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<blockquote data-quote="Solarious" data-source="post: 3502915" data-attributes="member: 27346"><p>Sharn, as it is now, is built right on top of the ruins of old Sharn, which were toppled by the infamous Tarkanans, which itself was built over goblinoid ruins. Not to mention passages which open into Khyber and all the pleasent tourists which crawl out. The first adventure fits just fine into it, although the constructs need some reflavoring to fit in. The insane goblins who built the Malachite Fortress, the draining plauge unleashed by Lady Tarkanan that haunts it, the corrupted 'dwarf' that has come from Khyber to sell children to Mind Flayers, Dolgrims, and worse... I don't see a problem at all.</p><p></p><p>There are many parallels in Sharn and Cauldron, with respect to architecture, at least. However, the most problematic difference is that Cauldron is a frontier town, while Sharn is a metropolis with easy access to tons of magical assistance. Flood Season is a problem in particular, because Sharn is a city that literally floats above it all, and only the lowest and poorest of the communities is in any real danger. The objective of stealing the wands is to unleash havoc and panic, but to be honest, many of the significant elements within Sharn can easily endure the flood with few ill effects, except perhaps the shipping industry. A similar problem exists with the adventure Foundation of Flames and the numerous lava related rescue 'missions', although you can probably replace some of them with more falling demodands surviving (landing in the upper reaches of Sharn), as well as having the manifest zone's effects be partially supressed by the ritual.</p><p></p><p>Consider having the people used in the ritual Dragonmarked, Abberant or otherwise. Also, the many Red Dragons in the path have to go or have their motivations completely changed. However, the Black Dragon can probably stay, just change it to being worshiped by natives and studying the Prophecy in that area. It would be nice to feel the influence of the Thirteen before you meet them... although that's more of a problem with the AP rather than integrating it with Eberron/Sharn.</p></blockquote><p></p>
[QUOTE="Solarious, post: 3502915, member: 27346"] Sharn, as it is now, is built right on top of the ruins of old Sharn, which were toppled by the infamous Tarkanans, which itself was built over goblinoid ruins. Not to mention passages which open into Khyber and all the pleasent tourists which crawl out. The first adventure fits just fine into it, although the constructs need some reflavoring to fit in. The insane goblins who built the Malachite Fortress, the draining plauge unleashed by Lady Tarkanan that haunts it, the corrupted 'dwarf' that has come from Khyber to sell children to Mind Flayers, Dolgrims, and worse... I don't see a problem at all. There are many parallels in Sharn and Cauldron, with respect to architecture, at least. However, the most problematic difference is that Cauldron is a frontier town, while Sharn is a metropolis with easy access to tons of magical assistance. Flood Season is a problem in particular, because Sharn is a city that literally floats above it all, and only the lowest and poorest of the communities is in any real danger. The objective of stealing the wands is to unleash havoc and panic, but to be honest, many of the significant elements within Sharn can easily endure the flood with few ill effects, except perhaps the shipping industry. A similar problem exists with the adventure Foundation of Flames and the numerous lava related rescue 'missions', although you can probably replace some of them with more falling demodands surviving (landing in the upper reaches of Sharn), as well as having the manifest zone's effects be partially supressed by the ritual. Consider having the people used in the ritual Dragonmarked, Abberant or otherwise. Also, the many Red Dragons in the path have to go or have their motivations completely changed. However, the Black Dragon can probably stay, just change it to being worshiped by natives and studying the Prophecy in that area. It would be nice to feel the influence of the Thirteen before you meet them... although that's more of a problem with the AP rather than integrating it with Eberron/Sharn. [/QUOTE]
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