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Urban Dressing - Marsh Town

Urban Dressing: Marsh Town is a resource designed for game masters to enhance their campaigns by adding interesting features, NPCs, and encounters to marsh towns. It provides a variety of sights, sounds, businesses, and folk of interest to make the setting more engaging. The document is part of Raging Swan Press's offerings and encourages GMs to utilize its content during preparation or gameplay.
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0% found this document useful (0 votes)
143 views13 pages

Urban Dressing - Marsh Town

Urban Dressing: Marsh Town is a resource designed for game masters to enhance their campaigns by adding interesting features, NPCs, and encounters to marsh towns. It provides a variety of sights, sounds, businesses, and folk of interest to make the setting more engaging. The document is part of Raging Swan Press's offerings and encourages GMs to utilize its content during preparation or gameplay.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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R AGIN G S W AN P RESS

U RBAN D RESSING :
M ARSH T OWN
 

YOUR TIME IS PRECIOUS

MAKE YOUR CAMPAIGN PREP. EASIER

JOIN RAGING SWAN PRESS’S PATREON CAMPAIGN

PATREON.COM/RAGINGSWANPRESS
U RBAN D RESSIN G : M ARSH T OW N
Tired of your towns and cities being boring, bland places in which your PCs show little or no interest? Want to bring them alive with cool,
interesting minor features of note? Then Urban Dressing is for you! Each instalment in the line focuses on a different kind of town and
gives harried GMs the tools to bring such locales to life with interesting and noteworthy features.

This instalment of Urban Dressing presents loads of great features, NPCs and minor encounters to add to the marsh town in your
campaign. Designed to be used both during preparation or actual play, Urban Dressing: Marsh Town is an invaluable addition to any GM's
armoury!

Design: Josh Vogt Product Identity: All trademarks, registered trademarks, proper
Development: Creighton Broadhurst names (characters, deities, artefacts, places and so on), dialogue,
Art: Daniel Comerci (Hounworks), William McAusland and plots, storylines, language, incidents, locations, characters,
Claudio Pozas. Some artwork copyright William McAusland, artwork and trade dress are product identity as defined in the
used with permission. Some artwork copyright Claudio Open Game License version 1.0a, Section 1(e) and are not Open
Pozas, used with permission. Content.

Thank you for purchasing Urban Dressing: Marsh Town; we hope Open Content: Except material designated as Product Identity,
you enjoy it. the contents of Urban Dressing: Marsh Town are Open Game
Content as defined in the Open Gaming License version 1.0a
If you did, please consider leaving a review. Section 1(d). No portion of this work other than the material
designated as Open Game Content may be reproduced in any
If you didn’t, did you know Raging Swan Press offers a money form without written permission. The moral right of Josh Vogt to
back guarantee? be identified as the author of this work has been asserted in
accordance with the Copyright Designs and Patents Act 1988.
CONTENTS ©Raging Swan Press 2016.

Marsh Town: Sights & Sounds ...................................................... 2 Pathfinder is a registered trademark of Paizo Inc., and the
Marsh Town: Businesses .............................................................. 4 Pathfinder Roleplaying Game and the Pathfinder Roleplaying
Marsh Town: Folk of Interest ....................................................... 6 Game Compatibility Logo are trademarks of Paizo Inc., and are
Marsh Town: Hooks, Complications & Opportunities .................. 8 used under the Pathfinder Roleplaying Game Compatibility
Support Raging Swan Press .......................................................... 9 License. See http://paizo.com/pathfinderRPG/compatibility for
OGL V1.0A .................................................................................... 9 more information on the compatibility license.

Compatibility with the Pathfinder Roleplaying Game requires the


Pathfinder Roleplaying Game from Paizo Inc. See
http://paizo.com/pathfinderRPG for more information on the
Pathfinder Roleplaying Game. Paizo Inc. does not guarantee
compatibility, and does not endorse this product.

To learn more about the Open Game License, visit


wizards.com/d20.

ragingswan.com
gatekeeper@ragingswan.com
MARSH TOWN: SIGHTS & SOUNDS
Use this table, to generate the sights and sounds the PCs The stone statue of one of the town’s settlers
experience as they move about the marsh town. Ignore 22 has begun to sink into the earth, and is now only
inappropriate results and simply re-roll. visible from the waist up.
A food vendor offers a variety of well-cooked
23
D% snake-on-a-stick skewers.
Every surface is slick with green and black moss, Through a window, the party see a variety of
24
1 making each step potentially perilous and ready animal skins being stretched out to cure.
to tumble the unwary to the ground. Townsfolk drag buckets through the water and
25
Eerie screeches cut through the air, but the sift through the contents they dredge up.
2 A person staggers by, entirely nude, but also
townsfolk act as if nothing is wrong. 26
Every door has a garland of dried herbs tied coated almost completely in a thick layer of mud.
3 above the threshold, and occasional sigils are The insects have become particularly aggressive,
27
carved into the wooden frames. biting every inch of exposed skin.
The incessant drip of water follows the party A nest made of muddy twigs contains a handful
4 everywhere; a slow, steady, maddening plop of 28 of eggs—but these have been cracked open and
liquid that intrudes on every thought. now stand empty.
A winged shadow whisks by; those who glance Small stacks of rocks, like miniature cairns, are
5 up see a creature with leathery wings disappear 29 spaced out every fifty feet, leading deeper into
into the trees. the marsh.
Two red, bulbous eyes watch the party from just A gnome works on a strange brass contraption
6 30
above the surface of the murky water. that chugs black mud out of several pipes.
Frogs chirrup in a cheerful chorus that seems out Grave headstones lean at awkward angles all
7 31
of place for the dismal state of this town. along this thickly overgrown hillside.
Swarms of tiny insects hover about the party, no A robed woman walks by, carrying a jar filled
32
8 matter where they go. Swatting at them only with dozens of black leeches.
seems to make them buzz louder. Townsfolk walk the marsh on stilts, striding
33
Sagging willow trees form a gray curtain along through the water as easily as walking on land.
9 one edge of the town, drooping branches hiding A woman with a hook for a hand patrols the
34
anything beyond. town; her other hand clutches a small crossbow.
This boardwalk ends in a jagged plank of wood A pair of strange, cloven tracks lead down the
10 35
with strange char marks. path here. They’re fresh, made just minutes ago.
A whole home appears to have collapse and lies A halfling screams for help as he flails in the
11 36
toppled, half-sunken into the marsh. water, unable to gain purchase.
Turtles squat on rocks and logs all around town. A troll’s tongue has been nailed to this door, and
12 37
There must be hundreds of them. it continues to writhe of its own volition.
A massive roar makes the whole town and The town’s message board has mouldering
13 surrounding trees tremble. Everyone pauses for 38 parchments pinned to it, with charcoal sketches
a moment before resuming their activities. of people who’ve gone missing recently.
14 A sulphuric stench engulfs the town. Townsfolk slosh around the submerged roots of
39
A patch of mud burbles and bubbles, releasing a certain trees, searching the cavities underneath.
15 Large teeth, talons and swatches of scaled
cloud of foul, green gas into the area. 40
Warped boards creak underfoot with every step, leather hang in the windows of this shop.
16 Twangy music played by two old-timers sitting
and no surface in town feels particularly solid.
A stand of thorny vines appear to be writhing 41 on a porch and plucking at their banjos floats
17 through the town.
slowly all on their own.
Shouts come from over near the docks, followed Barrels of salted meat are set outside the
18 42 butcher’s shop, with prices marked in chalk on
by several loud splashes and cheers.
A single temple steeple rises above the moss- the sides.
19 Crafters slap together a line of bricks, using the
covered trees. Looks like a bird nest sits atop it.
Planks of wood form makeshift boardwalks 43 mud all around them as spackling to hold the
20 across stretches of rank water, connecting the wall together as it dries.
town’s structures. A burst of fire spouts from the rickety chimney of
44
A man pushes a wheelbarrow along, which looks a nearby house.
21 A woman staggers past in plate armour, soaked
to contain nothing but mud. 45
from head to toe.

2
A performer sings off-tune and is well into the The ground squishes underfoot; it is disturbingly
46 74
thirtieth round of a popular drinking song. soft and moist, almost like water-logged flesh.
Light rain falls as the wind stirs the trees and Dozens of trees thrust up from beneath the dark
47
churns up the water. 75 water, forming a watery forest that stretches out
Two boats launch from the docks, bobbing in the across the marsh.
48
shallow water as they are poled along. Two kids launch a raft of rough-hewn logs lashed
76
Kids run past, laughing as they fling gobs of mud together by crude ropes.
49
at each other in mock battle. A hunting party of halflings trundles into town,
The wall of this temple has collapsed, exposing 77 carrying many animal corpses strapped to
50 the interior and letting vines and other plants wooden poles.
grow throughout the building. A humanoid frog ambles through town, a quiver
78
A pair of mangy cats toy with a bloody bird of arrows and bow strapped to her back.
51
corpse, bright feathers scattered everywhere. Everyone in town seems to have patches of moss
79
For a brief moment, the sun slices through the growing on their skin.
52 cloud cover, bright light making the town appear A skull-shaped ball of moss could contain a skull
80
even dingier than normal. or just a large rock.
Enormous lizards blink from their perches atop a This lone hut has been brightly painted to stand
53 81
pile of rotting logs. They appear unimpressed. out from the drab surroundings.
A boy holds a small wooden spear and eyes the A series of wooden signs warns anyone from
54 82
water, looking for a frog to skewer. venturing further into this area of the marsh.
With a mighty splash, an alligator erupts from Vibrant purple flowers grow all over the area,
55
the water and chomps a bird out of mid-air. 83 but smell of pepper and make anyone who sniffs
A woman uses a rusty blade to scrape layers of them sneeze for hours afterward.
56 mud off the walkways. She holds her hand out A centipede the length of a man’s forearm crawls
84
for a coin as the party pass by. out from under a door and scurries off.
Harsh bird cries erupt from nearby trees, as Bright berries dangle from bushes, but the
57 85
branches quake and leaves flutter to the ground. townsfolk carefully avoid them.
58 An emerald viper slithers across the road. Ghostly lights flicker in the distance, barely
86
Someone has hung a wind chime made of dried visible through the thick tree line.
59
bone from the eaves of their ramshackle home. Most houses are built off the ground, letting the
87
A pile of rotting nets lies abandoned by the path; sluggish marsh currents remain undisturbed.
60
a few mouldy bones are tangled in the webbing. There appears to be a body lying face-down in
88
Mushrooms grow throughout town, and the the muck just down the way. It isn’t moving.
61
townsfolk occasionally pluck one as a snack. 89 Dead fish bob along the current, creating a stink.
Townsfolk appear to have planted moss gardens A man tends to a large crop of reeds in a watery
90
62 all around, cultivating crops of vibrant colours patch; bulging fruits hang heavy off the stalks.
and varying growths. The pale strands draping from the surrounding
91
The water ripples as something swims away just trees could be dead vines or giant spider webs.
63
under the surface, its body not quite visible. Odd stone pillars stand around town, with
92
A trapper glares at the party suspiciously as he druidic symbols chiselled deep into them.
64
tends to repairing one of his snares. Green-blue moss covers the whole surface of the
93
Several dead humanoid reptiles are hung up on water, creating the illusion of a grassy field.
65
display in the town centre. The townsfolk are in the habit of taking daily
94
Low stone walls stretch along here, but are mud baths, citing its healthy effects on their skin.
66
mostly overgrown with leafy vegetation. The air hangs heavy and thick with the promise
95
67 What looks like a hand sticks up out of the mud. of coming rain.
68 Flies buzz around a rotting animal corpse. 96 Insect shells crunch underfoot.
69 A low cackling comes from a thatched hut. Almost every roof has several bird nests on it,
97
A refined-looking woman walks along, leading a and bird droppings coat most of the walkways.
70
large lizard on a leash. It looks like a giant rat walking on hind legs just
98
The town gates have large, humanoid mud ducked behind that nearby building.
71 statues on either side—rumours circulate these Every tree in sight looks to be dead or dying,
are inactive golems. 99 some having already collapsed under their own
Every town guard has rusting weapons and weight, exposing black cores.
72
armour, and mud clings to their old boots. With a low drone, a massive insect appears
The trees form an oppressive roof over part of 100 silhouetted against the moon, wings a blur, and
73
the town, casting deep shadows. sword-like proboscis poised to stab deep.

3
MARSH TOWN: BUSINESSES
Use this table, to provide the basic details of businesses the PCs Thatcher’s (Roofer) tends to the town’s
35-36
come across as they explore the marsh town. Some may be constantly leaking and rotting roofs.
inappropriate based on the locale’s set up; ignore such results Bucket n’ Barrel (Supplies) stocks travel and
and simply re-roll. 37-38 camping gear for anyone wishing to venture into
the marsh’s wilder areas.
D% Dunghill (Gambling Den) offers plenty of rigged
39-40 games to keep townsfolk from getting too
The Slivers (Carpenter) is run by two sisters in
attached to their coin.
01-02 constant demand to build new wooden
Straps n’ Stitches (Leatherworking) can take any
structures and repair old ones.
41-42 sort of skin or fur and turn it into clothing or
Rack and Pull (Repairs) offers rapid repairs for
hardened leather armour.
03-04 tools, farming gear, weapons, carts and most
Redfeather’s (Fletcher) crafts fine bows and
other work implements. 43-44
arrows for hunting marshland creatures.
Fumings (Smith) is run by a pot-bellied
The Bald Raven (Oracle) communes with the
05-06 blacksmith who keeps the town’s metal goods 45-46
marsh birds in attempts to scry the future.
from rusting away.
The Slops (Mud Quarry) is a questionable mining
The Trot (Constable) is staffed by three guards
07-08 47-48 operation run by a couple dwarves who believe
who swap patrol shifts every few days.
the area holds a motherlode of precious gems.
Clamps’ (Trapper) deals in snares but also sells
09-10 Knacker’s (Bone Sculptor) is owned by an artist
furs, fresh meat and other animal goods.
49-50 who converts animal bones into disturbing
The Sinkhole (Jail) is little more than a deep mud
sculptures he plants around town.
11-12 pit with an iron gate latched over the top, where
“Stick in the Mud” (Lawyer) is the nickname for
criminals are held before trial.
51-52 the local legal expert who also acts as a judge
Pylough’s Plots (Deeds) offers cheap deals on
13-14 when needed.
unsettled marshland for pioneering souls.
Underbog (Cemetery) is the town’s most recent
The Stinks (Lab) is overseen by a husband/wife 53-54
burial ground, after the first two were flooded.
team who perform strange experiments on the
15-16 Wendings (Transportation) offers both wagon
substances and specimens gathered from the
55-56 and boat rides, guided by a family of gnomes
marsh.
who’ve lived in town for several generations.
Bobbin’ (Fishing Supplies) is owned by a half-
Mossmeat’s (Farmer) provides much of the
17-18 deaf halfling who cheerily supplies all his
town’s fresh produce, though how they get
customers’ fishing needs. 57-58
certain crops to grow in the wetlands is a
The Hauls (Docks) is where the day’s catch is
mystery.
19-20 brought in, be it fish, marsh snakes, alligator or
Daily Catch (Fisher) sells a variety of freshwater
other delicacies.
59-60 fish caught in the area, including the infamous
The Swills (Drinking Den) keeps its varied wine
skipfin.
21-22 and ale selection chilled thanks to a surprisingly
Three-Twined (Netter) is run by a half-elf who
deep, well-constructed root cellar.
61-62 has a knack for turning both vines and ropes into
The Drenched Duck (Inn) provides cheap beds
23-24 sturdy nets.
and cheap meals for travellers passing through.
Firm Foundings (Mason) works in town, shoring
E’erfound (Tracker) can help you find anyone
63-64 up buildings in danger of being engulfed by the
25-26 and anything around town or throughout the
soft earth.
marsh itself—for a price.
The Quills (Insurance) gladly sources insurance
Plucksies (Mulcher) collects garbage from around
65-66 policies for adventurers wishing to seek their
27-28 town and carts it off into the marsh to keep the
fortunes within the depths o the marsh.
homes and paths clear.
Lastgasp (Leecher) is the purview of an elven
Lemsey’s (Lender) has a seemingly endless
healer who supposedly has the ability to
29-30 supply of wealth to offer those in need, at 67-68
telepathically communicate with the leeches she
ridiculously high interest rates, of course.
uses in her healing craft.
The Digs (Archaeologist) scouts out ruins and
31-32 Burning Torch (Alchemist) conjures up all
sites of historical import throughout the marsh.
69-70 manner of tinctures and potions from
The Barbers (Mercenaries) are actual brothers
ingredients scrounged up from the marsh.
who began as barbers until they discovered
33-34 Pickering’s (Scavenger) is a shanty filled with
another, more profitable use for their razors’
71-72 “valuables” the old proprietor brings back from
sharp edges.
monthly trips into the marsh.

4
The Gulps (Restaurant) is actually rather popular, Edga and Sons (General Store) is where everyone
73-74
especially for its skipfin fried platter. 89-90 goes for all their miscellaneous essentials (and
Old Aggy’s (Marsh Witch) specializes in the gossip).
75-76 application and removal of all manner of curses Whistler’s (Animal Handler) is run by a stout
and hexes. 91-92 woman who displays her mastery of beasts by
Mudplows (Boats) crafts clunky but practically showing off her tamed albino alligator.
77-78 unsinkable boats for plying the marsh’s Them Stones (Druid Circle) is a meeting area for
waterways. 93-94 local druids, many of whom are looked at with
Skimmer’s (Maps) does a lively business helping suspicion by the townsfolk.
79-80 people not get lost along the marsh’s winding Heads n’ Hooves (Taxidermist) turns any animal
paths. 95-96 head or hide into a trophy worth displaying on a
The Clutch (Bounty Hunter) is run by an elf who wall.
81-82 has set up shop tracking and capturing wanted Snuffler’s (Forager) is owned by a half-orc who
people hiding in the marsh. 97-98 spends most of his time digging up pricey
The Rusting (Bank) is where most townsfolk mushrooms in the marshy environs.
83-84 store extra coin, when they’re not stashing it Sucker’s Roost (Mosquito Hunter) specializes in
about their own homes. 99-100 tracking and eliminating the giant mosquitoes
Boughbends (Tree Tender) works to keep nature that make the marsh their home.
85-86 from encroaching too much on the town,
trimming trees or removing rotted ones.
The Weeping Canvas (Paintings) incorporates
87-88 only natural elements such as coloured clay and
moss in its highly textured works of art.

5
MARSH TOWN: FOLK OF INTEREST
Use this table to generate the basic details of folk the PCs Riche Meldioc (NE male human commoner 1) has
encounter as they explore the marsh town. Use these details as an odd habit of sneaking into people’s homes
a base from which to portray the NPC. 31-32 when they’re out, napping on their beds, and
helping himself to their larder. Finders keepers,
D% after all.
Reeve Lungkin (LG male human expert 1) is a
Nicol Diggins (NG male halfling commoner 1)
sage who is testing out certain theories he has
01-02 spends most of his days fishing or frog-hunting, 33-34
about amphibious creatures and certain species
though he rarely catches anything.
of fungi found only within this particular marsh.
Crestinne Lyll (LG female human warrior 3) is a
Timira Guilaine (N female elf aristocrat 2) has
burly fighter who belongs to a family of the
03-04 come to this backwater town to ply her healing
town’s original settlers, and will willingly die 35-36
arts on those less-fortunate. She has a haughty
defending the place.
air, but means well in her ministrations.
Milisand Daya (NE female human commoner 1) is
Shadba Bor (NG female half-orc commoner 2)
05-06 a young thief who prefers to prey on visitors,
works hard labour around town, often switching
offering them help while picking their pockets. 37-38
between carpentry and masonry as is needed by
Ogma Hartz (NE female half-orc adept 2) is a
local master craftsmen.
07-08 witch run off by the townsfolk, but she lingers to
Gylbin Runk (LE male human commoner 1) owns
cause trouble for the village whenever she can.
a good deal of swampland in the area and is
Isake Degore (CG male human commoner 2) runs 39-40
constantly trying to find buyers interested in
09-10 the town’s inn and prides himself on offering fair
investing in new real estate development.
prices—to everyone but elves, that is.
Madoc Windersol (LG male halfling adept 3) is
Randol Alderman (CN male human expert 3) is
the priest of a minor deity who revels in growth
11-12 one of the most accomplished hunters in town 41-42
and nurturing life, even in the most squalid
and often leads parties out for big game.
circumstances.
Tretta Skab (CE female dwarf warrior 2) is a
Ancelin Jun (N male human warrior 3) is a
13-14 scarred mercenary who enjoys offing targets and
constable who mostly patrols during the night
burying them in the nearest bog.
43-44 shift. He never carries a torch and likes to tell
Lordag Gaxard (N male dwarf expert 1) is the
stories of seeing strange lights off in the distant
15-16 town’s undertaker, who works to ensure all
swamp during the darkest hours.
corpses remain undisturbed.
Aggy Rowes (CN female gnome expert 3) doesn’t
Adelina Mathils (CG female human commoner 2)
actually know magic, but has figured out how to
17-18 is a server in the town’s main restaurant, and will
45-46 manipulate enchanted objects to create the
gladly kick out anyone who makes trouble.
illusion of being a powerful (though benign)
Lodda Wintin (CN female human adept 1) is the
witch.
19-20 town’s oracle, always seeking signs of danger to
Merigo (N female half-orc commoner 1) is a
avoid flooding, bandits or other mishaps.
would-be hunter who tromps through the marsh
Fidgi Hoorjen (NG male dwarf commoner 2) is
so loudly, it’s a wonder she returns with any
always darting in and out of town with supplies 47-48
21-22 game at all. She claims to chase down most of
and maps, seeking a legendary stockpile of
the wild animals she brings back, killing them
precious gems buried in the area.
with her bare hands.
Quinrel Banaise (N male half-elf expert 2) sells
Urtle Dan (CG male half-elf commoner 1) was
himself as a tour guide through the marsh, taking
49-50 drawn to the marsh thanks to his love of wet,
23-24 visitors to see notable landmarks or places
humid areas, and often bathes in the swamp.
where past townsfolk have died rather
Mentha Jovet (CG female gnome expert 2) is a
ignominious deaths.
ditzy alchemist who lost most of her hair in an
Onuph Rabart (LN male human expert 2) is a 51-52
experiment-gone-wrong, yet is thrilled with the
mason who works tirelessly to create a stronger
25-26 endless supply of reagents the marsh provides.
foundation for the town, rather than see it
Clayben Whittier (NE male gnome adept 1) lurks
slowly sink into the marsh.
around town, believing the marsh holds an
Romnor Mantlemore (LN male dwarf warrior 1) 53-54
artefact that can unlock his true sorcerous
27-28 acts as one of the constables who rotates patrols
power.
around town to keep people safe.
Theo Pewman (CE male halfling expert 3) is a
Petra Chaeyen (CE female half-elf warrior 2) is
55-56 renowned bounty hunter who is tracking a serial
29-30 ex-military who can be heard arguing loudly with
killer believed to be hiding in the marsh.
herself when she gets drunk.

6
Varfu Mills (NG male half-orc commoner 1) Fouchet Bersem (N male human expert 2) is a
spends most of his time sulking around the fastidious soapmaker who is refining a cleaning
57-58 83-84
docks, waiting for someone to hire him for odd solvent recipe based on ingredients found within
jobs. the marsh.
Zurgha (LN female half-orc warrior 1) is a Hatty Phinnay (LG female half-elf commoner 1) is
bouncer at the main drinking den, keeping a a clerk at the town bank. He far prefers the
59-60
leery eye on anyone who gets too rowdy or 85-86 company of his record books, rather than
might threaten to smash the place up. people, and enjoys few things more than a
Tilly Greem (LG female human expert 2) is a properly balanced account.
scout for an archaeological team seeking Heymin Jacques (NE male human warrior 1) is a
61-62 ancient, lost ruins within the marsh, hopefully to 87-88 mercenary who enjoys fighting with, of all things,
bring valuables back to a museum for proper a barber’s razor.
preservation and public education. Lunda Vaignes (N female gnome commoner 1) is
Villiam Talbot (N male human commoner 2) a surveyor who might disappear into the marsh
89-90
wages a one-man war against filth in the town, for weeks at a time, but return with detailed
63-64
constantly sweeping the muddy pathways and maps of unexplored expanses.
cleaning moss and grim off building walls. Nauden Oldus (CN male human commoner 1) is
Tolf Ansiau (LE male human warrior 3) is seeking missing both a nose and ear, and he claims a
91-92
an escaped slave who he believes has disguised particular alligator has gained a taste for his
herself and hidden among the townsfolk. It’s flesh.
65-66
only a matter of time before she’s returned to Husawaya Bett (LG female human warrior 2) is a
her rightful owner—and he’s paid for the slip of a woman who prefers to fight with a
93-94
retrieval. rapier and has proven deadly to criminals
Farilla Plank (LE female halfling adept 1) belongs causing trouble in town.
to a cult that meets deep within the marsh. She Marius Noakes (LE male halfling commoner 2) is
67-68 spies on the townsfolk, relaying information to a moneylender whose keen eyes can skim
the other cultists as they prepare their foul 95-96 financial records in mere moments to determine
ceremony. how best to get any potential profits in his
Remda Legwenn (CN female dwarf commoner 2) pockets.
69-70 oversees the general goods store, with a staff Seetta Lesiene (N female human expert 1) crafts
mostly comprised of her dozen children. 97-98 and mends the nets and ropes many of the
Eida Ranchor (CN female human aristocrat 1) has townsfolk use during their daily lives.
71-72 rented a home in town and is looking to hire Stiria (CE female lizardfolk adept 3) leads a small
adventurers, but refuses to tell anyone why. 99-100 tribe of her people as they seek to awaken dark
Withelin Faille (LN female elf commoner 1) is the powers within the marsh to obliterate the town.
73-74 town’s legal resource; an oil lamp always burns
in his office window late into the night.
Gerreg Sundgren (CE male dwarf commoner 2)
has started several mining operations in the
75-76
area, but his workers always revolt at being
overworked and underpaid.
Sanchi Hildenven (CG male gnome expert 2) has
a knack for taming wild animals, and then sells
77-78
the trained creatures to townsfolk and travellers
as either companions or beasts of burden.
Balthen Trissness (LE male half-elf adept 3)
collects bones dug up from around the marsh
79-80 and assembles them into curious sculptures he
then positions around town, supposedly for an
artistic project.
Dogarre Godon (NG male human commoner 3) is
a cook popular in town for his ability to make
81-82
even the greasiest fish or grimiest reptile into a
delectable stew or steak.

7
MARSH TOWN: HOOKS, COMPLICATIONS & OPPORTUNITIES
Although the PCs may simply want to visit the marsh town, A shambling figure has been lurking on the edge of
sometimes fate intervenes. Use this table, to determine what town, origins and intentions unknown. Those
13
opportunities or complications the PCs encounter. who’ve gotten a close look say it appears to be a
man made of mud, vines and stone.
D20 A set of ancient ruins have been found just a
couple miles away from the town. All sorts of
The town is slowly sinking into the marsh, and the 14
remains and artefacts are just waiting to be
party are asked to help in the efforts to both
1 recovered by anyone willing to brave the attempt.
rebuild collapsed areas as well as shore up sections
to keep more buildings from being lost. The town is under siege by a gathering of ravenous
alligators. Even edging close to the shallowest
A swamp troll is terrorizing the town and
15 bodies of water puts people at risk of an alligator
surrounding area, scaring off wild game and eating
2 lunging out and trying to drag them down to their
the occasional townsfolk. The townsfolk know
doom.
where its lair is, though.
A civilization-hating druid is causing the plants and
A few people have gone missing recently, usually
wildlife in the area to react violently against any
after a number of will-o-wisps are spotted 16
3 townsfolk who have been deemed “enemies of
flickering deep in the marsh at night. Now, people
Nature.” The PCs are included in that list.
refuse to leave their homes after dusk.
Every time the party travel through the marsh
A tree on the edge of town is draped with vines
beyond the town’s borders or stray off the trails
that writhe whenever anyone gets too close. A
4 17 leading through the swamp, the terrain changes.
couple of townsfolk have wound up dangling from
No map is trustworthy. No landmarks are familiar
these like hangman’s nooses.
from one day to the next.
Townsfolk are exhibiting odd behaviour, ranging
All throughout the marsh, animals are dying in
from manic violence to near-catatonia to nonstop
5 droves. Reptiles, birds, small mammals...all look to
laughter. The only thing linking these behaviours is 18
be simply dropping dead in their tracks. Is it a
a recent eruption of marsh gas.
plague? A curse?
A well-known trapper is rumoured to have gone
At least a dozen children have gone missing in the
insane and is now setting snares for the villagers
19 last week alone. A reward has been announced for
6 and anyone who wanders too far into what he’s
anyone who can help with their return.
claimed as his “territory.” Meat is meat, after all,
right? A plague of giant, bloodthirsty mosquitoes are
plaguing the town. At dusk, a swarm of the
Dark-robed figures have been spotted going to- 20
monstrosities descend to suck townsfolk dry and
and-fro within the marsh and approaching the
lay their eggs in the corpses.
7 town’s outskirts. Whispers speak of an ancient cult
that may have been resurrected, though their
purpose is unknown.
A golden moss has begun sprouting all over town,
replacing the usually grey, green and blue moss the
8
area usually exhibits. None of the townsfolk appear
to notice this sudden change.
After being driven out of town for a hex gone
wrong, a witch now haunts the nearby marsh,
9
spying on townsfolk and laying curses on innocents
as a form of revenge.
Every wooden structure in town is suddenly falling
apart. Even the freshet, driest wood is rotting
10
away, and no one seems to have any clue how to
stop the town’s total collapse.
A number of bloated, mutilated corpses have
surfaced in the waters around town. No one has
11
identified them yet, but they all appear to have
been killed by savage attacks with a blade.
The town’s annual mud-run is this week! Bountiful
prizes are offered to anyone who can beat the
12
champion marsh-racer through a hazardous course
through the swamp.

8
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