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Grasp of the Emerald Claw (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Eberron Setting Adventure)
 
 
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Grasp of the Emerald Claw (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Eberron Setting Adventure) [Paperback]

Bruce R. Cordell (Author)
4.0 out of 5 stars  See all reviews (1 customer review)


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Book Description

January 1, 2005
The third stand-alone adventure for the new Eberron campaign setting.

This full-length adventure for the newest D&D® campaign setting showcases many of the most unique traits of the Eberron setting. It plays out across the Eberron world and is designed to either be a stand-alone adventure or an immediate follow-up to the first and second published Eberron adventures, Shadows of the Last War™ and Whispers of the Vampire’s Blade™.

AUTHOR BIO: Bruce R. Cordell, an Origins-award-winning author, has designed over 30 game titles, including the Expanded Psionics Handbook™. He also co-authored Libris Mortis: The Book of Undead™, the Planar Handbook™, the Epic Level Handbook™, and Underdark™.


Editorial Reviews

About the Author

BRUCE R. CORDELL, an Origins-award-winning author, has designed over 30 game titles, including the Expanded Psionics Handbook™. He also co-authored Libris Mortis™, the Planar Handbook™, the Epic Level Handbook™, and Underdark™.

Product Details

  • Paperback: 32 pages
  • Publisher: TSR Inc. (January 1, 2005)
  • Language: English
  • ISBN-10: 0786936525
  • ISBN-13: 978-0786936526
  • Product Dimensions: 10.8 x 8.5 x 0.2 inches
  • Shipping Weight: 3.5 ounces
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Best Sellers Rank: #572,285 in Books (See Top 100 in Books)

More About the Author

BRUCE R. CORDELL is the author of several FORGOTTEN REALMS novels, including Darkvision, Plague of Spells, City of Torment, Key of Stars, and Sword of the Gods.

Bruce is also an Origins and ENnie award-winning game designer whose long list of professional credits include the new Gamma World game, Player's Handbook 3 for 4th Edition, and the Forgotten Realms Campaign Guide.

Bruce summarizes himself as so: Author, science groupie, martial artist dilettante, stumbler through life's thorny briars.

 

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9 of 9 people found the following review helpful:
4.0 out of 5 stars Grasp of the Emerald Claw, May 9, 2007
By 
Robert J Defendi (Eagle Mountain, UT USA) - See all my reviews
This review is from: Grasp of the Emerald Claw (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Eberron Setting Adventure) (Paperback)
Bruce R. Cordell wrote this adventure. I've liked everything written by Bruce R. Cordell (In fairness, there are a few pieces that I don't rave about). This piece is no exception.

This is the conclusion of the story begun in The Forgotten Forge in the Eberron Campaign Setting and continued through Shadows of the Last War and Whispers of the Vampire's Blade. I haven't had the chance to read the last two adventures in this series (much less review them) so I'll review this as a stand-alone piece.

In this series, the characters, working for house Cannith, are trying to assemble four schemas which together compose a powerful artifact called the Creation Pattern, a left over from the Age of Giants. A group called the Emerald Claw is also searching for these schema. So what keeps this from being a standard "MacGuffin" plot?

The Creation Pattern is evil.

After the inciting incident of The Grasp of the Emerald Claw, the enemy possesses all three of the known schema and begins searching for the fourth. The character's must be the first to get to the last schema. It's their only hope to stop the Emerald Claw (and perhaps find the first three pieces). No one realizes that Creation Pattern has plans of its own.

The resulting adventure has the feel of the old pulp adventures. Picture King Solomon's Mines. More accurately, picture Twenty Thousand Leagues Under the Sea meets The Heart of Darkness meets Congo (the novel, not that horrible Laura Linney movie). It is a fun, entertaining romp.
One of the strengths of any Cordell adventure is the level of thought he puts into realistic detail. Ancient traps run out of power over time, character motivations and twists are well drawn and and the ecology of the dungeon holds together. If there is a creature too big to escape the room where it lives (and there is), you know how it got there, why it got there, and what it eats.

My complaints with this module are minor. Some of the dialog or description clunk once in a while. An encounter or two feels forced., but this is nothing that should hamper anyone's enjoyment of the adventure, especially if the DM does his own descriptions instead of reading "boxed text."

My biggest complaint has to do with the climax. This takes place in a interesting looking room. In effect, this is the opposite of the "Steam Factories" you see at the end of so many movies. You know the place. The hero and the villain end up grappling in a factory with no workers that seems to produce nothing but steam. This adds delicious threat to the fight scene, as long as the viewer doesn't think too much about why the factory is there or what it is doing.

As I said, the climax of this adventure takes place in the opposite setting. The room has a purpose, it's filled with stuff, yet accept for the climactic fight, nothing here is dangerous. I think that Cordell had a wonderful opportunity for a rich and dangerous tactical environment and missed it. I would suggest to any DM running this adventure to make this room come to life, it shouldn't be hard to rationalize how. Your game will benefit from it greatly.

I'd recommend this adventure to anyone playing in the Eberron setting. It might not be Cordell's crowning achievement but it's a good, solid module and a step above many of the adventures one sees these days.
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Inside This Book (learn more)
First Sentence:
This adventure begins in the city of Sharn. Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
shark keeper, masterwork gnome hooked hammer, adventurers approach, undersea ship, dire apes, fourth schema, dire shark, vault level, observatory level, drow warriors, temple level, racial bonus, creation pattern, observation blister, caster level, binding ring, light crossbow, light blindness, gallery level, dark level, bastard sword, elemental waters
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Emerald Claw, Sea Dart, House Cannith, Monster Manual, Throne Gate, Lady Elaydren, Full Atk, Base Atk, Rachi River, Weapon Focus, Gather Information, Dungeon Master's Guide, Captain Byam, Handle Animal, Important Rules, Open Lock, Power Attack, Shargon's Teeth, Age of Giants, Disable Device, Improved Initiative, Sense Motive, Asking Too Many Questions, Captain Chinxero, Great Fortitude
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Monster Manual III by Gwendolyn F. M. Kestrel
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