CORM1-3 Head Above Water
CORM1-3 Head Above Water
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.
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®
Reading Monster Stat Blocks
RPGA Sanctioned Play Most of the information should be easy to understand, as
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This adventure retires from RPGA-sanctioned play the adventure and make decisions about how
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In order to play this adventure, you’ll need copies of the adventure.
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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
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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.
Experience Points
The PCs each receive 50/70 experience for successfully
completing this encounter.
Treasure
There is no treasure from this encounter.
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
V V
PCs
Start
D H
C
PC
start
D
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
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
PC
start
S M M
M S D S H
M
S S
A
PC T
Start
S
S
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
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!
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
M M
D
M D
M
M
M
T
H
I
M
D
K
PC start
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:
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.