MARSH MADNESS

TASK: The person given this quest is to make the area safe for passage. All he knows, is that something there makes people lose their minds. Stop the insanity and make the passage safe for travel of the caravans once again. He will be paid well by the Caravan Captain back in Brolado upon completion of the task.

MAP A

(1) Babbler attack: number appearing=4, Armour Class=6, movement= 6' or 12', hit dice=5, number of attacks=3, damage= 1-6/1-6/1-8, special attack: can if undetected attack from behind as 4th level Thief, doing double damage and +4 on 'to hit' roll.

As the party make their way up onto the drier ground they will become subject to attack from 4 Babblers. Have the party roll 2d10 as they make their way out of the water. 25% chance that they may be alerted to an attack. If there are any pack animals or party on horseback then these animals will be alearted to danger long before the party enters the marsh. 1

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