Travel is a little slower thru the watery areas here due to the deepness of the water. Waist deep on a 6 foot human. This is because the location is in the furthermost part of the marsh near what would be a regular part of the lake.
(1) Bullywug attack- There are 25 bullywugs in the band.
1 Leader-(12 hp) - AC 4 (+1 shield), broadsword, +1 on all attacks.
3 Larger individuals-(8 hp) - AC 5 (shield), broadsword.
21 Normal individuals-(6 hp each) - AC 6, MV 3"/15", AT# 3, DM 1-2/1-2/2-5, SA-hop.
If the questing party is not allerted of the initial attack (1 in 6 chance). The bullywugs will hop to the attack in 3 waves of 8. (1 Large and 7 normal per wave). They will do so in such a way that they will jump over the adventure party, attacking as they do so, thus after the first round the first wave will be behind the main body of the party and will attack from the rear while the second wave attacks frontally. The third wave will similarly hop over the second while the second hops over the party and the first wave continues in melee.
Treasure: 475 gp, 5 saphire rubies each of 150 gp base value, in a leather pouch, 3 stones, (#1-iridescent and spindleshaped, #2-a pale green prism, #3-a deep red sphere) these are ion stones ("page 147 DMG").
(2) Water Salamanders Attack These will wait for the party to all be completely in the water an not on any of the land mass areas sticking out of the water.
Salamanders Number #3 (each area on map) AC-5/3 Humanlike upper body AC-5/lower body AC-3, HD 7+7, MV: 9", DAM: By weapon(1-trident 2-7dam/2-spears 1-6dam) or 2-12 if it successfully contracts tail around opponent.(Save vs. poison 1-6 dam/rnd from venum even after broke free), roll strength at -1 to break free, add -1/rnd if poisoned, Special att: venum, Spec. Defenses: +1 or better weapon to hit, Int: high, Align: CE
These are cousins to the Salamanders from the Fire Plane and have adapted to water life instead of fire. This is why they have a venum attack instead of heat like the Fire Salamanders have.
Treasure: None to be found.
(3) Water Elemental Attack As the party approaches the landmass where the willow root is they will be attacked by one of 2 elementals that are in the area. These both remained here after they had turned on an inexperienced young mage who did not have the ability to control them.
Water Elemental 1 each area indicated on map, AC-2 Move:6"/18" HD:12 #AT:1 DAM:5-30 DEF:+2 or better weapon to hit, Special Resist: resist magic as 12th lv. fighter, If dispell magic fails add 8 points/hit die to creature.
Treasure: None to be found.
(4) Will-o-wisp Attack By the time the party reaches the destination of the tree where the willow root can be found night has fallen. There are small quicksand pools everywhere on this landmass. Some larger quicksand pools as seen on map "a" and then you have some smaller pools near the tree itself as seen on map "b". The ground is wet, muddy and difficult to tell where a quicksand pool may be. If no Ranger or Barbarian is in the party all will suffer a -3 to roll vs. paralization to spot the quicksand. If there is a Ranger or Barbarian in the party then those two classes only have the following chance. Ranger +4 and Barbarian +3 to detect. Near the south end of the landmass stands one loan willow. Scattered on the ground are small bits of treasure.(See below for treasure). Inside the tree live 3 will-o-wisps. They will attack only when the party either suffers from a quicksand pool or if the party manages to get to the tree.
Will-o-wisps Number: #3, AC: -8, MV: 18", HD: 9, AT# 1, DAM: 2-16 electrical if it attacks, THAC0: 12, DEF: can only be harmed by 3 spells.(Maze, Prot.Evil, Magic Missile), Normal weapons will do damage. Special Attack: They will drain 1 point of strength and 1 point of intellegence to any trapped in quicksand. (this will return after one "full" nights rest.
Quicksand is as 16 strength, 12 rounds to sink, Roll 16 or better to stop sinking, succeed gives you 1 more round to stay above surface. 4 successful rolls in a row gives you chance to pull free. Roll save vs. paralization at -1. Success means you free yourself from quicksand. Will-o-wisps will attack immediatly after one person has fell into quicksand.
Treasure on ground: A wand of Fireballs (2 charges left), +1 Broadsword, Ruby ring-non magical 200 gp base value, 31 gp, 40 sp, 200 cp, 45 pp, ring (featherfall).
Treasure in Tree: 1 potion Clairvoyance, 10 +1 arrows, Ring(fire resistance), scroll 2 spells(fly, mirror image), ring(water walk).
At this point whoever belonged to this quest can decide to return to Brolado with the root for the cure of the apedemic or he may stay and continue any further quests if any.
This will take you back