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Grasp of the Emerald Claw - an ongoing review - major spoilers
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<blockquote data-quote="MerricB" data-source="post: 2644852" data-attributes="member: 3586"><p><em>Grasp of the Emerald Claw</em> 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 <em>Eberron Campagin Setting</em>), and continued with <em>Shadows of the Last War</em> and <em>Whispers of the Vampire's Blade</em>.</p><p></p><p>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!</p><p></p><p><strong>Credits:</strong></p><p>Design: Bruce R. Cordell</p><p>Additional Design, Development and Editing: Bill Slavicsek</p><p>Cover Illustration: Wayne Reynolds</p><p>Interior Illustrations: Steve Prescott (definitely one of the best artists Wizards has)</p><p></p><p><strong>Part One: Lady in Distress</strong></p><p>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 <em>Whispers of the Vampire's Blade</em>, and also notes how to use it as a stand-alone adventure.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>More later. Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 2644852, member: 3586"] [i]Grasp of the Emerald Claw[/i] 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 [i]Eberron Campagin Setting[/i]), and continued with [i]Shadows of the Last War[/i] and [i]Whispers of the Vampire's Blade[/i]. 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! [b]Credits:[/b] 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) [b]Part One: Lady in Distress[/b] 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 [i]Whispers of the Vampire's Blade[/i], 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! [/QUOTE]
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