is HotDQ’s greatest strength, and it often goes unsung in light all of its other failings (which are, admittedly, multiple).
How are you adapting it to Eberron?
I am mostly working off of an old adaption document I wrote when the adventure first came out here:
https://docs.google.com/document/d/1Ogwc1u2NvjINGBa44HEq3feXWwD7FTLSSUGPxWdwrhg/edit?usp=sharing
I’m making a few tweaks to that along the way, some which I’ve already edited into that document, and quite a few that I haven’t. The basic version goes like this: I’m leaning pretty heavily into the factions system (every PC chooses a faction) and the main cultist activity, at least early on, is from an offshoot of a cult dedicated to Masvirik, the Cold Sun (these are mostly being duped by the Talons of Tiamat, however). Thay has been replaced by the Venomous Demesne, (with Azbara and Rath and friends being exiles after a failed coup attempt). The adventure begins in Aundair, and will lead the party west through the Eldeen Reaches and into the Shadow Marches, with the teleporter taking them just outside Q’Barra for the final two chapters. I hope to work more exotic and iconic locales, such as Xen’drik or the Mournland, in to my adaptation of Rise of Tiamat (still very much a work in progress).
As for the PC factions:
Harpers => Flamewind Sorority (I made this up)
Emerald Enclave => Eldeen Enclave (an organization consisting of the main Eldeen Druid factions)
Lord’s Alliance => The Twelve
Order of the Gauntlet => Church of the Silver Flame
Zhentarim => Aurum
Half-dragons in Eberron?
Yeah, no. The last time somebody made a half-dragon in Eberron the Elves and Dragons set aside centuries (if not millennia) of conflict to wipe out not only the abomination in question but her entire clan as well. Cyanwrath and Rezmir have been changed into dragonborn.
You’re not starting them at first level, are you?
I am, but the players have a few things on their side. First, I did reduce the numbers on several of the chapter one encounters. Second, they’ll have numbers to their benefit: there’ll be anywhere from 5-7 PCs in chapter one (one player may or may not be there, another is debating joining the game or not). Third, being part of a faction has given them boons, though few of those will likely be significant in chapter 1. Finally, this being Eberron, the characters have Action Points (basically Hero Points from the DMG). They’ve got five which refresh after leveling up, and they can turn any failed death save into a success. They’ll be fine.
Edit: They were fine, though I did end up cutting the Dragon Attack and the Save the Mill missions.
Tell me you’re at least cutting out that stupid dragon attack.
I am, yes, but not for the reasons you might be thinking of. I know this thing caught a lot of flack from people whose playstyles don’t account for things like, say, not attacking everything you see. Which isn’t necessarily an invalid way to play the game, but it’s not the playstyle this AP was really written for to begin with. The actual dragon attacking the walls encounter is a little awkward but I never saw a problem with it. I’m cutting it out because the cult’s ability to corrupt dragons (in Eberron, the chromatic/metallic dichotomy doesn’t determine alignment, and in fact most dragons are aloof and refuse to interfere in the lives of lesser mortals) is something I want to built up to later in the adventure.
Why Eberron?
I’ve been DMing in Eberron for several years now and I cannot really see myself running in any other campaign setting, at least not for more than a quick one-shot or short campaign (I do enjoy Ravenloft and Dark Sun as well). There’s a lot of appeal in the setting to me, from the creation myth, to the ambiguity of the religions, to the general socio-economic-political commentary, to the things that are just cool (elemental airships & lightning rails, halflings riding dinosaurs, vulkoor, living spells, etc.), to the way it generally subverts common expectations about D&D settings, particularly regarding alignment. See also, this:
[Insert Image: https://i.pinimg.com/originals/8c/8e/9e/8c8e9e2abb3d5409fab1889fe1065155.jpg]
Why Tyranny of Dragons?
Hoard of the Dragon Queen was met with a lot of critiques when it first came out, some objectively valid, some… much more subjective. I feel like history is more kind to it in hindsight than the general perception back in the day, but not by that much. It has legitimate flaws: bad math/rules that should have been double-checked before launch, awful maps, just in general poor editing, and neither it nor its sequel ever really does a good job of handling the constant Forgotten Realms problem of “why are we leaving it to these random schmucks to save the world”? This last part thankfully isn’t a problem in Eberron, where a constant theme is that the PCs are generally the most important people during a given era. Many of the other complaints with HotDQ are a matter of playstyle and/or other subjective experiences, and everyone had a different complaint about different aspects of the scenario (with an equal number of voices seeming to counter that such and such encounter/session was their favorite part); especially regarding Chapters 1 and 4. I’ll get back to that point though.
Perhaps HotDQ’s biggest flaw was that it was a poor module for a beginner DM, especially when compared to the extremely well-regarded Lost Mines of Phandelver, and that’s not what you want to release as your first major adventure of a new edition. It expects the DM to fill in a lot of the gaps and blank spaces by themselves, and make a lot of adjustments on the fly as necessary. It is not intended to be run straight from the page. This, ironically, actually makes it great material for adaptation, as well as providing a lot of opportunities to make tweaks or insert homebrew or other material (older threads on this board and other sites/blogs are rife with examples for how to work Murder in Baldur’s Gate into it, for instance). I’ve got my own ideas about what to add or work in and where.
Ultimately, that earlier comment regarding playstyles & subjective experiences is why I chose to run HotDQ. Of the released 5e modules I’ve read (which is most of them), I can’t think of a single one that delivers such a vast range of experiences over such a short length of time. Roughly half of my players are new to D&D (and several more are either new to 5e, new to Eberron, or both). I wanted to run the gamut of experiences, from a combat-heavy, mission-based adventure, to infiltration, to dungeon-crawling, to social interaction, to investigation, to the smorgasbord of choices of all of the above that the adventure’s final chapters tend to provide. I’ve read blessed few APs that had a series of different very types of adventuring, then gives the players two major locations (Naerytar & Skyreach) and says “now that you’ve been shown, you can practice on your own.” This, I feel, is HotDQ’s greatest strength, and it often goes unsung in light all of its other failings (which are, admittedly, multiple).
How are you adapting it to Eberron?
I am mostly working off of an old adaption document I wrote when the adventure first came out here:
https://docs.google.com/document/d/1Ogwc1u2NvjINGBa44HEq3feXWwD7FTLSSUGPxWdwrhg/edit?usp=sharing
I’m making a few tweaks to that along the way, some which I’ve already edited into that document, and quite a few that I haven’t. The basic version goes like this: I’m leaning pretty heavily into the factions system (every PC chooses a faction) and the main cultist activity, at least early on, is from an offshoot of a cult dedicated to Masvirik, the Cold Sun (these are mostly being duped by the Talons of Tiamat, however). Thay has been replaced by the Venomous Demesne, (with Azbara and Rath and friends being exiles after a failed coup attempt). The adventure begins in Aundair, and will lead the party west through the Eldeen Reaches and into the Shadow Marches, with the teleporter taking them just outside Q’Barra for the final two chapters. I hope to work more exotic and iconic locales, such as Xen’drik or the Mournland, in to my adaptation of Rise of Tiamat (still very much a work in progress).
As for the PC factions:
Harpers => Flamewind Sorority (I made this up)
Emerald Enclave => Eldeen Enclave (an organization consisting of the main Eldeen Druid factions)
Lord’s Alliance => The Twelve
Order of the Gauntlet => Church of the Silver Flame
Zhentarim => Aurum
Half-dragons in Eberron?
Yeah, no. The last time somebody made a half-dragon in Eberron the Elves and Dragons set aside centuries (if not millennia) of conflict to wipe out not only the abomination in question but her entire clan as well. Cyanwrath and Rezmir have been changed into dragonborn.
You’re not starting them at first level, are you?
I am, but the players have a few things on their side. First, I did reduce the numbers on several of the chapter one encounters. Second, they’ll have numbers to their benefit: there’ll be anywhere from 5-7 PCs in chapter one (one player may or may not be there, another is debating joining the game or not). Third, being part of a faction has given them boons, though few of those will likely be significant in chapter 1. Finally, this being Eberron, the characters have Action Points (basically Hero Points from the DMG). They’ve got five which refresh after leveling up, and they can turn any failed death save into a success. They’ll be fine.
Edit: They were fine, though I did end up cutting the Dragon Attack and the Save the Mill missions.
Tell me you’re at least cutting out that stupid dragon attack.
I am, yes, but not for the reasons you might be thinking of. I know this thing caught a lot of flack from people whose playstyles don’t account for things like, say, not attacking everything you see. Which isn’t necessarily an invalid way to play the game, but it’s not the playstyle this AP was really written for to begin with. The actual dragon attacking the walls encounter is a little awkward but I never saw a problem with it. I’m cutting it out because the cult’s ability to corrupt dragons (in Eberron, the chromatic/metallic dichotomy doesn’t determine alignment, and in fact most dragons are aloof and refuse to interfere in the lives of lesser mortals) is something I want to built up to later in the adventure.
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