D&D 5E The Runelords Trilogy in 5E Eberron *Spoilers* Discussion, Conversion Notes and Adventure Log

TheSword

Legend
[Edit: Apologies if this is in the wrong place]

I’ve been wanting to do this project for a while but the right conjunction of players, time and resources never came about. With the release of Exploring Eberron I decided it was time. The premise is a mash up of the Sihedron Trilogy of Paizo adventure paths (Rise of the Runelords, The Shattered Star and Return of the Runelords) and set in Eberron.

SPOILER ALERT FOR RISE OF THE RUNELORDS, SHATTERED STAR AND RETURN OF THE RUNELORDS

In a twisting of the official history (not a lot needed) the Runelords of Thassilon were the primordial giants that ruled the largest giant empire on Xen’drik up to the great disaster that severed Dal Quor and destroyed giant civilization. Their empire covered Eberron (including several sunken lands) with outposts on the south coast of Khorvaire and the other fringes.

The party are drawn into this world by the awakening of one of the Runelords giants, Karzoug the Runelord of Greed, meanwhile searching for the Shattered artifact the Sihedron. This culminates with several of the Runelords awakening in the final chapters ending with an impending apocalypse and an epic set of time travelling encounters across the ages of Eberron.
 
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TheSword

Legend
The rough plot goes like this...

TIER ONE
Burnt Offerings

The party are present at the consecration of a new cathedrals in the town of First Tower, just north of Sharn. An old settlement built around the ruin of an ancient ruined tower. They defeat a raid by goblin mercenaries and solve problems in town before discovering treachery from a disaffected Sarlonan and a secret catacomb beneath the town. The catacomb is hidden laboratory owned by a long dead noble wizard and explorer of Xen’drik called Vorel Foxglove... part of the original Cannith Expedition south. Vorel was a worshipper of Lah Mashtu - the Rakshasa Overlord and mother of monsters. But more importantly the laboratory held a relic brought back from Xen’drik reminiscent of warforged and early Cannith technology. A Lesser Runewell. The party take details and explore but are interrupted by the rising gobin threat. Travelling to the Goblins lair they find a bitter daughter of the town affected by the power of the runewell and turned to worship the lords of dust is using the goblins to get revenge on the town by corrupting their leader with the aid of a Barghest servant of Lah Mashtu and several disaffected adventurers.

Skin Saw Murders
While recovering from their fight and preparing to relocate the Runewell to Sharn for study, First Tower is hit by a spread of murders linked to the PCs. They follow the murderer to Foxglove Manor where a young noble they saved during the goblin attack has been corrupted into a ghoul by a foul presence in the house. The ancient spirit of Vorel Foxglove bound to the manor by a failed attempt at Lichhood (inspired by his research with the runewell). The younger Foxglove is beholden to a Shady group in Sharn. Supplied with wealth by the Skinsaw cult but asked to do increasingly shady activities in worship of the Dark Six. Including selling necromantic magic recovered from Vorels Mansion to the Emerald Claw. The leader of the cult, Justice Ironbrior is a member of the Aurum, and uses the lure of membership in this organization to encourage dark acts amongst aspirants. Unknown to the rest of the cult Ironbriar is being manipulated in turn by a Lamia Matriarch sent from Xen’drik to encourage the death of greedy souls to empower Karzougs runewell and see him rise.

Shards of Sin.
Armed with a description of the Sihedron Rune and the Runewell from First Tower, the party travel to Sharn, to seek information at Morgrave University. The resident expert Sheila Heidmarsh wants to organize an expedition to Xen’drik (or she approaches them). However she needs to track down a missing agent in the underbelly of Sharn... the party find The missing agent and recover an artifact that corrupts the mind in a way similar to the runewell - a shard of the Sihedron. Sheila deciphers from Vorels notes the details of entry to a ruin in the city of Storm Reach on Xen’drik, that may hold more information. The party travels to Xen’drik with Sheila defeating an agent of the Emerald Claw on the way. At Stormreach the party explore the ruined pile and long lost laboratory of the followers of the runelord Azlanist, where Vorel found his lesser Runewell. The find the second shard and also an Eldritch engine that can recombine them.
 
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TheSword

Legend
Just some notes on the conversion.

The campaign Is obviously pretty massive and pathfinder adventure paths are known for having large numbers of foes. Lots of combatants will be combined in encounters and some will be removed. I’m using milestone leveling and I would expect the party to be level 6 by the end of Shards of Sin.

In general magic items will be much reduced from the Paizo AP. Each chapter will have Approx 3 items of significance. This will still result in more items than normal for a typical 5e adventure but I can live with that.

Treasure values will be simply reduced by 10%. Selling magic items and artifacts will allow them to top wealth up if needed. I would expect the party to gain residences in Storms Reach and probably First Tower, and possibly a townhouse in Sharn over the course of the adventure.

The party is currently three people who haven’t played any of the Runelords adventures which is good. The party comprises a Warforged Artificer (who will find the runewell’s magic strangely familiar), a House Lyrander Bard/Rogue (who will get his own airship at some point) and a Half Drow Sorcadin (raised as a soldier in Khorvaire but with vague memories of Xen’drik)

We’re playing in roll 20 which is an absolute joy with a combat heavy adventure path with great map and art resources.
 

TheSword

Legend
TIER TWO
Hook Mountain Massacre

Having found the second Sihedron Shard, the party spend some time in Stormsreach finding a disturbing frequency of sihedron tattoos linked to a pleasure barge that once was berthed in Stormsreach but travelled inland to turtleback ferry. A fort near there has gone strangely silent. The party travel inland with some jungle expedition (rules from TOA) finding remnants of earlier expeditions and the Graul Ogrekin. Turtle back ferry is on edge and the party discover the fort has been taken by ogres from hook mountain at the behest of a Stone Giant wizard using powerful Xen’drik magic. A second lamia mattiarch steals Vorels notes which contain details of a teleportation circle in first tower and also other artifacts taken from Xen’drik by House Cannith. While the party wins out they discover the giants are seeking something that was taken from Xen’drik by Vorel and intend to bring it back. First Tower is in great danger.

Fortress of the Stone Giants
Eventually returning to First Tower, they find the town under attack by Stone giants that have arrived seeking something called the Rune Forge, supposedly stolen from Xen’drik long ago. The party defeat the giants and are able to travel back through the teleportation circle the giants used to get there and reach the Fortress of the Stone Giants. Built around an ancient Xen’drik ruin of Thassilon. Beneath is the Thorassic Library where they realize the scale of the true threat and come into their first contact with Karzoug through his giant servant Mokmurian. To defeat Karzoug they must find an artifact called the Runeforge, taken By House Cannith in their original expedition to Xen’drik.

Curse of the Lady’s Light
Travelling back to Sharn with all haste the party’s airship has a strange interaction as it passes over an old statue on one of the chain of Islands north of Stormreach. The Sihedron shards resonate with something else causing damage to the ship and unbinding the elemental. Exploring the monument the Party discover it is an old holding of another Runelord Sorshan and they find the third Sihedron shard.

Sins of the Saviours
Returning to Sharn the party find a madman roaming the halls of Morgrave University possessed by the spirit of Vorel Foxglove. Called the scribbler he is writing on the walls in Draconic - a prophecy that “Lah Mashtu will return when the Runelord is returns to the Peacock throne”. The party are confronted by agents of the chamber keen to see this doesn’t occur. They discover that the Runeforge was kept in House Canniths seat deap in the Mournlands and in the territory of the Lord of Blades. The Runeforge is actually the source of House Cannith’s outlawed Creation Forges and the source of much of their technology. Travelling to the Mournlands the party evade/confront/bargain with the Lord of Blades to each the Cannith Foundry but are confronted by a dragon of the chamber who seeks to stop them finding the Runeforge. When they do find it, it is an ancient artifact capable of producing amazing wonders. However it is not as it first seems. It is in truth a demiplane and can be entered. Within representatives of all the Runelords once worked in concert to solve magical problems and craft unique items which only appear to have been made by the artifact. The Runewells and by extension the creation forces are actually partly made from Quori technology stolen by the Runelords (sparking the Giant war). They defeat a quori agent trying to control Runeforge. The party are able to use the power of the Runeforge to empower their weapons and armour ready to defeat Karzoug.

Spires of Xin Shalast
Using wealth and artifacts recovered from Runeforge the party is able to obtain an airship which they use to return to Xen’drik and the ancient city of Xin Shalast - following the original House Cannith expedition diaries. There they defeat Karzoug and seemingly prevent his apocalyptic return. It seems Xen’drik is safe and they can retire to Stormsreach/Sharn/First Tower as they choose...

... though their adventure is not over.
 
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TheSword

Legend
Tier Three
Beyond the Doomsday Door

The party are attacked in their home by agents seeking their shards of the Sihedron. These agents seem to be cultists of the Dragon Below and are relentless and well equipped. Interrogating the survivors or using magic/contacts reveal the cult come from the Eldeen Reaches. Travelling there by lightning rail they find the cult has infiltrated the Windsong Abbey (not as ruined as this original adventure) and are supported by all sorts of creations of the Daelkyr Daern. Daern is familiar with the works of the runelords and though far from Xen’drik wish to get his slimy tentacles on them. He has already found one shard in Windsong Abbey in the hands of his agent Adranthastus. The party recover the shard and prevent a doorway to Xoriat being opened again.

The Asylum Stone
The party are once again contacted by the chamber this time a blue dragon called Cadrillkasta who has studied the prophecy and knows that the Sihedron is needed whole to prevent a coming apocalypse. She directs the party to Droam to find the fifth shard while she goes in search of the sixth. Unknown to the party. Cadrilkasta already has the seventh shard and it’s curse is already working on her. Travelling to Droam the party find the shard is not on Eberron and with the help of the daughters of Sora Kell they travel to the fringes of Mabar where they recover the fifth shard from one of the Lords of Dust in service to Lamashtu.

Into the Nightmare Rift
Tracking down Cadrilkasta to the west coast of Argonossen. the party discover she has disappeared and her followers attack them to recover their shards. They discover a controlled planar breach and a Quori embassy of sorts where the Runelords once treated with the realm of dreams. Entering Dal Quor they travel across a realm of dreams corrupted by Quori nightmares to find Cadrilkasta has been corrupted by the Seventh Shard. Recovering it they are able to return to Stormreach and reforge the Sihedron in Azlanist’s forge.

The Dead Heart of Xin
Earthquakes rock the land and great tidal wave strikes Stormreach, Sharn and other coastal locations are attacked by strange monsters thrown up by the tidal wave. A new island has arisen threatening both Sharn and Stormsreach. The palace of Xin, original Emperor and founder of Thassilon. Using the Sihedron they are able to defeat the mad emperor returned but in doing so trigger Runewells across Xen’drik.
 
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TheSword

Legend
TIER FOUR
Secrets of Rodericks Hollow.

In Sharn warring gangs fight over a powerful sword that has burst to power. In First Tower a laboratory beneath the ruined tower contains secrets of Alaznist. A strange order of mystics has rebuilt the ruins of Foxglove manor. The party find Barakan the Runesword of Wrath.

It Came From Hollow Mountain
The party are recruited by the Sharn council to find out what has happened to Sheila Hidemarch and a party of experienced adventures that travelled to Hollow Mountain on the north coast of Xendrik. The continual storms released by the raising of Xin’s palace Makes air travel across the gulf almost impossible instead chartering a sea vessel where servants of the Peacock cult try to steal the sword of Wrath. The party is also approached by the Runelord Sorshan, who offers to aid them in preventing the return of the other Runelords. In Hollow mountain the party find evidence that Alaznist has already awoken and is seeking control over The Scepter of Ages. Further evidence of her allegiance to Lamashtu is uncovered within along with a previous Runelord.

Runelague
Meanwhile a mutating plague is sweeping northern Khorvaire. The party find agents of the Daelkyr Daern led by Mordain the Fleshweaver in Stormsreach ruins. Seeking scrolls of resurrection from a powerful Sharn crimelord he and other agents of powerful organization seek the scrolls and the phylactery of the Runelord Zutha. In eastern Khorvaire the Emerald claw gain the scrolls an attempt the resurrect the runelord as a consort for their own Lich Queen.

Temple of the Peacock Spirit
The party return to the fortress of the Stone giants and the thorassic library below. To Discover the truth of the Peacock cult and the location of its temple deep in the heart of Xendrik. In the sanctum within the party find a simulacrum of The Runelord of Pride who is close to becoming a new god. They also learn of Alaznist’s terrible plot to control time. As Xandurghul dies, time warps and disturbances appear all over Eberron. The demonwaste breaks open, the Quori invade Xen’drik, gates to Xoriat burst open and horrors pour through.

The City Outside Time
The party travel to Argonossen to find a path to the hidden plane of time. Performing the ritual they find themselves in the City of Xin Edderasil where the Runelord Belimaeius is imprisoned. Entering the prison they find ancient relics and the tools to stop Alaznist returning Thassilon to modern Eberron and unleashing a new Age of Demons in the process.

The Rise of New Thassilon
To defeat Alaznist. The party travel back in time to heal the rifts that have been opened by Alaznists magic. They help the silver flame end the age of demons, seal the Quori away and doom ancient Thassilon, help the gatekeepers close the gates to Xoriat and finally defeat Alaznist.

... the end. Phew.
 
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TheSword

Legend
Sorry, I know that was a lot of posts!

Now that a barebones framework is there, what do people think? What would you change to fit Eberron better, what would you add, because it’s just too cool not too? Would you change the order of some elements to improve story? I can adjust the four key posts above to amend the story based on suggestions.

If the party skip bits or want to change things I hope there can be enough flexibility to get it back on track with the overall aim, without too much trouble.

I’m relying heavily on altering monsters and challenges to suit level, particularly for the early Return of the Runelords modules. The rough XP gain would be two levels for the first two chapters and then one level for the remaining. All the way to 20. We’re happy with slow progression.
 
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TheSword

Legend
We actually had the first session last night and it was a blast. I can post the journal of now the campaign progresses if people like, but it’s still early enough to change most things.
 

TheSword

Legend
Chapter One: Session One
The Swallowtail Festival


First Tower stands on the banks of the Dagger River, 30 miles north of Sharn. Built where the Wroat-Zilspar caravan trail meets the lightning rail at its final stop before the City of Towers. First Tower is lucky to have road, rail and sea traffic and all of this takes place in the shadow of a ruined tower of ancient and unknown provenance on the towns western provenance.

The festival was in full swing when the PCs arrived. Tharnlass, the disaffected Lyrandar heir, bard and spy arrived by road from the North. Nix the hooded warforged arcanist by boat. Followed surreptitiously by Addyson the grey-skinned half elf Paladin.

Food stalls, vendors, acrobats, jugglers, and speeches from the worthies of the town filled the afternoon until the consecration ceremony of the new temple to the Sovereign Host. While none of the PCs were familiar they marked each other as having the countenance of someone who had served in the Last War. All gathered before the main stage at dusk to watch the ceremony as Father Zantus took to the stage, attracting the crowds attention with a thunderstone.

Screams and shouts broke the silence though punctuated by the pained yelp of dog whose throat was slit by a goblin scuttling through the crowd. A cruel and violent war chant rose around the market as goblins assaulted the square sending townsfolk fleeing in all directions.

Tharnlass sent a goblin reeling with a minor curse that left it clutching its head, but not before taking an arrow in the side, dropping him to the ground, blood pooling. Addyson strapped on their shield and drew a sword stepping in front of the downed half elf. Attention drawn, Nix saw the dying elf and reached down, extending a heated rod that cauterized his wounds before delivering a small jolt that caused his eyes to flicker open.

Unleashing more powerful magic Tharnlass spat a barrage of wounding whispers that killed one goblin as Adysson disemboweled another with a long sword strike. Father Zantus was chased off the stage by a leering goblin and Adysson took it down as the aging priest grabbed the goblins leg from his prone position to distract it. The threat dealt with now, Zantus healed the group and then hurried off to help townsfolk.

More goblins poured from the south, torches setting alight the canvas tents and supplies. Including a war changed that drove the goblins on to increasing acts of violence. Addyson charged them flinging a dagger inspired by Tharnlass to take one goblin clean in the through though the warchanter left the Paladin rolling on the ground with its cruel magical jibes. The spell was soon thrown off though and between Nix’s sniping spells of frost, and a timely rapier thrust from Tharnlass the foes were dispatched.

It appeared that the fight was dying out as goblins turned from attacking to fleeing. A furious barking and a pained yelp drew the group north to the gates. A finely dressed noble watched from the ground as his hound was butchered by a mounted goblin riding a giant rat-like dog. The three attacked, spells were hurled to take the goblin-dog out from under its rider. The commando advanced, attention drawn from the noble. First Tharnlass fell, though not before wounding the brute. Then Adysson, leaving only Nix to draw a dagger. A duel ensued, goblin speed against warforged armour until Nix drove the blade into the creatures neck. Seeing the noble had crawled over to Tharnlass and Adysson and bound their wounds. Nix and the noble, Aldern Foxglove helped them to beds at the nearby Rusty Dragon inn where the Sarlonan innkeeper took them in.

The next morning the locals were full of praise for the heroes that had saved First Tower. Backs were slapped and praise lavished. They were told that Aldern Foxglove had promised them a reward when they attended him. The goblin attack had everyone surprised, not least as to how they got into the town. At the House of Blue Stones, Aldern gave them their promised reward and his eternal thanks, inviting them on a hunt the next morning to celebrate their victory. Despite his somewhat uncomfortable advances towards Adysson they agreed. Then they continued their business in search of the local Sheriff.
 
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I will most certainly be following this. I've long considered during something like this, but have not been able to fit all the pieces together.
I'm not that familiar with Eberron, but assume that the stand ins you've used fits the bill. A few comments/questions:

  • Will you actually be using all 18 adventures? o_O Won't there be a high risk of campaign fatigue? Plus, as I understand it and imo as well, not all of the chapters are as strong as others.
  • What about the Grey Maidens of Curse of the Lady's Light - won't they spoil Curse of the Crimson Throne if you should ever play that? And if you played it already, aren't the Runelords revealed already?
(that's some of the troubles I've been having myself. I really like the slow unveiling of the Runelords (Karzoug) in RotR, but I'd really like to combine RotR and Shattered Star. I'd especially like to use Curse of the Lady's Light. However, the impact of that adventure is less without having played CotCT, imo. But CotCT spoils the Runelords :unsure:)
  • Maybe change the order of Fortress and Curse, to keep the Runelord reveal off?
  • Sounds like you will be gutting a lot of filler combats (I hope)? How many encounters will you keep per chapter? How long do you think a chapter will take you to complete?
  • I had tentatively thought of doing RotR 1-4 more or less unchanged to build up the reveal, then do the first part of Sins of the Saviors, letting the party learn of Xin-Shalast. They could then go to there and defeat Karzoug, finding the Shard of Sin in his loot. This would lead them to either a) Runeforge for the remaining Shards, or b) into Shattered Star for the remaining Shards (cutting some chapters - and then going to Runeforge to be able to forge the Sihedron and then placing it at the spot in Magnimar, or just skipping Runeforge altogether. Then finish it all of with Dead Heart of Xin.
  • I do like putting Shards of Sin where you did. And the rest of the rework.
  • I may need to read Return again. I found it namedropping and uninspired.
  • I too would just relevel everything, but we use xp. I'd just let the xp decide what lvl the chapters should be for. That would also allow some of the chapters to be more sandbox instead of AP railroad - do they really need to find the Shards in that order? Could a major part of Shattered Star just be free choice as to the order they get the pieces? I think so.
  • I fear campaign fatigue.

Edit: And I am placing this on the Sword Coast. There's a lot of overlap with Netheril, which I haven't found a solution for yet. Netherese ruins are already established in my campaign (currently centered on Neverwinter), so just saying Netheril=Thassilon will take some of the mystery ofthe Thassilonian ruins away. Plua, I love the names Thassilon and Netheril :)
 
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