Grasp of the emerald claw torrent
Using the footings successfully allows the character to move her full speed, but require a xx check characters can take 10 on this check. A failure of more than five indicates that the character moves at half speed, while a failure of 10 or more means the character loses her footing and tumbles off the submersible. Those without tethers are quickly left behind unless they have a quick swim speed. Attacking The Sahuagin Saboteurs: The sahuagin on the hull attempt to protect the draggers, three sahuagin to a dragger.
Each group of three surrounds its dragger, and viciously attacks anyone approaching it. The gargantuan dire shark and its keepers close their separation distance by 10 feet, now trailing the Sea Dart at either 30 or 10 feet. The gargantuan dire shark and its keepers close their separation distance by 5 feet, now trailing the Sea Dart at either 35 or 15 feet.
If neither dragger still functions, the gargantuan dire shark will never catch the submersible, and its all over. If any sahuagin saboteur still retaining a footing on the submersible hull detaches and falls back.
Otherwise, the characters presumably continue to fight the sahuagin saboteurs to disable one or both draggers. The gargantuan dire shark and its keepers close their separation distance by 10 feet, now trailing the Sea Dart at either 20 or 0 feet see If the Shark Catches the Submersible.
If only one dragger still functions, the gargantuan dire shark and its keepers close their separation distance by 5 feet, now trailing the Sea Dart at either 30 or 10 feet. If neither dragger still functions, see round eight. The gargantuan dire shark and its keepers close their separation distance by 10 feet, now trailing the Sea Dart at 10 feet if the characters failed to spot the dire shark in round one, and both draggers still function, the shark caught the submersible last round.
If only one dragger still functions, the gargantuan dire shark and its keepers close their separation distance by 5 feet, now trailing the Sea Dart at either 15 or 5 feet. The gargantuan dire shark and its keepers close their separation distance by 10 feet, catching the submersible see If the Shark Catches the Submersible.
If only one dragger still functions, the gargantuan dire shark and its keepers close their separation distance by 5 feet, now trailing the Sea Dart at either 10 or 0 feet see If the Shark Catches the Submersible. The gargantuan dire shark and its keepers close their separation distance by 5 feet, now trailing the Sea Dart at 5 feet if the characters failed to spot the dire shark in round one, and even if just one dragger still functions, the shark caught the submersible last round.
Round Thirteen: If even just one dragger still functions, the gargantuan dire shark and its keepers close their separation distance by 5 feet, the trailing dire shark finally catches the submersible.
If the Shark Catches the Submersible: The dire shark smashes into the Sea Dart, damaging the ring that binds the water elemental to the vessel. Pick up with the published adventure again with the read aloud text at the very bottom of page 7, and continue with the adventure.
It is touch and go, here, and the PCs are not careful, the sahuagin may take them down to their sunless city, where sea devils cavort in the court of their king, awful rites pay homage to a brutal shark god, and the desperate characters from above the waves dream of the sun they will never see again… I recommend that you cut out the encounter titled 'Island Encounter on page 9, because by this time, the PCs have probably had enough fighting with the sahuagin, after they've played through the above sequence and failed.
Byam keeps careful watch as he continues to wend his submersible through Straits. Experience: If the submersible escapes the dire shark, award the characters experience equivalent to a CR 8 monster. Pick up with the published adventure again on page 10 with the encounter titled 'Stormreach. Improved Grab Ex : On a successful bite attack, can attempt to start a grapple as a free action without provoking an attack of opportunity.
If it wins the grapple check, it establishes a hold and can try to swallow the foe in the following round. Swallow Whole Ex : A dire shark can try to swallow a grabbed opponent of up to Huge size by making a successful grapple check. Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Keen Scent Ex : Notice creatures by scent in a foot radius and can detect blood in the water at a range of up to 1 mile.
It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Character Options. Resources for DMG Creators. RPG Media. Tabletop Essentials. Gift Certificates. Family Oriented. Pulp Action. Forgotten Realms. More Settings. Plane Shift. Dark Sun. Phone PDF. Screenreader PDF. Virtual Tabletop. Pay What You Want. See all titles. Publisher Website. Follow Your Favorites! Sign in to get custom notifications of new products!
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Also, their file size tends to be smaller than scanned image books. Most newer books are in the original electronic format. Both download and print editions of such books should be high quality. File Last Updated:. This title was added to our catalog on January 15, I don;t have time to homebrew more than about one-fourth of my adventure materials, so I'm looking for adventures that will fit pretty seamlessly into Eberron Any suggestions?
Last edited: Dec 20, DragonBelow Adventurer. Voyage of the Golden Dragon it's a "standalone" Eberron adventure that supposedly includes sidebars to let you run it after grasp of the emerald claw.
I didn't find such sidebars, but it is for the appropiate party level and it's Eberron. MerricB Eternal Optimist Supporter. Hmm - 10th level is sort of high for finishing GotEC; its also somewhat tricky to find adventures at that level. Before my group imploded on itself, I had planned to run The Banewarrens for them. That starts around 6th though, so you'd need to do quite a bit of work to scale it. Dungeon magazine has a lot of great adventures. Have you considered jumping into one of the adventure paths at the appropriate level?
It might be cool if the PC's have to pick up the pieces of a failed party. If not, then maybe check out the Istivin:City of Shadows adventures that run through Dungeon While they are originally set in Greyhawk, they could easily be converted to Eberron. Morrow First Post. All of the best Eberron adventures have come out of Dungeon. Unfortunately your party is several levels too high to use most of them straight out of the magazine. Still, there's lots of good stuff there, and it is well worth the effort of conversion.
Look for: Murder in Oakbridge 5th level, Dungeon Chimes at Midnight 5th level, Dungeon Steel Shadows 7th level, Dungeon The arc that went through the following adventures is fairly solid, if not quite to the level of the ones I mentioned above: Crypt of Fallen Stars 7th level, Dungeon Temple of the Scorpion God 7th level, Dungeon Pit of the Fire Lord 8th level, Dungeon There are plenty of other Dungeon adventures that would fit into Eberron with little work.
For example, I thought the recent Swords of Dragonslake 12th level, Dungeon was a fun higher level mystery that would slip into Eberron with little effort. Kaodi Adventurer. No votes for letting them run wild and free, able to enjoy the benefits of their fame and fortune as one of the most powerful groups in Khorvaire?
Why not a series of one game night adventures, between three and six, each in a different part of continent, all tied in some way to the group specifically. A royal ball in Karrnath, a lightning rail ride through Thrane, leading into a rural adventure after getting off at one of the stations mid-journey, dining with the rich and famous in Sharn. That sort of stuff.
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