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Grasp of the Emerald Claw (Eberron)
 
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Grasp of the Emerald Claw (Eberron) [Paperback]

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

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Product details

  • Paperback: 32 pages
  • Publisher: Wizards of the Coast (30 Jan 2005)
  • Language English
  • ISBN-10: 0786936525
  • ISBN-13: 978-0786936526
  • Product Dimensions: 27.5 x 21.5 x 0.5 cm
  • Average Customer Review: 3.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Bestsellers Rank: 602,384 in Books (See Top 100 in Books)

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Bruce R. Cordell
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Product Description

Product Description

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™.

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Most Helpful Customer Reviews
4 of 6 people found the following review helpful
Format:Paperback
Before I begin this rant, I should probably clarify something in case Mr Cordell is reading: this is not a personal attack on one professional writer. Rather, it is just my ramblings about how different our tastes are. In fact, I have purchased several accessories and supplements written or co-written by Cordell that I have thoroughly enjoyed -- for example, the 3rd edition Psionics Handbook. But for some reason, I just cannot enjoy his adventures.

Grasp of the Emerald Claw has a lot going for it: a trip to Xen'drik, a dungeon-crawl through an ancient giant temple, and the conclusion (well, debatable -- more later) to the schema plotline. Moreover, it features my ultimate-all-time-favourite bad guys -- the Order of the Emerald Claw -- and the return of favourite villains from preceding adventures.

And yet, my group and I have not enjoyed playing this adventure by any means. The opening is dramatic, but one of the earliest encounters is ridiculously overpowering -- you could double the players' level from 6th- to 12th-level and it would still be very difficult. Furthermore, it is completely unavoidable.

Once our party reached Xen'drik, the action seemed to die. Dungeon crawling seems out of place in Eberron - there's nothing cinematic about resting, preparing spells, exploring echoing empty room after echoing empty room... The NPC sent to 'watch over them' is a clichéd, poorly-constructed, and unnecessary addition to the adventure, and if your party survived the first unavoidable-and-ridiculously-overpowering encounter, chin up, because 'there's plenty more where that came from!' (Ironically, the final encounter is not actually the difficult. Not quite why this is so...) And that reminds me: the ending of the schemas plot, although the most imaginative part of the whole adventure, fails to deliver an actual ending. I didn't want an epic campaign, and after eight levels of the same storyline my group was clamouring to end it with Grasp of the Emerald Claw -- but no such luck.

If The Sunless Citadel, Heart of Nightfang Spire, and Grasp of the Emerald Claw all had something in common, it would be that they had good plots but mind-numbingly tedious encounters. It baffles me that a man capable of crafting such evocative description and linking scenes together with skill is unable to structure an exciting and thrilling dungeon crawl. I ended up editing a lot of this adventure to give it the cinematic edge so badly wanting.

So why did I go as high as three stars? Some of the NPCs are quite interesting. Some of the encounters are beyond a mere 'move-and-attack' encounter. And some of the overpowering encounters would have been enjoyable (had the party not died). But, on the whole, this adventure is simply not 'Eberronish' enough for me.
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Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com:  1 review
9 of 9 people found the following review helpful
Grasp of the Emerald Claw 9 May 2007
By Robert J Defendi - Published on Amazon.com
Format: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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