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Eberron Conversion Notes

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Eberron Conversion Notes for the Shackled City Adventure

Path
Notes specific to my Campaign
I have already started to run this campaign once, getting through the first 2 chapters
from the HC. I am also planning to run it with only 4 PCs, so am aiming to have the
characters be one level higher than that suggested for each adventure. So to that end I
have had to completely rewrite the first few adventures to get my PCs up to 5th level
before starting Chapter 3 – Flood Season. I have included my notes for these early
levels; do with them what you will.

Background

Adimarchus
9,000 years ago the Daelkyr invaded the nation of Khorvaire. Eventually the
Gatekeeper Druids were able to sever the connection with Xoriat and seal the
remaining Daelkyr deep within Khyber. Tradition holds that there are 6 such Daelkyr
Lords imprisoned in the depths of Khyber. What very few people (perhaps only a
handful of Dragon Below Cultists) know, is that there are also a number of other
“lesser” Daelkyr bound in massive Khyber Dragonshards throughout the depths of
Khyber.

Of these “lesser” Daelkyr, Adimarchus is the most Powerful, only a few steps below
the power of the Daelkyr Lords. He knows that one day, the Daelkyr Lords will break
free of their imprisonment to once again wreck havoc upon Khorvaire. His hope is
that when they do, he will have grown in power enough to stand along side them. As
such, ever since his imprisonment, more so than perhaps any other Daelkyr, he has
exerted all his efforts and influence towards any way of breaking free from his
Khyber shard prison.

Over the millennia he has been imprisoned, he has pursued (with the assistance of
Dragon Below Cultists) innumerable plans to secure his release. All of them have so
far failed, but his latest plan, after centuries of scheming, may just succeed in
releasing this malevolent force from his prison in the depths of Khyber.

The Cagewrights
There are a number of significant changes to the Cagewrights to make them “fit” in
Eberron. The first is to make them a Cult of the Dragon Below working to free
Adimarchus from his Khyber Dragonshard Prison. They plan to accomplish this
through harnessing the power of the Draconic Prophecy and Combining it with the
power of the planes. It is stilled called “The Ritual of Planar Junction,” but instead of
harnessing the power of the Shackleborn, it harnesses the power of the Draconic
Prophecy through Dragonmarked individuals. But not just any individual bearing a
Dragonmark will do, they need to each have been born in a manifest zone linked to a
different plane. There are 13 Dragonmarks (including the Mark of Death), and 13
Planes (Assume [contrary to the ECS], there is a manifest zone to Dal Quor
somewhere on Khorvaire). It has taken centuries of scheming to produce, and kidnap
the required 13 dragonmarked heirs without arousing suspicion.
This has most significantly involved a LOT of manipulation and scheming to
reawaken the long lost mark of Death through locating long lost heirs of House Vol,
and closely watching the offspring to locate any heirs manifesting the mark of Death.
They have finally located one such heir – Terrem Karatys (who of course is now an
elven child).

The other major change is following the suggestion of delvesdeep to reduce the total
number of the Cagewrights to a total of 13. I have included most of this information
in this conversion document so I have all my notes in one place. I strongly suggest
checking out his document at therpgenius.com. Information from his document will
be written in Dark Blue.

The New Cagewrights


The Cagewrights are a Cult of Madness, determined to spread insanity and release
Adimarchus - the Lord of Madness, onto the world. More on that later though.
Here are my ‘Thirteen’-

The Apprentices-
All Cagewight Apprentices wear a silver chained necklace with a small birdcage
pendant, amulet or necklace.

The Cagewright Masters of the Apprentices are written up in bracket next to each.
1. Zarn Kyass (Blue Duke - apprentice of Gau Kleeoch, and member
of House Tharask)
2. Fetor Abradius (Loremaster - Apprentice of Shebeleth)
3. Khyron Bonesworn (Leader of evil Adventurers - apprentice of Alurad
Sozizan
4. Ike Iverson (Wee Yas 2nd in command - apprentice of Embril)
5. Jil (2nd in charge of the Last Laugh - apprentice of Nulin
'Fish' Wiejeron)
6. Lady Thifirane (Cauldron Noble - Apprentice to Vhalantru)

Cagewright Masters-
All Cagewright Masters wear a dark ring known as the Ring of the Thirteen. Each of
these rings appear to be made of admantite depicting a white skull with a smoking eye
within a stylized cage.
1. Vhalantru (Beholder – Cauldron’s self appointed 'Mayor')
2. Nulin 'Fish' Wiejeron (Assassin & Last Laugh Jester/Guildmaster)
3. Shebeleth Regiden (Spiritual Leader of Adimarchus)
4. Embril Aloustinai (High cleric of Wee Yas)
5. Gau Kleeoch (Minotaur General/Body Guard of Dyr’ryd)
6. Alurad Sozizan (Blackguard/cleric, Adventurer Hunter)

Cagewright Leader
Dyr'ryd (Demodand Cagewright Mastermind)

Clarifications
Number One Unless one escapes, it is very likely that by the end of the Party at
House Rhiavadi all of the Cagewright Apprentices will be killed.
Ike - Defeated during SotSP (Church of Wee Yas)
Fetor - SotSP (Spellweaver Ruins)
Jil – LoO (Last Laugh Safehouse)
Thifirane, Khyron & Zarn – LoO (Party at House Rhiavadi)

Number Two I am converting Nulin 'Fish' Wiejeron into the Guildmaster of the Last
Laugh and the only Jester.
To avoid confusion later I intend to only refer to Nulin as the ‘Jester’ unless
the party are researching him specifically.
I realize the HC states that there is more than one leader but they are never
written up anywhere so, as much to tie up loose ends as anything else, I will make
'Fish' (the Cagewright assassin) the ultimate leader and have Jil his second in
command.
The party may attack the Last laugh headquarter before the latter chapters so
'Fish', and therefore one of the Thirteen, may be killed early. Otherwise they will face
him during 'Thirteen Cages'. The party will hear of Fish and may even see him earlier
in the path to help foreshadow this villain.

The changes for Eberron are to change Ike and Embril to the Blood of Vol, Change
Dry’ryd to a Mindflayer Sorcerer, and he is now the leader of the cult of the Dragon
Below. (He retains his 2nd Head, which is an Aberration Symbiont Adimarchus has
developed sometime over the last 9,000 years, that Adimarchus controls.)

Within the “Birdcage” pendant of each apprentice, is a small Khyber Dragonshard


engraved with the symbol of the Dragon Below. Each Master wears a Byeshk ring
(the Ring of Thirteen), set with a Khyber Dragonshard, overlaid with the Symbol of
Adimarchus in Targath.

The last minor change is that instead of contracting out the construction of the
Soulcages to the Ebon Triad, they instead have contracted the Sacred Spark (a small
sect that worships both Onatar and the Fury). (For more information see Faiths of
Eberron, page 49).

Cauldron
Cauldron is the real star of the entire Adventure Path. As such it changes very little,
instead changing Eberron around it so that it fits. Place Cauldron in the Southern
reaches of the Howling Peaks. This means that Sasserine becomes Wroat, the capital
of Breland.

History
There are a number of changes to the timeline as presented in the HC. The first
change is to remove all reference to Kyuss and the Spellweavers.

Replace the timeline in the HC with this timeline below (All dates are according to
the Eberron Calender).

 - 822 years: A Massive Earthquake rocks the region, opening a massive


Gateway to Khyber in the mountains. This is the last time the Volcano of
Cauldron erupted. This Gateway eventually became known as the Demonskar.
Due to the isolation of this Gateway, both on the surface, and within Khyber, it
takes a number of years until the Fiends within Khyber notice it and move in.
Eventually it is claimed by the Glabrezu Nabthatoron as his lair. He consolidates
the Fiendish presence in the region, and they begin to become a potent force.

 288 YK: The Ancient Blue Dragon XXXX, a member of the Chamber, and one
with the greatest interest in the Draconic Peophecy, chooses one of the greatest
wizards of Galifar, Surabar Spellmason, as her champion to rid the region of it’s
fiendish infestation. Members of the Chamber seldom need a reason to interfere
with the schemes of the Lords of Dust, but in this case, she also was prompted into
action by her research into the Draconic Prophecy. She gifts him the powerful
magic weapon Alakast to aid him in his efforts to drive the demons from the
region.

 298 YK: Surabar leads a small army inland from Wroat, on the pretense of
founding a new city of his own. He founds Redgorge in the shadow of a great
volcano, and raises the Basalt Bastions to protect his men from attack while they
begin building.

 303 YK: Kozomagon Lidu, one of Surabar’s friends and competitors arrives in
the region and founds the village of Liduuton, intending to horn in on what ever
action had enticed her friend into the region.

 308 YK: Surabar defeats Nabthatoron in combat and breaks the back of the
demon host from the Demonskar. Nabthatoron seethes with deep seated hatred of
the Blue Dragon XXXX. The destruction of XXXX becomes Nabthatoron’s sole
goal, and he spends the next two hundred years rebuilding his shattered forces to
launch an assault against XXXX. During the battle against Nabthatoron,
Kozomagon tries to draw upon the power of an ancient Hobgoblin necropolis she
discovered on the nearby lakebed, but loses control over the necromantic energy
and destroys the village of Liduton instead. The village becomes known as the
Haunted Village, and is shunned from this point on.

 318 YK: Discovery of numerous profitable mines in the region attracts hundreds
of prospectors and adventurers. Redgorge quickly outgrows its walls. Surabar
determines that the nearby volcano is extinct, and that its cauldron would make an
excellent natural defense against attack from Nabthatoron’s armies. Many of
Redgorge’s inhabitant’s relocate to the region-Cauldron is founded.

 348 YK: Surabar dies of natural causes. He is entombed in an undisclosed


location. With the passing of its founder, the glory of Cauldron begins to fade.

 398 YK: Kingfisher Hollow and Hollowsky founded by Gnomes from Zilargo
looking to trade with Cauldron, but avoiding the mountains. Over the last 400
years, these have come to be more and more dominated by Humans, such that
there original gnomish founders are but a memory.

 445 YK: With Cauldron only a shadow of its former glory, it soon become
home to thieves and bandits, as they thrive in the absence of any great Law and
Order presence from Breland.
 512 YK: Nabthatoron finally defeats the Ancient Blue Dragon XXXX in battle.
But his victory comes at great cost, with most of his fiendish army slain in the
conflict. Nabthatoron himself only barely escapes the Dragon’s wrath. This brush
with destruction instils in Nabthatoron the need to pursue more “subtle” methods
to accomplish his goals, and from this point forwards he aims to work through
proxies. He still harbours a desire to see Cauldron and Redgorge levelled, but no
longer does he desire to march in open warfare against them.

 598 YK: Remove Shatterhorn completely. There is no Yuan-ti prescence in th


region. As seen later, I am replacing this entire chapter, so the ruins don’t play any
part in the campaign. If you would like some ruins for the Cagewrights / Dragon
Below Cultists to use as a base outside of Cauldron, then simply replace them
with some Hobgoblin ruins.

 678 YK: Adimarchus senses that his attempts to reawaken to Lost Mark of
Death are beginning to bear fruit. He sends his most trusted lieutenant, the Mind
Flayer Dry’ryd to take control of one of the many cults of the dragon below
dedicated to Adimarchus. Dry’ryd is tasked with tracking down the Dragonborn,
and manipulating events to ensure on bearing the Mark of Death is born in a
manifest zone.

 798 YK: The red dragon Hookface arrives in the region. His attacks on
merchants and cities of the region continue intermittently for a century – no
heroes are able to defeat the dragon.

 898 YK: With the start of the last war, Hookface retreats to his lair north of
Cauldron with his mate, Taliraxia. The two dragons emerge rarely, usually during
great upheaval (earthquakes, war, ect.). Most red dragons encountered in the
region are believed to be the couple’s offspring. The population of Cauldron
swells as those with ties to the other five nations rush to Cauldron to escape
prejudice in the wake of the Last War.

 966 YK: The rainiest winter in centuries results in massive flood damage to the
lower reaches of Cauldron. The Flood Festival is founded the next year, and for
the next several years the freakishly wet winters continue before the weather
finally returns to normal.

 967 YK: Fetor Abradius Discovers the Soul Pillars in and Ancient Giant ruin on
Xen’drik. The Cagewrights relocate to Cauldron, settling in ancient Hobgoblin
ruins until they can complete construction of the Fiery Sanctum under Cauldron.

 968 YK: The Cagewrights begin construction of the Tree of Shackled Souls, and
hire the Sacred Spark to aid in the construction of the soulcages.

 983 YK: Cauldron’s newest noble, a generous lord named Vhalantru, is


welcomed into the city’s aristocracy after he donates huge sums of money to fund
the rebuilding of the Town Hall and several other ancient structures that were
starting to fall apart. In light of his generosity, no one pries into the mysterious
noble’s background.
 986 YK: After uncovering some deep seeded corruption in the town guard, a
young Sargent returned from the Last War named Terseon Skellerang
enthusiastically (and some say viciously) help bring to justice those who are
involved. With the support of lord Vhalantru, Skellerang is quickly promoted to
the new Captain of the guard, where he quickly earns a reputation for ruthless
efficiency.

 988 YK: Zenith d’Kundarak falls under the influence of Adimarchus’s deams
and disappears into Khyber on a mad crusade to cleanse it of evil.

 989 YK: A young guard named Triel murders several of her fellow guards – her
motive is never discovered. She eludes capture and becomes one of Cauldron’s
most wanted criminals, although over the years her capture grows less of a
concern as she remains in hiding.

 991 YK: a plague of filth fever strikes Cauldron. Several hundred die before the
city’s clerics can get the plague under control. The dead include both of Sable’s
parents. (See “Urban Decay” in chapter 1)

 996 YK: Just as the Last War is settling into its current uneasy truce, the three
highest ranking clerics of Dol Arrah accidentally discover Ebril Aloustinai’s
involvement with the Cagewrights. Ebril murders them before they can report the
discovery and disposes of their bodies with a plane shift spell.

In the years before the last war, Cauldron was a small settlement, never quite
recovering from the death of it’s founder, stuck in the middle of the mountains.
Breland never gave it much thought, and it was often dominated by brigands and
bandits. This all changed with the beginning of the Last War. Due to the lack of
oversight from Breland, it became a haven for those living in Breland but who had
ties to the any of the other of the 5 Nations. In a few years it quickly grew from a tiny
outpost to the small city it is at the start of the campaign.

Because it is home to a number of people from all the nations of Khorvaire, a number
of religions you would not expect to see in Breland have sprung up to cater for their
people. The church of Wee Jass becomes the Blood of Vol, the Church of St Cuthbert
becomes the Silver Flame, The Church of Kord become Dol Dorn, and Pelor becomes
Dol Arrah.

Just as Breland has a very little control over Cauldron, likewise the dragonmarked
houses have very little presence. It’s small size before the Last War meant it was
ignored by most of the Dragonmarked houses, and they had more important things on
their minds during the war. Since the end of the War this is starting to change.

With the power vacuum, the real leaders of Cauldron are the Cagewrights. And they
are working hard to maintain their control over the city, by using all their tricks to
keep both Breland and the Dragon Marked houses out. However, there are a number
of Dragonmarked presences in the City. It’s proximity to Zilargo means there is a
House Sivis message station, and where Sivis goes, Kundarak of course follows. But
this suits the Cagewrights fine, as it smooths their business operations. House Tharask
also is slowly establishing a presence in the, aided by Zarn Kyass’s position amongst
the Cagewrights. There is a small House Orien outpost as well. However, all the
Dragonmarked houses are working hard behind the scenes to negotiate a presence in
Cauldron, and those with a presence are working to increase their influence.

Exploring Cauldron

41. Half-Orc Mercenary Camp:-


The Blue Duke is a member of House Tharask, and the House is using his influence
with the Cagewrights to establish a firm foothold in the Mercenary Market with their
Monstrous Humanoid Mercenaries from Droam. Replace the level four Half-Orc
fighters with CR4 Monstrous Humanoids (Mostly Ogre Barbarian 1, with a few
Minatours and Gargoyles to mix things up a bit). And replace the level 8 Half-Orc
fighters, with equivalent Monstrous Humanoids (Stone Giants, and Hill Giant Fighter
1s etc)

The Striders of Fharlanghn


Change the Striders to the Gatekeepers. This is a particularly “urban” branch of the
Gatekeepers. While there are still Rangers and Barbarians and Druids, there is still
room for Wizards and Rogues as well. The Gatekeepers know there is a significant
cult of the Dragon Below in Cauldron, and know they are up to no good, which is
why Meerthan has bought his Cell to Cauldron with him. (See ECS, Players Guide to
Eberron or Faiths of Eberron for more detailed information about the Gatekeepers.)

The “roster” of the Striders is as follows


Meerthan remain as is. (Although you could consider changing him to an Arcane
Hierophant (RoW))
Fario Ellegoth becomes a Human Rogue (Half Elves not really being a part of the
Gatekeepers)
Fellian Shard becomes Fellian d’Tharask, a Half-Orc Ranger/Duraak’ash (PGtE)
Shensen becomes a (Dreamsight) Shifter Druid / Moonspeaker (RoE)

The Chisel
Leave this as is, but consider changing it to a branch of the Aurum.

The Cauldron Region

The Demonskar
This terrible Crater in the middle of the Jungle is actually a gateway to Khyber
formed during a massive earthquake 1820 years ago. Named the Demonskar, it is
infested with Fiends from Khyber.

Nabthathoron, (on of the Lords of Dust), enjoys sowing discord and malice amongst
the peoples of Khorvaire, and this is a great base for him to work from. Since the
intervention of the Ancient Blue Dragon XXXX over 700 years ago, and
Nabthatoron’s revenge assault against him 200 years later, Nabthatoron has employed
more “subtle” machinations (more in keeping with the traditional view of the Lords of
Dust) to accomplish his of seeing the new settlements in the region razed to the
ground. He has spent the last 500 years working through proxies to accomplish this,
as well working hard to rebuild his support base amongst the Fiends of Khyber after
the extremely heavy loses he suffered in his assault on XXXX.

Haunted Village
The great discoveries and power of the ancient Giant civilisation are well known
across Khorvaire. What is less well known is that the Hobgoblin empire also made
great advances in many areas. Powerful spellcasters were not as common amongst the
Hobgoblin empires as amongst the Giants, but the most powerful of these approached
the Giants in Power. (There was just a LOT less of them, typically only 1 or 2 per
generation, and so they gained a lot less from collaborative efforts.) Nevertheless, one
such necromancer built the city that Kozomagon would later discover and found the
village of Liduton on.

Jarl Khurok’s Keep


Instead of an old Giant Keep, this is an old Hobgoblin ruin from the time of there
great empire.

Shatterhorn
Replace with Hobgoblin Ruins

Chapters 1&2 (Levels 1 – 3)

My PCs had already gone through both these chapters, so I had to rewrite them. That
suits me fine as I don’t think either of these chapters is particularly strong. As my PCs
went through Jzadirune, it really had a feeling that it was never going to end. My PCs
like to clean out every room, so it took forever to finish the first level, and when they
eventually descended to the Malachite Fortress, they just wanted to get out of there.
When I did run it, the only changes I made were to replace most of the Goblins and
Hobgoblins of the Malachite fortress with Dolgrims and Dolgaunts, and to rebuild
Kazmogen as a Daelkyr Halfblood (Magic of Eberron) Rogue3 Fighter2.

We had a lot of fun when we ran Drakthar’s way. I ran it as written, and the party got
their butts handed to them the first time they faced down Drakthar, fleeing the
dungeon with their tail between their legs. They sourced supplies, and returned beefed
up, and, after a few false starts, finally dealt with the Vampire once and for all. They
were glad to finally deal with him.

That’s enough editorialising from me, on with the adventure.

The Adventure
In my campaign, the characters all knew each other. My party is made up of a Half-
Elf Cleric of the Silver Flame, a Kobold Sorcerer, a Goblin Rogue, and a Half-Orc
Warblade. The Cleric is part of a sect of the Silver Flame seeking to spread the faith
to non-humans, and so has brought the group together.

As usual, the area down on the lake foreshore has quite an unpleasant smell (to put it
mildly). The clerics only purified the water of the lake a week or so ago, but it has
done little to stop the smell. Jenya has tasked the Cleric to check out if he can see
what might be the cause.
As they are in the Tipped Tankard Tavern one evening discussing what they are going
to do about the smell in the lake area, a young boy races into the tavern yelling that
the orphanage is on fire.

The PCs go and check it out, and are involved in rescuing a couple of the kids who
are trapped inside while the other citizens organise a bucket brigade to combat the
fire. (The PCs aren’t aware, but it is the Stormblades who organise the Bucket
Brigade and therefore prevent the building burning to the ground). During their rescue
they meet Fario and Fellian who are also helping to rescue the children.

Once the fire is under control, and the PCs have been thanked by Gretchyn, the
orphanage matron, she goes to check on the kids and realise that 4 of them are
missing (Kidnapped during the distraction caused by the fire, which is why the fire
was started). She tasks the PCs with finding them, and returning them safely to the
orphanage.

The four children kidnapped from the lantern street orphanage are all elven children.
Embril, not wanting to blow her Cagewright cover, has informed Vol that Terrem
bares the mark of Death, and unsurprisingly, Vol has sent a group of Emerald Claw
agents to the area to kidnap the child. Not trusting her agents too much, she tells them
to kidnap all the elven children in the orphanage. But Embril has also informed the
Cagewrights that the Emerald Claw agents are on their way, and so they are able to
make plans to deal with the unwelcome intrusion.

During the commotion caused by the fire the Emerald claw agents manage to kidnap a
number of children and take them back to their lair while they wait for the commotion
to die down so they can then attempt to smuggle them out of the city.

As the PCs begin their investigation to find the Emerald Claw agents, they come to
the notice of Jenya, who, after using the Star of Justice points them in the right
direction.

The Emerald Claw has enlisted the help of the Alley Bashers, and so the PCs track
down the missing children to the guildhall under Minuta’s Board. They clear out the
Emerald Claw, their Alley Bashers Allies and their Karnathi undead support. Once
they reach the last room, the last of the soldiers are holding the children hostage and
attempting to use them as bargaining chips to get the PCs to lay down their weapons.
So they can escape.

Just as the situation appears to reach a stalemate, Vhalantru teleports in (with


Thifirane), kills the soldier holding Terrem, and teleports back out again, taking
Terrem with them. This gives the PCs just the distraction they need to get the jump on
the Emerald Claw Soldiers and free the captured children, returning them to the
orphanage, and setting the PCs up as the heroes of Cauldron.

Gretchyn at the orphanage is delighted with the return of the children, but just as in
the HC, she can’t tell them who returned Terrem, just that it was a mysterious women
wearing a dark veil. She was so delighted to have Terrem back; she didn’t think to ask
the women’s name.
The PCs then have a couple of days of well earned rest and loot spending before they
again seek to investigate what is going on with the smell down near the lake. From
here, I am going to run “Urban Decay” from Dungeon #138.

Urban Decay
There are a number of Changes to “Urban Decay.” Replace Vernon, the wererat rogue
with Sable, a female human Nightbringer (FoE) Druid, and rebuild Beila as a
Razorclaw Shifter Barbarian 3.

Sable grew up in Cauldron after her parents, previously citizens of Aundair living in
Breland, fled to Cauldron during the last war. However, tragically, both of them died
7 years again in the plague of filth fever that struck Cauldron. Sable was distraught at
the loss of her parents, and she travelled across Khorvaire looking for answers. It
didn’t take long until she found the Children of Winter, and their offshoot sect, the
Nighbringers. And here she found the peace / answers she was looking for. Winter
was coming, and death is just all a part of the cycle.

Having been so enlightened, and making peace with the death of her parents, she is
now seeking to hasten the coming of Winter. She has returned to Cauldron, and
claimed her inheritance, and is using it to bring disease and decay, and rot and death
to Cauldron. Also among her inheritance is a map to the fabled lost treasure of Pirate
Captain Grist Haven (from Siege of the Spider Eaters in Dungeon #137). Once she
has “cleansed” Cauldron, she will use the resources she gains to seek out this treasure,
and then use that to “cleanse” Wroat, and then Sharn.

She is joined in her “quest” by Beila, a Razorclaw shifter Barbarian she met in her
travels to the Eldeen Reaches. They both joined the Children of Winter at the same
time, although Beila does not care too much for the Nighbringers.

The one final change is to replace the Scarred Shadows thugs with the Last Laugh
thugs, and if the PCs are quick, and / or observant, they may see Jill watching the
assault by the thugs.

Once the PCs deal with Sable, her animal companion, and her Giant Cockroach
Guardian, they have a map to a legendary treasure to hunt down. Sable proves
difficult to kill, and escapes to harass the PCs at a later opportunity.

After a couple of days rest and shopping, they then set off to the thorp of Haven-Fara,
in Western Zilargo, nestled against the King’s Forest, just north west of Tzanthus.

Siege of the Spider Eaters


Again, basically run this as written. The ability to use Tzanthus or Trolanport as a
base for launching pirate raids, and the relative obscurity of Haven-fara, make it a
perfect place to stash one’s loot between Pirating trips. The fact that any ships lost in
the Straights of Shargon don’t raise questions helps with Pirating.

On their way back to Cauldron , they run into Sable again, who is now a Druid 5, and
out for revenge.
The PCs should have plenty of opportunity to rest and relax, and spend their hard one
loot once they return to Cauldron.

Chapter 3 – Flood Season (Levels 3 – 7)

After returning to Cauldron, the PCs have a chance to rest and relax, and then a week
or so later the Church of Lordly Might (Dol Dorn) sponsors the Challenge of
Champions VI from Dungeon #138. Instead of being made up of Adventuring groups,
the groups are a mix of adventurers (Stromblades, Last Laugh, Town Guard, and
Darkswords), and a few groups made up of locals (Basically young adventuring
“wannabes”). As such there will not be a “pool” for the winner to collect, but here we
get a chance to foreshadow the run in with the Stormblades when they challenge the
PCs to put their money where their mouth is put 500gp into a winner take all pot.

A couple of weeks later, they are contacted by a House Lyrander scion (who is in
Cauldron to continue negotiations for an Airship tower), to recover an airship that has
gone down in the Howling Peaks on it’s way from Wroat to Trolanport. (If the party
went well in the Challenge of Champions, this is why they have been approached,
otherwise it was a recommendation from Jenya, or some other NPC the party has a
good relationship with.) This is the hook for Tensions Rising from Dungeon #136.

Tensions Rising
Apart from the change to the adventure hook, nothing much really changes.

Flood Season
After they return, and again have a chance to rest and relax, learn new spells etc, run
Flood Season Basically as written. There should already be some tension between the
PCs and the Stormblades after the Challenge of Champions.

Background Changes
The Ebon Triad becomes the Sacred Spark (See Introduction and Faiths of Eberron
page 49). Grehlia Cairnis was the leader of the cult, but her dealing with the
Cagewrights and exposure to the Soulcages, has caused her to lose her mind,
prompting her to head into Khyber as a precursor to seeking to establish her own Cult
of the Dragon below. She has of course taken all the money they got for the
construction of the Soulcages, and leaving the remaining members of the cult to fend
for themselves.

Shensen Tesseril is a (Dreamsight) Shifter Gatekeeper Druid 6. She has been in Sharn
on Gatekeeper business, and was on her way back to Cauldron when Tongueater
attacked the Lucky Monkey.

Changes to the Lucky Monkey


Since the Alleybashers have been wiped out, I replaced all the Alley Bashers with
Gnoll Mercenaries (beefed up to CR2, either through better Stats or a level of Ranger
or Fighter) hired from House Tharask (Through the Blue Duke). Any captured Gnolls
can tell the party who their employer is, and they bear the House Tharask Coat of
Arms on their Shields and Tabards.

Change the chapel to Fharlanghn to a Shrine to Olladra.


Shensen’s room is the home of the adept (level 3) who was the priest responsible for
taking care of the shrine. Her body is laying in the room, obviously quickly overcome
by the bandits.

Since my Party will be level 5 (at least) when they reach the Lucky Monkey, I will
add one more level of Barbarian to Tongueater, as making him a natural (instead of
afflicted) lycanthrope. Tongueater is one of the iconic NPCs the party fight in the
campaign, and I want a tough, solid fight. Lycanthropes are extremely rare in
Eberron, so I want a tough, memorable fight.

If one of the PCs dies, or is infected with Lycanthropy, there is a perfect opportunity
for foreshadowing Shebeleth Regidin, who is going to be the Bishop of the Silver
Flame from Wroat in my campaign. If any of the PCs are infected or killed, instead of
offereing them magic items, he will instead over to heal, resurrect them for free,
therefore hopefully getting the characters “onside.” Check out delvesdeep’s document
for more information about Shebeleth.

The Kopru Ruins


Replace the Aleybashers with Gnoll Mercenaries (either CR2 or 3) Hired from House
Tharask (Through the Blue Duke).

Zenith Trajectory (Levels 7 – 9)

Zenith Splintershield becomes Zenith d’Kundarak, and he is so important to the


Cagewright plans because he was born in the only Manifest Zone to Dol Quor, again,
after much scheming and planning from Adimarchus, this birth was the second only to
Terrem’s in complexity to arrange. The rest of the background remains unchanged.

At the end of this chapter, after the PCs have had a chance to relax and recuperate,
scribe spells, build magic items etc.

The Demonskar Legacy (Levels 9 – 11)


Instead of Half-Orc mercenaries supplementing the city guard, use monstrous
humanoids from Droam, (Ogres, Gnolls, etc that the Blue Duke has “sourced” for
House Tharask).

Test of the Smoking Eye (Levels 11 – 13)


I would really like to keep this adventure, but with the end goal changing to battling a
trapped Daelkyr, I could not think of a plot (or even metaplot) reason to keep it. It is
easy enough to fit into Eberron, just make Occipitus a place in the depths of Khyber,
that can only be reached with Plane Shift spells and the like. If anyone has any ideas,
please pass them on.

Instead Sable makes another return. In the time since she last confronted the PCs, she
has been joined by Kaurophon, a Rakshasa, and on of the Lords of Dust. She has also
become a Planar Shepherd (FoE). Kaurophon has told Sable about a ritual that will
allow her to open a portal to the plane of Mabar. Once opened, if the portal can be fed
with enough energy and power, then it will eventually expand to cover all of
Khorvaire. This could be the winter the Children of winter have believe is coming.
They just need to locate the Mace of Thundering Vengeance (ECS272) to power the
ritual.

At the end of the Demonskar Legacy, the PCs are still met by Kaurophon, but instead
he is after their assistance to locate the Mace of Thundering Vengeance. This Mace
was wielded with spectacular effect by a Hobgoblin champion in the war against the
Daelkyr, but many years ago it was stolen by graverobbers, and now lies buried in the
tomb of Bajak Thunderfist. The PCs recover the relic, only to have Kauraphn steal it,
and spirit it away to Sable to use in the ritual.

The first part of the adventure takes the PCs through the first half of the adventure
“Bright Muntain King” (Dungeon #142). Once the Kaurophon has stolen the Mace
and delivered it to Sable, the PCs track them to their hideout deep in the Black cap
Mountains where they have found the riches of a hobgoblin city that fled the Daelkyr,
only to perish in their hidden mountain Valley.

However, as the PCs again track down Sable and Kaurophon, they again manage to
escape, taking the Mace of thundering vengeance wit hthem. They will return again in
“Gates of Oblivion” which I used to replace “Strike on Shatterhorn. Here the PCs will
finally get a chance to finish off Sable once and for all, which should prove extremely
satisfying.

Secrets of the Soul Pillars (Levels 13 – 15)

Event 31: The Dragonspawn


Half dragons do not typically belong in Eberron. (The last one of note being Vol, and
look at the ruckus she caused). So consider replacing Zarik Dhor with some other
notable adversary the PCs have ticked off in the adventure. I’m sure there are planty
of options.

Seriously consider making the ruins of Karran-Kural a Giant complex, and therefore
moving them to Xendrik. The main change will be changing the spellweavers for
Giants, apart from that, it should basically be run as written.

Lords of Olivion (Levels 14 – 16)


The ritual Vhalantru is seeking to perfect is to permanently bind some of the power of
Adimarchus to his own soul, but the in game effects of the ritual are basically the
same.

Reducing the number of Cagewrights will also involve minor changes to the Party at
House Rhiavadi. The purpose of the party is more a meeting of apprentices and
potential allies, but it is a minor change.

In the hunt for Vhalantru, consider changing the mercenaries for equivalent level
aberrations, or they can just be mercenaries that the Blue Duke has sourced from
Droam.
Foundation of Flame (Levels 16 - 17)
Consider replacing the Farastu Demodands in Event 44: Falling Farastus with
equivalent CR Aberrations (Either from Lords of Madness, or maybe Half-Illithid Hill
or Frost Giants).

Thirteen Cages (Levels 17 – 19)


The first step is to obviously remove those members of the Cagewrights how have
been culled in the reduction to 13. Consider replacing them with groups of slightly
lower aberrations (of about the same CR). Alternatively, you can leave them in place
as more mercenaries the Cagewrights have hired.

Strike on Shatterhorn (Levels 19 – 20)


Following delvesdeep’s advice, I am comepletly cutting this chapter. I am going to
keep the encounter with Embril, but am moving it to the Cathedral of the Blood of
Vol. She has retreated there to consider he options in light of the destruction of the
Sole Pillars. Meanwhile, the aborted ritual of planar junction has provided just to
extra boost needed for Sable to finish her attempt to open a permanent protal to
Mabar. Due to the troubles the party have casued her over the course of the adventure,
she has unsurprisingly chosen to open this portal as close to Cauldron as she dares.
The Party only have a few days to close it again before Cauldron is swalled up. From
here I will run the adventure “Gates of Oblivion” (Dungeon 136), changing the plane
of shadow for Mabar, which is only a small change.

Asylum (Levels 20 – 22?)


The first half of this chapter runs basically as written. The only change is Skullrot.
Basically the PCs need to descend deep into the depths of Khyber (using Plane shift,
teleport is no good). No-one knows exactly where the Daelkyr is imprisoned, so once
they reach Khyber, the need to locate the Daelkyr prison (instead of Skullrot). Once
they find it’s location, replace Skullrot with a temple complex, surrounded by high
level aberration “worshippers” and with Adimarchus imprisoned in the Khyber shard
in the middle. This prison has been weakened, and so the only option for the PCs is to
first Break Adimarchus out, before defeating him in battle and ending the threat once
and for all. In my campaign, I am using “Heart of Hellfire Mountain” (Dungeon issue
140) as the “template” for the final confrontation (Replacing the Giants with high CR
Aberrations). But any generic temple dungeon should do.

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