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Savage Tide in Xen'drik (Chris & Matt stay out!)

Tamoachan was pretty much just a mesoamerican-flavored dungeon crawl. It was a 1st ed adventure, so I doubt it had much in the way of plot, I think the start was another "your party is lost/shipwrecked and finds these ruins" setup. I'll have to dig out the module and take a look.

There's only a side trip to the ruins in ST #3, so it's not that big a deal. They could probably just as easily be giant or drow ruins.

What's your plans for the Infernal/extraplanar stuff? I don't like too much extraplanar contact on Eberron, myself. I was thinking of making Demogorgon a daelkyr or servant of the Dragon Below.
 

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What's your plans for the Infernal/extraplanar stuff? I don't like too much extraplanar contact on Eberron, myself. I was thinking of making Demogorgon a daelkyr or servant of the Dragon Below.
I like Keith Baker's conversion notes, which describe Demogorgon as a fiend born of Khyber, one of the mightiest spirits that remain unbound - though much weaker than one of the rakshasa rajahs of the Age of Demons. His realm is transplanted from the Abyss to Khyber itself:

And what of the Abyss? Again, it could be grafted onto Shavarath, with each layer being one more battlefield. But it can also be bound to Khyber. Eberron is a magical world, and it does not have to obey the laws of logic. An adventurer who ventures too far beneath the surface of Eberron will be amazed by the horrors that lurk below. A deep cavern can open into the endless maze of Baphomet. A whirlpool can draw unwary travelers into the abyssal ocean. Many people think Xen’drik is the ultimate destination for the pulp adventurer. But the most exotic and terrifying realms are not across the water; they lie beneath it, in the very heart of the Dragon Below . . .

. . . Demogorgon is one of the lords of the worlds within the world. While he is weaker than the great Overlords of the Age of Demons, he is one of the mightiest spirits that remains unbound. He stands apart from the Lords of Dust; he seeks to claim the power of the rajahs for his own, not to free these ancient spirits.​
 

Byrons_Ghost said:
Tamoachan was pretty much just a mesoamerican-flavored dungeon crawl. It was a 1st ed adventure, so I doubt it had much in the way of plot, I think the start was another "your party is lost/shipwrecked and finds these ruins" setup. I'll have to dig out the module and take a look.

There's only a side trip to the ruins in ST #3, so it's not that big a deal. They could probably just as easily be giant or drow ruins.

What's your plans for the Infernal/extraplanar stuff? I don't like too much extraplanar contact on Eberron, myself. I was thinking of making Demogorgon a daelkyr or servant of the Dragon Below.
Thanks for the background check on Tamoachan. Drow ruins actually sounds like fun. I usually refrain from using drow, but the idea of using their ruins sounds like fun.

Do you think it's a good idea to use Keith Baker's conversion notes for There Is No Honor and The Bullywug Gambit as a starting place for moving ST to Xen'drik? He's got Demogorgon as a Khyber-spawned demon who seeks to claim the power of the rakshasa rajahs for himself. The extraplanar stuff ends up being demiplanes buried deep in Khyber. That's very much in keeping with your idea. (Edit: mhac beat me to it while I was posting.)

I have to admit, making Demogorgon a daelkyr is extremely tempting. :)
 

I'm going to stick with Keith's conversion notes because I like the notion that Sasserine is a place somewhat cut off from Khorvaire; also, if you keep Demogorgon as a demon prince spawned by Khyber, you don't have to convert him into a daelkyr lord. ;)
 

blargney the second said:
But I like your ideas too. I don't know anything about the old Tamoachan adventures... what were they about?

Tamoachan is probably my favourite module ever... in fact, it's why I started running the AP.

The hidden Shrine of Tamoachan was a tournament adventure that did have a mesoamerican theme, primarily aztec or mayan. Much of the actual adventure took place underneath a building in Tamoachan, stuffed with poisonous gas - the PCs had something like three hours to escape before they would suffocate.

The adventure consisted of a lot of "gimmick" encounters where the group had to bypass gadgets effectively (if memory serves, there was a mirror of opposition that was a lot of fun - having to fight your duplicate and all). A lot of the monsters were considered to be "gods" and had god-like names... my favourite involved a sorcerous giant crayfish and hermit crab combo that chatted up the PCs (unfortunately, they didn't make it into the AP). It seems as if the AP picked up on this trend; there are a lot of animals, dinosaurs, and the like that have been given god-like names and are treated as such by the locals.

***

As for Eberron... I think the change would be easy. The only problem I can think of is the fact that it seems like magic-powered sailing ships could easily cut the travel time of the Sea Wyvern's Wake in half, at least. I would also make the Vanderboren's a minor house with *ties* to a bigger house (much like as written, with the Vanderborens loosely tied to the Seekers and the Dawn Council) rather than having a large amount of their own resources.
 


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