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

Part Three: Riding the Marlow

The next section of the adventure is all of two pages, and is primarily a random encounter table for encounters down the river. There's some flavour text to make this seem like a trip down the exotic Amazon River, but most of this isn't that important. (Useful, but not important).

That comes with "The Giant Hands". Xen'drik used to be ruled by giants, and the Emerald Claw have ended up in one of their ruins. So, as soon as you see the ruined statues, you've found them. There's one encounter here with the Claw soldiers guarding a skiff. One will try to run away to alert the other Claws. Guess what happened to him in my game?

There's a nice bit of role-playing here as the guards try to stall the PCs. Muroni can also pipe up to keep the adventure underway... "You must reach this Garrow before he finds the object he seeks, for you must be there when the great event unfolds." Cryptic and unuseful to the players. Definitely prophetic babble.

Part Four: The Ruin

The centrepiece of this adventure is the massive ruin of the ancient giant empire. 16 pages - half the adventure - is devoted to its features. The maps are on the inside cover of the adventure, and are extremely clear. Unusually, they're drawn in one square = 20 feet! I can assure you, once you draw out sections of it on the battlemap, your players will be left in no doubt that it was built by giants. The illustrations of the ruin are likewise evocative and excellent. I wish Steve Prescott worked on more D&D products.

One of the really nice features about the ruin is the existence of both giant and human-sized steps. The smaller steps are due to the drow race that used to serve the giants. And, yes, the drow still haunt the ruin, though a shadow of what they once was. I like details like that.

Random encounter tables, dungeon features, check. Sidebar about who lived in the ruin, check. All good here.

Gallery Level

As the PCs try to enter the ruin, they get attack by drow - an EL 9 encounter with a drow Warrior 7 and 6 Drow Warrior 3. (To make things confusing, the leader's stats are here, and his minions are in the appendix). This encounter is much easier than it might appear - with only +2 leather, the drow leader has an AC of 15 and only 38 hp. In more recent adventures, Wizards have adjusted the CR based on poor equipment. This isn't the case here.

Mind you, they *do* have a rolling boulder trap. (Cue Indiana Jones music). That's probably deadlier than the drow.

This level is basically empty. There are the drow "nests" that hold a few dire rats since the drow were forced out by the Emerald Claw, and there is a Gargantuan Monstrous Scorpion trapped in one of the rooms (a god to the drow, they keep it fed; with what I don't want to know). The Scorpion was never found by my group.

Most interesting are the two sets of stairs: one to the "Dark" Level, a level that is entirely enclosed within the ruin (thus, dark), the other to the Temple Level, where the Claw are.

The Dark Level

Six Emerald Claw Soldiers (human War 2) guard the level. After the PCs sweep them aside, the rest of the level becomes possible to enter. Well, once the doors are opened. What makes this fun for the DM (and damp for the PCs) is that the level is full of water. Once the doors open, a great torrent of water can sweep them off the edge of the ruin, and 50 feet to the ground below. What fun!

(Yes, one of the PCs in my group failed all the saves and ended up on the ground below. At this point, everyone was about 7th level, so it wasn't deadly, just inconvenient).

Within the Dark Level, once most of the water has drained away, can be found one of the two puzzle clues to the portal at the top of the ruin: ancient runes of the giants on an interior ziggurat. Alas, if the PCs encounter it early, it's incomprehensible. They need something from above for this to make sense. There's also a Drowned.

Drowned are like Bodaks - very deadly. Unlike Bodaks, the PCs do have a chance to get away from them and not die just due to one failed roll. Stupid play will see PCs die, though. This was the third occasion I have used a Drowned, and the PCs were not that smart. I had Muroni keep dragging them out of the drowned's suffocation aura so they could recover.

There's not much else here. Altogether, it's variety but not much more. Things get more interesting up above.
 

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Temple Level (areas 14-26, 4 pages)

More stairs, more Emerald Claw guards. To deter those who'd want to just fly up here, there are dire apes wandering about the exterior as well.

At this point, the PCs run into the main group of the Emerald Claw forces, including some of their leaders (a mummy sorcerer 2!). Plenty of space is given to helping the DM with their tactics.

The rest of the level has more areas to explore - some already explored by the Emerald Claw, and some trap-filled areas that haven't been. This also has one of the deadliest traps of the adventure - a weakened wail of the banshee that will affect just one more person, having already wiped out five Emerald Claw soldiers. This is a really nice trap, because the PCs have plenty of warning. If they do brave the trap, they can gain a minor artifact - not necessary for the adventure's conclusion.

(If you're wondering what my group did: they took the better part of valour and avoided the trap).

Observatory Level (areas 27-39)

At last, the PCs can find out what the leader of the Emerald Claw taskforce is up to... well, they could if they knew who he was. This level contains traps, monsters, Emerald Claw soldiers, treasure, and a giant throne.

The throne is the centerpiece of the level. To the PCs, it will appear that a captured scholar is examining it, but it's really Garrow (first encountered in Shadows of the Last War), the leader of the Emerald Claw taskforce.

At this point, the adventure can go seriously wrong. Garrow is meant to delay the PCs for a while, get them into a fight with the remaining Emerald Claw forces, then activate a magic portal and disappear into the Vault area. Unfortunately, it's quite possible that the PCs will disrupt this somehow. If so, you'll have to adapt what occurs here. It's the one bit of possible railroading in the adventure.

The PCs will have to follow Garrow. They can either do this immediately, stepping through the portal, or later, in which case they'll need to gather clues from the previous two levels.

The Vault Level

At last, the conclusion of the schema plotline! It seems the giants were experimenting with Warforged themselves (this clears up some backstory as to where House Cannith got the idea during the Last War...) They created a sentient creation pattern, and it wants to get back together. And Garrow (or the PCs) have just brought the missing pieces...

This basically boils down to two fights: one against Garrow, and one against the released Xulo. The latter is *extremely* difficult. Construct, 142 hp, AC 26, DR 5/-, Full Atk +16/+11/+6 (2d10+7, slam). Little wonder that one of my PCs died during it; and the rest had to escape before coming back.

The entire ruin has some nice areas in it, and a few areas of wonder. All in all, it's a pretty fun (and unusual) dungeon layout. It also brings to an end the original series of Eberron adventures.

Merric's Conclusion

Grasp of the Emerald Claw is a pretty solid adventure, despite a couple of encounters that seem inappropriately difficult, and the one bit of required NPC action that could (and did, in my game) go so badly wrong. It ends with some really enjoyable pulp action. "I... am... complete! Xulo is... whole!"

Perhaps the last word should go to one of my players in the Eberron campaign, and his thoughts about the adventure:

"This was the first 'module' game that I have ever played that I really enjoyed. There is a plot and it is of course important to follow it, but I think the key to a good game is making it feel less like a choose your own adventure and I feel that was the case with this adventure. [It] felt a lot more spontaneous, like we were really in control of what was happening."

4/5
 
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MerricB said:
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.
Quite challenging indeed. The underwater battle with the shark was almost a TPK for my group. There are multiple things working against them here:
1 - The dire shark is CR 9, PCs are 6th level.
2 - The PCs can't all get to the fight at once due to the limitations of the airlock (IIRC, only two PCs per three rounds).
3 - The fight takes place underwater, penalizing the PC.

As it turned out, the battle only killed one PC (out of five), but two others got seriously hurt and would probably have died the next round.
 

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