As soon as I heard about the Tomb of Annihilation, I thought it was perfect for a Eberron. I'd heard there would be conversion notes, so assuming something similar to what was in Princes of the Apocalypse, I was disappointed to see a couple of throwaway sentences… so I'm doing it myself. I figured I'd share some of my thoughts on the conversion to get feedback.
Adventure Setting
So far, the only Eberron idea that I saw in the book were to set the adventure in Xen'drik and Stormreach. I'm not entirely sure that's the way I want to go though. In many ways Xen'drik is the stand in for a pulp-version of Africa, and Chult certainly had that vibe… but I think Q'barra might work better. Here are some arguments to that end (but I'd be interested in hearing other ideas):
While dinosaurs may well exist in Xen'drik, they seem a more natural fit in Q'barra (especially given their proximity to the Talenta Plains).
The city of Stormreach us pretty well defined, so a simple drag and drop won't work for Port Nyanzaru. It'd be easy enough to use Stormreach by subbing in the dragonmarked enclaves for merchant princes, but it's a different feel to have a single, powerful figure in the region as opposed to a massive house. I feel like I could more or less just make Port N. part of Hope and call it a day (Newthrone is too civilized).
If I set the adventure in Xen'drik, I would probably just make all the Chultans drow (which could be fun). In Q'barra they could be lizardfolk or dragonborn, but I like the idea of a rich human culture… so I was thinking maybe making Chultans the descendants of Seren Islanders who came to the area centuries ago (maybe just re-purpose the lost dragonborn empire idea from 4e).
Factions
The guidance from PotA works pretty well for the major factions. I've only read about half way through the book at this point, but here are my thoughts on the groups encountered.
Emerald Enclave: Probably Wardens of the Wood, but I could the Gatekeepers. The nature of Acererak may influence this choice.
Harpers: I'm leaning toward the Library of Korranberg (perhaps mixing in some elements if the Trust), but I could go Morgrave U. This may be subject to the choices of my players as far as race, background, and region of origin.
Lord's Alliance: The Twelve
Order of the Gauntlet: Church of the Silver Flame
Zhentatim: The Aurum
Flaming Fist/Baldur's Gate: Blademarks/House Deneith. There isn't a good equivalent for city-states in Khorvaire, but a house looking to make a big move seems right; also the relationship to the Lords Alliance/Twelve is equivalent. I figure Ft. Beluarian could also have a few other house represented (Ghallanda for the provisioned, Jorasco handles healing, etc.).
Red Wizards: The Emerald Claw, with Lady Vol in a similar position as Szass Tam.
Pirates of Jahaka Anchorage: Either members of one if the Lhazaar fleets, or indepenadt operators working on becoming sea princes themselves. The proximity to the Principalities is another mark in the Q'barra column for where to set the adventure.
Albino Dwarves: I was thinking these guys could be part of the lost dwarvish clan--Noldrun (I think). The proximity to the Mror Holds to Q'barra makes this plausible, and it could be a fun reveal.
Frost Giants: Still frost giants, but where are they from? Xen'drik? The Frostfell? Droaam?
Tinder the red dragon: It looks like the adventure presents her as a run-of-the-mill treasure hoarding sort, but in Eberron I imagine she's got some tie to the prophesy. I can foresee using this in some interesting ways.
The Nine Gods: I haven't though much on this, but Sovereign Host are nine gods… maybe the nine were a version of the sovereigns? Maybe they were aspects of the sovereigns who picked it the cultural traits of their worshipers (accounting for alignments and other differences). Just the kernel of an idea at this point
Tabaxi: I may make them Shifters. Maybe a lost tribe type of deal? I may just keep them as is though.
The Big Bads
One of the big questions is Acererak himself. Do I keep him a powerful lich, or is he something more?
As a lich, perhaps he was one of Vol's earliest followers (maybe an ally in life?), who had since gone on his own.
He could be the powerful servant of an overlord (I'm thinking Katashka the Gatekeeper because of the undeath aspect, but Masvirik the Cold Sun is local to Q'barra) and the Soulmonger is using the souls to free the master. The atropal is somehow part of the plan.
Acererack could be a rogue member of the Undying Court. Perhaps he sees his plan as benefiting the elves in some way. Alternately he could be an elf who was denied his "rightful" place in the undying court centuries ago and took another path... new he seeks to destroy the Court.
Random Thoughts
Perhaps something like the death curse was rumored to have hit Cyre in the weeks leading up to the Day of Mourning. It could just be a red herring or coincidence to hook characters, but if true perhaps the destruction of Cyre was an early, botched attempt, or perhaps the first step in the plan.
Regardless of if Acererak is connected to them, how does the death curse affect the Undying Court? Are they immune? Are they threatened?
How does the death curse impact the warforged? If the effects are similar, it could be significant to the nature of the warforged (they have souls). If they are immune, I can see the Lord of Blades getting involved, perhaps thwarting threats to Acererak's plan in hopes that it will put his people on top.
How does all of this impact the draconic prophesy?
That's all I have for the moment other than some homemade backgrounds, subraces, subclasses, and feats (which I'd be happy to share if there is interest). I'm interested in people's thoughts.
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
Hi Osgood! Fantastic ground here! You saved me a ton of work! I'm going to be running ToA in Eberron for my group later this fall. Just pouring over the book and trying to think of how to adapt for Eberron (my fav setting).
Location/Setting - I like the idea of Xen'Drik, but don't like the idea of wiping away the existing history of Stormreach. I was thinking of going the route of it being a peninsula on the east coast just south of the Thunder Sea and maybe incorporate some ideas of trade with Aerenal. My other idea was to revert Chult back to it's origins of an island and replace Kapaerian Island with it. Maybe Chult is it's historical name.
Also I *love* your idea of Acererak being a rogue member of the Undying Court. The Death Curse being some long held vendetta or some such. I think my take is that the Aerenal undying are hugely impacted by this curse. I see them as one of the main sponsors of the whole adventure in Chult.
Thanks again! I'd love to see more of your thoughts as things progress. I'll share the same. I think I'm only 2 chapters into reading the adventure.
I had considered using Kaperian Island as well. It's pretty comparable to Chult in Size, and being off the mainland you have some freedom to do as you like with it.
I'm still pretty sure I'll be setting ToA in Xen'drik but I'm still digging a lot of your ideas.
Also, my party does have 2 Dragonborn in it, so a trip to the one place in Khorvaire with a sizable Dragonborn population is certainly appealing...
I do have a couple of thoughts/questions/etc:
The city of Stormreach us pretty well defined, so a simple drag and drop won't work for Port Nyanzaru. It'd be easy enough to use Stormreach by subbing in the dragonmarked enclaves for merchant princes, but it's a different feel to have a single, powerful figure in the region as opposed to a massive house. I feel like I could more or less just make Port N. part of Hope and call it a day (Newthrone is too civilized).
I'm not sure I'd agree with you here. I didn't feel like there was a strong enough vibe to the history and politics of Port N to have it be superior to using Stormreach. Plus, if you replace Port N with Stormreach, the politics and potential plot tie-ins suddenly become potentially global in scale.
If I set the adventure in Xen'drik, I would probably just make all the Chultans drow (which could be fun). In Q'barra they could be lizardfolk or dragonborn, but I like the idea of a rich human culture… so I was thinking maybe making Chultans the descendants of Seren Islanders who came to the area centuries ago (maybe just re-purpose the lost dragonborn empire idea from 4e).
Now see this has a lot of potential. Subbing Dragonborn for Chultans changes things quite a bit. In Xen'drik, it would have seemed odd to replace an ancient Human culture with anything but Giants...and a bunch of dispossessed Giants stomping around and trying to fit in just doesn't quite jive in the same way. And adding a lost Dragonborn or Lizardfolk culture on the same scale is really reinventing the wheel, as Q'barra already has that to work with. Still, the Xen'drik Drow have a lot of potential for fitting into the same niche. Must give some thought to this bit.
Albino Dwarves: I was thinking these guys could be part of the lost dwarvish clan--Noldrun (I think). The proximity to the Mror Holds to Q'barra makes this plausible, and it could be a fun reveal.
Frost Giants: Still frost giants, but where are they from? Xen'drik? The Frostfell? Droaam?
Excellent idea with the Dwarves. As for the Frost Giants, I keep coming up with a similar question. If it was set in Xen'drik, the Everice is an easy homeland to use.
As for some of the other bits and pieces, my favorite to consider is Acererak.
If you dig into D&D history, he's got potential ties to Orcus (which can easily be another name for Katashka the Gatekeeper) as well as being a cambion son of a Demon called Tarnhem (who may well be the Exarch of Orcus, with minions among the Lords of Dust). Further, he was a former apprentice of Vecna (of Hand and Eye artifact fame) who I'm already using a bit in my own Eberron game. So much fun to be had playing connect-the-dots :)
@Osgood, great work you did here! I'm doing something similar in this post on EnWorld - if any of you can pass by and leave your comments, it would be greatly appreciated!
So far, the only Eberron idea that I saw in the book were to set the adventure in Xen'drik and Stormreach. I'm not entirely sure that's the way I want to go though.
Even though Q'Barra have the right population split, landmass size and quite a few places nearby that help with the case (Lhazaar pirates, Talenta dinosaurs), I think Xen'drik owns by having the "everything fits here" feel, plus it have a decent reason for not just going into the jungle with an Airship and the Traveler's Curse which spice things up a lot.
The downside is that it demands a lot more adaptation... especially Chapter 1 while using Stormreach NPCs, factions, locations instead of Port Nyanzaru's. On the other hand, is an excellent opportunity to use a few books I bought a long time ago and never had a chance to use (nor disposition to read for the matter).
Hey folks, Really appreciate the start Osgood made! Really helped me figure out how I wanted to run ToA in Eberron. I thought I'd include some of my thoughts here:
Location
TLDR: Kapaerian Island off the western coast of Xen'Drik
When WoTC did the announcement back in the early summer, I fell in love with the idea of Chult as this long forgotten island vs. treating it as a continent or peninsula in it's own right. That fueled so much of my decision making. In Eberron I went back and forth on where to put it. My rationale was I wanted someplace that gave me the utmost in flexibility and to treat the source material as close to canon as possible. Stormreach was a possibility but that was fairly well explored in 3E. The other possibilities of Q'Barra was solid, but I'd already run older campaigns in that region. Plus I really fell in love with Chult as an island. I down selected to Kapaerian Island as there's little to nothing written on the island. Plus it fit my head canon of some explorer or pirate from Khorvaire just naming it that (probably after themself) like many Europeans did in ... well most of the rest of the world. Chult's the actual name of the island and how I'll refer to it in the adventure.
With that set, I see Chultans as trading with Riedra via Dar Qat and Stormreach. Reachers have largely kept it quiet because they don't want the world to know about this island of riches. Also the Five Nations have been well preoccupied by the Last War.
Background
Acererak - I am taking this as written. I love the idea of this plane hopping demi-lich.
Ubtao - Instead of a god, I see him as one of the original giants in Xen'Drik (basically a titan like figure). When the battle happened with the Quori and the devastation rocked the giant's civilization, he managed to protect this region and cut the land off from the mainland of Xen'Drik.
Timeline - Since I'm treating Ubtao as this original giant, I'm stretching out the timeline of Chult way back.
Mezro - The history here doesn't fit Eberron well at all. Instead I'm making this area the long lost fey spire of Shae Tirias Tolai, the City of Silver and Bone. It was pillaged during the age of giants against Ubtao's will. I think this is part of why he was so protective of the region. I'll keep it commonly referred to as Mezro.
Trickster Gods - I'm going with fey inspired nature spirits, possibly connected to the fey that once inhabited Mezro.
Introduction
I love this book, but I scraped the intro. Just teleporting in felt to abrupt for me and didn't start with the Eberron flavor that I love. Here's how I got my players started:
First I had each of the PCs tie their characters into a legendary adventurer. The legendary adventurers are those that this current party has mostly played before. We finished a short 5E campaign over the last year and before that had a 3~4 year 4E/Eberron campaign. I considered those parties as legendary adventurers. My reasoning here is that one of those legendary adventurers as a patron for the PCs, has died and been brought back. Immediately they have someone close to them that is suffering the Death Curse. That patron has asked that they meet a contact in Sharn which is how they all ended up together. Otherwise I'm treating knowledge of the Death Curse as fairly limited.
Level 1
I basically adapted the intro to the old 3E module Grasp of the Emerald Claw (Part One). Their patron said to meet this contact who has work for them. When they do they find Emerald Claw soldiers attacking the contacts townhouse. In this case they are after the map of Chult and not the schema.
They regroup at Morgrave University where their patrons are waiting for them. This is the big reveal of the Death Curse and how it's impacting the world.
From here they are teleported to Stormreach, where they pick up a ship to Chult. I chose not to reveal that it was an undersea water elemental sub, just to get the reaction once I revealed it.
Level 2
Once in Stormreach they have directions to a secluded warehouse by the docks to find the ship. Once they get there, they find the crew missing and these sahuagin trying to break into the ship. This was also the reveal of the ship (which went over really well!). Instead of going with the Grasp of the Emerald Claw bit where they just ship off, I wanted to get the reveal of the ship and have them somewhat invested by the crew, which they opted to rescue.
I didn't use the Sea Dart or it's crew. Instead I found an image on the web an adapted it as the ship. Happy to share if anybody wants to see it! Also the crew was populated by my friends on Facebook and Twitter!
Level 3
I picked back up with the Emerald Claw adventure (Part Two) and went with the undersea adventure. I did pull part of it from a BBC America YouTube video where a sub comes upon sharks in a feeding frenzy. I basically ran that as sort of a skill challenge. Also I wanted one of the sharks to damage the elemental bindings. That lead to some decision making of the crew and party on what to do next. Basically it came down to repair the ship at sea or find an island. Essentially slow and safe or fast and dangerous. They went fast and dangerous and I had some sea creatures attack the ship.
From there they make it to Chult and I pick back up with the adventure more or less as written.
Death Curse
The impact of the curse has had the largest impact on the Undying Court and Lady Vol. There certainly would be others, but this is how I envisioned it progressing.
Given how rare resurrection is in Eberron, it didn't make sense to me that many people would know about the Death Curse. Those that do know have a lot of influence, resources, and power.
I built a simple table breaking down by day who knew what and when so that from day 1.
I'm start each session out with Day XX. I'm trying to press upon the party that the longer they wait, the more souls get sucked up and the more their patrons wither away.
1
*Acererak completes the ritual and begins the spread of the Death Curse across Eberron*
Undying Court of Aerenal and Lady Vol the first to feel the impact.
2
Investigation continues by Undying and Vol. Other lichs, powerful undead, and those who were resurrected also feel it.
3
House Jorasco high level NPC contacted by several friends and colleagues to understand what's happened.
High level priests of the Silver Flame and Sovereign Host also begin research into what's happening.
4
5
Wayfinders brought up to speed by their Undying Court representative.
6
7
Undying Court determine the cause and location of the event they call the Soulmonger. They send their initial party to Chult.
8
9
10
11
12
Vol dispatches members of the Emerald Claw to Chult.
13
14
Undying Court party goes dark. Assumed missing or dead.
15
Representatives from Wayfinders and various factions based on player's backgrounds meet and decide to send a party to Chult to investigate.
16
17
*Campaign Begins*
Starts in Sharn, but quickly teleported to Stormreach where they set off to the island of Chult. Save the crew of the sub.
18
Slow travel through the Straights of Sargon
19
Encounter w/ the Merrow and Sea Snakes
20
Rapid pace out of the Straights, directly south to the bay of Chult
21
*Party arrives in Chult*
Factions
Here's how I came out on the different groups relevant in the adventure:
The Wayfinder Foundation (Harpers) - My group has a special connection to the Wayfinders. In my Eberron canon, they are as written, but secretly they act more like the FR Harpers and combating threats to Khorvaire.
Order of the Emerald Claw (Red Wizard's of Thay) - The primary initial antagonist of the party. They are after the map, but also have a presence on the island as written.
The Inspired/Riedran's (Zhentarim) - I really struggled on how to adapt the Zhent's. I liked the idea of the Aurum, but I really wanted some representation of Sarlona, mostly because of their proximity to Dar Qat. Also my group hasn't had much experience with the Inspired and Quori.
Misc
Aremag (Old Mags as I refer to him) - One of the main reason's Chult has stayed so isolated from the rest of the world for so long. Rumors are that Ubtao charged him with protecting the island, but with great age he's become more wanton of gold and treasure and less protective of the island itself. Part of how over the last 100 years there's been an uptick in trade.
Frost Giants are from Everice in the south.
Artus Cimber is a member of The Wayfinders set out on his own here. Otherwise he'll mostly be as written.
Cannibals - This is a bit of a strange one, but I've always loved the idea of the halflings from Dark Sun, so I'm making the cannibals in the jungle halflings!
Drow - I'm upping the number of drow in the populace of Chult as direct descendants of the fey killed in Shae Tirias Tolai (Mezro).
Volothamp “Volo” Geddarm - Should they run into him, I think he'll be a traveling professor from Morgrave University.
Tabaxi - Largely as written.
Zindar - The half dragon harbormaster is going to become a gold dragonborn.
If anybody has any questions on this, let me know!
Almost three years later, I'll be running ToA in Eberron for my party. I was considering turning Acererak into a worshipper of the Dark Six and consequently devoting the six levels to each of those dark deities. Any ideas matching these themes?
Rotten Halls (The Traveler)
Dungeon of Deception (The Shadow)
Vault of Reflection (The Mockery)
Chambers of Horror (The Devourer)
Gears of Hate (The Fury)
Cradle of the Death God (The Keeper)
Just a passing idea... feedback will be very welcomed ;)
Nice! Before the quarantine I we had JUST made it to the final level of the final Tomb!
I like the idea of lining the levels up to the Dark Six! The only one that fits neatly is The Keeper in the final level. I might change up some of the deities by level, but honestly you could re-flavor encounters to fit the particular god you were going for. Maybe the gods of that level were high level followers or even avatars of that particular one.
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As soon as I heard about the Tomb of Annihilation, I thought it was perfect for a Eberron. I'd heard there would be conversion notes, so assuming something similar to what was in Princes of the Apocalypse, I was disappointed to see a couple of throwaway sentences… so I'm doing it myself. I figured I'd share some of my thoughts on the conversion to get feedback.
Adventure Setting
So far, the only Eberron idea that I saw in the book were to set the adventure in Xen'drik and Stormreach. I'm not entirely sure that's the way I want to go though. In many ways Xen'drik is the stand in for a pulp-version of Africa, and Chult certainly had that vibe… but I think Q'barra might work better. Here are some arguments to that end (but I'd be interested in hearing other ideas):
Factions
The guidance from PotA works pretty well for the major factions. I've only read about half way through the book at this point, but here are my thoughts on the groups encountered.
The Big Bads
One of the big questions is Acererak himself. Do I keep him a powerful lich, or is he something more?
Random Thoughts
That's all I have for the moment other than some homemade backgrounds, subraces, subclasses, and feats (which I'd be happy to share if there is interest). I'm interested in people's thoughts.
I have an Eberron thread on here, do you mind if I copy and paste this for that thread? I'll give full credit to you lol
We have a lot of Homebrew stuff on there...
Also, THANK YOU for doing this!! You're the best!
I would keep the tabaxi, though. They are pretty awesome lol
"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Serandis Mendaen (Aereni Elven Rogue/maybe one day Wizard)- Project Point Playtest
Hi Osgood! Fantastic ground here! You saved me a ton of work! I'm going to be running ToA in Eberron for my group later this fall. Just pouring over the book and trying to think of how to adapt for Eberron (my fav setting).
Location/Setting - I like the idea of Xen'Drik, but don't like the idea of wiping away the existing history of Stormreach. I was thinking of going the route of it being a peninsula on the east coast just south of the Thunder Sea and maybe incorporate some ideas of trade with Aerenal. My other idea was to revert Chult back to it's origins of an island and replace Kapaerian Island with it. Maybe Chult is it's historical name.
Also I *love* your idea of Acererak being a rogue member of the Undying Court. The Death Curse being some long held vendetta or some such. I think my take is that the Aerenal undying are hugely impacted by this curse. I see them as one of the main sponsors of the whole adventure in Chult.
Thanks again! I'd love to see more of your thoughts as things progress. I'll share the same. I think I'm only 2 chapters into reading the adventure.
Jason
Glad you like it.
I had considered using Kaperian Island as well. It's pretty comparable to Chult in Size, and being off the mainland you have some freedom to do as you like with it.
I'm still pretty sure I'll be setting ToA in Xen'drik but I'm still digging a lot of your ideas.
Also, my party does have 2 Dragonborn in it, so a trip to the one place in Khorvaire with a sizable Dragonborn population is certainly appealing...
I do have a couple of thoughts/questions/etc:
I'm not sure I'd agree with you here. I didn't feel like there was a strong enough vibe to the history and politics of Port N to have it be superior to using Stormreach. Plus, if you replace Port N with Stormreach, the politics and potential plot tie-ins suddenly become potentially global in scale.
Now see this has a lot of potential. Subbing Dragonborn for Chultans changes things quite a bit. In Xen'drik, it would have seemed odd to replace an ancient Human culture with anything but Giants...and a bunch of dispossessed Giants stomping around and trying to fit in just doesn't quite jive in the same way. And adding a lost Dragonborn or Lizardfolk culture on the same scale is really reinventing the wheel, as Q'barra already has that to work with.
Still, the Xen'drik Drow have a lot of potential for fitting into the same niche. Must give some thought to this bit.
Excellent idea with the Dwarves. As for the Frost Giants, I keep coming up with a similar question. If it was set in Xen'drik, the Everice is an easy homeland to use.
As for some of the other bits and pieces, my favorite to consider is Acererak.
If you dig into D&D history, he's got potential ties to Orcus (which can easily be another name for Katashka the Gatekeeper) as well as being a cambion son of a Demon called Tarnhem (who may well be the Exarch of Orcus, with minions among the Lords of Dust). Further, he was a former apprentice of Vecna (of Hand and Eye artifact fame) who I'm already using a bit in my own Eberron game. So much fun to be had playing connect-the-dots :)
@Osgood, great work you did here! I'm doing something similar in this post on EnWorld - if any of you can pass by and leave your comments, it would be greatly appreciated!
Even though Q'Barra have the right population split, landmass size and quite a few places nearby that help with the case (Lhazaar pirates, Talenta dinosaurs), I think Xen'drik owns by having the "everything fits here" feel, plus it have a decent reason for not just going into the jungle with an Airship and the Traveler's Curse which spice things up a lot.
The downside is that it demands a lot more adaptation... especially Chapter 1 while using Stormreach NPCs, factions, locations instead of Port Nyanzaru's. On the other hand, is an excellent opportunity to use a few books I bought a long time ago and never had a chance to use (nor disposition to read for the matter).
Hey folks, Really appreciate the start Osgood made! Really helped me figure out how I wanted to run ToA in Eberron. I thought I'd include some of my thoughts here:
Location
TLDR: Kapaerian Island off the western coast of Xen'Drik
Background
Introduction
I love this book, but I scraped the intro. Just teleporting in felt to abrupt for me and didn't start with the Eberron flavor that I love. Here's how I got my players started:
First I had each of the PCs tie their characters into a legendary adventurer. The legendary adventurers are those that this current party has mostly played before. We finished a short 5E campaign over the last year and before that had a 3~4 year 4E/Eberron campaign. I considered those parties as legendary adventurers. My reasoning here is that one of those legendary adventurers as a patron for the PCs, has died and been brought back. Immediately they have someone close to them that is suffering the Death Curse. That patron has asked that they meet a contact in Sharn which is how they all ended up together. Otherwise I'm treating knowledge of the Death Curse as fairly limited.
Level 1
Level 2
Level 3
Death Curse
1
*Acererak completes the ritual and begins the spread of the Death Curse across Eberron*
Undying Court of Aerenal and Lady Vol the first to feel the impact.
2
Investigation continues by Undying and Vol. Other lichs, powerful undead, and those who were resurrected also feel it.
3
House Jorasco high level NPC contacted by several friends and colleagues to understand what's happened.
High level priests of the Silver Flame and Sovereign Host also begin research into what's happening.
4
5
Wayfinders brought up to speed by their Undying Court representative.
6
7
Undying Court determine the cause and location of the event they call the Soulmonger. They send their initial party to Chult.
8
9
10
11
12
Vol dispatches members of the Emerald Claw to Chult.
13
14
Undying Court party goes dark. Assumed missing or dead.
15
Representatives from Wayfinders and various factions based on player's backgrounds meet and decide to send a party to Chult to investigate.
16
17
*Campaign Begins*
Starts in Sharn, but quickly teleported to Stormreach where they set off to the island of Chult. Save the crew of the sub.
18
Slow travel through the Straights of Sargon
19
Encounter w/ the Merrow and Sea Snakes
20
Rapid pace out of the Straights, directly south to the bay of Chult
21
*Party arrives in Chult*
Factions
Here's how I came out on the different groups relevant in the adventure:
Religious Groups:
Church of the Silver Flame (Order of the Gauntlet)
Sovereign Host (I see the various temples in Chult as their take on the SH)
Undying Court (lost party - they may run into remnants of the party lost in the jungles)
Druidic Organizations:
Wardens of the Wood (Emerald Enclave)
Houses/Guilds:
The Wayfinder Foundation (Harpers) - My group has a special connection to the Wayfinders. In my Eberron canon, they are as written, but secretly they act more like the FR Harpers and combating threats to Khorvaire.
House Deneith (Flaming Fist)
The Twelve (Lord's Alliance)
Order of the Emerald Claw (Red Wizard's of Thay) - The primary initial antagonist of the party. They are after the map, but also have a presence on the island as written.
The Inspired/Riedran's (Zhentarim) - I really struggled on how to adapt the Zhent's. I liked the idea of the Aurum, but I really wanted some representation of Sarlona, mostly because of their proximity to Dar Qat. Also my group hasn't had much experience with the Inspired and Quori.
Misc
If anybody has any questions on this, let me know!
Jason
Almost three years later, I'll be running ToA in Eberron for my party. I was considering turning Acererak into a worshipper of the Dark Six and consequently devoting the six levels to each of those dark deities. Any ideas matching these themes?
Just a passing idea... feedback will be very welcomed ;)
"Let your dice roll"
codexanathema.com
Nice! Before the quarantine I we had JUST made it to the final level of the final Tomb!
I like the idea of lining the levels up to the Dark Six! The only one that fits neatly is The Keeper in the final level. I might change up some of the deities by level, but honestly you could re-flavor encounters to fit the particular god you were going for. Maybe the gods of that level were high level followers or even avatars of that particular one.