Grasp Of The Emerald Claw.pdf - GeniusDex * WEB
Grasp Of The Emerald Claw.pdf - GeniusDex * WEB
Grasp Of The Emerald Claw.pdf - GeniusDex * WEB
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ISLAND ENCOUNTER (CR 7)<br />
After escaping the nets, the Sea Dart rises to the surface<br />
and comes to rest beside one of the craggy islands<br />
formed by the stone columns jutting from beneath the<br />
waves. While Byam and his crew work to repair the damaged<br />
binding ring, the sahuagin shark keeper and his<br />
allies attack. <strong>The</strong> PCs must protect the gnomes until the<br />
repairs can be completed.<br />
<strong>The</strong> Sea Dart breaks the surface and gently comes to rest beside a<br />
more or less flat-topped stone outcropping. Other such outcroppings jut<br />
from the water, though most of the nearest ones are jagged or domed.<br />
“This is as good a place as any,” Byam declares. “Let’s disembark and<br />
make repairs.”<br />
<strong>The</strong> Situation: Byam and his crew need 2 hours to<br />
complete repairs. <strong>The</strong> small sahuagin force sees them as<br />
intruders and wants to capture the crew and the ship for<br />
their tribal leader. <strong>The</strong> PCs might be able to negotiate<br />
safe passage through the region with the sahuagin shark<br />
keeper, provided they talk before making any hostile<br />
actions and make a DC 25 Diplomacy check, accompanied<br />
by some sort of treasure (the sahuagin shark keeper<br />
appreciates magic items, especially weapons, as well as<br />
gold, and requires a combination of the two totaling<br />
1,000 gp). <strong>The</strong> shark keeper can’t be reasoned with if<br />
the adventurers managed to kill the dire shark.<br />
If diplomacy fails, the adventurers must fi ght the<br />
sahuagin raiding party.<br />
Sahuagin Shark Keeper: Male sahuagin ranger<br />
2; CR 4; Medium monstrous humanoid (aquatic); HD<br />
2d8+2 plus 2d8+2; hp 22; Init +1; Spd 30 ft., swim 60<br />
ft.; AC 16 (+1 Dex, +5 natural), touch 11, fl at-footed<br />
15; Base Atk +4; Grp +6; Atk +6 melee (1d4+2, talons)<br />
or +4 melee (1d8+3, trident); Full Atk +6 melee (1d8+3,<br />
trident) and +4 melee (1d6+1, bite) and +4 melee (1d4+1,<br />
rake, if in water); SA blood frenzy, favored enemy (elves<br />
+2); SQ blindsense 30 ft., darkvision 60 ft., freshwater<br />
sensitivity, light blindness, speak with sharks, water<br />
dependent, wild empathy, combat style—Improved<br />
Natural Attack (bite); SV Fort +5, Ref +6, Will +4; Str<br />
14, Dex 13, Con 12, Int 14, Wis 13, Cha 9.<br />
Skills and Feats: Handle Animal +6*, Hide +8, Listen<br />
+8*, Profession (hunter) +6*, Ride +5, Spot +8*, Survival<br />
+2*; Great Fortitude, Multiattack B , Track B .<br />
Blood Frenzy: Once per day a sahuagin can fl y into a frenzy<br />
in the round after it is damaged, clawing and biting madly<br />
until either it or its opponent is dead. It gains +2 Constitution<br />
and +2 Strength and takes a –2 penalty to Armor Class.<br />
A sahuagin cannot end its frenzy voluntarily.<br />
Favored Enemy (Elf): +2 bonus on Bluff, Listen, Sense<br />
Motive, Spot, and Survival checks when using these<br />
skills against an elf; +2 bonus on weapon damage rolls<br />
against elves.<br />
Dire Shark<br />
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