Placing classic adventures in Eberron

I finished flipping through the Eberron CS last night, and got to thinking about the assertion that anything that is D&D will fit in Eberron. That led me to the question: where would you set the classic adventures in the Eberron CS? (Use your own definition of classic -- I'm talking popular B/X, 1E, 2E, or 3E adventures.)

Now, right off it seems like there are some adventures that simply won't fit. For example, since the drow aren't an Underdark dwelling race in Eberron, the D1-2, D3, Q1 series won't fit without some serious rewriting (the treatment of deities makes Q1 a pain anyway, unless you make Lolth just a powerful daelkyr, which might be a good approach). On the other hand, the ancient continent of Xen'drik makes for a lot of space to fit adventures that might not dovetail precisely with Khorvaire.

Here are some ideas I came up with:

A1-4, Sourge of the Slavelords: Set A1 and A2 on the west coast of Breland, near the border with Droaam; A3 and A4 could take place in a volcanic crater in the Demon Wastes, or in and island further west out to sea. Also a great fit for the Lhazaar Principalities

B2, Keep on the Borderlands: Place on the western fringe of Breland, on the border with Droaam and the Shadow Marches -- the mass of goblinoids will fit, and the cult in the Caves of Chaos can be the Blood of Vol. Alternately, set it on the Zilargo-Darguun fontier.

B3, Palace of the Silver Princess: Could be a ruined Cyran palace somewhere deep in the Mournlands, protected by a strange mystical force.

B4, The Lost City: Several options, including a ruin in the Mournlands; a ruin in the desert between the Talenta Plains and Valenar; or a ruin on Xen'drik.

C1, Lost Shrine of Tamoachan: Easily placed in the jungles on the northern coastline of Xen'drik.

C2, Ghost Tower of Inverness: Make the Tower a Mournland ruin, up near the border with Thrane. Heroes could be hired out of Flamekeep to retrive the Soul Gem, a weapon of the Last War, from the Tower.

G1-2-3, Against the Giants: A natural fit for Xendrik; alternately, place the three strongholds in the mountains separating the Shadow Marhces from the Eldeen Reaches -- the giants could be raiding the Reaches or even into northwestern Breland.

Gorgoldand's Gauntlet: Given the Chamber, this is an ideal little campaign-starting adventure that could be dropped in just about anywhere!

I1, Dwellers of the Forbidden City: Another natural fit for Xendrik, alternately, somewhere in the Demon Wastes or Q'barra.

I2, Tomb of the Lizard King: A perfect fit for the Valenar-Q'barra frontier.

I3-5, Desert of Desolation: Might be a good fit down in Xen'drik, substituting drow for human nomads; otherwise with some tweaking could be fit into the desert north of Valenar.

I6, Ravenloft: This one I'm not as sure about, though you could probably drop it into any isolated vale. I'd lean toward Karrnath or Thane.

L1, The Secret of Bone Hill and L2, the Assassin's Knot: a pretty easy fit into Breland along the Dagger.

N1, Against the Cult of the Reptile God: Probably set in either Breland-Zilargo or Valenar-Q'barra.

S1, Tomb of Horrors: Virtually anywhere -- an island off the coast, deep in Xen'drik, hidden in northern Karrnath, somewhere in the Mournlands ...

S2, White Plume Mountain: I'd put White Plume either in the Demon Wastes, or in the frontier between the Mror Holds and Karrnath.

S3, Expedition the the Barrier Peaks: Probably leave out altogether, but the mountains fronting the Demon Wastes are a good spot.

S4, Lost Caverns of Tsojcanth: I'd probably set this in the Black Cap Mountians of north-centrla Breland -- competing adventurers from the Eldeen Reaches, Thrane, and Aundiar could be looking for the Caverns there.

T1-4, Temple of Elemental Evil: I'd put Hommlet on the Breland-Zilargo frontier, south of Wroat near the King's forest (= Gnarley Wood). If you do Return to the Temple of Elemental Evil, put the Crater Ridge Mines in the Howling Peaks.

U1-3, The Sinister Secret of Saltmarsh, Danger at Dunwater, The Final Enemy: A good fit for southern Breland-Zilargo near Zilspar, or up in the Lhazaar Principalities.

X1, Isle of Dread: This feels like a Quintessential Eberron adventure to me; I'd hire the party out of Sharn and put the Isle just north of the continent of Xen'drik.

X2, Castle Amber: Could fit anywhere -- the Ambers could be a Cyran family, with the castle in the Mournlands, Thrane, Aundiar, Karrnath, or Breland.

X4, Master of the Desert Nomads; X5, Temple of Death: These are a tough fit to Eberron unless you're willing to rekindle the Last War. Flip the X4-5 maps east-to-west, starting in Breland, make the Sind Desert the Mournlands, and put the Temple of Death up in the Talenta Plains somewhere.

Sunless Citadel: Might place this in Western Breland, near Ringbriar, or Aundair, north of Fairhaven. Might have to come up with some intersting backstory for the Cult of Ashardalon. Oakhurst could also fit nicely near Lake Dark in Karrnath.

Forge of Fury: The greypeaks or Starpeaks are good locations -- especially tying in to the Sunless Citadel above. Or for a Karrnath campaign, perhaps in the IceTop mountains.

Speaker in Dreams might work in any middling city -- I'd go with Ardev or Fairhaven given the placement of the two adventures above. In KArrnath, go with Vulyar or Vedykar.

The Standing Stone is great for the Eldeen Reaches, as well as Southern Valenar.

Heart of Nightfang Spire: I'd be tempted to set this one in the Mournlands, or perhaps in the Ashen Spires in Karrnath.

Deep Horizons: Might actually be a decently strange Khyber adventure.
 
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Nice list, good work. One of the things I like about Eberron is that it isn't so different from other worlds that I can't drop other adventures into it.
 

Return to the Tome of Horrors too

How about the 2e Return to the Tomb of Horrors. Substitue Kalstrand for Karrlakton and put the Tomb in the Mournlands somewhere. If anyone has any better ideas, I am all ears. I was going to start a game in a week or two with this in mind.
 

9lives said:
How about the 2e Return to the Tomb of Horrors. Substitue Kalstrand for Karrlakton and put the Tomb in the Mournlands somewhere. If anyone has any better ideas, I am all ears. I was going to start a game in a week or two with this in mind.

Not to go off topic, but I recently ran my epic campaign through RttToH and it was awesome! If you're interested, it's in my story hour (starting about here)and a lot of my conversions of the creatures and tough individuals are in my rogues' gallery thread (starting here).

As for where to put it in Eberron, the Black Academy and the Tomb itself would go well in Xendrick, with the necromancers being a bunch of outcasts and criminals hiding away and doing their evil, perhaps having awakened some horrible native vampires that they now work with.
 

I don't think the against the giants series fits Xendrik. At first glance it seems to as drow and giants are both found there. But the problem is Xendrik is almost unsettled by humans except one city. That doesn't leave much for the giants to raid, or to motivate players unless they were just in it for the loot. The second suggestion for the series works much better in my mind.
 

Jester, I noticed that one post to where you sent me is titled "Prelude the Tomb of Horrors". Is that the very beginning of your RttToH threads? I read the beginning of the RttToH module and it starts off in Kalstrand. I am very interested in reading your thread on RttToH from the very beginning. Thanks for the info I will definetaly take you up on it. I found on the WoTC site a 3.5e conversion .doc for RttToH. Did you use that or have that when you ran the game or did you convert the baddies yourself?
 
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