773 House of the Green Claw

This adventuring supplement is designed for D&D5e. On out Patreon page you can get it in PDF format (see image). The downloads include hi-res images for the maps. And there is a variant PDF version designed for Shadowdark RPG.

The relic housed herein is reserved for the strongest of warriors. Those deemed suitable to once again wage war against the threat of the depths.

Runic Warning

An ominous, rune-inscribed threshold in the mountains south of Saravenna leads into the veins of the earth to a place colloquially known as the House of the Green Claw. They call it such after the claw-like, jade inlay in the antecham­ber to the dungeon proper. Little is known of the place ex­cept what awaits in its first two rooms. The claw-shaped inlay is surrounded by fish effigies. And the long cham­ber with a deep pond inhabited by flesh-eating quippers. Rumor has it that a ponderous weapon is hidden herein.

This dungeon tracks its origin to over 4,000 years ago. Valiant warriors, who endured the same astronomical event as the current settlers of the Moon-touched Prin­cipalities, fought bravely against the spawn of the sa­huagin deep goddess. They crafted a claw-shaped maze that remains in the dungeon to this day, awaiting a war­rior worthy of wielding this artifact once more.

 Level 2 Dungeon

  • Danger. Risky. Check for a Random Event every 20 minutes and after loud noises (4-in-6 chance).
  • Light. Some areas have fire or braziers with perma­nent light spells. All denizens have darkvision.
  • Traps and Guardians. Mighty spells keep the de­fensive mechanisms in good order. Disabled traps and guardians in the dungeon reset/respawn at dawn.

The Journey

Travel from Saravenna to the runic threshold in the mountain ranges takes half a day of travel. The ominous opening leads to a descending, 300-foot-deep, stone stairway. This path leads to the antechamber (area 1).

 RANDOM EVENT d6 Details
1 Two shadows coalesce behind the characters. They approach from behind and try to ambush the party (DC 14 Perception).
2 The characters experience a vision where an armor-clad warrior wields a claw-like maze. The valiant warrior uses this weapon to vanquish sahuagin. The warrior gives his life to defeat a strange, god-like entity that rules over the blood-thirsty sahuagin.
3 A hidden pressure plate triggers a thrusting spear trap. A random hero takes 1d10 unless they jump aside (DC 14 Dexterity).
4 Three sahuagin arrive at the dungeon from area 1. Their arrival was caused by a vision they saw a few hours ago. They felt the presence of the Green Claw in area 11. They do not know what to look for. They only know something interesting is here.
5 A sudden earthquake causes debris to fall on a random creature. It deals 2d6 damage (DC 13 Dexterity for half).
6 A sudden burst of wind sweeps through the underground compound; all uncovered light sources are extinguished.

1. Antechamber

Four fish-shaped, limestone effigies with blank stares flank a claw-like sigil on the floor. The sigil inlay is made of jade polished to a pristine, mirror-like finish.

  • The Effigies. The statues produce a low hum and a tenuous vibration. The detect magic spell reveals an aura that protects the dungeon from the passage of time.
  • The Sigil. Careful inspection reveals tiny etchings on the edge of the jade sigil. They are written in an old form of the Common tongue (DC 13 Intelligence). It is a warn­ing against unworthy individuals attempting to rob this place. Only the bravest of warriors can be deemed wor­thy of wielding an object referred to as the Green Claw.
  • Hidden Doors. Exploring the chamber for 10 min­utes reveals the location of secret buttons. Pushing them opens narrow, dark passages (DC 14 Perception).

2. The Quipper Pond

This long hallway is covered by a 65-foot-long pond. A dim brazier can be seen by the far end. Banks of fast-swimming fish move around the pond as if flying.

The far end is the dungeon vault (area 11). It is possible to reach it from here but the risks are worth considering.

  • The Plinths. Two stone surfaces by the west end of the room contain a few scrolls and tomes. If inspected for 10 minutes, they reveal that a magical variety of un­dying, flesh-eating quippers inhabits the pond.
  • The Pond. Creatures that fall into the water are at­tacked by the quippers and take 2d6 damage per round. Swimming across the pond is a foolish action. Attacking the fish yields no result as fish magically appear as oth­ers are killed. Climbing gear allows characters to set pi­tons and rope on a wall to cross. Whoever sets the equip­ment is at the greatest risk (DC 13 Athletics). Once set up, crossing is easier (DC 11 Athletics). Failure causes the character to fall into the quipper-filled water.

3. Lodging of Fire

This chamber features a flame-shaped inlay decoration on the floor. It is warm as if heated from below.

  • Guardian. A bronze-skinned, dwarf-like warrior ap­pears (azer), it brandishes a flaming warhammer. The summoned guardian fights mercilessly until slain.
  • Explosive Chest. Opening the lid triggers a fiery ex­plosion that deals 3d6 damage (DC 12 Dexterity). The chest contains 170 gp and seven empty flasks.

4. Passage of Fire

Three clockwork engines in recessed alcoves spew jets of fire intermittently, at unpredictable intervals. The north wall is burnt and stained with soot.

  • The Rhythm. Careful observers notice the pattern of the jets repeats once every minute (DC 13 Intelligence).
  • Flame Jets. Characters must be fast to cross (DC 14 Acrobatics). Roll with advantage if the pattern has been discerned. The deadly fire jets deal 2d6 per exposure.

5. The Lava Pond

A 10-foot-deep pond of molten stone dominates this chamber. The room is lit by the pond’s warm glow.

A salamander lies in slumber at the bottom of the pond. If the characters stay in this room longer than 20 min­utes, it emerges and fights but does not pursue them.

  • The Lava. The molten rock is thick enough that sub­mersion is not possible. Alas, direct contact with it deals 1d8 damage per round. Characters can cross it running or attempt to climb over it (DC 13 Athletics).

6. Tomb of Warriors

This room contains four standing sarcophagi. Each con­tains the bodily remains of a fabled warrior who fought during the astral convergence 4,200 years ago against the sahuagin. Plaques on the lids list their names and deeds. One of them, Harnel Minnara, wielded the Green Claw in the fight against the sahuagin goddess’s avatar.

7. Lodging of Water

This chamber features a droplet-shaped inlay decoration on the floor. It is warm as if heated from below.

  • Guardians. Two kuo-toa are summoned. They fight with their spears mercilessly until slain.
  • Explosive Chest. Opening the lid triggers a cloud of freezing mist that deals 2d6 damage (DC 12 Dexterity). Rolling a 1 causes the creature to perish and become a block of ice. The chest contains 140 gp.

8. Submerged Ossuary

The underwater chamber contains four gilded con­tainers. An inscription on the ceiling reads: “Con­sume the ancestors’ ashes to be one with the sea.”

This room is underwater. Characters must roll a DC 12 Constitution save per minute of submersion or drown.

  • The Vases. Each contains the ashes of long-gone sol­diers. Grabbing a fistful of ash and eating it confers the character the ability to breathe underwater for 24 hours but summons a ravenous swarm of quippers.

9. Submerged Meditation Room

Inspecting this chamber overseen by the four fish effigies gives those present a vision of the distant past:

An astral body becomes aligned with the Material Plane. This convergence tears the fabric of reality and causes the Endless Storm north of Onyx Keep. The storm’s origin is a site of worship. There lies the physical manifestation of the fish-folk goddess.

Such a vivid vision can take a toll on mortal beings (DC 12 Constitution). On a fail, the character drops to half HP. On a success, the insight grants them inspiration.

10. Passage of Vapor

Clockwork engines in alcoves similar to those in area 4 produce jets of boiling water and vapor. Their rhythm can be inferred in the same manner as those in area 4.

  • The Vapor Jets. Crossing requires fast swimming (DC 14 Athletics). Roll with advantage if the pattern has been discerned. The boiling jets deal 2d4 per exposure.

11. The Dungeon Vault

Flanked by two carved fish effigies, a large stone coffer with a jade, claw-like inlay on its lid awaits.

  • Treasure. The coffer contains a smaller chest with 400 gp, 1,200 sp, two potions of healing, a spellbook with 3 random Wizard spells, and the Green Claw.

The Green Claw

A mithral mace with a gemstone head cut like a tiger claw. Watery patterns glimmer from within the jade.

Bonus. +1 Mace.

Benefit. Attacks against ocean creatures deal an extra 1d6 of damage and bypass any resistances. In addition, immortal water-based beings, like the sahuagin god­dess’s avatar, can be slain with this weapon.

Interested in our catalog of full adventures? Check out these awesome goodies here.

Leave a Reply

Your email address will not be published. Required fields are marked *