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CORM1-3 Head Above Water

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64 views44 pages

CORM1-3 Head Above Water

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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CORM1-3

Head above Water


A Dungeons & Dragons® Living
Forgotten Realms Adventure

By Alana Abbott
Reviewed by Andrew Schneider and Shawn Merwin
Playtested by Myron Crawford, Nathaniel Rowe, Max Saltonstall,
Michelle Wofsey, Margaret Yim, John Snodgrass, Andrew Nuxoll,
Rob Vaughn, Adam Smith, Gary Swartzell, and Calut Lukos

The Valwater family has fallen on hard times but believes that a secret near their family's decaying estates
may redeem their good name. Can the PCs uncover the truth that will restore the family's honor? A Living
Forgotten Realms adventure set in Cormyr for characters levels 7-10.

Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game
designed by Andy Collins, Rob Heinsoo, and James Wyatt.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the
Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20.
This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS &
DRAGONS game events of all sizes, visit our website at www.rpga.com.
DUNGEONS & DRAGONS, D&D, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of
Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of
the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2008
Wizards of the Coast, Inc.
For rules questions specific to this document email rpgasanctioning@wizards.com.
®
Reading Monster Stat Blocks
RPGA Sanctioned Play Most of the information should be easy to understand, as
Most likely you ordered this adventure as part of an it mirrors the information presented in the Monster
RPGA event from the RPGA website, or you received it Manual. Attacks have a letter next to them designating
from your senior gamemaster. To play this adventure the type: M for melee, R for ranged, C for close, and A
and receive rewards from the RPGA REWARDS program, for area. A lower-case letter (used only in some melee
you must sanction it as part of an RPGA event. This and ranged attacks) denotes that the attack can be used
event could be as elaborate as a big convention, or as as a basic attack.
simple as a group of friends meeting at the DM’s house.
To sanction an RPGA event, you must be at least a Important DM Information
HERALD-LEVEL™ gamemaster. The person who sanctions
the event, called the senior gamemaster, is in charge of As the DM of the session, you have the most important
making sure the event is sanctioned before play, runs role in facilitating the enjoyment of the game for the
smoothly on the date sanctioned, and gets reported back players. You take the words on these pages and make
to the RPGA in a timely manner. The person who runs them come alive. The outcome of a fun game session
the game is called the table Dungeon Master (or usually often creates stories that live well beyond the play at the
just DM). Sometimes (and almost all the time in the table. Always follow this golden rule when you DM for a
cases of home events) the senior gamemaster is also the group:
table DM. You don’t have to be a HERALD-LEVEL GM to
run this adventure if you are not the senior GM. Make decisions and adjudications that enhance the
By sanctioning and reporting this adventure you fun of the adventure when possible.
accomplish a couple of things. First, it is an official game,
tracked under your play history. Second, players and To reinforce this golden rule, keep in mind the
DMs gain rewards for sanctioned RPGA play if they are following:
members of the RPGA REWARDS program. Playing this
adventure is worth four (4) points. • You are empowered to make adjustments to
This adventure retires from RPGA-sanctioned play the adventure and make decisions about how
on December 31, 2011. the group interacts with the world of this
To learn more about RPGA event sanctioning and adventure. This is especially important and
RPGA REWARDS, visit the RPGA website at applicable outside of combat encounters, but feel
free to use the "scaling the encounter" advice
www.rpga.com.
(usually for adjusting to different-sized groups) to
adjust combat encounters for groups that are
Preparing for Play having too easy or too hard of a time in an
In order to play this adventure, you’ll need copies of the adventure.
following D&D 4th Edition rulebooks: Player’s Handbook, • Don't make the adventure too easy or too
Dungeon Master’s Guide, and the Monster Manual. Any difficult for a group. Never being challenged
other rules referenced in this adventure will be noted in makes for a boring game, and being
the New Rules Items section at the end of the overwhelmed makes for a frustrating game.
adventure. Gauge the experience of the players (not the
Throughout this adventure, text in bold italics characters) with the game, try to feel out (or ask)
provides player information for you to paraphrase or what they like in a game, and attempt to give
read aloud when appropriate. Information on nonplayer each of them the experience they’re after when
characters (NPCs) and monsters appear in abbreviated they play D&D. Give everyone a “chance to
form in the adventure text. shine.”
Along with this adventure, you’ll find a RPGA • Be mindful of pacing, and keep the game
Session Tracking sheet. If you’re playing this adventure session moving along appropriately. Watch for
as part of an RPGA-sanctioned event, complete and turn stalling, as play loses momentum when this
in this sheet to your Senior GM directly after play. happens. At the same time, make sure that the
players don’t finish the adventure too early;
provide them with a full play experience. Living
Forgotten Realms adventures are designed to be
played within 3.5 – 4 hours; try to be very aware

CORM1-3 Head Above Water Page 2


of running long or short. Adjust the pacing Failing to Defeat an Encounter
accordingly.
• Give the players appropriate hints so they can If a group fails to defeat an encounter – that is, if they
make informed choices about how to interact have to flee from a combat because it’s too tough or they
with their environment. Players should always reach the predetermined number of failures in a skill
know when enemies are affected by conditions challenge before reaching success – they are only
and are bloodied. They should be given clues awarded half experience points (round down) for the
about how to interact with their surroundings so encounter. If they manage to tackle the encounter later
they can tackle skill challenges, combats, and on and defeat it, award them the other half of the
puzzles without getting too frustrated over lack of experience points for the encounter.
information. This helps to encourage immersion
in the adventure and gives players “little Character Death
victories” for figuring out a good choice from a If a PC dies during the course of the adventure, the
clue. player of that character and the rest of the group have
two options, provided that they have access to the Raise
In short, being the DM for a Living Forgotten Realms Dead ritual (either a PC has it and can use it or the
adventure isn’t about following every word on the page; characters return back to civilization), they have access
it’s about creating a fun, challenging game environment to the body, and it is possible to return the dead PC to
for the players. A great deal of good information on life.
being a DM for a D&D game can be found in Chapters • Pay the component cost for the ritual. If the
1-2 of the Dungeon Master's Guide. group chooses this option, the cost should be
divided evenly amongst the group (500 gp for
Appropriate Character Levels heroic tier, 5,000 gp for paragon tier, and 50,000
This adventure is designed for player characters (PCs) gp for epic tier). Using a source outside the group
levels 7-10. Characters that fall outside of the level to cast the ritual costs 20% more than the
range may not participate in the adventure. Make component cost. Total cost when using an
certain to check the levels of the PCs before beginning outside source is 600 gp for heroic tier, 6,000 gp
play to ensure that they are the proper level. for paragon tier, and 60,000 gp for epic tier. A PC
Each adventure has a low-level version and a high- that dies and chooses this method of return gains
level version. The low level is meant for a group whose full (or half, if the party was defeated) experience
points from the encounter in which the character
levels, on average, fall in the first two levels of the
died, but no experience points for any encounters
adventure’s level spread. The high level is meant for a
that were missed while the character was dead. If
group whose levels, on average, fall in the last two levels
there’s still more of the adventure remaining, the
of the adventure’s level spread.
PC continues to earn experience as normal, and
A group may decide to play riskier and play the high
receives a normal cut of the rewards at the end of
level when their levels are more suited to the low level if
the adventure.
everyone in the group is in agreement to do so; however,
• Invoke the Death Charity clause. If the group
some of the rewards may not be available to them.
cannot afford to pay for the ritual (or doesn’t
Conversely, a group may decide to play the low level
desire to do so), the PC can choose to return back
when their levels are more suited to the high level if
to life at the end of the adventure. Doing so
everyone in the group is in agreement to do so; however,
forfeits all rewards (including treasure and story
some of the rewards may be less than what they’d rewards) earned for the adventure except
ideally want from the adventure. experience points gained prior to the character’s
Reading the Numbers: Each encounter will have a death (the character receives the experience
level and other values (such as XP or sometimes skill point award for the encounter in which they
checks) listed with two numbers divided by a slash. The died). The PC cannot participate in the same
number before the slash is always the value for the low- adventure a second time.
level version of the adventure; the number after the
slash is the value for the high-level version of the
adventure.
Milestones
No matter if the characters succeed or fail in an
encounter, they reach a milestone if it is the second
encounter they’ve had since the start of the adventure or

CORM1-3 Head Above Water Page 3


their last extended rest. Encounters that do not give out PCs with the Story Award CORM03 Valwater's
experience points do not count for purposes of reaching Gratitude from CORM1-2 Gangs of Wheloon already
a milestone. Make certain to mention this information to know all of the following details without needing to
the players when applicable, as it gives each PC another make a check. In that adventure, the PCs meet—and
action point and affects how some magic item powers have the opportunity to free—Lady Mersha’s son Jerrick
are used. Valwater from the prison-city of Wheloon. PCs without
that Story Award learn the information with a successful
Adventure Background History check (higher checks reveal all information
from the lower DCs as well).
Lord Delshan and Lady Mersha Valwater, last scions of • DC 17: The Valwater family fell on hard times in
the once-noble Valwater family, are down on their luck recent years, and much of the family fortune was
and at a crossroads. A merchant from Sembia (actually a lost.
Shadovar agent) is offering the Valwaters a substantial • DC 22: Jerrick Valwater, once a prominent bard
price for the remains of their estate in the Vast Swamp. and eldest son of Lady Mersha, blamed the King's
Delshan is of the opinion that they should sell and live, Writ, which he considered over-taxation, for his
clean and dry, in Suzail. Mersha, however, believes that family's misfortune, and he made an attempt to
restoring the family's honor might bring a rise in their poison King Foril at a banquet several years ago.
fortunes and an influx of aid from the Crown. She's • DC 27: While the Valwaters had enough friends
heard of illegal gladiatorial rings in the swamps, and she in Court to allay a summary execution, Jerrick
suspects that’s where Delshan has gambled away their was sentenced to life in the prison-city of
remaining fortune. However, the family is nearly out of Wheloon, and he is assumed dead. That event
money and may have to sell their lands just to survive. took away what little credibility the Valwater
With a family history thick with rebels and would- family had, and they have been heavily taxed in
be royal assassins, the word of a Valwater is worthless on order to make "restitution" for Jerrick's actions.
its own. Hiring the adventurers is Mersha’s last hope to
prove, to herself and to the kingdom, that the Valwaters PCs also received the following information from Lady
are worth something—and to keep their lands out of Mersha:
enemy hands. • Despite the reputation the family has for being
out of favor with the Crown, Mersha does not
Player’s Introduction seem to place any blame, and instead she seeks
restitution of the family fortune and name.
Read or paraphrase the following to the players: • While the estate is certainly not up to its former
glory, Mersha has promised payment for the task
When you answered the summons from Lady Mersha she has requested for the PCs.
Valwater, you hadn't quite expected to find yourself on
a crumbling estate in the middle of the Vast Swamp. The DM should also be aware that this adventure offers
The mansion might have once been beautiful, but now the PCs various paths, based on the decisions of the PCs
its pillars are faded and its lands are engulfed by and to whom the PCs consult during the adventure.
swamp. Even if you are running this adventure without proper
Lady Mersha implied that this job might once more time to prepare, the adventure runs much more
bring prosperity to the Valwater family, and it is up to smoothly if you at least understand that you should not
you to restore the Valwater name—assuming, of course, run every encounter here.
that the lady can actually pay what she promised.

DM’s Introduction
The Valwater estate is located along the ruins of the
Way of the Manticore, and though parts of the trade
route still show through the mire, the impression the
PCs should have of this place is of a once-civilized area
given over to the wild. The air is hot and muggy, and the
footing anything but stable.

CORM1-3 Head Above Water Page 4


before reaching the fourth, however, the fourth scene is
Encounter 1: Hard Times not available to them.
The PCs may also decide to search rooms,
eavesdrop, or attempt other techniques for gathering
Skill Challenge Level 6/8, information from the Valwater estate. Feel free to add
Complexity 1 (250/350 XP) additional scenes and skill checks based on the ideas
and actions of the PCs. These successes and failures
Setup would count as normal toward the skill challenge and
are not limited by scene.
Number of Successes: 4
Number of Failures: 3 Scene 1: Lady Mersha
Primary Skills: Diplomacy, Insight, Streetwise
When Lady Mersha Valwater enters the room, it is
Secondary Skill: Bluff, Heal
clear that this is a woman who commands respect from
those who surround her, even if she is no longer
Once the PCs approach the manor, they are greeted by
accustomed to such treatment. Still beautiful in her old
one of the few remaining servants of the Valwater estate:
age, she carries herself as a noble ought: full of class and
Terin Statford, who does not bother to introduce himself
gracious to a fault. Her clothing may be decades out of
unless asked, simply escorting the PCs into a decaying
style, but she wears them proudly.
parlor.

Lady Mersha speaks quietly and calmly, not quite in a


A middle-aged, dour-looking servant leads you into the
monotone, but without the type of inflection that would
estate’s parlor, mumbling something under his breath
give away her emotions. She offers a large portion of this
about “so many visitors coming out of the woodwork
information without the PCs having to make a skill
these past few days.” Without pause, he excuses himself
check.
and leaves to fetch Lady Mersha. The parlor might once
• Mersha explains that the Valwater family has
have been lovely, but the drapes that remain appear
fallen out of favor, though she does not dwell on
centuries out of fashion, and the furniture looks to have
this or mention the plight of her eldest son
been mended several times over. The bookshelves hold Jerrick.
only a few remaining volumes, and there is little to • If asked directly, she admits that one of her sons,
browse until your hostess arrives. Jerrick, attempted to assassinate the king, which
certainly did not improve their already-tenuous
The PCs are engaged in a social skill challenge, letting standing in court.
them interact with the few remaining members of the • Her younger son, Delshan, wagered a portion of
Valwater estate and their other visitor, a Sembian what remained of the family fortune against
merchant in the employ of the Shadovar. Plenty of some sort of betting ring. Mersha is convinced the
information can be gathered here, and for ease of illegal gambling is happening in the swamp.
running the adventure, that information is divided into • Mersha wants the PCs to find the gambling ring
"scenes" where the PCs interact with each of the estate’s and gather evidence of its presence while leaving
current inhabitants. The PCs can continue after they fail the gambling ring intact. The Crown is unlikely to
or succeed at the skill challenge, as there is more begin an investigation of the Vast Swamp on the
information here than is represented by four successes. word of a Valwater, thus evidence is required. By
If a PC wants to use a skill that is not listed here but that same token, the gambling ring must remain
seems applicable, they need to make a DC 16/18 check in operation until Crown investigators can verify
with that skill. Checks that do not seem particularly its existence and act against it. The Vast Swamp
applicable but might be used to aid their party must pass swallows all, and a burnt-out location is proof of
a DC 18/20 check and grant a +2 bonus to other checks. nothing. And the confession or admission of one
Due to both the social nature of this skill challenge or two guilty people would not be enough to
and the structure, only one success or one failure from sway investigators.
each scene count toward the final goal. In part this is • Though Mersha does not know the exact location
because the NPCs have information for the players of this organization, or even what form or
related to the plot of the adventure, and the PCs should structure it takes, she believes that her son
have ample time to investigate these opportunities—or headed south, deeper into the swamp, most
ignore them—as they see fit. If they fail in three scenes probably only a few hours’ journey, as he was

CORM1-3 Head Above Water Page 5


never gone for more than a day. She is aware that this scene and awards them the information listed in the
he lost money gambling, and that the last time he Diplomacy check below.
traveled there he came home with a black eye Insight (DC 12/14): Delshan is worried about the
and a limp, but otherwise, she has little state of the family. When he realizes your empathy, he
information. admits his fears. PCs receive a +2 to their Diplomacy
• Mersha can pay PCs 150/200 gp each for check in this scene. The first PC to pass this check also
gathering enough information to prove the realizes that Bluff and Intimidate do not work well with
presence of the gambling circuit in the swamp, Delshan (they have hard DCs). This does not count as a
including its location and what type of gambling success for the skill challenge.
occurs there. Streetwise (DC 12/14): You've heard rumors
• Mersha also tells the PCs, if they ask, that there about Sembian merchants on the prowl for land in
are five people residing in the manor: her, her son Cormyr, and with a couple of leading questions,
Delshan, two servants (Terin and Rochelle), and a Delshan mentions the possibility of selling what remains
guest, Casadryn Baen, a merchant from Sembia. of the estate to interested parties that Casadryn Baen
represents.
Insight (DC 14/16): You sense that Lady Mersha is Diplomacy (DC 17/19): Your words persuade
more concerned about her family's reputation than Delshan that you might actually be able to help, and he
about money—but it is clear that the money is necessary. acknowledges that he heard of a gambling ring in the
Your empathy for her situation helps her to admit to you swamps through friends in Sembia. The gambling ring
that increased standing in Court means financial aid to consists of gladiatorial fights between warriors. Delshan
the family. offers a map through the swamp, circling the location of
History (DC 12/14): You suspect that the problem the gladiatorial camp.
the Valwaters are experiencing is due to high taxation, Streetwise (DC 12/14): (after receiving
which improved court standing would reduce. information about the gambling ring): You've heard of
Diplomacy (DC 14/16): Your manner has won gambling rings like this, and they almost always involve
over Lady Mersha, and she shares with you further slavery. Delshan agrees and suspects that not all of the
information: the reason your task is so pressing is that a fighters were there of their own free will, which means
merchant from Sembia, Casadryn Baen, has arrived and that not only is the gambling illegal, but the owners
imposed upon the hospitality of the Valwaters. might possibly be dealing in a slave trade.
Casadryn is trying to convince them to sell the estate to Heal (DC 12/14): Delshan sports a black eye,
an unnamed client. Lady Mersha wants nothing to do which looks like it must have been much worse a week
with this woman, whom she finds uncouth and rude, but ago. Your sympathy for his causes him to admit that he
Delshan insists she is their last chance to recoup was set upon by bandits on his way back from the
something from their losses. gladiatorial camp the last time.
Bluff/Intimidate (DC 24/26): Unwilling to
Scene 2: Lord Delshan suspend his skepticism and unwilling to be intimidated
Lord Delshan Valwater, the heir to what estate remains, by those of low birth, Delshan strongly resists any
is nearing 30 years old and has none of his brother's attempts made with these two skills.
reputed charm. Irritable and mussed, he is his mother's
opposite: a noble without a cause. He is found in a room Scene 3: Terin and Rochelle
that looks like a ballroom, though the sconces have been Venturing down to the kitchen, you see the middle-aged
removed from the walls, and rather than dancing, Lord steward and butler who ushered you in, working with a
Delshan merely paces, a slight limp marring the rhythm round woman about his same age. "Greetings,
of his steps. mistresses and/or masters," says the woman. "Can I get
you anything to eat?"
Lord Delshan is brusque with the PCs, uninterested in
his mother's plan to restore their reputation, and Terin and Rochelle are exceedingly loyal to their
hopeless that anyone can help them. If the PCs have mistress—less so to her so—and they are willing to help
Story Award CORM03 Valwater’s Gratitude from the PCs as long as the PCs are helping the Valwaters.
CORM1-2 Gangs of Wheloon and show Delshan the ring Both are fairly uneducated but hold themselves proudly,
(a prompt from the DM to remind them they have it as they are the last two servants to support Lady Mersha,
may be helpful), that counts as an automatic success for whom they adore. Terin, who is rather taciturn, serves as
the steward, butler, valet, hostler, and stableman. He is
CORM1-3 Head Above Water Page 6
married to Rochelle, a chatty and amiable hostess who is working for some evil folk. Terin thinks his wife is
serves as the maid, cook, seamstress, and lady's assistant. just superstitious.
Rochelle attempts to feed the PCs the entire time they Diplomacy (DC 12/14) (if asked about the
are in the kitchen. gladiatorial camp): Rochelle and Terin do not
While the PCs are at the estate, Terin attempts to know the location of the gladiatorial camp, but
stay at Rochelle's side—he doesn't particularly want her Rochelle describes a route into the swamp that
going on about the fey she believes she has encountered borders the lands of the "fair folk." They're certain to
in the Vast Swamp. He is skeptical of such things, and he know the location of the camp and will surely aid
contradicts Rochelle, even when the PCs succeed at skill travelers in need of directions, she thinks. Her
checks to gain Rochelle's information. husband, again, waves this information off as
Terin and Rochelle offer the following to the PCs superstition.
without checks:
• Lady Mersha is extremely concerned about the Scene 4: Casadryn Baen
estate, and she's spending some of the last In long hall, looking at portraits of past generations of
reserve to hire the adventurers. Valwaters, is a frowning human woman with dark hair
• The last time Lord Delshan came home from threaded with pearls, dressed in the latest Sembian
"that place," he was extremely hurt, and Rochelle
garb. Judging by her jewelry and demeanor, she is
had to bandage him up to keep Lady Mersha
better off than any part of the Valwater household.
from noticing. It would have broken her heart to
see her son that way.
Casadryn Baen talks through her nose and laughs a
• Lord Delshan has been looking to get rich quickly
high, wheezing laugh. She is a flirt and an accomplished
rather than put in any work governing the estate.
liar, though she sees no reason to misdirect the PCs,
He was laughed away from court and is bitter.
whom she views as harmless. However, on a failure,
• Rochelle talks about the banquets she learned
Baen says that her client’s business is confidential.
how to cook at the knee of her grandmother,
who worked for the Valwaters all her life. Her
Insight (DC 16/18): You notice how intently Baen
grandmother taught her to leave out milk in a
saucer overnight, just in case the wee folk is looking at the portraits and point out a detail, hoping
wanted some. Terin, who has also worked for the to draw her into conversation. She brushes away the
Valwaters his whole life, rolls his eyes at this. comment, noting that once her business here is
• Terin also recalls the glory days, discussing the complete, the Valwaters will simply be a part of the
horses that the Valwaters used to keep and the land's history—like these paintings—and nothing more.
hunts the family used to host. He remembers Streetwise (DC 12/14): Knowing that Sembia is a
stories of a time before the waters shifted, when well-known client-state of Netheril, you make a casual
the estate was further from the swamp, when mention of their potential as employers. Baen gleefully
there were fox hunts that entertained even the recounts an encounter she had with some well-off
wealthiest nobles. Netherese in the marketplace, and she states
emphatically that anyone with half a brain would love to
Insight (DC 13/15) (if the PCs ask about work for Netheril. (This opens use of Bluff.)
Casadryn Baen): You notice that Rochelle tenses as Diplomacy (DC 15/17): You seem actively
soon as you mention the Sembian merchant. While interested in Baen's work, such that she is inclined to tell
ashamed to gossip, she thinks Casadryn Baen is you that she does, in fact, have other contacts in the
preying on Lord Delshan, convincing him that if region. Her organization tends to attract a very diverse
they sell the estate, Lord Delshan can live fat and array of people, from the more common civilized races
happy in Suzail. Lady Mersha is completely against to people normally considered monstrous. She approves
this plan, as she wants to restore the family honor of this equal-opportunity approach.
instead, proving to herself and the Crown that the Bluff (DC 17/19): You express desire to learn more
Valwaters are still worth something. about working for the Netherese, and Baen says off-
Streetwise (DC 15/17) (if the PCs ask about handedly that there are sure to be opportunities, as the
Casadryn Baen): You have heard that some Netherese are taking interest in more than just the Vast
Sembian merchants have close ties to the Shadovar, Swamp in Cormyr.
and when you mention this, Rochelle makes a holy
sign of protection. She is convinced Casadryn Baen The PCs know without a check that the Crown would
certainly want to know about Sembia’s interest in the
CORM1-3 Head Above Water Page 7
Valwater estate. Given the desire of Lady Mersha to
restore the family name, however, the Crown learning
about Sembian interest before Lady Mersha herself
could report it would likely undermine her efforts.

Ending the Encounter


Even if the PCs fail the skill challenge, they receive
enough information to start plodding through the
swamp toward the gladiatorial ring. Which path they
take (and which encounter they play) depends on whose
directions they follow. If they rush off without getting
directions from Lord Delshan or Rochelle, they play
Encounter 2a. If they follow Delshan’s direction, they
play Encounter 2b instead. If they take Rochelle’s path,
they play Encounter 2c.
Success: The PCs have received enough
information about the location and the type of people
they'll find there to earn one automatic success in
Encounters 3b, 3c, or 3d (whichever they attempt).
Failure: Due to their insufficient understanding of
the location and nature of the gladiatorial ring, they find
themselves at a disadvantage in Encounter 3. Add 2
shadar-kai chainfighters to encounter 3a. Otherwise,
increase the difficulties of the skill challenges in
Encounters 3b, 3c, and 3d by two.
After the PCs have succeeded in the skill challenge,
they may continue talking to the NPCs until they are
ready to head into the swamp (Encounter 2).

Experience Points
The PCs each receive 50/70 experience for successfully
completing this encounter.

Treasure
There is no treasure from this encounter.

CORM1-3 Head Above Water Page 8


Nature (DC 12/14): This terrain is familiar enough
Encounter 2: Into the Wild to you that you are able to see the dangers before you hit
them. And occasionally, you are able to spot them before
your party members find them as well. Use of this skill
Skill Challenge Level 6/8, counts as a success and grants a +2 bonus to the next
Complexity 1 (250/350 XP) skill check attempted by another PC.

Setup Ending the Encounter


Number of Successes: 4 Success: The Vast Swamp? No problem! The PCs
Number of Failures: 3 navigate their way through the dangers of the swamp
Primary Skills: Acrobatics, Athletics, Endurance, easily.
Nature Failure: If the PCs fail this skill challenge, all
members of the party take a -10 penalty to their
The PCs are venturing out into the Vast Swamp. initiative roll in the next combat due to exhaustion.

The Vast Swamp stretches beyond the southern horizon, If the PCs forged ahead without heed to anyone’s advice,
hiding dangerous creatures, disease, and, most go to Encounter 2a.
probably, the place you seek. If the PCs followed Delshan’s advice, go to
Encounter 2b.
If the PCs learned of the path from Delshan and choose If the PCs followed Rochelle’s advice, go to
to follow his directions, they find a path of sorts: broken Encounter 2c.
planks laid out across the terrain. Following Delshan’s
path grants them one immediate success. Experience Points
If the PCs learned of the path from Rochelle and The PCs receive 50/70 experience for successfully
choose to follow her directions, their path is marked by completing this encounter.
mists and amused laughter. Following Rochelle’s path
grants them one immediate success. Treasure
If a PC wants to use a skill that is not listed here but There is no treasure from this encounter.
seems applicable, they need to make a DC 16/18 check
with that skill. Checks that do not seem particularly
applicable but might be used to aid their party must pass
a DC 18/20 check and grant a +2 bonus to other checks.
Some talking points for the skill challenge might be:
• Describe the way the swamp muck sucks at the
boots of the PCs.
• Have the PCs bothered by various insects that
buzz around their ears and necks.
• Mention shadows that move just beyond the PCs'
line of sight in the mists that surround them.

Skill Challenge
Endurance (DC 14/16): Each character must
make an Endurance check to represent forging the way
for the party through the swamp. A failed check
indicates the loss of one healing surge for the PC who
failed. Use of this skill does not count as a success or
failure for the skill challenge.
Acrobatics (DC 12/14): The swamp is treacherous,
but you nimbly balance along sturdier ground, leaping
from one small patch of dry land to the next.
Athletics (DC 16/18): Slogging through the muck
and mire, you push your way through the swamp waters.
CORM1-3 Head Above Water Page 9
remains stuck. An adjacent ally can free a restrained PC
Encounter 2a: Full Speed with a DC 15 Strength check as a standard action.
Rocks and Logs: Rocks and logs on the map
Ahead! represent impassable terrain.
Brambles: The brambles offer cover and are
Encounter Level 8/10 (1900/2700 difficult terrain.

XP) Tactics
Neither the bog hag nor the vine horrors spellfiends are
Setup affected by the deep water. At the start of combat, the
This encounter includes the following creatures. spellfiends drop caustic clouds on as many of the PCs as
2 vine horror spellfiends (V) often as they can without hitting the trolls.
1 bog hag (H) The bog hag relies on her evasive charge maneuver to
2 trolls (T) get into the middle of combat, attack, and remove
herself from danger. If she cannot get out of a
After dealing with the consequences of the skill threatened square, she uses a minor action to change
challenge, the adventurers travel deep into the swamp. shape to an appealing form and claims she is under a
As the adventurers enter the area, read: horrible curse and is compelled to attack until those
horrible monsters are dead (Bluff +7 vs. the PCs' passive
Scraggly trees and shrubs grow out of what little dry Insights to make the lie plausible). If the lie seems to
land there is to be found, making it difficult to see any pass, she’ll fight until her allies are destroyed and then
distance. Things move just beyond the edge of your thank the PCs profusely for rescuing her and retreat,
vision, and the trees sometimes appear at first to be planning to target an easier group the next time. The bog
humanoid. hag flees if reduced to 10 hit points or fewer.
The trolls wade into the middle of combat, targeting
The vine horror spellfiends and the hag are considered controllers, strikers, or those dealing fire/acid damage.
"well hidden." Make a Stealth check (+12) against the
PCs passive Perception to see if the vine horror Scaling the Encounter
spellfiends and the bog hag get a surprise round. The
Make the following adjustments to the combat based on
trolls, due to their size and lack of finesse, stay
the number of PCs present.
completely out of sight and do not act in the surprise
Four PCs: Remove one vine horror spellfiend.
round even if there is one. If there is no surprise round,
Six PCs: Add one vine horror spellfiend.
the trolls cannot act in the first round.
The creatures have no intention of playing games
with the PCs—they're after a fresh dinner of meat that Ending the Encounter
hasn't been fouled by swamp living! Although the bog hag is willing to flee if the situation
gets too dire, the spellfiends and the trolls fight to the
Features of the Area death. Once the PCs have concluded the fight, they have
time to take a short rest before continuing through the
Illumination: The Vast Swamp is considered dimly
swamp to Encounter 3.
lit due to the constant mist. The mist causes no penalties
to visibility beyond the lighting.
Field: The field is normal (though damp) terrain.
Experience Points
Trees: The trees are scraggy and twisted, and are The PCs receive 380/540 experience for successfully
cover terrain. The trunks are blocking terrain. completing this encounter.
Water: The muddy ponds, clear ponds, and river
represent particularly deep areas of water. These are Treasure
areas of challenging terrain. Moving through these areas The PCs find the following items that the bog hag has
requires an Athletics check DC 14, or the character is taken from other travelers:
restrained. Restrained PCs must succeed at an Athletics cloak of survival +2 (level 9) (low level only)
check DC 16 to be able to move out of or through the elven boots (level 11)
terrain. They can, however, take other actions as normal. sylvan armor (level 13) (high level only)
The DC to escape increases by 1 for each round the PC

CORM1-3 Head Above Water Page 10


Encounter 2a: Full Speed Ahead Map
Ruins of the Wild
Cabin / Field w/Trees 8x8 x1
Ruined Tower / Field w/Trees 8x8 x1
Field/Skeleton 8x2 x1
Stonehenge / Field w/Pond 8x8 x1
Covered Wagon / Field w/Log 4x2 X1
Field / Rock Outcropping 4x2 x1
Field w/Statue / Muddy Pond 4x2 x1
Stream Bend / Horse 2x2 x1
Stream Bend / Road Bend 2x2 x1

V V

PCs
Start

CORM1-3 Head Above Water Page 11


Encounter 2a: Full Speed Ahead Statistics (Low Level)
Vine Horror Spellfiend Level 7 Artillery Troll Level 9 Brute
Medium natural humanoid (plant) XP 300 Large natural humanoid XP 400
Initiative +7 Senses Perception +10; blindsight 10 Initiative +7 Senses Perception +11
HP 65; Bloodied 32 HP 100; Bloodied 50; see also troll healing
AC 19; Fortitude 18, Reflex 17, Will 15 Regeneration 10 (if the troll takes acid or fire damage, regeneration
Speed 6 (forest walk, swamp walk), swim 6 does not function until the end of its next turn)
m Claw (standard; at-will) AC 20; Fortitude 21, Reflex 18, Will 17
+10 vs. AC; 1d8+4 damage Speed 8
R Shock Orb (standard; at-will) ✦ Lightning m Claw (standard; at-will)
Ranged 10; +12 vs. AC; 1d8+4 lightning damage. Reach 2; +13 vs. AC; 2d6+6 damage; see also frenzied strike.
M Frenzied Strike (free, when the troll's attack bloodies an enemy;
R Lashing Vine of Dread (standard; at-will) ✦ Fear at-will)
Ranged 5; +10 vs. Reflex; 1d6+4 damage, and the target is pushed The troll makes a claw attack.
5 squares
Troll Healing ✦ Healing
A Caustic Cloud (standard; recharge 4 5 6) ✦ Acid If the troll is reduced to 0 hit points by an attack that does not
Area burst 1 within 10; +10 vs. Fortitude: 1d6+3 acid damage, and deal acid or fire damage, it rises on its next turn (as a move action)
the target takes ongoing 5 acid damage and is blinded (save ends with 10 hit points.
both). Alignment Chaotic Evil Languages Giant
Malleability Skills Athletics +15, Endurance +14
The vine horror can compress its body enough to squeeze through a Str 22 (+10) Dex 16 (+7) Wis 14 (+6)
1-inch-wide-crack. Cracks and other openings that are more than 1 Con 20 (+9) Int 5 (+1) Cha 10 (+4)
inch wide do not slow the vine horror at all.
Alignment Evil Languages Common, Elven
Skills Stealth +12
Str 18 (+7) Dex 18 (+7) Wis 14 (+5)
Con 17 (+6) Int 11 (+3) Cha 10 (+3)

Bog Hag Level 10 Skirmisher


Medium fey humanoid (aquatic) XP 500
Initiative +11 Senses Perception +7; low-light vision
Unwholesome Presence aura 3; enemies in the aura gain only
half the normal hit points from spending healing surges.
HP 107; Bloodied 53; see also rending claws
AC 24; Fortitude 23, Reflex 21, Will 19
Speed 8 (swamp walk), swim 8
m Claw (standard; at-will)
+15 vs. AC; 1d8+6 damage.
M Rending Claws (standard; recharged when first bloodied)
The bog hag makes two claw attacks against the same target; if both
claws hit, the hag deals an extra 5 damage to the target.
Change Shape (minor; at-will) ✦ Polymorph
A bog hag can alter its physical form to appear as a beautiful young
female elf, half-elf, eladrin, or human (see Change Shape, p. 280).
Evasive Charge
The bog hag shifts 2 squares after charging.
Alignment Evil Languages Common, Elven
Skills Intimidate +12, Nature +12, Stealth +14
Str 22 (+11) Dex 18 (+9) Wis 15 (+7)
Con 19 (+9) Int 12 (+6) Cha 14 (+7)

CORM1-3 Head Above Water Page 12


Encounter 2a: Full Speed Ahead Statistics (High Level)
Vine Horror Spellfiend (level 9) Level 9 Artillery Troll (level 11) Level 11 Brute
Medium natural humanoid (plant) XP 400 Large natural humanoid XP 600
Initiative +8 Senses Perception +11; blindsight 10 Initiative +8 Senses Perception +12
HP 77; Bloodied 38 HP 120; Bloodied 60; see also troll healing
AC 21; Fortitude 20, Reflex 19, Will 17 Regeneration 10 (if the troll takes acid or fire damage,
Speed 6 (forest walk, swamp walk), swim 6 regeneration does not function until the end of its next turn)
m Claw (standard; at-will) AC 22; Fortitude 23, Reflex 20, Will 19
+12 vs. AC; 1d8+5 damage. Speed 8
R Shock Orb (standard; at-will) ✦ Lightning m Claw (standard; at-will)
Ranged 10; +14 vs. AC; 1d8+5 lightning damage. Reach 2; +15 vs. AC; 2d6+7 damage; see also frenzied strike.
M Frenzied Strike (free, when the troll's attack bloodies an enemy;
R Lashing Vine of Dread (standard; at-will) ✦ Fear at-will)
Ranged 5; +12 vs. Reflex; 1d6 +5 damage, and the target is The troll makes a claw attack.
pushed 5 squares
Troll Healing ✦ Healing
A Caustic Cloud (standard; recharge 4, 5, 6) ✦ Acid If the troll is reduced to 0 hit points by an attack that does not
Area burst 1 within 10; +12 vs. Fortitude: 1d6+4 acid damage, deal acid or fire damage, it rises on its next turn (as a move
and the target takes ongoing 5 acid damage and is blinded (save action) with 10 hit points.
ends both). Alignment Chaotic Evil Languages Giant
Malleability Skills Athletics +16, Endurance +15
The vine horror can compress its body enough to squeeze Str 22 (+11) Dex 16 (+8) Wis 14 (+7)
through a 1-inch-wide-crack. Cracks and other openings that Con 20 (+10) Int 5 (+2) Cha 10 (+5)
are more than 1 inch wide do not slow the vine horror at all.
Alignment Evil Languages Common, Elven
Skills Stealth +13
Str 18 (+8) Dex 18 (+8) Wis 14 (+6)
Con 17 (+7) Int 11 (+4) Cha 10 (+4)

Bog Hag (level 12) Level 12 Skirmisher


Medium fey humanoid (aquatic) XP 700
Initiative +12 Senses Perception +8; low-light vision
Unwholesome Presence aura 3; enemies in the aura gain
only half the normal hit points from spending healing surges.
HP 123; Bloodied 61; see also rending claws.
AC 26; Fortitude 25, Reflex 23, Will 21
Speed 8 (swamp walk), swim 8
m Claw (standard; at-will)
+17 vs. AC; 1d8+7 damage.
M Rending Claws (standard; recharges when first bloodied)
The bog hag makes two claw attacks against the same target; if
both claws hit, the hag deals an extra 5 damage to the target
Change Shape (minor; at-will) ✦ Polymorph
A bog hag can alter its physical form to appear as a beautiful
young female elf, half-elf, eladrin, or human (see Change
Shape, p. 280).
Evasive Charge
The bog hag shifts 2 squares after charging.
Alignment Evil Languages Common, Elven
Skills Intimidate +13, Nature +13, Stealth +15
Str 22 (+12) Dex 18 (+10) Wis 15 (+8)
Con 19 (+10) Int 12 (+7) Cha 14 (+8)

CORM1-3 Head Above Water Page 13


Athletics check DC 14, or the character is restrained.
Encounter 2b: Mind the Path Restrained PCs must succeed at an Athletics check DC
16 to be able to move out of or through the terrain. They
can, however, take other actions as normal. The DC to
Encounter Level 8/10 (1950/2750 escape increases by 1 for each round the PC remains
XP) stuck. An adjacent ally can free a restrained PC with a
DC 15 Strength check as a standard action.
Setup Rocks/Logs: Rocks/logs are impassable terrain.
Brambles: The brambles offer cover.
This encounter includes the following creatures.
1 tiefling heretic (H)
2 tiefling darkblades (D)
Tactics
2 cambion hellswords (C) The succubus begins combat with a charming kiss on the
1 succubus (S) closest PC (regardless of gender). If the kiss succeeds,
bandits ignore that PC until the rest are defeated. The
After dealing with the consequences of the skill succubus attempts to dominate the strongest PC,
challenge, the adventurers plunge deep into the swamp, directing that PC to attack his allies.
keeping to the path that Delshan’s map indicated. The tiefling heretic begins with his serpent curse on a
As the adventurers enter the area, read: defender or striker. He concentrates his balefire at
bloodied targets. The tiefling darkblades target a
By following the path on Delshan’s map, you wind your controller. The cambion hellswords start with whirlwind
way through the Vast Swamp with sturdy footing. charge, and then focus on single enemies until they fall.
Midway through the journey, you to see a beautiful The tieflings and succubus attempt to flee if
young woman sitting on a log bridge, all by herself. bloodied and a majority of the group is defeated. The
cambion hellswords, however, fight to the death.
There are several perfect places for an ambush, and the
bandit troupe the PCs encounter here knows exactly Scaling the Encounter
how to use them. The bandits just want cash—they'd Make the following adjustments to the combat based on
rather avoid a fight if they can get easy money. the number of PCs present.
The encounter begins with the succubus in a human Four PCs: Remove one cambion spellsword.
or elven form. She attempts to fool the PCs with a sob Six PCs: Add one cambion spellsword.
story about the money she needs to free her uncle from
the evil slavers in gladiatorial pits. If the PCs offer her
anything over 500 gold (which is the amount she
Ending the Encounter
requires), she takes it and the PCs avoid combat. The PCs may attempt to negotiate or bluff their way out
The tieflings and cambions hide, and they can be of the situation as a skill challenge level 17 complexity 1
seen with a DC 18 Perception check. using DC 25/27 checks with primary skills Bluff,
Insight, and Perception. Any unlisted skills must
Features of the Area succeed at DC 27/29. If the PCs offer a creative solution
to avoid combat, allow them to bypass the fight. This
Illumination: The Vast Swamp is dimly lit. should be a challenge; the bandits want gold, not stories!
Field: Though the map makes it appear as though After the PCs bypass/defeat the bandit troupe, they
the swamp is dry, all of the land that is not the "road" is make their way further into the swamp to Encounter 3.
difficult terrain. However, unlike normal difficult
terrain, PCs may shift on the swamp. Experience Points
Road: The road is actually a series of planks that
The PCs receive 390/550 xp each for this encounter.
can be easily traversed, rather than a sturdy path. It is
the only normal terrain on the map.
Treasure
Trees: The trees are scraggy and twisted, and are
cover terrain. The trunks are blocking terrain. The PCs find the following items that the succubus and
Water: The muddy ponds, clear ponds, and river her bandits have stolen from other people:
represent areas of water. These are areas of challenging cloak of survival +2 (level 9) (low level only)
terrain. Moving through these areas requires an elven boots (level 11)
sylvan armor (level 13) (high level only)

CORM1-3 Head Above Water Page 14


Encounter 2b: Mind the Path Map
Ruins of the Wild
Cabin / Field w/Trees 8x8 x1
Stonehenge / Field w/Pond 8x8 x1
Covered Wagon / Field w/Log 4x2 X1
Fallen Statue / Mud Puddle 2x1 x1
Field w/Statue / Muddy Pond 4x2 x1
Road / Crevasse 8x2 x1
Stream / Crevasse 8x2 x1
Log Bridge / Treasure Chest 1x2 x1
Stream Bend / Road Bend 4x2 X1
Graves / Briar 4x2 x1
Road w/Steps / Broken Pillar 4x2 x1

C = Cambion Hellsword D = Tiefling Darkblade H = Tiefling Heretic


S = Succubus M = bandits

D H

C
PC
start
D

CORM1-3 Head Above Water Page 15


Encounter 2b: Mind the Path Statistics (Low Level)
Tiefling Darkblade Level 7 Lurker Succubus Level 9 Controller
Medium natural humanoid XP 300 Medium immortal humanoid (devil; shapechanger) XP 400
Initiative +12 Senses Perception +5; low-light vision Initiative +8 Senses Perception +8; darkvision
HP 64; Bloodied 32 HP 90; Bloodied 45
AC 20; Fortitude 17, Reflex 19, Will 17 AC 23; Fortitude 17, Reflex 21, Will 23
Resist 12 fire Resist 20 fire
Speed 6; see also cloak of lurking Speed 6; fly 6
m Poisoned Short Sword (standard; at-will) ✦Poison, Weapon m Corrupting Touch (standard; at-will)
+12 vs. AC (+13 against a bloodied target); 1d6+5 damage, and the +14 vs. AC; 1d6 + 6 damage.
tiefling darkblade makes a secondary attack against the same M Charming Kiss (standard; at-will) ✦ Charm
target. Secondary Attack: +10 vs. Fortitude; ongoing 5 poison +14 vs. AC; on a hit, the succubus makes a secondary attack against
damage (save ends). the same target; Secondary Attack: +12 vs. Will; the target cannot
Cloak of Lurking (move; recharge 6) ✦ Teleportation attack the succubus, and if the target is adjacent to the succubus
The tiefling darkblade teleports 5 squares and becomes invisible when the succubus is targeted by a melee or a ranged attack, the
until the end of its next turn. target interposes itself and becomes the target of the attack instead.
Infernal Wrath (minor; encounter) The effects last until the succubus or one of its allies attacks the
The tiefling heretic gains a +1 power bonus to its next attack roll target or until the succubus dies. If the target is still under the effect
against an enemy that hit it since the tiefling heretic's last turn. If of this power at the end of the encounter, the succubus can sustain
the attack hits and deals damage, the tiefling heretic deals an the effect indefinitely by kissing the target once per day. The
extra 3 damage. succubus can affect only one target at a time with its charming kiss.
Alignment Unaligned Languages Common R Dominate (standard; at-will) ✦ Charm
Skills Bluff +13, Stealth +15 Ranged 5; +12 vs. Will; the target is dominated until the end of
Str 13 (+4) Dex 20 (+8) Wis 14 (+5) the succubus's next turn.
Con 16 (+6) Int 13 (+4) Cha 16 (+6) Change Shape (minor; at-will) ✦ Polymorph
Equipment leather armor, poisoned short sword The succubus can alter its physical form to take on the appearance
of any Medium humanoid, including a unique individual (see
Tiefling Heretic Level 6 Artillery Change Shape, p. 280 MM).
Medium natural humanoid XP 250 Alignment Evil Languages Common, Supernal
Initiative +8 Senses Perception +6; low-light vision Skills Bluff +15, Diplomacy +15, Insight +13
HP 60; Bloodied 30 Str 11 (+4) Dex 18 (+8) Wis 19 (+8)
AC 20; Fortitude 17, Reflex 18, Will 18 Con 10 (+4) Int 15 (+6) Cha 22 (+10)
Resist 11 fire
Speed 6 Cambion Hellsword Level 8 Brute
m Dagger (standard; at-will) ✦ Weapon Medium immortal humanoid (devil) XP 350
+10 vs. AC (+11 against a bloodied target); 1d4 + 2 damage. Initiative +8 Senses Perception +7; darkvision
r Balefire (standard; at-will) ✦ Fire HP 106; Bloodied 53
AC 20; Fortitude 20, Reflex 18, Will 21
Ranged 10; +9 vs. Reflex (+10 against a bloodied target); 1d8+5 fire
Resist 10 fire
damage, and ongoing 5 fire damage (save ends).
Speed 6, fly 8 (clumsy)
R Serpent Curse (standard; encounter) ✦ Illusion, Psychic
m Greatsword (standard; at-will) ✦ Fire, Weapon
Ranged 10; illusory snakes appear and attack the target; +9 vs.
+10 vs. AC; 1d10+5 damage, and ongoing 5 fire damage (save
Will (+10 against a bloodied target); 1d6+5 psychic damage,
ends).
and ongoing 5 psychic damage (save ends).
Whirlwind Charge
Cloak of Escape (immediate reaction, when the tiefling heretic is hit
When a hellsword charges an enemy, it can make a greatsword
by a melee attack; at will) ✦ Teleportation attack against each enemy within its reach at the end of its charge.
The tiefling heretic teleports 5 squares. Triumphant Surge
Infernal Wrath (minor; encounter) The cambion hellsword gains 5 temporary hit points each time it
The tiefling heretic gains a +1 power bonus to its next attack roll bloodies an enemy or reduces an enemy to 0 hit points or fewer.
against an enemy that hit it since the tiefling heretic's last turn. If Alignment Evil Languages Common, Supernal
the attack hits and deals damage, the tiefling heretic deals an Skills Athletics +13, Intimidate +14
extra 5 damage. Str 20 (+9) Dex 18 (+8) Wis 16 (+7)
Alignment Unaligned Languages Common Con 16 (+7) Int 10 (+4) Cha 21 (+9)
Skills Bluff +15, Insight +11, Stealth +15 Equipment chainmail, greatsword
Str 15 (+5) Dex 20 (+8) Wis 16 (+6)
Con 18 (+7) Int 13 (+4) Cha 20 (+8)
Equipment dagger

CORM1-3 Head Above Water Page 16


Encounter 2b: Mind the Path Statistics (High Level)
Tiefling Darkblade (level 9) Level 9 Lurker Succubus (level 11) Level 11 Controller
Medium natural humanoid XP 400 Medium immortal humanoid (devil; shapechanger) XP 600
Initiative +13 Senses Perception +6; low-light vision Initiative +9 Senses Perception +9; darkvision
HP 76; Bloodied 38 HP 106; Bloodied 53
AC 22; Fortitude 19, Reflex 21, Will 19 AC 25; Fortitude 19, Reflex 23, Will 25
Resist 12 fire Resist 20 fire
Speed 6; see also cloak of lurking Speed 6; fly 6
m Poisoned Short Sword (standard; at-will) ✦Poison, Weapon m Corrupting Touch (standard; at-will)
+14 vs. AC (+15 against a bloodied target); 1d6+6 damage, and the +16 vs. AC; 1d6+7 damage.
tiefling darkblade makes a secondary attack against the same target. M Charming Kiss (standard; at-will) ✦ Charm
Secondary Attack: +12 vs. Fortitude; ongoing 6 poison damage (save +16 vs. AC; on a hit, the succubus makes a secondary attack against
ends). the same target; Secondary Attack: +14 vs. Will; the target cannot
Cloak of Lurking (move; recharge 6) ✦ Teleportation attack the succubus, and if the target is adjacent to the succubus
The tiefling darkblade teleports 5 squares and becomes invisible when the succubus is targeted by a melee or a ranged attack, the
until the end of its next turn. target interposes itself and becomes the target of the attack instead.
Infernal Wrath (minor; encounter) The effects last until the succubus or one of its allies attacks the
The tiefling heretic gains a +1 power bonus to its next attack roll target or until the succubus dies. If the target is still under the effect
against an enemy that hit it since the tiefling heretic's last turn. If the of this power at the end of the encounter, the succubus can sustain
attack hits and deals damage, the tiefling heretic deals an extra 3 the effect indefinitely by kissing the target once per day. The
damage. succubus can affect only one target at a time with its charming kiss.
Alignment Unaligned Languages Common r Dominate (standard; at-will) ✦ Charm
Skills Bluff +14, Stealth +16 Ranged 5; +14 vs. Will; the target is dominated until the end of the
Str 13 (+5) Dex 20 (+9) Wis 14 (+6) succubus's next turn.
Con 16 (+7) Int 13 (+5) Cha 16 (+7) Change Shape (minor; at-will) ✦ Polymorph
Equipment leather armor, poisoned short sword The succubus can alter its physical form to take on the appearance
of any Medium humanoid, including a unique individual (see
Tiefling Heretic (level 8) Level 8 Artillery Change Shape, p. 280 MM).
Medium natural humanoid XP 350 Alignment Evil Languages Common, Supernal
Initiative +9 Senses Perception +7; low-light vision Skills Bluff +16, Diplomacy +16, Insight +14
HP 72; Bloodied 36 Str 11 (+5) Dex 18 (+9) Wis 19 (+9)
AC 22; Fortitude 19, Reflex 20, Will 20 Con 10 (+5) Int 15 (+7) Cha 22 (+11)
Resist 11 fire
Speed 6 Cambion Hellsword (level 10) Level 10 Brute
m Dagger (standard; at-will) ✦ Weapon Medium immortal humanoid (devil) XP 500
+12 vs. AC (+13 against a bloodied target); 1d4+3 damage. Initiative +9 Senses Perception +8; darkvision
R Balefire (standard; at-will) ✦ Fire HP 126; Bloodied 63
Ranged 10; +11 vs. Reflex (+12 against a bloodied target); 1d8+6 AC 22; Fortitude 22, Reflex 20, Will 23
fire damage, and ongoing 5 fire damage (save ends). Resist 10 fire
Speed 6, fly 8 (clumsy)
R Serpent Curse (standard; encounter) ✦ Illusion, Psychic
m Greatsword (standard; at-will) ✦ Fire, Weapon
Ranged 10; illusory snakes appear and attack the target; +11 vs.
Will (+12 against a bloodied target); 1d6 + 6 psychic damage, and +12 vs. AC; 1d10+6 damage, and ongoing 5 fire damage (save
ongoing 6 psychic damage (save ends). ends).
Cloak of Escape (immediate reaction, when the tiefling heretic is hit Whirlwind Charge
When a hellsword charges an enemy, it can make a greatsword
by a melee attack; at will) ✦ Teleportation
attack against each enemy within its reach at the end of its charge.
The tiefling heretic teleports 5 squares. Triumphant Surge
Infernal Wrath (minor; encounter) The cambion hellsword gains 5 temporary hit points each time it
The tiefling heretic gains a +1 power bonus to its next attack roll bloodies an enemy or reduces an enemy to 0 hit points or fewer.
against an enemy that hit it since the tiefling heretic's last turn. If Alignment Evil Languages Common, Supernal
the attack hits and deals damage, the tiefling heretic deals an Skills Athletics +14, Intimidate +15
extra 5 damage. Str 20 (+10) Dex 18 (+9) Wis 16 (+8)
Alignment Unaligned Languages Common Con 16 (+8) Int 10 (+5) Cha 21 (+10)
Skills Bluff +15, Insight +11, Stealth +15 Equipment chainmail, greatsword
Str 15 (+6) Dex 20 (+9) Wis 16 (+7)
Con 18 (+8) Int 13 (+5) Cha 20 (+9)
Equipment dagger

CORM1-3 Head Above Water Page 17


areas requires an Athletics check DC 14, or the
Encounter 2c: On Alert character is restrained. Restrained PCs must succeed
at an Athletics check DC 16 to be able to move out of
or through the terrain. They can, however, take other
Encounter Level 8/10 (1950/2700 actions as normal. The DC to escape increases by 1 for
XP) each round the PC remains stuck. An adjacent ally
can free a restrained PC with a DC 15 Strength check
Setup as a standard action.
Rocks: The rocks are challenging terrain and
This encounter includes the following creatures. require a DC 14 Athletics check to climb or jump
1 satyr piper (P) onto them as a move action.
3 satyr rakes (S)
4 satyr dancers (human lackeys) (M)
1 bloodfire harpy (H)
Tactics
1 dryad (D) The dryad has been horribly injured by the harpy and
satyrs. As soon as the PCs move to rescue her, she uses
After dealing with the consequences of the skill her treestride to teleport to the tree furthest from
challenge, the adventurers plunge deeper into the combat, where she waits until the PCs have finished
swamp, finding themselves on the edge of the off her tormentors. If the PCs wait more than two
Feywild. This occurs if they follow the path suggested rounds to engage the satyr rakes still tormenting her,
by Rochelle. the dryad falls unconscious.
As the adventurers enter the area, read: For the satyrs, this combat is just a new form of
fun. The satyr piper plays its pipes to bolster its allies
Music tumbles through the air, floating toward you on and daze the PCs, trying to keep the satyr rakes
a breeze that seems fresher than the air you’ve felt between him and the PCs. One of the satyr rakes
before in the swamp. As you near the source of the continues to torment the dryad until the PCs get in the
music, you see anything but a pleasant dance: a group way. The satyr dancers, which carry shillelaghs, have
of half-men, half-goats are attacking a young woman no actual strategy: their attacks are chaotic and
random. If all three rakes are bloodied, the satyrs call
while a female creature with claws and wings watches
a retreat, leaving the harpy to fend for herself.
from atop a rock, delighting in their violence. The
The harpy uses her cloud of ash as often as possible.
tormented woman’s form shifts from an elf to a
She refuses to back down now that her fun has been
creature that looks like a tree and then back again as
spoiled, and she fights to the death.
the other creatures continue their attack.

The dryad is being tormented. The PCs can easily gain Scaling the Encounter
the attention of the satyrs, who are distracted by Make the following adjustments to the combat based
conversation and do not immediately attack the PCs on the number of PCs present.
in case there is new fun to be had. The harpy tells the Four PCs: Remove one satyr rake.
PCs to mind their own business, and the dryad calls Six PCs: Add one satyr piper.
out for their help.
Ending the Encounter
Features of the Area The PCs may attempt to negotiate or bluff their way
Illumination: The Vast Swamp is considered out of the situation. However, interrupting the satyrs
dimly lit, due to the constant mist that clouds visibility. of their fun—in this case, violence—is a challenge, and
The mist causes no other penalties to visibility beyond the harpy eggs the satyrs on, encouraging them to
the lighting. ignore the PCs. If the PCs attempt this, it can be
Field: The field is normal (though damp) terrain. treated as a skill challenge level 17 complexity 1. They
Trees: The trees are scraggy and twisted, and are must make 4 successes beating a DC 25/27 before
cover terrain. The trunks are blocking terrain. three failures, with primary skills Acrobatics (joining
Water: The muddy ponds, clear ponds, and river in with the satyrs dancing goes a long way toward
represent particularly deep areas of water. These are distracting them), Diplomacy, and Nature (displaying
areas of challenging terrain. Moving through these knowledge of fey traditions also makes the satyrs

CORM1-3 Head Above Water Page 18


pause). Any unlisted skills must succeed at DC 27/29. • The dryad also explains that there are many fey
If the PCs come up with a creative solution that avoids in the swamp who see what is going on and
combat, allow them to defeat the encounter by want it to stop. She has heard that one of the
bypassing it. If they succeed and come up with a local eladrin lords will soon take matters into
creative solution that avoids combat with the satyrs his own hands. If the PCs want to further
and rescues the dryad, they receive full experience for pursue an interaction with these fey, go to
defeating the encounter. encounter 2d.
The PCs may also choose to simply ignore the
dryad's plight. In that case, they risk nothing, but also After the PCs bypass/defeat the satyrs, they make their
gain no experience for the encounter. way further into the swamp and into Encounter 3.
If the PCs succeed in rescuing the dryad, she tells
them all she knows about the gladiatorial camp, if they Experience Points
ask: The PCs receive 390/540 experience for successfully
• Many people of different humanoid races come completing this encounter.
to exchange gold over the results of brutal
battles between fighters. Treasure
• Most of the fighters seem to be unwilling
If the PCs rescue the dryad, she offers them the
participants.
following items:
• She has also seen gold change hands and one
cloak of survival +2 (level 9) (low level only)
of the humanoids take one of the fighters with
elven boots (level 11)
them, usually in iron chains.
sylvan armor (level 13) (high level only)
• She has seen shadow people (shadar-kai)
among the people in the camp.

CORM1-3 Head Above Water Page 19


Encounter 2c: On Alert Statistics (Low Level)
Satyr Rake Level 7 Skirmisher Bloodfire Harpy Level 9 Soldier
Medium fey humanoid XP 300 Medium fey humanoid XP 400
Initiative +9 Senses Perception +9; low-light vision Initiative +10 Senses Perception +11
HP 80; Bloodied 40 Burning Song (Fire) aura 20; enemies within the aura at the start of
AC 21; Fortitude 18, Reflex 19, Will 19 their turns take 5 fire damage (deafened creatures are immune).
Speed 6 HP 100; Bloodied 50
m Short Sword (standard; at-will) ✦ Weapon AC 25; Fortitude 23, Reflex 22, Will 23
+12 vs. AC; 1d6+4 damage. Resist 10 fire
Speed 6, fly 8 (clumsy)
R Shortbow (standard; at-will) ✦ Weapon m Claw (standard; at-will)
Ranged 15/30; +12 vs. AC; 1d8+4 damage. +14 vs. AC; 1d8 + 2 damage plus 1d8 fire damage.
M Feint (move; at-will)
C Cloud of Ash (standard; recharge 4 5 6) ✦ Fire
+10 vs. Reflex; the satyr rake gains combat advantage against the
target (see below). The bloodfire harpy disgorges a cloud of burning ash. Close blast 3;
+12 vs. Fortitude; 1d10 + 5 fire damage, and the target is blinded
M Harrying Attack (standard; recharge 5 6) ✦ Weapon (save ends).
The satyr rake makes a basic attack, shifts 3 squares, and makes Alignment Evil Languages Common, Elven
another basic attack. Str 15 (+6) Dex 18 (+8) Wis 14 (+6)
Combat Advantage Con 20 (+9) Int 12 (+5) Cha 21 (+9)
The satyr rake deals an extra 2d6 damage against any target it has
combat advantage against.
Alignment Unaligned Languages Elven Human Lackey Level 7 Minion
Skills Bluff +12, Nature +9, Stealth +12 Medium natural humanoid XP 75
Str 12 (+4) Dex 18 (+7) Wis 12 (+4) Initiative +3 Senses Perception +4
Con 16 (+6) Int 10 (+3) Cha 18 (+7) HP 1; a missed attack never damages a minion.
Equipment leather armor, short sword, shortbow, quiver of 30 AC 19; Fortitude 17, Reflex 14, Will 15; see also mob rule
arrows Speed 6
m Club (standard; at-will) ✦ Weapon

Satyr Piper Level 8 Controller (Leader) +12 vs. AC; 6 damage.


Medium fey humanoid XP 350 Mob Rule
Initiative +8 Senses Perception +10; low-light vision The human lackey gains a +2 power bonus to all defenses while at
HP 86; Bloodied 43 least two other human lackeys are within 5 squares of it.
AC 22; Fortitude 18, Reflex 20, Will 21 Alignment Unaligned Languages Common
Speed 6 Str 16 (+6) Dex 11 (+3) Wis 12 (+4)
m Gore (standard; at-will)
Con 14 (+5) Int 10 (+3) Cha 13 (+4)
+11 vs. AC; 1d8 damage, and the target is knocked prone. Equipment leather armor, club

r Longbow (standard; at-will) ✦ Weapon


Ranged 20/40; +12 vs. AC; 1d10+4 damage.
C Wooden Pipes (standard; sustain standard; at-will)
Close burst 5; deafened creatures are immune; the satyr piper
plays one of the following tunes on its pipes.
Dazing Melody (Charm): Targets enemies; +11 vs. Will; the
target is dazed until the end of the satyr piper's next turn. The
piper must make a new attack roll when it sustains this effect.
Feral Overture: Allies in the burst gain a +1 bonus to attack
rolls and a +2 bonus to damage rolls until the end of the satyr
piper's next turn.
Leaping Stag Dance: Allies in the burst can shift 2 squares
immediately.
Song of Freedom: Allies in the burst can each make a free
saving throw against an effect that a save can end.
Alignment Unaligned Languages Elven
Skills Bluff +14, Nature +10, Stealth +13
Str 10 (+4) Dex 18 (+8) Wis 13 (+5)
Con 14 (+6) Int 13 (+5) Cha 20 (+9)
Equipment longbow, quiver of 30 arrows, wooden pipes

CORM1-3 Head Above Water Page 20


Encounter 2c: On Alert Statistics (High Level)
Satyr Rake (level 9) Level 9 Skirmisher Bloodfire Harpy (level 11) Level 11 Soldier
Medium fey humanoid XP 400 Medium fey humanoid XP 600
Initiative +10 Senses Perception +10; low-light vision Initiative +11 Senses Perception +12
HP 96; Bloodied 48 Burning Song (Fire) aura 20; enemies within the aura at the start of
AC 23; Fortitude 20, Reflex 21, Will 21 their turns take 5 fire damage (deafened creatures are immune).
Speed 6 HP 116; Bloodied 58
m Short Sword (standard; at-will) ✦ Weapon AC 27; Fortitude 25, Reflex 24, Will 25
+14 vs. AC; 1d6+5 damage. Resist 10 fire
Speed 6, fly 8 (clumsy)
R Shortbow (standard; at-will) ✦ Weapon
m Claw (standard; at-will)
Ranged 15/30; +14 vs. AC; 1d8+5 damage. +16 vs. AC; 1d8+3 damage plus 1d8 fire damage.
M Feint (move; at-will)
C Cloud of Ash (standard; recharge 4 5 6) ✦ Fire
+12 vs. Reflex; the satyr rake gains combat advantage against the
target (see below). The bloodfire harpy disgorges a cloud of burning ash. Close blast 3;
+14 vs. Fortitude; 1d10+6 fire damage, and the target is blinded
M Harrying Attack (standard; recharge 5 6) ✦ Weapon
(save ends).
The satyr rake makes a basic attack, shifts 3 squares, and makes Alignment Evil Languages Common, Elven
another basic attack. Str 15 (+7) Dex 18 (+9) Wis 14 (+7)
Combat Advantage Con 20 (+10) Int 12 (+6) Cha 21 (+10)
The satyr rake deals an extra 2d6 damage against any target it has
combat advantage against.
Alignment Unaligned Languages Elven Human Lackey (level 9) Level 9 Minion
Skills Bluff +13, Nature +10, Stealth +13 Medium natural humanoid XP 100
Str 12 (+5) Dex 18 (+8) Wis 12 (+5) Initiative +4 Senses Perception +5
Con 16 (+7) Int 10 (+4) Cha 18 (+8) HP 1; a missed attack never damages a minion.
Equipment leather armor, short sword, shortbow, quiver of 30 AC 21; Fortitude 19, Reflex 16, Will 17; see also mob rule
arrows Speed 6
m Club (standard; at-will) ✦ Weapon

Satyr Piper (level 10) Level 10 Controller (Leader) +14 vs. AC; 6 damage.
Medium fey humanoid XP 500 Mob Rule
Initiative +9 Senses Perception +11; low-light vision The human lackey gains a +2 power bonus to all defenses while at
HP 102; Bloodied 51 least two other human lackeys are within 5 squares of it.
AC 24; Fortitude 20, Reflex 22, Will 23 Alignment Unaligned Languages Common
Speed 6 Str 16 (+7) Dex 11 (+4) Wis 12 (+5)
m Gore (standard; at-will)
Con 14 (+6) Int 10 (+4) Cha 13 (+5)
+13 vs. AC; 1d8+1 damage, and the target is knocked prone. Equipment leather armor, club
r Longbow (standard; at-will) ✦ Weapon
Ranged 20/40; +14 vs. AC; 1d10+5 damage.
C Wooden Pipes (standard; sustain standard; at-will)
Close burst 5; deafened creatures are immune; the satyr piper
plays one of the following tunes on its pipes.
Dazing Melody (Charm): Targets enemies; +13 vs. Will; the
target is dazed until the end of the satyr piper's next turn. The
piper must make a new attack roll when it sustains this effect.
Feral Overture: Allies in the burst gain a +1 bonus to attack
rolls and a +2 bonus to damage rolls until the end of the satyr
piper's next turn.
Leaping Stag Dance: Allies in the burst can shift 2 squares
immediately.
Song of Freedom: Allies in the burst can each make a free
saving throw against an effect that a save can end.
Alignment Unaligned Languages Elven
Skills Bluff +15, Nature +11, Stealth +14
Str 10 (+5) Dex 18 (+9) Wis 13 (+6)
Con 14 (+7) Int 13 (+6) Cha 20 (+10)
Equipment longbow, quiver of 30 arrows, wooden pipes

CORM1-3 Head Above Water Page 21


Encounter 2c: On Alert Map
Ruins of the Wild
Cabin / Field w/Trees 8x8 x1
Stream / Crevasse 8x8 x2
Ruined Tower / Field w/Trees 8x8 x2
Stream / Road 8x8 x1

PC
start

S M M

M S D S H
M

CORM1-3 Head Above Water Page 22


• If the PCs refuse to destroy the camp (because
Encounter 2d: Fey Cavalry they need to save the evidence), the eladrin
attempt to sweeten the deal by offering to
open negotiations with the kingdom of Cormyr
Setup regarding trade and border security. This would
Run this encounter if the PCs have requested be a major diplomatic coup in the region, and
audience with the local fey activists. The dryad, the PCs would doubtless be rewarded
wanting to help her rescuers, leads them through the handsomely by the Crown for their
mists that form the border between the Vast Swamp involvement.
and the Feywild to meet the local eladrin lords.
Ending the Encounter
As the dryad leads you through the mists, the clammy
The eladrin lead the PCs back into the Vast Swamp,
air swirls around you with the sound of tiny bells. You
placing them near the gladiatorial camp. Go to
find yourselves entering what looks like a forest glen.
Encounter 3.
In the center of a ring of toadstools stand three
eladrin. The dryad curtseys and vanishes into the
Treasure
mists.
The eladrin lords offer the PCs the Drawmij's Instant
The eladrin are delighted that people from beyond the Summons ritual scroll (low-level only) or the Linked
Feywild are willing to take care of their own issues. Portal ritual scroll (high-level only), once the battle(s)
They also remain suspicious of the PCs, not fully at the gladiator camp is over.
trusting that the outsiders have wholly good
intentions. Use the following conversation points to
interact with the PCs:

• The eladrin want the gladiator camp gone. It is


a seed of evil that has the potential to grow
into something much darker, corrupting the
Vast Swamp and encroaching into the Feywild.
• Along with other fey, the eladrin have mounted
guerilla attacks on the camp, hoping that by
harrying the gamblers they might put a dent in
the camp's profitability. So far their efforts have
netted no results, but they lack to resources to
mount a more concerted assault.
• The eladrin believe that with the help of the
PCs, they can destroy the camp.
• They believe that slaves are being harvested all
along the Dragonmere coast, from Suzail in the
west to the Neck at the eastern border of
Cormyr.
• Many merchants from Sembia and elsewhere
have come to purchase or sell gladiators for
their own private collections. This further
disgusts the eladrin.
• If the PCs ask for the eladrin to help them
attack the camp, the eladrin readily agree. If
the PCs ask for a distraction to allow them to
get in and out of the camp unnoticed, however,
the eladrin reject the idea, believing that the
only solution to the problem of the camp is
eliminating it entirely.

CORM1-3 Head Above Water Page 23


• Sounds of cheering and booing are timed to
Encounter 3: Mortal •
sounds of battle.
A path (the ones the PCs followed if they took
Combat Delshan's advice), also made of roped-together
wooden platforms, leads into the camp. This
appears to be unguarded.
Setup • Several cobbled-together buildings block the
Once the PCs have made their way through the PCs from seeing the center of the camp until
swamp, they near the gladiatorial camp. The camp is they get closer.
so deep in the swamps that the people running their • If the PCs take some time to observe the camp,
illegal operation have not taken great precautions to they also notice several dwarves bringing a
remain hidden—in fact, there are many lit torches and body to the edge of the platforms and dumping
loud conversations, making the place seem a haven it into the swamp.
for lost travelers. • If the PCs continue to wait and deliberate, they
notice a young man attempting to fight his way
After facing the dangers of the swamp, the signs of free of a troll's grip. The troll beats the young
something like civilization come upon you quickly. man over the head with his fist until the young
The sounds of conversation and battle reach your ears man slumps, unconscious.
and torchlight glows in the distance. • Perception DC 25: Several of the trolls appear
to be gathered in one area of the camp, close
If the PCs made a deal with the eladrin to destroy the to a particularly ramshackle building.
camp, read the following:
Ending the Encounter
As the eladrin lords surround the camp, it seems as if
The PCs may approach the camp in several ways:
the very swamp has risen up behind them. Mounds of
• If the PCs cannot stand to see such wrongdoing
earth and vines reach the edges of the camp, edging in front of them, or if they made a deal with the
closer to the trolls standing guard. eladrin to destroy the camp immediately, they
may charge in, ready to stop the operation. Go
This is a chance for the PCs to get an idea of how they to Encounter 3a.
intend to approach getting the evidence they need. • If the PCs plan to accomplish their mission for
Skills that they use to gather this information may be the Valwaters by stealth, go to Encounter 3b.
used as a bonus to their skill challenge rolls, according • If the PCs hope to infiltrate the camp with
to the DM's judgment. They can also gain information guile, go to Encounter 3c.
provided in the skill challenges, if they attempt to do • If the PCs plan to sabotage the camp or cause a
so preemptively. Here is information the PCs can distraction to get the information they need, go
easily discern before heading into any of the sub- to Encounter 3d.
encounters.
It is possible for the PCs to come up with a plan that
• The arena is roughly 100 foot square, and is combines more than one of the listed skill challenges.
built on wooden platforms that are roped Let them be creative, and combine the skill challenges
together. These appear to either be braced on as best you can.
solid ground or floating on particularly damp If the PCs try to wager on the outcome of a battle,
areas of the swamp. At couple other buildings, including their own, the people running the betting
acting as barracks and slave cells, are built refuse to take bets (or allow the PCs to fight in a
around the arena and attached via raised gladiatorial battle) unless they relinquish all of their
platforms and bridges. The test of the
weapons, armor, implements, magic items, and other
dwellings are tents.
equipment. PCs foolish enough to do this should be
• Part of the camp appears to be on pilings or
quickly overwhelmed and captured.
stilts.
• Several trolls in the area stand guard.
Treasure
• Judging by the noise or the people the PCs can
see, there might be from 20 to 50 patrons. There is no treasure in this encounter.

CORM1-3 Head Above Water Page 24


Features of the Area
Encounter 3a: This Shall Illumination: The area is brightly lit by firelight
Not Stand! emanating from the braziers on top of the columns.
Light Squares of the Arena: The light squares
on the map are unsteady wooden platforms set on
Encounter Level 10/12 (2700/3800 stilts above the bog. Creatures that fall prone on a light
XP) square must make a saving throw or slide 1 square in
a random direction into a nearby bog (dark square).
Any successful attack directed specifically against the
Setup stilts (AC 15, Reflex 15) sends the platform crashing
This encounter includes the following creatures. into the bog.
1 war troll (T) Dark Squares of the Arena: The dark squares
1 medusa archer (A) represent bog. These are areas of challenging terrain.
4 shadar-kai chainfighters (M) Moving through these areas requires an Athletics
check DC 14, or the character is restrained.
If the PCs decide that they have to end this now, they Restrained PCs must succeed at an Athletics check
can charge headfirst into battle. Describe how they DC 16 to be able to move out of or through the
charge the camp, creating chaos in their wake as terrain. They can, however, take other actions as
gamblers and patrons flee. They easily reach the normal. The DC to escape increases by 1 for each
gladiatorial arena, where the real combat challenge round the PC remains stuck. An adjacent ally can free
begins. a restrained character with a DC 15 Strength check as
• If the PCs allied with the eladrin, fey attack the a standard action.
outskirts of the camp: describe shambling Edge of the Arena: A 15-ft. high wall surrounds
mounds and giant crocodiles devouring the the arena and can be climbed with a DC 19 Athletics
camp's slavers as the eladrin free the slaves. check.
• If the PCs did not previously ally with the Columns: The columns around the edge of the
eladrin, the fey see the PCs' attack as an arena are set with large braziers. Standing in a square
opportunity to destroy the camp. It might be with a brazier causes 5 ongoing fire damage (save
hard for the PCs to tell if these new attackers ends). The braziers can be overturned from above the
are friends or foes. arena to spill a wash of flaming oil. An overturned
brazier makes an attack into one adjacent square: +11
As the PCs reach the center of the camp, read the vs. Reflex; 2d6+5 fire damage.
following: Passageways: The tiles between the stairs
(including the one behind the portcullis) are
Enemies fall before you and gamblers flee in your passageways out of the arena.
wake as you charge into the camp. In the chaos of Portcullis: The portcullis can be raised with a DC
battle, you pass under an archway into a 23 Strength check.
checkerboard arena of wooden platforms. A packed Stairs: The stairs represent bleachers filled with
crowd cheers wildly as a portcullis slams downs desperate gamblers. The gamblers attempt to make
behind you. A cloaked woman looks down at you from room for the combatants, but it is nonetheless difficult
the pilings before throwing back her hood, revealing a terrain.
mass of snakes instead of hair. "You should not stand Throne: The throne is 20 feet above the arena (5
in the way of commerce,” she hisses. feet above the edge of the arena) with its own
entrance and exit (behind the curtain). The wall up to
With a DC 15 Perception check (passive or active), the throne can be climbed with a DC 15 Athletics
the PCs can hear that the crowd is betting on the fate check.
of the gambling ring itself.
A DC 20 Insight check reveals that the medusa is
the head of the camp, all the creatures here defer to
Tactics
her, and without her the operation would fall apart. The medusa snipes at the PCs from her place upon
the throne. She avoids hitting her allies with her
petrifying gaze, but freely hits the bleachers full of
gamblers.

CORM1-3 Head Above Water Page 25


The shadar-kai chainfighters attempt to stay clear Ending the Encounter
of the war troll. They focus their attacks on prone
Success: If the PCs succeed, the camp is utterly
targets or PCs who are stuck in the bog and cannot
easily retaliate. When bloodied restrained, they use destroyed, and the eladrin (whether the PCs have
shadow jaunt to move to the edge of the arena where previously met them or not) congratulate them on
they kick over braziers and take advantage of their ridding the Vast Swamp of this foul pit of slavery. The
reach weapons. PCs proceed directly to the conclusion (skipping
As the troll is large, he doesn’t risk falling into the Encounter 4).
bog unless someone destroys enough platforms that Failure: If the PCs are defeated, they discover
he is entirely within a bog space. He uses his sweeping that they have not been killed, but captured and
strike to knock PCs into the bog, uncaring of shadar- forced into the same barracks with the slaves that they
kai caught in the blast. had intended to free. This is treated the same as the
As the fate of the gambling ring hangs in the character death rules: the cost of freedom is 500 gold
balance (the medusa’s reputation would never recover pieces.
from her failure), all creatures fight to the death.
Experience Points
Scaling the Encounter The PCs receive 540/760 experience points each for
successfully completing this encounter.
Make the following adjustments to the combat based
on the number of PCs present. Treasure
Four PCs: Remove 2 chainfighters.
The war troll gathered the following from his defeated
Six PCs: Add 2 chainfighters.
adversaries:
helm of the eagle (level 12)
+2 thunderburst weapon (level 8)

CORM1-3 Head Above Water Page 26


Encounter 3a: This Shall Not Stand! Statistics (Low Level)
War Troll (level 12) Level 12 Soldier Medusa Archer Level 10 Elite Controller
Large natural humanoid XP 700 Medium natural humanoid XP 1000
Initiative +11 Senses Perception +14 Initiative +10 Senses Perception +13
HP 94; Bloodied 47; see also troll healing HP 212; Bloodied 106
Regeneration 10 (if the war troll takes acid or fire damage, AC 26; Fortitude 12, Reflex 24, Will 14
regeneration does not function until the end of its next turn) Immune petrification; Resist 10 poison
AC 28; Fortitude 27, Reflex 23, Will 23 Speed 7
Speed 7 Action Points 1
m Greatsword (standard; at-will) ✦ Weapon m Snaky Hair (standard; at-will) ✦ Poison
Reach 2; +18 vs. AC; 1d12 + 6 damage, and the target is marked +15 vs. AC; 1d6 + 5, and the target takes ongoing 10 poison
until the end of the war troll's next turn. damage and takes a -2 penalty to Fortitude defense (save ends
m Claw (standard; at-will) both).
Reach 2; +18 vs. AC; 2d6 + 6 damage. r Longbow (standard; at will) ✦ Poison, Weapon
r Longbow (standard; at-will) ✦ Weapon Ranged 20/40; +15 vs. AC; 1d10 + 5 damage, and the medusa
Ranged 20/40; +18 vs. AC; 1d12 + 2 damage. archer makes a secondary attack against the same target.
C Sweeping Strike (standard; at-will) ✦ Weapon Secondary Attack: +13 vs. Fortitude; the target takes ongoing
Requires greatsword; close blast 2; +18 vs. AC; 1d12+6 damage, 10 poison damage and takes a -2 penalty to Fortitude defense
and the target is knocked prone. (save ends both).
Blood Pursuit (immediate reaction, when a bloodied enemy within 2 C Petrifying Gaze (standard; at-will) ✦ Gaze
squares of the war troll moves or shifts; at will) Close blast 5; blind creatures are immune; +14 vs. Fortutude;
The war troll shifts 1 square closer to the enemy. the target is slowed (save ends). First Failed Save: The target is
Threatening Reach immobilized instead of slowed (save ends). Second Failed
The war troll can make opportunity attacks against all enemies Save: The target is petrified (no save).
within its reach (2 squares) Alignment Evil Languages Common
Troll Healing ✦ Healing Skills Bluff +16, Diplomacy +16, Intimidate +16, Stealth +15
If the war troll is reduced to 0 hit points by an attack that does not Str 16 (+8) Dex 21 (+10) Wis 17 (+8)
deal acid or fire damage, it rises on its next turn (as a move action) Con 18 (+9) Int 12 (+6) Cha 22 (+11)
with 15 hit points. Equipment hooded cloak, longbow, quiver of 30 arrows
Alignment Chaotic evil Languages Giant
Skills Athletics +16, Endurance +14 Shadar-kai Chainfighter Level 6 Skirmisher
Str 24 (+13) Dex 16 (+9) Wis 16 (+9) Medium shadow humanoid XP 250
Con 20 (+11) Int 10 (+6) Cha 12 (+7) Initiative +9 Senses Perception +5; low-light vision
Equipment plate armor, greatsword, longbow, quiver of 30 arrows HP 68; Bloodied 39
AC 20; Fortitude 19, Reflex 19, Will 17
Speed 6; see also dance of death and shadow jaunt
m Spiked Chain (standard; at-will) ✦ Weapon
Reach 2; +11 vs. AC; 2d4 + 3 damage.
M Dance of Death (standard; recharge 6) ✦ Necrotic, Weapon
The shadar-kai chainfighter shifts 6 squares and makes 3 spiked
chain attacks at any points during his move. He can attack a given
enemy only once, but he deals an extra 1d6 necrotic damage with
each successful hit.
Shadow Jaunt (move; encounter) ✦ Teleportation
The shadar-kai chainfighter teleports 3 squares and becomes
insubstantial until the start of hir next turn.
Alignment Unaligned Languages Common
Skills Acrobatics +14, Stealth +14
Str 17 (+6) Dex 18 (+7) Wis 14 (+5)
Con 12 (+4) Int 10 (+3) Cha 11 (+3)
Equipment leather armor, spiked chain

CORM1-3 Head Above Water Page 27


Encounter 3a: This Shall Not Stand! Statistics (High Level)
War Troll Level 14 Soldier Medusa Archer (level 12) Level 12 Elite Controller
Large natural humanoid XP 1000 Medium natural humanoid XP 1400
Initiative +12 Senses Perception +15 Initiative +11 Senses Perception +14
HP 110; Bloodied 55; see also troll healing HP 244; Bloodied 122
Regeneration 10 (if the war troll takes acid or fire damage, AC 28; Fortitude 25, Reflex 26, Will 27
regeneration does not function until the end of its next turn) Immune petrification; Resist 10 poison
AC 30; Fortitude 29, Reflex 25, Will 25 Speed 7
Speed 7 Action Points 1
m Greatsword (standard; at-will) ✦ Weapon m Snaky Hair (standard; at-will) ✦ Poison
Reach 2; +20 vs. AC; 1d12 + 7 damage, and the target is marked +17 vs. AC; 1d6 + 6, and the target takes ongoing 10 poison
until the end of the war troll's next turn. damage and takes a -2 penalty to Fortitude defense (save ends
m Claw (standard; at-will) both).
Reach 2; +20 vs. AC; 2d6 + 7 damage. r Longbow (standard; at will) ✦ Poison, Weapon
R Longbow (standard; at-will) ✦ Weapon Ranged 20/40; +17 vs. AC; 1d10 + 6 damage, and the medusa
Ranged 20/40; +20 vs. AC; 1d12 + 3 damage. archer makes a secondary attack against the same target.
C Sweeping Strike (standard; at-will) ✦ Weapon Secondary Attack: +15 vs. Fortitude; the target takes ongoing 10
poison damage and takes a -2 penalty to Fortitude defense (save
Requires greatsword; close blast 2; +20 vs. AC; 1d12 + 7
ends both).
damage, and the target is knocked prone.
Blood Pursuit (immediate reaction, when a bloodied enemy within 2 C Petrifying Gaze (standard; at-will) ✦ Gaze
squares of the war troll moves or shifts; at will) Close blast 5; blind creatures are immune; +16 vs. Fortitude; the
The war troll shifts 1 square closer to the enemy. target is slowed (save ends). First Failed Save: The target is
Threatening Reach immobilized instead of slowed (save ends). Second Failed Save: The
The war troll can make opportunity attacks against all enemies target is petrified (no save).
within its reach (2 squares) Alignment Evil Languages Common
Troll Healing ✦ Healing Skills Bluff +17, Diplomacy +17, Intimidate +17, Stealth +16
If the war troll is reduced to 0 hit points by an attack that does Str 16 (+9) Dex 21 (+11) Wis 17 (+9)
not deal acid or fire damage, it rises on its next turn (as a Con 18 (+10) Int 12 (+7) Cha 22 (+12)
move action) with 15 hit points. Equipment hooded cloak, longbow, quiver of 30 arrows
Alignment Chaotic evil Languages Giant
Skills Athletics +17, Endurance +15 Shadar-kai Chainfighter (level 8) Level 8 Skirmisher
Str 24 (+14) Dex 16 (+10) Wis 16 (+11) Medium shadow humanoid XP 350
Con 20 (+12) Int 10 (+7) Cha 12 (+9) Initiative +10 Senses Perception +6; low-light vision
Equipment plate armor, greatsword, longbow, quiver of 30 arrows HP 84; Bloodied 47
AC 22; Fortitude 21, Reflex 21, Will 19
Speed 6; see also dance of death and shadow jaunt
m Spiked Chain (standard; at-will) ✦ Weapon
Reach 2; +13 vs. AC; 2d4 + 4 damage.
M Dance of Death (standard; recharge 6) ✦Necrotic, Weapon
The shadar-kai chainfighter shifts 6 squares and makes 3 spiked
chain attacks at any points during his move. He can attack a given
enemy only once, but he deals an extra 1d6 necrotic damage with
each successful hit.
Shadow Jaunt (move; encounter) ✦ Teleportation
The shadar-kai chainfighter teleports 3 squares and becomes
insubstantial until the start of her next turn.
Alignment Unaligned Languages Common
Skills Acrobatics +15, Stealth +15
Str 17 (+7) Dex 18 (+8) Wis 14 (+6)
Con 12 (+5) Int 10 (+4) Cha 11 (+4)
Equipment leather armor, spiked chain

CORM1-3 Head Above Water Page 28


Encounter 3a: This Shall Not Stand! Map
Dire Tombs
Altar / Portcullis 2x1 x1
Doors in Hall / Hallway 4x2 x3
Throne Room / Sun Room 8x8 x1

Fane of the Forgotten Gods


Checkerboard floor / Outdoor Shrine 8x8 x1
Frog Altar / Stairs 4x4 x6
Floor w/Columns / Darkness 1x4 x8
Curtain Doorway / Floor 2x1 x1

S S

A
PC T
Start

S
S

CORM1-3 Head Above Water Page 29


when the next round of applause can cover up any
Encounter 3b: By Shadow noise. This counts as a success toward the skill
challenge.
and Stealth Stealth (DC 16/18): The PCs slip past troll guards
or sleeping gamblers. They might sneak into a building
Skill Challenge Level 8/10, or a tent.
Thievery (DC 18/20): The PCs slit open a tent or
Complexity 3 (1050/1500 XP) open the locked doors to get into a building. Perhaps
they steal a key off the belt of a sleeping guard or snatch
Setup some delicate papers from the desk of one of the
Number of Successes: 8 organizers.
Number of Failures: 3
Primary Skills: Perception, Stealth, Thievery Ending the Encounter
Secondary Skills: Insight (unlocked by Perception) Success: The PCs manage to get away without
anyone noticing their presence. They have the evidence
Use this encounter if the PCs have decided that their they need (in the form of documentation or an eye
best option is sneaking into the camp, trying to remain witness), and they are ready to head back. Go to
unseen while they gather evidence. Whether this is Encounter 4b.
documentation or an eye witness (rescuing a slave, for Failure: As stealthy as the PCs intended to be, their
example), the goal is to remain unnoticed. efforts were noticed. If they made 6 or more successes
If a PC wants to use a skill that is not listed here but before they hit 3 failures, they gathered the information
seems applicable, they need to make a DC 19/21 check they needed, but were caught in the act. Each member
with that skill to garner a success. (Insight rolls made of the party loses 2 healing surges. Go to Encounter 4a.
before Insight is unlocked also use DC 19/21.) Checks
that do not seem particularly applicable but might be Experience Points
used to aid their party must pass a DC 19/21 check and
grant a +2 bonus. The PCs receive 210/300 experience points each for
successfully completing this encounter.
Some talking points for the skill challenge might be:
• Describe the camp. There are several tents and Treasure
buildings, some of which appear to be empty. While sneaking around the camp, the PCs collect
• Describe the people wandering around, from the incriminating documentation against the people
troll guards to the gambling patrons, all of whom running the camp. The PCs also discover a ritual book
seem to be paying attention to something else. containing the Drawmij's Instant Summons ritual (low-
• Describing the shouts of the crowd from deeper level only) or the Linked Portal ritual (high-level only).
in the camp.
• PCs might notice how the planks holding up the
city fit together and use that to their advantage.
• There are a few actual buildings: the ramshackle
structure that appears to house the slaves; and a
few central structures closer to the gladiatorial
ring, which appear to belong to the head
organizers. The rest of the dwellings are tents.

Skill Challenge
Perception (DC 14/16): The PC can keep watch
(giving his party a +2 to their Stealth or Thievery
checks). The first success of this skill unlocks use of
Insight as a primary skill. This counts as a success
toward the skill challenge.
Insight (DC 17/19): The PC notices the timing
between the cheers and boos, and is able to predict

CORM1-3 Head Above Water Page 30


Bluff (DC 16/18): The PC might convince a fellow
Encounter 3c: Face First gambler that he's in the market for a retired fighter as a
slave. Or perhaps he just lies about who he is or where
he's going, asking leading questions to get the
Skill Challenge Level 8/10, information he needs.
Complexity 3 (1050/1500 XP) Streetwise (DC 17/19): People like talking to the
PC about exactly the type of thing the PC wants to know.
Setup The PC might get the name of the people in charge, an
idea for where the slave gladiators are imported from,
Number of Successes: 8 how the operation works, or just which fighter is most
Number of Failures: 3 likely to give a return on the money.
Primary Skills: Bluff, Insight, Streetwise, Diplomacy

Use this encounter if the PCs have decided that their


Ending the Encounter
best option is joining the crowd, acting as though they Success: The PCs manage to leave the camp with
are exactly the type of people who frequent this no one the wiser. If they stole (rather than purchased) a
establishment. Perhaps they'll drop a few coins on dice slave or lie outrageously in such a way that someone is
games or on the fighting itself. They'll certainly engage likely to pick up on it shortly after they're gone, go to
in conversation, and make every attempt to get the Encounter 4a. If the PCs are so subtle and daring that no
information they need through guile. one should even notice that something has gone wrong,
If a PC wants to use a skill that is not listed here but go to Encounter 4b.
seems applicable, they must make a DC 19/21 check Failure: The PCs are caught in the act. If they made
with that skill to garner a success. (Diplomacy rolls 6 or more successes before they hit 3 failures, they
made before Diplomacy is unlocked also use DC gathered the information they needed but were caught
19/21.) Checks that do not seem particularly applicable in the act. On a failure, each member of the party loses 2
but might be used to aid their party must pass a DC healing surges in the escape. Go to Encounter 4a.
19/21 check and grant a +2 bonus.
Some talking points for the skill challenge might be Experience Points
as follows: The PCs receive 210/300 experience for successfully
• Describe Sembian merchants wandering about completing this encounter.
among the gamblers.
• Describe the crowd roaring at the gladiatorial Treasure
battle from the center of the camp as the PCs While sneaking around the camp, the PCs collect
wander through the makeshift arena raised onto incriminating documentation against the people
pilings. running the camp. The PCs also discover a ritual book
• Discuss the latest games with one of the containing the Drawmij's Instant Summons ritual (low-
gamblers, who might describe where to place level only) or the Linked Portal ritual (high-level only).
bets or buy drinks.
• Slaves are selling for 50 to 5000 gold pieces,
depending on how many times they've won in
the arena.

Skill Challenge
Insight (DC 17/19): The PC picks up on exactly
the right things to say, and finds a way to empathize with
the gamblers. This counts as a success and the first
success unlocks use of Diplomacy as a primary skill.
Diplomacy (DC 14/15): After getting an
understanding of how these people think, the PC finds a
way to tell the exact truth in such a way that she implies
something completely different. Ah, the art of the
diplomat!

CORM1-3 Head Above Water Page 31


Skill Challenge
Encounter 3d: Lost in the Dungeoneering (DC 15/17): The PC has a good
Chaos idea of how the camp has to be supported in order to
stand on the water, and can find a weak spot in the
pilings. Use of this skill counts as a success, the first
Skill Challenge Level 8/10, success unlocks Athletics as a primary skill.
Complexity 3 (1050/1500 XP) Nature (DC 14/16): The PC has an understanding
for the way the natural world surrounding the camp can
be used to damage the camp's structure. Use of this skill
Setup counts as a success, and the first success unlocks
Number of Successes: 8 Athletics as a primary skill.
Number of Failures: 3 Athletics (DC 14/16): The PC swims beneath the
Primary Skills: Dungeoneering, Nature, Streetwise, city or crawls under the pilings to find the weak points
Thievery he's been directed to sabotage.
Secondary Skills: Athletics Streetwise (DC 17/19): You notice how the flow of
traffic seems to be moving and are able to pick out what
What better way to both meet their goal of getting the point in the camp would have the most damaging effect
information they need and putting a kink in this for the population. (Most likely the makeshift tavern!)
nefarious operation than sabotaging the place? Use this Thievery (DC 16/18): Disabling that bridge into
encounter if the PCs plan to make a scene, either as a the city is a piece of cake! A few slices with a dagger and
distraction or as the main attraction. The main the whole place might start falling apart.
difference between the plan in Encounter 3a and the
plan in this encounter is that they're attempting to affect
the entire operation, not just take on a small band.
Ending the Encounter
If a PC wants to use a skill that is not listed here but Success: The PCs successfully create such a
seems applicable, they need to make a DC 19/21 check disturbance that they can get their documentation or
with that skill to garner a success. (Athletics rolls made eye witness in the thick of the chaos they've created.
before Athletics is unlocked also use DC 19/21.) Checks However, it won't be long before someone figures out
that do not seem particularly applicable but might be what they've done. Go to Encounter 4a.
used to aid their party must pass a DC 19/21 check and Failure: Not only are the PCs unable to get the
grant a +2 bonus. information they need, but the villains are onto their
There are some obvious ways to create chaos that plans. The PCs lose 2 healing surges in the chaos they
are related to powers rather than skills: for example, created. Go to Encounter 4a.
dropping a fireball in the center of the arena would
certainly cause some havoc! Any reasonable use of a Experience Points
power or attack that seems in line with the purpose of The PCs receive 210/300 experience points for
the challenge can be used as a success, if the DM feels it successfully completing this encounter.
is appropriate.
Some talking points for the skill challenge might be Treasure
as follows: While sneaking around the camp, the PCs collect
• Describe the way the camp is put together. There incriminating documentation against the people
are ropes attaching parts of the city to each other, running the camp. The PCs also discover a ritual book
and the pilings are major supports for what containing the Drawmij's Instant Summons ritual (low-
appears to be the arena in the center. level only) or the Linked Portal ritual (high-level only).
• Describe the materials used to put the camp
together (wood, tarp for the tents, vines holding
the buildings together).
• The flow of the swamp in this particular area
seems to be directed toward the south, and there
is some actual current here, as opposed to the
stagnant waters the PCs have been traveling
through.

CORM1-3 Head Above Water Page 32


actions as normal. The DC to escape increases by 1 for
Encounter 4a: It's the Pits each round the PC remains stuck. An adjacent ally
can free a restrained character with a DC 15 Strength
check as a standard action.
Encounter Level 8/10 (1750/2450 Rocks and Logs: Rocks and logs on the map
XP) represent hindering terrain that cannot be moved
through.
Setup Brambles: The brambles offer cover.

This encounter includes the following creatures.


1 troll (T)
Tactics
2 dwarf hammerers (D) The troll starts the fight from the water (because
1 human mage (P) there's just not enough room for it to cross the bridge).
6 human lackeys (M) Just like the PCs, the troll must make the Athletics
check or become stuck. The human lackeys charge
As the PCs head out of the camp, the gamblers and ahead, trying to catch up to the PCs. The dwarf
slavers are hot on their tails. Because the PCs have to hammerers also get right into the thick of combat.
run ahead, they can choose their ground anywhere on They use shield bash as often as they can in order to
the map; the gamblers and slavers all begin by grant combat advantage to their allies by knocking the
crossing the log bridge or the running water. PCs prone or forcing them into a flank.
As the adventurers enter the area, read: The human mage fights from the distance,
keeping the troll and the hobgoblins between him and
You may be quick, but the people in pursuit of you any melee combatants. He uses dancing lightning and
know the swamp better than you do--and they're thunder burst as early as he can if he can get a good
gaining quickly! You have just a moment to choose tactical position, hoping to do a lot of damage early on.
your ground.
Scaling the Encounter
The dwarves and humans look incredibly angry at Make the following adjustments to the combat based
having to chase down the PCs. The troll just looks on the number of PCs present.
confused, but that won't stop it from smashing the PCs Four PCs: Remove one dwarf hammerer.
as hard as it can. Six PCs: Add one dwarf hammerer.

Features of the Area Ending the Encounter


Illumination: The Vast Swamp is considered Success: If the PCs succeed, they are free to
dimly lit, due to the constant mist that clouds visibility. make their way back to the Valwater household with
The mist causes no other penalties to visibility beyond news of their success--or failure.
the lighting. Failure: If the PCs are defeated, they discover
Field: The field is relatively dry swamp land, and that they have not been killed, but captured and
is normal (though damp) terrain. forced into the same barracks with the slaves that they
"Road": The eladrin guerilla fighters have had intended to free. This is treated the same as the
sabotaged the "road" here. What was once a sturdy character death rules: the cost of freedom is 500 gold
series of planks and roped together platforms is now pieces.
difficult terrain that requires 2 squares of movement.
Trees: The trees are scraggy and twisted, and are Experience Points
covering terrain. The trunks are blocking terrain.
The PCs receive 350/490 experience points each for
Water The muddy ponds, clear ponds, and river
successfully completing this encounter.
represent particularly deep areas of water. These are
areas of challenging terrain. Moving through these
Treasure
areas requires an Athletics check DC 14, or the
character is restrained. Restrained PCs must succeed The PCs find the following in the troll’s bag.
at an Athletics check DC 16 to be able to move out of helm of the eagle (level 12)
or through the terrain. They can, however, take other +2 thunderburst weapon (level 8)

CORM1-3 Head Above Water Page 33


Encounter 4a: It's the Pits Statistics (Low Level)
Troll (level 8) Level 8 Brute Human Mage (level 6) Level 6 Artillery
Large natural humanoid XP 350 Medium natural humanoid XP 250
Initiative +7 Senses Perception +11 Initiative +4 Senses Perception +5
HP 90; Bloodied 45; see also troll healing HP 64; Bloodied 32
Regeneration 10 (if the troll takes acid or fire damage, regeneration AC 20; Fortitude 16, Reflex 17, Will 18
does not function until the end of its next turn) Speed 6
AC 19; Fortitude 20, Reflex 17, Will 16 m Quarterstaff (standard; at-will) ✦ Weapon
Speed 8 +7 vs. AC; 1d8 + 2 damage.
m Claw (standard; at-will)
r Magic Missile (standard; at-will) ✦ Force
Reach 2; +12 vs. AC; 2d6 + 6 damage; see also frenzied strike.
M Frenzied Strike (free, when the troll's attack bloodies an Ranged 20; +9 vs. Reflex; 2d4 + 6 force damage.
enemy; at will) R Dancing Lightning (standard; encounter) ✦ Lightning
The troll makes a claw attack. The mage makes a separate attack against 3 different targets:
Troll Healing ✦ Healing ranged 10; +9 vs. Reflex; 1d6 + 6 lightning damage.
If the troll is reduced to 0 hit points by an attack that does not A Thunder Burst (standard; encounter) ✦ Thunder
deal acid or fire damage, it rises on its next turn (as a move Area burst 1 within 10; +9 vs. Fortitude; 1d8 + 6 thunder damage,
action) with 10 hit points. and the target is dazed (save ends).
Alignment Chaotic Evil Languages Giant Alignment Evil Languages Common
Skills Athletics +15, Endurance +14 Skills Arcana +11
Str 22 (+10) Dex 16 (+7) Wis 14 (+6) Str 10 (+4) Dex 14 (+6) Wis 17 (+7)
Con 20 (+9) Int 5 (+1) Cha 10 (+4) Con 12 (+5) Int 18 (+8) Cha 12 (+5)
Equipment robes, quarterstaff, wand
Dwarf Hammerer (level 8) Level 8 Soldier
Medium natural humanoid XP 350 Human Lackey Level 7 Minion
Initiative +4 Senses Perception +4; low-light vision Medium natural humanoid XP 75
HP 88; Bloodied 44 Initiative +3 Senses Perception +4
AC 26; Fortitude 21, Reflex 18, Will 20 HP 1; a missed attack never damages a minion.
Saving Throws +5 against poison effects AC 19; Fortitude 17, Reflex 14, Will 15; see also mob rule
Speed 5 Speed 6
m Warhammer (standard; at-will) ✦ Weapon m Club (standard; at-will) ✦ Weapon
+14 vs. AC; 1d10 + 5 damage. +12 vs. AC; 6 damage.
M Shield Bash (minor; recharge 5 6) Mob Rule
+12 vs. Fortitude; 2d6 + 5 damage, and the target is knocked prone The bandit gains a +2 power bonus to all defenses while at
or pushed 1 square (dwarf hammerer's choice). least two other bandits are within 5 squares of it.
R Throwing Hammer (standard; at-will) ✦ Weapon Alignment Unaligned Languages Common
Ranged 5/10; +13 vs. AC; 1d6 + 5 damage. Str 16 (+6) Dex 11 (+3) Wis 12 (+4)
Stubborn (immediate interrupt, when an enemy tries to push the Con 14 (+5) Int 10 (+3) Cha 13 (+4)
dwarf hammerer or knock it prone; at-will) Equipment leather armor, club
The hammerer makes a melee basic attack against the enemy.
Stand Your Ground
When an effect forces a dwarf to move--through a pull, a push,
or a slide--the dwarf moves 1 square less than the effect
specifies. When an attack would knock the dwarf prone, the
dwarf can roll a saving throw to avoid falling prone.
Alignment Evil Languages Common, Dwarven
Skills Dungeoneering +11, Endurance +5
Str 17 (+7) Dex 10 (+4) Wis 14 (+6)
Con 16 (+7) Int 11 (+4) Cha 2 (+5)
Equipment plate armor, heavy shield, warhammer, 3 throwing
hammers

CORM1-3 Head Above Water Page 34


Encounter 4a: It's the Pits Statistics (High Level)

Troll (level 10) Level 10 Brute Human Mage (level 8) Level 8 Artillery
Large natural humanoid XP 500 Medium natural humanoid XP 350
Initiative +8 Senses Perception +11 Initiative +45 Senses Perception +6
HP 110; Bloodied 55; see also troll healing HP 76; Bloodied 38
Regeneration 10 (if the troll takes acid or fire damage, regeneration AC 22; Fortitude 18, Reflex 19, Will 20
does not function until the end of its next turn) Speed 6
AC 21; Fortitude 22, Reflex 19, Will 18 m Quarterstaff (standard; at-will) ✦ Weapon
Speed 8 +9 vs. AC; 1d8 + 3 damage.
m Claw (standard; at-will)
r Magic Missile (standard; at-will) ✦ Force
Reach 2; +14 vs. AC; 2d6 + 7 damage; see also frenzied strike.
M Frenzied Strike (free, when the troll's attack bloodies an Ranged 20; +11 vs. Reflex; 2d4 + 7 force damage.
enemy; at will) R Dancing Lightning (standard; encounter) ✦ Lightning
The troll makes a claw attack. The mage makes a separate attack against 3 different targets
Troll Healing ✦ Healing ranged 10; +11 vs. Reflex; 1d6 + 7 lightning damage.
If the troll is reduced to 0 hit points by an attack that does not A Thunder Burst (standard; encounter) ✦ Thunder
deal acid or fire damage, it rises on its next turn (as a move Area burst 1 within 10; +11 vs. Fortitude; 1d8 + 7 thunder damage,
action) with 10 hit points. and the target is dazed (save ends).
Alignment Chaotic Evil Languages Giant Alignment Evil Languages Common
Skills Athletics +16, Endurance +15 Skills Arcana +12
Str 22 (+11) Dex 16 (+8) Wis 14 (+7) Str 10 (+5) Dex 14 (+7) Wis 17 (+8)
Con 20 (+10) Int 5 (+2) Cha 10 (+5) Con 12 (+6) Int 18 (+9) Cha 12 (+6)
Equipment robes, quarterstaff, wand
Dwarf Hammerer (level 10) Level 10 Soldier
Medium natural humanoid XP 500 Human Lackey (level 9) Level 9 Minion
Initiative +5 Senses Perception +5; low-light vision Medium natural humanoid XP 100
HP 104; Bloodied 57 Initiative +4 Senses Perception +5
AC 28; Fortitude 23, Reflex 20, Will 22 HP 1; a missed attack never damages a minion.
Saving Throws +5 against poison effects AC 21; Fortitude 19, Reflex 15, Will 16; see also mob rule
Speed 5 Speed 6
m Warhammer (standard; at-will) ✦ Weapon m Club (standard; at-will) ✦ Weapon
+16 vs. AC; 1d10 + 6 damage. +14 vs. AC; 7 damage.
M Shield Bash (minor; recharge 5 6) Mob Rule
+14 vs. Fortitude; 2d6 + 6 damage, and the target is knocked The human lackey gains a +2 power bonus to all defenses while at
prone or pushed 1 square (dwarf hammerer's choice). least two other bandits are within 5 squares of it.
R Throwing Hammer (standard; at-will) ✦ Weapon Alignment Unaligned Languages Common
Ranged 5/10; +15 vs. AC; 1d6 + 6 damage. Str 16 (+7) Dex 11 (+4) Wis 12 (+5)
Stubborn (immediate interrupt, when an enemy tries to push the Con 14 (+6) Int 10 (+4) Cha 13 (+5)
dwarf hammerer or knock it prone; at-will) Equipment leather armor, club
The hammerer makes a melee basic attack against the
enemy.
Stand Your Ground
When an effect forces a dwarf to move--through a pull, a push, or a
slide--the dwarf moves 1 square less than the effect specifies.
When an attack would knock the dwarf prone, the dwarf can roll a
saving throw to avoid falling prone.
Alignment Evil Languages Common, Dwarven
Skills Dungeoneering +12, Endurance +6
Str 17 (+8) Dex 10 (+5) Wis 14 (+7)
Con 16 (+8) Int 11 (+5) Cha 2 (+6)
Equipment plate armor, heavy shield, warhammer, 3 throwing
hammers

CORM1-3 Head Above Water Page 35


Encounter 4a: It's the Pits Map
Ruins of the Wild
Cabin / Field w/Trees 8x8 x1
Stonehenge / Field w/Pond 8x8 x1
Covered Wagon / Field w/Log 4x2 X1
Fallen Statue / Mud Puddle 2x1 x1
Field w/Statue / Muddy Pond 4x2 x1
Road / Crevasse 8x2 x1
Stream / Crevasse 8x2 x1
Log Bridge / Treasure Chest 1x2 x1
Stream Bend / Road Bend 4x2 X1
Graves / Briar 4x2 x1
Road w/Steps / Broken Pillar 4x2 x1

T = troll D = dwarven hammerer M = human lackeys H = Human Mage

M M

D
M D
M
M
M

T
H

CORM1-3 Head Above Water Page 36


roped together platforms is now difficult terrain that
Encounter 4b: Swamp Thing requires 2 squares of movement for every 1.
Trees: The trees are scraggy and twisted, and are
cover terrain. The trunks are blocking terrain.
Encounter Level 8/10 (1750/2500 Water: The muddy ponds, clear ponds, and river
XP) represent particularly deep areas of water. These are
areas of challenging terrain. Moving through these
Setup areas requires an Athletics check DC 14, or the
character is restrained. Restrained PCs must succeed
This encounter should only be played if the PCs do at an Athletics check DC 16 to be able to move out of
not play Encounter 4a, and it includes the following or through the terrain. They can, however, take other
creatures. actions as normal. The DC to escape increases by 1 for
1 eladrin twilight incanter (I) each round the PC remains stuck. An adjacent ally
2 eladrin fey knight (K) can free a restrained character with a DC 15 Strength
1 shambling mound (M) check as a standard action.
1 dryads (D) Rocks and Logs: Rocks and logs on the map
represent impassable terrain.
On their way back to the Valwater estate, the PCs are Brambles: The brambles offer cover terrain.
attacked by fey opposed to the gambling and slavery
operation.
As the adventurers enter the area, read:
Tactics
The enemies prefer to stay off the road, but work to
Pleased at not being caught at your work, it seems keep the PCs on it, to keep them unbalanced. The
that all might be smooth sailing from here out. That eladrin fey knight issues a feywild challenge to whoever
is, until you see the eladrin, dressed in chainmail that appears to be leading the PCs (not necessarily the
sparkles like starlight despite the mists of the swamp, Leader).
standing in your path. "No longer shall we stand your
kind in our domain!" he cries. Scaling the Encounter
Make the following adjustments to the combat based
There is no surprise here: the eladrin both believe the on the number of PCs present.
PCs to be people who frequent the gambling Four PCs: Remove one eladrin fey knight.
establishment. If the PCs have already interacted with Six PCs: Add one eladrin fey knight.
the eladrin, the eladrin believe that they have been
betrayed, and that the PCs have not upheld their end
of the bargain to rid the Vast Swamp of the
Ending the Encounter
gladiatorial slave ring. Even if the PCs explain their If the eladrin are truly beaten (the two of them have
mission, the eladrin, who seek to end the evil being less than a quarter of their hit points left, the
done there, refuse to understand and pursue their shambling mound is dead, and the dryads are
attack. bloodied or worse), they surrender with honor, giving
The dryads (neither of which is the one the PCs the PCs another chance to explain their mission and
may have saved earlier) and the shambling mound are maybe talk some sense into the fey (Diplomacy DC
also clearly visible. 19). The PCs might defeat the eladrin so soundly that
they never get a chance to talk like civilized creatures.
Features of the Area Experience Points
Illumination: The Vast Swamp is considered
The PCs receive 350/500 experience points each for
dimly lit, due to the constant mist that clouds visibility.
successfully completing this encounter.
The mist causes no other penalties to visibility beyond
the lighting.
Treasure
Field: The field is relatively dry swamp land, and
is normal (though damp) terrain. The PCs find the following in the body of the
"Road": The eladrin have sabotaged the "road" shambling mound.
here. What was once a sturdy series of planks and helm of the eagle (level 12)
+2 thunderburst weapon (level 8)

CORM1-3 Head Above Water Page 37


Encounter 4b: Swamp Thing Statistics (Low Level)
Shambling Mound Level 9 Brute Eladrin Fey Knight Level 7 Soldier (Leader)
Large natural animate (plant) XP 400 Medium fey humanoid XP 300
Initiative +5 Senses Perception +4; darkvision Initiative +11 Senses Perception +4; low-light vision
HP 120; Bloodied 60 Feywild Tactics aura 10; fey creatures in the aura score a critical hit
AC 21; Fortitude 23, Reflex 18, Will 17 on a roll of 19 or 20 (a roll of 19 is not an automatic hit, however).
Immune lightning; also see lightning affinity HP 77; Bloodied 38
Speed 4 (swamp walk) AC 23; Fortitude 17, Reflex 19, Will 17
m Tendrils (standard; at-will) Saving Throws +5 against charm effects
Reach 2; +12 vs. AC; 1d8 + 6 damage. Speed 5; see also fey step
M Enveloping Double Attack (standard; at-will) ✦ Healing m Longsword (standard; at-will) ✦ Weapon
The shambling mound makes two basic attacks. If both attacks hit +12 vs. AC; 1d8 + 4 damage.
the same Medium or smaller target, the shambling mound makes a M Stab of the Entangling Wild (standard or opportunity attack;
secondary attack against the target. Secondary Attack: +12 vs. recharge 5 6) ✦ Weapon
Fortitude; the target is pulled into the shambling mound's space
Requires longsword; +12 vs. AC; 3d8 + 4 damage, and the
and restrained (save ends). While the target is restrained, no
target is restrained until the end of the eladrin fey knight's next
creature has line of sight or line of effect to it. At the start of the
turn. The eladrin fey knight cannot attack with its longsword
shambling mound's turn each round, the enveloped target takes 10
while the target is restrained.
damage and the shambling mound regains 10 hit points. The
Feywild Challenge (standard; encounter)
shambling mound can envelop up to 2 creatures at a time. When
Ranged 10; the target is marked until the end of the encounter
the target makes its save, it reappears in a square of its choice
or until the ealdrin fey knight dies, taking 4 damage each round
adjacent to the shambling mound.
it does not attack the eladrin fey knight.
Lightning Affinity (immediate reaction, when hit by a lightning
Fey Step (move; encounter) ✦ Teleportation
attack; at will) ✦ Healing
The eladrin fey knight can teleport 5 squares.
The shambling mound regains 10 hit points.
Harvest's Sorrow (immediate reaction, when an ally within 5 squares
Alignment Unaligned Languages --
of the fey knight is damaged; at-will)
Skills Stealth +10
Half the attack's damage is negated, and the eladrin fey knight
Str 22 (+10) Dex 12 (+5) Wis 10 (+4) takes the other half.
Con 20 (+9) Int 5 (+1) Cha 10 (+4) Alignment Good Languages Common, Elven
Skills Athletics +12, Arcana +7, History +7, Nature +9
Eladrin Twilight Incanter Level 8 Controller Str 18 (+7) Dex 22 (+9) Wis 13 (+4)
Medium fey humanoid XP 350 Con 13 (+4) Int 14 (+5) Cha 16 (+6)
Initiative +7 Senses Perception +5; low-light vision Equipment chainmail, light shield, longsword
HP 82; Bloodied 41
AC 22; Fortitude 19, Reflex 21, Will 21 Dryad Level 9 Skirmisher
Speed 6; see also fey step Medium fey humanoid (plant) XP 400
m Spear (standard; at-will) ✦ Weapon Initiative +9 Senses Perception +12
+10 vs. AC; 1d8 + 1 damage, and the target is slowed until the HP 92; Bloodied 46
end of the eladrin twilight incanter's next turn AC 23; Fortitude 22, Reflex 21, Will 21
R Binding Bolt (standard; at-will) Speed 8 (forest walk)
Ranged 10; +12 vs. Reflex; 1d8 + 3 damage, and the target is m Claws (standard; at-will)
immobilized until the end of the eladrin twilight encanter's next +14 vs. AC; 1d8 + 4 damage, or 1d8 +9 damage if the target is
turn. the only enemy adjacent to the dryad.
R Teleporting Bolt (standard; at-will) ✦ Teleportation Deceptive Veil (minor; at will) ✦ Illusion
Ranged 10; +12 vs. Reflex; 1d8 + 2 damage, and the target is The dryad can disguise itself to appear as any Medium
teleported up to 3 squares. The target cannot be teleported into humanoid, usually a beautiful elf or eladrin. A successful Insight
an unsafe space. check (opposed by the dryad's Bluff check) pierces the
C Dazzling Blast (standard; recharge 5 6) ✦ Radiant disguise.
Close blast 3; +9 vs. Will: 2d6 +3 radiant damage, and the target is Treestride (move; at-will) ✦ Teleportation
blinded until the end of the eladrin twilight incanter's next turn. The dryad can teleport 8 squares if it begins and ends adjacent
Fey Step (move; encounter) ✦ Teleportation to a tree, a treant, or a plant of Large size or bigger.
The eladrin fey knight can teleport 5 squares. Alignment Unaligned Languages Elven
Alignment Good Languages Common, Elven Skills Bluff +10, Insight +12, Stealth +12
Skills Arcana +16, History +16, Nature +10 Str 19 (+8) Dex 17 (+7) Wis 17 (+7)
Str 12 (+5) Dex 16 (+7) Wis 12 (+5) Con 12 (+5) Int 10 (+4) Cha 13 (+5)
Con 10 (+4) Int 20 (+9) Cha 16 (+7)
Equipment robes, spear

CORM1-3 Head Above Water Page 38


Encounter 4b: Swamp Thing Statistics (High Level)
Shambling Mound (level 11) Level 11 Brute Eladrin Fey Knight (level 9) Level 9 Soldier (Leader)
Large natural animate (plant) XP 600 Medium fey humanoid XP 400
Initiative +6 Senses Perception +5; darkvision Initiative +12 Senses Perception +5; low-light vision
HP 140; Bloodied 70 Feywild Tactics aura 10; fey creatures in the aura score a critical hit
AC 23; Fortitude 25, Reflex 20, Will 19 on a roll of 19 or 20 (a roll of 19 is not an automatic hit, however).
Immune lightning; also see lightning affinity HP 93; Bloodied 46
Speed 4 (swamp walk) AC 25; Fortitude 19, Reflex 21, Will 19
m Tendrils (standard; at-will) Saving Throws +5 against charm effects
Reach 2; +14 vs. AC; 1d8 + 7 damage. Speed 5; see also fey step
M Enveloping Double Attack (standard; at-will) ✦ Healing m Longsword (standard; at-will) ✦ Weapon
The shambling mound makes two basic attacks. If both attacks hit +14 vs. AC; 1d8 + 5 damage.
the same Medium or smaller target, the shambling mound makes a M Stab of the Entangling Wild (standard or opportunity attack;
secondary attack against the target. Secondary Attack: +14 vs. recharge 5 6) ✦ Weapon
Fortitude; the target is pulled into the shambling mound's space and Requires longsword; +14 vs. AC; 3d8 + 5 damage, and the target is
restrained (save ends). While the target is restrained, no creature restrained until the end of the eladrin fey knight's next turn. The
has line of sight or line of effect to it. At the start of the shambling eladrin fey knight cannot attack with its longsword while the target
mound's turn each round, the enveloped target takes 11 damage is restrained.
and the shambling mound regains 11 hit points. The shambling Feywild Challenge (standard; encounter)
mound can envelop up to 2 creatures at a time. When the target Ranged 10; the target is marked until the end of the encounter or
makes its save, it reappears in a square of its choice adjacent to the until the ealdrin fey knight dies, taking 5 damage each round it does
shambling mound. not attack the eladrin fey knight.
Lightning Affinity (immediate reaction, when hit by a lightning
Fey Step (move; encounter) ✦ Teleportation
attack; at will) ✦ Healing
The eladrin fey knight can teleport 5 squares.
The shambling mound regains 10 hit points. Harvest's Sorrow (immediate reaction, when an ally within 5 squares
Alignment Unaligned Languages -- of the fey knight is damaged; at-will)
Skills Stealth +11 Half the attack's damage is negated, and the eladrin fey knight takes
Str 22 (+11) Dex 12 (+6) Wis 10 (+5) the other half.
Con 20 (+10) Int 5 (+2) Cha 10 (+5) Alignment Good Languages Common, Elven
Skills Athletics +13, Arcana +8, History +8, Nature +10
Eladrin Twilight Incanter (level 10) Level 10 Controller Str 18 (+8) Dex 22 (+10) Wis 13 (+5)
Medium fey humanoid XP 500 Con 13 (+5) Int 14 (+6) Cha 16 (+7)
Initiative +8 Senses Perception +6; low-light vision Equipment chainmail, light shield, longsword
HP 98; Bloodied 49
AC 24; Fortitude 21, Reflex 23, Will 23 Dryad (level 11) Level 11 Skirmisher
Speed 6; see also fey step Medium fey humanoid (plant) XP 600
m Spear (standard; at-will) ✦ Weapon Initiative +10 Senses Perception +13
+12 vs. AC; 1d8 + 2 damage, and the target is slowed until HP 108; Bloodied 54
the end of the eladrin twilight incanter's next turn AC 25; Fortitude 24, Reflex 23, Will 23
R Binding Bolt (standard; at-will) Speed 8 (forest walk)
Ranged 10; +14 vs. Reflex; 1d8 + 4 damage, and the target m Claws (standard; at-will)
is immobilized until the end of the eladrin twilight encanter's +16 vs. AC; 1d8 + 5 damage, or 1d8 + 10 damage if the target is
next turn. the only enemy adjacent to the dryad.
R Teleporting Bolt (standard; at-will) ✦ Teleportation Deceptive Veil (minor; at will) ✦ Illusion
Ranged 10; +14 vs. Reflex; 1d8 + 4 damage, and the target The dryad can disguise itself to appear as any Medium humanoid,
is teleported up to 3 squares. The target cannot be teleported usually a beautiful elf or eladrin. A successfulInsight check (opposed
into an unsafe space. by the dryad's Bluff check) pierces the disguise.
C Dazzling Blast (standard; recharge 5 6) ✦ Radiant Treestride (move; at-will) ✦ Teleportation
Close blast 3; +11 vs. Will: 2d6 + 4 radiant damage, and the The dryad can teleport 8 squares if it begins and ends adjacent to a
target is blinded until the end of the eladrin twilight incanter's tree, a treant, or a plant of Large size or bigger.
next turn. Alignment Unaligned Languages Elven
Fey Step (move; encounter) ✦ Teleportation Skills Bluff +11, Insight +13, Stealth +13
The eladrin fey knight can teleport 5 squares. Str 19 (+9) Dex 17 (+8) Wis 17 (+8)
Alignment Good Languages Common, Elven Con 12 (+6) Int 10 (+5) Cha 13 (+6)
Skills Arcana +17, History +17, Nature +11
Str 12 (+6) Dex 16 (+8) Wis 12 (+6)
Con 10 (+5) Int 20 (+10) Cha 16 (+8)
Equipment robes, spear

CORM1-3 Head Above Water Page 39


Encounter 4b: Swamp Thing Map
Ruins of the Wild
Cabin / Field w/Trees 8x8 x1
Stonehenge / Field w/Pond 8x8 x1
Covered Wagon / Field w/Log 4x2 X1
Fallen Statue / Mud Puddle 2x1 x1
Field w/Statue / Muddy Pond 4x2 x1
Road / Crevasse 8x2 x1
Stream / Crevasse 8x2 x1
Log Bridge / Treasure Chest 1x2 x1
Stream Bend / Road Bend 4x2 X1
Graves / Briar 4x2 x1
Road w/Steps / Broken Pillar 4x2 x1

K = Eladrin Fey Knight D = Dryad I = Eladrin Twilight Incanter S = Shambling Mound

I
M
D
K

PC start

CORM1-3 Head Above Water Page 40


Conclusion
Encounter 5: Swamp If the PCs aided the Valwaters, use the following text as
Redemption or High and a starting point for their conclusion and offer them the
CORM04 Noblesse Oblige story award:
Dry?
With coin in your pocket and a good deed accomplished
for a noble family, you make your way home. A few
Setup weeks later, you hear that Lady Mersha Valwater has
The PCs return to Valwater Estate, perhaps a little dank been asked to attend court in Suzail.
and dreary, but they have survived their mission.
Whether they have succeeded, however, is another If the PCs aided the Valwaters without destroying the
matter entirely. gladiatorial ring, offer the following:

Lady Mersha wrings her hands as she anxiously awaits The Crown made a very public show of clearing the
your report on the events that transpired. She knows gladiatorial ring from the Vast Swamp, and many of
that her fate, and the fate of her family, hangs in the the slaves you saw have been given a new start in
balance. Suzail. The Crown has also begun to provide for the
families of those who were kidnapped and never
Allow the PCs to explain what happened. Act out Lady rescued—and those who didn't survive until the Crown
Mersha's reactions as appropriate. If the PCs rescued a came to the rescue.
slave (or several!), Lady Mersha sends Rochelle for bath
water and warm meals for everyone. If the PCs brought If the PCs have story award CORM03 Valwater’s
back documentation, Lady Mersha scrutinizes it. Gratitude from CORM 1-2 Gangs of Wheloon, also offer
If the PCs decided to destroy the camp without the following:
getting the information the Valwaters needed, Lady
Mersha reacts as one might expect: thin-lipped and You also hear that the Crown has extended a full
angry, but still the model of nobility. She thanks the PCs pardon to the exiled Jerrick Valwater, whose ballads
for their time and requests that they depart from her
have remained popular even after his disgrace. There is
estates immediately.
much buzz in the capital about how a man who
attempted regicide has been welcomed back into the
Ending the Encounter court of the king he attempted to murder. You suspect
If the PCs allied with the eladrin or rescued the slaves that your once-nefarious contact may be in a position to
from the gladiatorial camp (as eye witnesses), they may help you in the future—if he can keep himself out of
argue that they can still aid the Valwaters by giving Lady trouble!
Mersha credit for their accomplishments. If the PCs
name Lady Mersha the negotiator or go-between for If the PCs undermined the slave operation without
Cormyr and the eladrin lords, for example, the PCs may providing the Valwaters with evidence and did not
accomplish both goals of aiding the Valwaters and discover the Netheril threat or ally with the eladrin,
ending the slavery in the swamps. This should not be an offer them the following concluding text:
easy ending, however—if the PCs make an extremely
good case for being able to succeed on all fronts, and the While the Valwaters continue to suffer, you know you
DM feels they have justified their actions, adjust the did the right thing in ending the evil that was in front of
conclusions to suit the efforts of the PCs, and reward you. A few weeks after your journey into the Vast
story awards accordingly. Swamp, you hear that merchants from Sembia have
purchased the Valwater estate, and rumors about a
Treasure Shadovar presence in south-eastern Cormyr abound. Of
If the PCs succeeded in aiding the Valwaters, they course, these are only rumors…
receive 150/200 gp each.
If the PCs did not succeed in helping the Valwaters or
destroying the camp, but did discover the Netheril
threat, read the following:

CORM1-3 Head Above Water Page 41


While you were unable to root the gladiatorial camp out the beginning of a very prosperous relationship—a far
of the Vast Swamp, the Cormyran spymaster was better result for Cormyr on the whole than the
troubled by your news of the Netheril threat. When the restoration of one noble family.
Crown discovered that Netherese agents were interested
in purchasing the Valwater estate, Cormyr acquired it, If the PCs ended up as slaves, use the text as a starting
claiming that back taxes had not been paid. The only point for their conclusion:
way for the Valwaters to get out of such debt was to
surrender their family lands. But at least the threat of After spending time in the gladiatorial pits as a slave
the Netherese was stopped, and Cormyr remains free of yourself, you wish there had been more you could do to
their evil influence. help either the Valwaters or the gladiators of the camp.
But despite your regained freedom, you know that no
If the PCs made an alliance with the eladrin in the Vast one is likely to believe your tale—associating with the
Swamp, read the following and offer them the Valwaters has tarnished your reputation, and your own
CORM05 Eladrin’s Blessing story award: eye-witness testimony is worth less than the Valwater
estate. It seems that the Sembian merchant procured the
The eladrin lords were as good as their word: based on lands for her clients, the Shadovar, and they will soon
your efforts to destroy evil in their lands, they have establish a stronghold in south-eastern Cormyr—if they
extended an offer of friendship to Cormyr. It looks to be haven't already.

CORM1-3 Head Above Water Page 42


Major Quest: Foiling the Netherese
Rewards Summary (See story object)
350 / 500 XP
At the conclusion of the adventure, the PCs earn
experience points, treasure, and possibly story awards. Total Possible Experience
All totals listed here are per PC. A number before the 1400 / 1990 XP
slash is the low-level value; after the slash is the high-
level value.
Treasure
Important DM Information Each PC receives treasure in the form of gold pieces
as well as one share from a treasure bundle. The
It is critical that you enter the PC rewards accurately treasure bundle may give the PC more gold, a magic
on the tracking form, and ensure that the information item, or some other item of value. Each player makes
is reported and entered online in a timely manner. one selection for their character; players may choose
While players will be able to track their character's the same treasure bundle. Mark the one-letter bundle
information on paper, the online information serves as ID on the tracking form next to any character that
an important backup and verification of play. Ask the selects a bundle; note that it is possible (and likely)
players for their RPGA numbers and character that some characters will not select a bundle for each
numbers (usually a single digit) when you begin to fill session of play.
out the tracking form. If characters buy or sell magic items or other gear
during the adventure (or pay for services) add or
Experience Points subtract that amount from the total gold the PC
Give PCs a full award for each encounter they receives at the end of the adventure. If a player selects
successfully completed, and a half award if they were an option that gives their character more gold, add
unsuccessful. Give no award if the characters did not that to the gold all characters receive, and ensure you
play the encounter at all. enter the total amount of gold gained (minus any
expenditures) online. You can have a negative number
Encounter 1: Hard Times and enter that negative online. PCs receive 20% of a
50 / 70 XP magic item's purchase price for any item they sell. If a
Encounter 2: Into the Wild player selects a magic weapon or suit of armor for
50 / 70 XP their PC that is not specific on the type of item listed,
Encounter 2a: Full Speed Ahead! they must select the exact item at the time they choose
380 / 540 XP that bundle. For example, if a duelist’s weapon +1 is
Encounter 2b: Mind the Path listed as a choice in a bundle, a player selects the form
390 / 550 XP of the weapon amongst the choices possible for that
magic item (light blades). If the player selects the item
Encounter 2c: On Alert
as a +1 duelist’s dagger, the player writes that
390 / 540 XP
information down on the PC’s adventure log and the
Encounter 3a: This Shall Not Stand!
item is forever after that specific weapon.
540 / 760 XP
An asterisk next to a magic item means that it is
Encounter 3b: By Shadow and Stealth
an item that appears in the New Rules section.
210 / 300 XP
Encounter 3c: Face First
Gold Per PC
210 / 300 XP
150 / 200 gp
Encounter 3d: Lost in the Chaos
(Encounter 5: 150/200 gp)
210 / 300 XP
Encounter 4a: It's the Pits
350 / 490 XP
Each PC Selects One of the Following
Encounter 4b: Swamp Thing Bundle A: cloak of survival +2 (low-level version only)
350 / 500 XP Found in Encounter 2a, 2b, 2c

Bundle B: elven boots


Found in Encounter 2a, 2b, 2c

CORM1-3 Head Above Water Page 43


Bundle C: sylvan armor +3 (high-level version only) CORM05 Eladrin's Blessing
Found in Encounter 2a, 2b, 2c You have impressed the eladrin lords of the feywild
bordering the Vast Swamp with both your skills and
Bundle D: Drawmij's Instant Summons ritual book your valor. As the relationship between the eladrin
(low-level version only) and Cormyr blossoms, the eladrin also pledge to
Found in Encounter 2d, 3b, 3c, 3d return the favor you have done them.

Bundle E: Linked Portal ritual scroll (high-level CORM06 Foiling the Netherese
version only) If the PC has story award CORM01 Badge of
Found in Encounter 2d, 3b, 3c, 3d Temperance from CORM1-1, story award CORM03
Valwater’s Gratitude from CORM1-2, and
Bundle F: helm of the eagle discovered Casadryn Baen’s intent, they have
Found in Encounter 3a, 4a, 4b completed a major quest. They have undermined the
presence of the Shadovar in Cormyr, for now.
Bundle G: +2 thunderburst weapon
Found in Encounter 3a, 4a, 4b Adventure Questions
Mark the answers to the following adventure
More Gold: If a player doesn't want to select one of
questions on the tracking form.
the bundles listed above for their character, they can
choose to add 350 / 500 gp to their total gold per PC.
1. Did the PCs succeed in aiding the Valwaters?
a. Yes.
Story Awards b. No.
Award these if the PC completes the condition for the
award in the adventure. Pass out certificates to the 2. Did the PCs encounter the eladrin lords and
players for their story awards. For this adventure only, make them allies?
the PCs may take all three Story Awards. Make sure to a. Yes, they took the fey road and requested a
mark the story award codes next to each character meeting, then joined forces.
that earned them on the tracking form. b. No.
c. They met the eladrin lords, but decided to help
CORM04 Noblesse Oblige the Valwaters instead.
The Valwaters would be nowhere without you, and
they recognize that debt. Along with giving you a ring 3. Did the PCs discover the Netherese threat?
with the family crest, they have pledged to help you in a. No.
your future endeavors. b. Yes.

CORM1-3 Head Above Water Page 44

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