Grasp of the Emerald Claw - an ongoing review - major spoilers

MerricB

Eternal Optimist
Supporter
Grasp of the Emerald Claw is a 32-page adventure for 6th level characters written by Bruce R. Cordell and published by Wizards of the Coast for the Eberron setting. It is the final adventure in the series that began in short adventure "The Forgotten Forge" (found in the Eberron Campagin Setting), and continued with Shadows of the Last War and Whispers of the Vampire's Blade.

I ran this adventure as part of that series earlier this year, so this is a playtest review. It is also going to be in the more detailed style I'm adopting for reviewing adventures, so beware! There are spoilers ahead!

Credits:
Design: Bruce R. Cordell
Additional Design, Development and Editing: Bill Slavicsek
Cover Illustration: Wayne Reynolds
Interior Illustrations: Steve Prescott (definitely one of the best artists Wizards has)

Part One: Lady in Distress
In true pulp/noir style, the adventure begins with (a) it raining, and (b) the patron of the heroes under attack and them having to save her. The text notes that this adventure begins a couple of weeks after the events of Whispers of the Vampire's Blade, and also notes how to use it as a stand-alone adventure.

The introductory section is only two pages long, and is really one encounter: finding Lady Elaydren d'Cannith (the party's patron in parts 1 & 2 of the adventure series), rescuing her, and then getting the information on what must be done.

It seems that the various schemas discovered by the PCs in previous installments have been stolen by the Emerald Claw - my favourite evil group in D&D at present. So, Elaydren needs the PCs to recover them for her... and also find the final piece. It's a fine start to the adventure.

Unfortunately, things take a downturn in the sidebar: "What Happened at Town House 19?", which explains the background behind the adventure. It's all logical and enjoyable to read. Unfortunately, the PCs will have no means of discovering this during the adventure. I *hate* that. If you're concluding something, at least bring out the mastermind at the end. But, no, it seems that Wizards are leaving hooks open for you to use at a later date. I'd much prefer things being wrapped up here. Well, some things will be, but the PCs are still going to be mostly in the dark.

More later. Cheers!
 

log in or register to remove this ad

Part Two: From Here to There
This section of the adventure is 8 pages long, and deals with the first part of following the Emerald Claw. It seems that they've made their way to the continent of Xen'drik. Luckily for everyone, Elaydren can call in a few favours and has a new submersible that can take them there...

Maps for the undersea ship are inside the front cover, and there are details on its contents and the personality of its gnome captain and his motivations. This is all good to see. The adventure is flowing quite nicely at present.

As one may expect, no undersea voyage can go without a little trouble. In this case, it's the sahuagin who have been blockading Xen'drik. This is a nice touch that shows the PCs some of the interactions between the races and nations of Eberron. The encounter is EL 9, and quite challenging. Interestingly, it has been cut down from the original, which Bruce Cordell has posted on his site. (see here)

Assuming that is successfully navigated (and my group did, although they had an advantage with 6 PCs), then Xen'drik is the next stop. About three pages deals with the trading port of Stormreach and what the PCs find there. I must pause and mention the excellent artwork that Steve Prescott uses to depict Stormreach - it's one of my favourite pieces of D&D art.

This is an investigative part of the adventure. The Emerald Claw have headed off into the jungle, and the PCs must first find that out, find which direction they've taken, then hire transport of their own - all without drawing attention to themselves.

One of the few real blunders of the adventure happens here. Bruce Cordell places a Bodak, of all things, as the threat that they face when they attract attention. Bodaks are superbly deadly, and the way this one is introduced is very likely to kill most of the party. I know it did mine, (and I had 6 PCs!) before I basically neutered its death gaze to a "comatose" gaze.

Apart from that, the investigation is well presented. You have an expedition from Morgave University that can be interacted with, as well as enclaves for House Cannith and House Lyrander. We found this fun.

There's also a NPC who will join the group in Stormreach: Muroni, a half-elf scholar who is seeking out revelations about the Draconic Prophecy, and thinks the PCs would be a good group to tag along with. There's no problem faced if the PCs leave her behind, but if, as my group did, they take her with them, she's likely to prove quite helpful.

Eventually will come the need for the PCs to leave. This will occur by riverboat - it's almost impossible for the PCs to find and airship, and by foot would take too long. They've got the documentation from Lady Elaydren to hire one, but the PCs need to convince the riverboat's captain.

So, quite a bit of roleplaying, some undersea travel, and some combats. Things have shaped up quite well so far - except for the Bodak.
 


Klaus said:
Merric, could you expand on how your players dealt with the sahuagin and their overgrown sardine?

The Sahuagin encounter involves a net catching the sub' while a Dire Shark attacking the group with its sahuagin minders not far behind. Luckily for the PCs, there are potions of waterbreathing aboard, and all they really need to do is cut the four sections of the net.

As I recall, I mainly had the shark attack the crewmembers first, so as to raise tensions (and not prematurely end the game). A couple of the fighter-types stood on guard against the shark, and the others split up to cut the nets.

Mostly the PCs rolled really well to cut the net quickly - although they then had to rush to get to the now untended fourth corner where the shark had made a meal of the regular crew.

I don't seem to remember them actually driving off the shark; rather just being very efficient about cutting the net and getting back to the sub and moving off. Of course, this was about 6 months ago, and there's been a lot of roleplaying since then. I'll have to ask the players if they remember anything more.

Cheers!
 


(Psi)SeveredHead said:
You're doing a lot of these reviews. I'm appreciative, but how do you run them all at the same time? Do you have multiple gaming groups?

Actually, I ran this adventure back about 4 months ago.

However, yes, I have three gaming groups.

One group (6 players) meets every second Sunday afternoon and is currently engaged in Gary Gygax's Necropolis.

One group (6 players) meets every second Friday evening and is currently engaged in the Age of Worms (Three Faces of Evil); this is the group that played the Eberron adventures.

One group (5-6 players, 2 play in the Sunday group) meet every Friday afternoon and play RPGA adventures with me, mainly Living Greyhawk and Mark of Heroes. This is the group that played through half of Fane of the Drow (as a DM's Mark for MoH).

Cheers!
 

MerricB said:
Actually, I ran this adventure back about 4 months ago.

However, yes, I have three gaming groups.

One group (6 players) meets every second Sunday afternoon and is currently engaged in Gary Gygax's Necropolis.


Cheers!

DO make sure you write up a review of that!!
 

johnsemlak said:
DO make sure you write up a review of that!!

I've written one already, but you can see the campaign logs here:
http://www.3rdedition.org/merricb/greyhawk/greyhawk.htm

Notes from actually playing the adventure: some of the variance in ELs has required me to alter stat blocks from time to time. The adventure has also greatly benefited from additional material I've inserted - something suggested in the adventure.

Cheers!
 


I never understood how Muroni added anything to the mod, other than backup healing. Even then, wouldn't healing the party be tampering with the prophecy? Her job is to watch and report. Not watch and aid.
 

Remove ads

Top