Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Tuesday, February 24, 2015

Using Props in your RPG Games

Do you use props in your tabletop RPG games?

I don’t always use props when I run an RPG because at their heart, tabletop RPGs are about evoking a world of imagination through the spoken (or written) word. That said, why make imagination do all the work? Descriptions can always be spiced up, anchored, and otherwise enhanced by something you provide your players that makes them feel more in touch with what you’re describing.

I’ll go further: you should consider adding some props to your game if you’re not already doing so. Props engage players in a new way, engage several senses at once, and make a game more memorable. If you already use props, you’ve probably already tried many of the props described below, and probably some I haven’t thought of. The thing to keep in mind about props in RPG games is this: use them judiciously, not constantly. If players come to expect a certain kind of prop because it’s what you always do, that moment of excitement for each new prop reveal becomes less over time. The answer might just be in varying the kind of prop you use.

To my mind, props fall into the following categories.

Tabletop Prop Categories
Pictures
Sounds
Miniatures
Sketches
Environment
Special Objects
Handouts

I provide a few ideas (and anecdotal examples!) of props within each category over on the MCG Blog:http://www.montecookgames.com/using-props-in-rpg-games/

Friday, August 9, 2013

I'm Going To Gen Con!

Recent developments mean that I'll be at Gen Con this year!

Of course, I just arrived home from Space City Con, where I got to tour NASA, cosplay as Dr. Horrible and Malcolm Reynolds, make friends and hang out with one of my favorite scifi authors Elizabeth Bear, run three days of D&D, and do all of this while enjoying the incomparable company of my sweetie Batgirl (and my pals Hobo Lord and Lady Gumdrop). You might imagine that Gen Con's got its work cut out for it, if it wants to follow that act.

You might imagine that, but the truth is, Gen Con 2013 is shaping up to be pretty fracking awesome in its own right. See you there?

Thursday, March 21, 2013

Halo 4: Cortana the Naked

I know I'm late to this party, but I just finished the campaign story for Halo 4.

I loved almost everything about it. But one thing threw me. Every time the A.I. Cortana materialized as an anatomically correct woman wearing no clothing, I lost the thread of the scene as I goggled.

I find it curious that 343 studios would decide to sexualize Cortana by ripping off her modesty. Previous versions of Cortana were unclothed, but weren't naked, AND managed to portray a "real" character with just voice acting and good writing. Why the switch to soft porn? 

Were they trying to make her more vulnerable? Maybe. Cortana was a central character of the story, and one who is failing as her A.I. brilliance burns 10 times as bright, but 10 times as short . . . But it sort of comes across as exploitation. Yes, even though she's not a real person. 

Honestly, I'm not sure where I come down on this. But it was something that threw me out of the story each time she appeared. 

What do you think?

Thursday, May 10, 2012

Goblins Care Only About Your Axe

My axe kills goblins dead, regardless of the underlying game mechanics. 

"Goblins Care Only About Your Axe" is my latest D&D Next blog, where I touch on potential tension between describing fights wholly in the imagination for one combat, and using minis on a battle-grid in the next combat.

Monday, April 19, 2010

Media Blitz

I am snowed under by media to be read, listened to, watched, played, or written. I'm currently reading 2 books on my kindle app (on phone and mac), listening to an audio book on my phone, in the middle of watching a couple different HBO shows via netflix streaming, and have a couple hard-copy books and DVDs lent to me by friends that I look forward to watching/reading.

Not to mention the huge backlog of podcasts I listen to fairly regularly. Which I'm behind on because of the aforementioned audiobook. As it happens, I signed up for the 1 audiobook a month plan at audible.com, so I've got a lot more audiobooks in my future.

I'm also writing a novel in my free time (and if I could say more about that, I would), and proofing Key of Stars (due back to editor May 3rd).

And as it turns out, I'm also trying to teach myself Objective C, which is great fun. When I can find the time to sit down with my manual!

Time was I used to play Xbox 360, and I was up to date on all the games. No more. Not enough time. Though I suppose when the next must-have title emerges, that'll change. Starcraft II I think. If it ever comes out . . .

So like I said, I've got a lot of media to consume (and produce). Some days, such as right now when I've got a cold to drag me down, I feel burdened. Like it's just too much of a first world problem. So maybe I should give another $25 to Kiva, chuck the rest, and re-read my old copy of The Hobbit for the 20th time.  Sounding pretty good...

Sunday, March 30, 2008

Dolores Meis, Scrabble Champion


Our family played a lot of games when I was a kid. I was middlin' at most, with a pretty good win-loss record on Monopoly, Life, Chess, Checkers, or what have you. However, the one game I failed to ever win a single game at was Scrabble. My mom consistently beat everyone.

Well, this failure to ever win a single game of Scrabble has stuck with me through the years. Imagine my chagrin when I discovered my wife Dee was also quick with the words and that she also beat me year in and year out.

We continued to play the occasional game though. She enjoyed it at least ;-). Then one day this year, seemingly out of the blue, I finally beat my wife in Scrabble. (angelic trumpets sound)

The first thought through my head: If I can beat Dee, I bet I can finally beat Mom, too! Practice makes perfect, right?

Last weekend I had the opportunity to challenge my mom to a game of Scrabble. My mom's mom, Grandma Meis, also sat down to play.

Little did I know that my mom's Scrabble ability was learned at feet of a true master. My grandmother roundly whomped us, twice in a row just to prove luck played no part.

In fact, during one round, I foolishly indicated that I had the perfect play in mind... instead of taking that play away from me she let me have it (a grandmother likes to dote on her grandchildren): C R A Z Y in a triple word and double letter path that netted me 66 points. I figured I had that game sewn up.

But nope. Despite spotting me my grand play, Dolores surged forward and still handily beat me and everyone else at the table, Mom, too.

I have a feeling this is one champion I'll never unseat.

Tuesday, February 5, 2008

Avatars of the Future

What if digital avatars ten years from now where so realistic, your brain was actually tricked into thinking you were one and the same? Science fiction? Nope.

Take a listen to this fascinating discussion that begins with phantom limb pain and induced out of body experiences, then ties in how your brain maps its perceptions to your physical body, and then on to how we might truly be fooled into inhabiting our digital avatars in the future. The fact that people TODAY can be fooled into believing a fake rubber hand is their own feeling limb with just a few simple tricks starts us down this road. Add VR goggles and haptic feedback , and holy cow, you could BE a tyrannosaurus rex in the smash XBOX game of the 2020's! (I'm not entirely sure this is a positive development.)

1/16/2008 -- Sandra Blakeslee from the New York Times discussed
body maps in the brain on the show Berkley Groks Science.

INTERVIEW DESCRIPTION: Sensory events are conveyed to our brains and
interpreted in specialized maps of the outside world. On this program,
Sandra Blakeslee discussed the function of these body maps in the
brain, and how they could be used ultimately for making us believe we
are various digital avatars. Here's the MP3:

http://www.archive.org/download/groks306/groks011608_vbr.mp3


P.S. Go Obama!

Wednesday, January 30, 2008

Magic in the Forgotten Realms

John commented on my previous entry he was hoping to find some 4E nuggets here. Well, check it out, an article I wrote previewing magic in 4E Forgotten Realms just went up on D&Di Dragon.

Monday, January 14, 2008

Kobolds

I got my hands on issue number 3 of Kobold Quarterly thanks to the editor's kind indulgence.

As I read through the articles this evening, I flashed back to sitting at my friend Bret's house reading the latest Dragon magazines back in the early 80's as a teenager. The great cover combined with the interior's earnest writing and production values remind me of that era. Nostalgia is a powerful force, isn't it? I think this publication might have legs.

So it's doubly cool to hear that Kobold Quarterly has decided to come on board early in its support of 4E D&D. Sounds like Wolf's patrons know when to back a winner.

Saturday, January 5, 2008

Get Blasted From Space, For Free


Until January 15th, you can download a free PDF copy of my event book When The Sky Falls!

When The Sky Falls describes what happens when a fantasy world is struck, and struck hard, by a meteor. The book provides new prestige classes for characters close to ground zero, a variant magic system powered by residual meteor fragments, and many new feats and spells. When the Sky Falls also describes frightening new monsters -- creatures twisted by their proximity to the Afterfall.

When The Sky Falls was one of the games I wrote with Malhavoc Press (a list that includes Hyperconscious and If Thoughts Could Kill). I remain as proud of it as anything I've done, mainly because it allowed me to stray outside regular fantasy tropes. When things fall from the sky in a fantasy world, they might be nickel-iron, but then again, they might be fragments of something far stranger . . .

Friday, December 28, 2007

XBOX Stream of Consciousness

My XBOX 360 displayed the three blinking red lights of doom on Dec 25th. Hardware failure.

The silver lining to this sad story of failed holiday bliss is that Microsoft has extended a 3 year warranty for all devices that exhibit this particular failure. So I'm covered. This is the second time a 360 has failed me.

I guess I'll have to do something constructive with the time I had set aside to practice my battle rifle skills in Halo 3. Like, work on a 2nd draft and exercise, maybe. I've been eating too many molasses chips and pieces of peppermint bark. I've fallen off the fitness/good-eating wagon, and now I need to climb back on. The sugar really nails me, but when I get a bite, I can't stop. I know, as soon as I finish off all the goodies in the house, I won't have anything left to tempt me . . .

Yeah, that's good thinking, Bruce! It's when I wrestle with food that I become particularly convinced that consciousness is a synthesis of personality fragments. To ourselves, it feels like we're whole people with a unified mind, but nope. We're a collection of competing ideas and needs, and getting a handle on those rooted in the deepest part of the brain is a battle that is never won.

Saturday, December 22, 2007

Gleemax Blogging and Forgotten Realms

It's been awhile, but I updated my gleemax game blog here about my progress on the new Forgotten Realms Campaign setting.

Although I didn't want it to become so, I find myself reluctant to write anything in that blog unless it bears directly on what I'm doing at Wizards. Once Gleemax leaves Alpha and becomes more wieldy, that may change.

Or, I'll keep this blog as my 'central clearing house' for all things Bruce whether gaming, writing, health, environment, or political cautionary tales, and only do game posts there. That way if you're interested in Bruce Cordell AND D&D only, you'll know that's the place to go. I don't know yet.

In any event, I'll continue to point there from here, as this entry does.

Ah what the heck, here's the whole text of the Gleemax blog post; you already had to click once to get here, and Gleemax isn't yet RSS capable:
We've been working away at the Forgotten Realms(R) Campaign for a few years now, off and on. Over the last three months especially, I personally have been doing little else. (Well, the 4E character sheet, but that's only an hour a day tops--in fact, I just did an update before the holiday break, and I'll do another when I get back.)

So, after this last bit of work, what do we have to show? We have the nearly complete first draft of a campaign setting that looks pretty sweet. As one of my co-authors Chris Sims said to me on Friday, "I can't wait for this to come out because it going to be so good." I agree. I had been thinking the same thing.

I'm really excited for the debut of the setting for many reasons. Here are just a few:

One, the art is going to be sick. As in, really good. I just finished compiling the art and map order Friday, and we’ve got some epic pieces planned.

Two, realms forgotten will be forgotten no more, and Ed Greenwood is personally behind that vision; who better? It is awesome.

Three, a lot of lesser-known and well-known regions have seen exciting updates, advancing stories to leave room for new heroes to take up sword and spell and defend the Realms and have fabulous adventures while doing so.

Four, the format for the release is going to be the most useful we've ever utilized for a campaign setting (I may be biased). The campaign book design is both approachable and bursting with directly useful information about Abeir-Toril. What’s more, you can begin running a campaign with the book about ten minutes after you pick it up. Bang, welcome to the Forgotten Realms!

Wednesday, December 19, 2007

Tiefling and the Gnome


This is quite funny. Really. Check out this link and watch the animation featuring a D&D 4th Edition tiefling and gnome. One of the best lines, "I'm a spokes-gnome for fey rights!"

Thursday, December 6, 2007

Halting State by Charles Stross

I'm in the middle of reading Halting State. I had to laugh at the homage Stross paid himself when the protagonists were attacked by slaad in an online RPG. It wasn't really like a snake biting itself on the tail after 20 years of circling, but, you know, something like that.

But hey, if that doesn't make you smile, I bet this will:


Friday, November 30, 2007

I'm Busy

I talk about how I'm so busy I have to work at home today on my Gleemax game blog:

Sometimes so many things are going on in the office that the only way to get anything done is to work at home. Yesterday I went from one unscheduled 'conference' to another, end to end, for pretty much the whole day. Many were in my cube, many more were via email, and a couple actually occured in conference rooms.

Which means that when all was said and done, I had written a grand total of about 700 words. Not to say that all the mini-conferences I was involved in were not also work--I'm leading two books simultaneously right now, and both have several writers working on them, and it's my job to keep everyone appraised of everyone else's work, to make sure everyonoe is actually on schedule, and to mediate disagreements on approach. Plus, I am responsible for an equal writing contribution. Whewh!

Anyhow, here I sit, working at home. At the very least, it's given me enough time to post here!

Friday, October 19, 2007

Teen Read Saturday

Tomorrow I'll be attending an event in Tacoma for Teen Read Week with Stephen Radney-McFarland. We'll talk about being game designers to interested Teen Readers. (http://www.piercec ountylibrary.org/ki ds-teens/teens/teen -read-week.htm). Depending on how many people show up, we might even be able to run a few demo games--but of course, not if there are too many. We're told about 60 teens showed up last year, which sounds like too many to sit down and demo for, by a factor of 10.

--
Previous Halsocan Comments:

Thank you both very much for putting this on. TK had a blast!
Liberty | 10.20.07 - 10:10 pm | #

It was a fun event . Glad we were able to split up the kids and play.
Bruce | 10.21.07 - 3:47 pm | #

Tuesday, September 25, 2007

Monday, September 17, 2007

Wizards

Interested in a little teaser information about 4th edition Wizards? I wrote an article about them here.

Monday, December 20, 2004

Grasp of the Emerald Claw--Shargon Baiting

I wrote an adventure supporting the new Eberron Campaign Setting, Grasp of the Emerald Claw, which was published in 2005.

For a variety of reasons, one of which was a premium on space, one of my originally designed encounters was truncated. If you're interested in replacing the dire shark encounter as published in Grasp of the Emerald Claw with a variation that provides the possibility of escaping from that mighty maw altogether, read on:

To use this encounter, replace the encounters titled 'Danger at Sea, 'Rise, Rise!,' A Swim in the Dark' on page 7 and 'Island Encounter' on page 9 in the published adventure with the encounter titled Shargon Baiting below, and pick up again with the encounter titled 'Stormreach' on page 10:


SHARGON BAITING (EL Variable)
Light: Light spells at 20 foot intervals inside the submersible/phosphorescent sea life outside submersible provide twilight-like lighting.
Sound: Creaks and moans of a vessel under pressure, bubbling, faint intermittent whale calls (automatic).
Aura: Moderate (submersible, DC 21, conjuration).
Important Rules: Water Dangers, Dungeon Master’s Guide; Underwater combat.

Gliding along beneath the waves of the sea can be either extremely boring, or extremely interesting, depending on the terrain being traveled through. About four days into the trip (half way), Captain Byam calls the characters to the observation blister to see an interesting sight.
Visible through the thick panes of glass is the crushing sea. Always before, three shafts of strong magical light thrust from the submersible’s undercarriage, illuminating the surrounding water. But now, those flood lamps are dim. But it is not dark beyond the glass—a breathtaking vista reveals itself in startling hues of phosphorescent color. Thousands of glowing fish, some in schools, some alone, flit through the middle ocean. Picked out in luminescent yellows and greens are great columns of stone, punching up with thick bases from the darkness below and extending towards the surface above, slowly narrowing, perhaps just with perspective. Some of the columns are only tens of feet across, but those farther away in the hazing distance could be far, far broader, perhaps supporting small islets of rock on the surface. Captain Byam says, “I’ve never taken this route. I’d hoped we’d see less activity... but it sure is pretty.”

If asked, Byam admits he is taking a new route to Stormgate, one he doesn’t normally follow, because he wishes to avoid paying the usual shipping fees some sahuagin tribes assess for traversing their territories. He does not readily admit that he feels justified in taking that risk because of the characters’ presence on his ship, and their purported ability to fend off trouble. In fact, the real reason he has asked the characters to the observation blister at just this moment is because Byam knows that the Sea Dart is entering potentially dangerous waters: uncharted and home to sahuagin tribes with which he has no safe-passage deals.

Development: Call for Spot checks by all the characters looking out of the observation blister windows. On a result of 25 or higher, characters see something large arrowing through the water towards them. You can show the players the nearby illustration of the shark as your read or paraphrase the following:

An enormous dark shape is visible in the water, moving closer on an intersection course. The shape has a streamlined body with a triangular fin atop its back, a toothy mouth set well under its long snout, and a tail shaped like a crescent moon. Little fish are swimming around near it—no, wait, those aren’t fish, they are scaled humanoids! That means the approaching beast is far larger than first appearances suggested—it might be as large as the Sea Dart!

The approaching beast is a gargantuan dire shark, accompanied by sahuagin. If the characters do not see the approaching dire shark, Byam sees it on the round following the round the Spot checks from characters are called for. However, this failure of the characters to Spot the shark is a round less that the Sea Dart has to make course corrections (see The Chase below).

The Chase
The gargantuan dire shark’s speed and the Sea Dart’s speed are both 60. Because both have special limitations to their speed for one reason or another, neither can really exceed that pace (as most other creatures could do, with the ‘run’ action). Thus, if all things remain equal, the shark can never catch the Sea Dart if the submersible has a reasonable head start. And, in time, the dire shark will tire, and fall farther behind. But all things are not equal.

The PCs may attempt a delaying action, such as a PC dropping back to fight the gargantuan dire shark, or peppering the shark with long range attacks. However, the shark’s sahuagin keepers keep it on track, chasing after the sub.

Round One:
The dire shark, keepers, and saboteurs come upon the submersible at 90 degree angle, ahead and to the left of the Sea Dart’s path. Call for Spot checks from any characters in the observation blister (or other observation port). On a result of 25 or higher, characters spot the approaching threat and can give warning.

Round Two:
If warning was given on round one, Byam yells for the pilot in the bridge to swing the Sea Dart around to run straight away from the approaching sahuagin threat. If no warning was given during round one, Byam automatically sees the approaching sahuagin threat this round, pointing.

If the Sea Dart swings around to run directly away from the approaching dire shark due to the character’s successful Spot check on round one, the initial distance of separation between shark and submersible is equal to 60 feet. This separation remains constant until round six. Once the Sea Dart swings around, Byam commands the magical observation pane for a rear view, providing a clear view of the Sea Dart’s pursuers.

Round Three:
If Byam sees the sahuagin threat for himself on Round Two, he yells for the pilot in the bridge to swing the Sea Dart around to run straight away from the approaching sahuagin threat now.

If the Sea Dart swings around to run directly away from the approaching dire shark this round, the initial distance of separation between shark and submersible is equal to 40 feet. This separation remains constant until round six. Once the Sea Dart swings around, Byam commands the magical observation pane for a rear view, providing clear sight of the Sea Dart’s pursuers.

Round Four:
Six sahuagin saboteurs shoot forward through the water (using the ‘run’ action). Three grab onto the left wing, three the right. The sound of their attachment clangs dully through the submersible. Each group shepherds some strange looking equipment which causes Byam to yelp. He says, “They’re going to clog the elemental intakes! You’ve got to get out there and stop them! If they slow us down, that thrice-damned mother of all sharks will destroy the Sea Dart!” The elemental intakes are the collared circle in each of the wings through which the bound water elemental torus passes.

Characters Leaving the Submersible: It is possible that the characters began making preparations to leave the submersible on a previous round of the chase. No matter when they begin scrambling toward the water-lock, the process of grabbing from the hands of crewmen hastily thrust forward water crossbows and potions of water breathing (good for 10 hours each and sufficient to keep the dangers of drowning and high pressure at bay), downing their potions, and exiting out the airlock requires three full rounds. Helpful crewmembers attach a tether to each character (50 feet long) unless a given character demurs.

If the characters begin making preparations this round (round four), they emerge from the water-lock at the beginning of round seven. If they began preparing the leave the submersible earlier, they exit earlier, but see the instructions under round seven for characters navigating the exterior of the submersible.

Round Five:
The two groups of sahuagin saboteurs assemble their equipment at the edge of each elemental intake on the wings. They finish setting up their equipment at the end of the round. Each piece of equipment extends of metal iron spike into the whirling turbulence of the bound elemental.

The gargantuan dire shark and its keepers keep up the chase, trailing the Sea Dart at either 60 or 40 feet.

Presumably, the characters are caught up in preparations to leave the submersible.

Round Six:
The saboteur’s equipment assemblies are called draggers. Each dragger has a hardness 8 and 20 hit points, or requires a DC 23 Disable Device check to cause the dragger to disengage and fall away. The draggers make their presence felt this round. The dragger on each wing begins to exert drag on the submersible’s speed, reducing the submersible’s speed from 60 to 50 (each dragger reduces the submersible’s total speed by 5).
The gargantuan dire shark and its keepers close their separation distance by 10 feet, now trailing the Sea Dart at either 50 or 30 feet.

Presumably, the characters are just on the verge of exiting the airlock.

Round Seven:
If both draggers are still functioning at the beginning of the round, the submersible’s speed remains at 50.

The gargantuan dire shark and its keepers close their separation distance by 10 feet, now trailing the Sea Dart at either 40 or 20 feet.

Presumably, the bulk characters appear out of the airlock, a full round’s worth of actions available to each of them. The airlock is located along the center line of the submersible. The elemental intakes on each wing are each 30 feet from the airlock (60 feet from each other). Therefore, 30 feet is the distance separating exiting characters from each group of sahuagin saboteurs.

Moving on the Hull: Footings attached all over the hull allow careful characters to walk along the submersible’s surface without being swept away by the rushing water. 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.

Round Eight:
If both draggers are still functioning at the beginning of the round, the submersible’s speed remains at 50. 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.

If only one dragger still functions, the submersible’s speed is 55. 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.

Round Nine:
If both draggers are still functioning at the beginning of the round, the submersible’s speed remains at 50. 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.

Otherwise, the characters presumably continue to fight the sahuagin saboteurs to disable one or both draggers.

Round Ten:
If both draggers are still functioning at the beginning of the round, the submersible’s speed remains at 50. 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.

If neither dragger still functions, see round eight.

Otherwise, the characters presumably continue to fight the sahuagin saboteurs to disable one or both draggers.

Round Eleven:
If both draggers are still functioning at the beginning of the round, the submersible’s speed remains at 50. 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).

If neither dragger still functions, see round eight.

Otherwise, the characters presumably continue to fight the sahuagin saboteurs to disable one or both draggers.

Round Twelve:
If only one dragger still functions, the submersible’s speed is 55. 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).

If neither dragger still functions, see round eight.

Otherwise, the characters presumably continue to fight the sahuagin saboteurs to disable one or both draggers.

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).

If the Submersible Escapes the Shark:
The journey to Stormgate continues! Byam keeps careful watch as he continues to wend his submersible through Straits. Assuming the shark attack occurred four days into the trip, another four days of travel sees the Sea Dart to the continent of Xen’drik and Stormgate.

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.'

Creature Stats

d
Gargantuan Dire Shark: CR 16; Gargantuan animal (aquatic); HD 33d8+165; hp 313; Init +2; Spd swim 60 ft.; AC 19 (-4 size, +2 Dex, +11 natural), touch 9, flat-footed 17; Base +24; Grp 46; Atk +30 melee (3d8+15, bite); Full Atk +30 melee (3d8+15, bite); Space/Reach 70 ft./10 ft. SA Improved grab, swallow whole; SQ Keen scent; AL N; SV Fort +22, Ref +20, Will +19; Str 31, Dex 15, Con 21, Int 1, Wis 12, Cha 10.
Skills and Feats Listen +12, Spot +26, Swim +14; Improved Natural Attack (bite), Toughness (4), Weapon Focus (bite).
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 inside, the opponent takes 3d6+10 points of bludgeoning damage plus 2d6+8 points of acid damage per round from the shark’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the shark’s digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Gargantuan dire shark’s gullet can hold 2 Huge, 8 Large, 32 Medium or Small, or 128 or Small, or 512 Diminutive or smaller opponents.
Keen Scent (Ex): Notice creatures by scent in a 180-foot radius and can detect blood in the water at a range of up to 1 mile.
Skills: +8 racial bonus on any Swim check to perform some special action or avoid a hazard. 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.

dSahuagin Keepers (4): Rng 2; CR 4;Medium Monstrous Humanoid (aquatic); HD 2d8+2 plus 2d8+2; hp 22; Init +1; Spd 30 ft., swim 60 ft.; AC16 (+1 Dex, +5 natural), touch 11, flatfooted 15; Base +4; Grp +6; Atk +6 melee (1d4+2, talon) or +6 melee (1d8+3, trident); Full Atk +6 melee (1d8+3, trident) and +4 melee (1d6+1, bite) and +4 melee (1d4+1, rake if in water); Space/Reach 5 ft./5 ft.; SA Blood frenzy, favored enemy (human); SQ Blindsense 30 ft., darkvision 60 ft. freshwater sensitivity, light blindness, speak with sharks, water dependent, wild empathy, combat style (Improved Natural Attack (bite)); SV Fort +5, Ref +6, Will +4; Str 14, Dex 13, Con 12, Int 14, Wis 13, Cha 9.
Skills and Feats: Handle Animal +6*, Hide +8, Listen +8*, Profession (hunter) +6*, Ride +5, Spot +8*, Survival +2*; Great Fortitude, MultiattackB, TrackB.
Blood Frenzy: 1/day a sahuagin can fly into a frenzy in round following it being damaged, clawing and biting madly until either it or its opponent is dead. It gains +2 Constitution and +2 Strength, and takes a –2 penalty to Armor Class. A sahuagin cannot end its frenzy voluntarily.
Favored Enemy (Human): Gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against a human; gains a +2 bonus on weapon damage rolls against humans.
Freshwater Sensitivity (Ex): See Monster Manual.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds sahuagin for 1 round. On subsequent rounds, they are dazzled while operating in bright light.
Speak with Sharks (Ex): Communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as “food,” “danger,” and “enemy.” Can use the Handle Animal skill to befriend and train sharks.
Water Dependent (Ex): Survive out of the water for 1 hour per 2 points of Constitution.
Skills: +8 racial bonus on any Swim check to perform some special action or avoid a hazard. 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.
*Underwater, a sahuagin has a +4 racial bonus on Hide, Listen, and Spot checks. A sahuagin has a +4 racial bonus on Survival and Profession (hunter) checks within 50 miles of its home. sahuagin has a +4 racial bonus on Handle Animal checks when working with sharks. A sahuagin can always determine where true north lies in relation to itself and has a +2 racial bonus on Search checks to find or follow tracks.

dSahuagin Saboteurs (6): Rog2; CR 4;Medium Monstrous Humanoid (aquatic); HD 2d8+2 plus 2d6+2; hp 20; Init +1; Spd 30 ft., swim 60 ft.; AC16 (+1 Dex, +5 natural), touch 11, flatfooted 15; Base +3; Grp +5; Atk +5 melee (1d4+2, talon) or +5 melee (1d8+3, trident); Full Atk +5 melee (1d8+3, trident) and +3 melee (1d4+1, bite) and +3 melee (1d4+1, rake); Space/Reach 5 ft./5 ft.; SA Blood frenzy, sneak attack +1d6; SQ Blindsense 30 ft., darkvision 60 ft. freshwater sensitivity, light blindness, speak with sharks, water dependent, trapfinding, evasion; SV Fort +3, Ref +4, Will +4; Str 14, Dex 13, Con 12, Int 14, Wis 13, Cha 9.
Skills and Feats: Disable Device +6, Escape Artist +6, Handle Animal +4*, Hide +8, Listen +8*, Move Silently +5, Profession (hunter) +1*, Ride +3, Spot +8*, Survival +1*.
Blood Frenzy: 1/day a sahuagin can fly into a frenzy in round following it being damaged, clawing and biting madly until either it or its opponent is dead. It gains +2 Constitution and +2 Strength, and takes a –2 penalty to Armor Class. A sahuagin cannot end its frenzy voluntarily.
Freshwater Sensitivity (Ex): See Monster Manual.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds sahuagin for 1 round. On subsequent rounds, they are dazzled while operating in bright light.
Speak with Sharks (Ex): Communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as “food,” “danger,” and “enemy.” Can use the Handle Animal skill to befriend and train sharks.
Water Dependent (Ex): Survive out of the water for 1 hour per 2 points of Constitution.
Skills: +8 racial bonus on any Swim check to perform some special action or avoid a hazard. 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.
*Underwater, a sahuagin has a +4 racial bonus on Hide, Listen, and Spot checks. A sahuagin has a +4 racial bonus on Survival and Profession (hunter) checks within 50 miles of its home. sahuagin has a +4 racial bonus on Handle Animal checks when working with sharks. A sahuagin can always determine where true north lies in relation to itself and has a +2 racial bonus on Search checks to find or follow tracks.