Marsh Town Dressing One-Pager

Adventurers are drawn to marshland towns like flies to dung. Opportunities for wealth and glory lurk in deep, remote swamps and such towns are welcome places to rest, recuperate and resupply.

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Sights & Sounds

  1. Every surface is slick with green and black moss, making each step potentially perilous and ready to tumble the unwary to the ground.

  2. Eerie screeches cut through the air, but the townsfolk act as if nothing is wrong.

  3. Every door has a garland of dried herbs tied above the threshold, and sigils carved into its wooden frames.

  4. The slow, steady and maddening incessant dripping of water follows the party everywhere.

  5. A winged shadow whisks by; those who glance up see a creature with leathery wings disappear into the trees.

  6. Two red, bulbous eyes watch the party from just above the surface of the nearby murky water.

  7. Mushrooms grow throughout town, and the townsfolk occasionally pluck one as a snack.

  8. Townsfolk have planted moss gardens to cultivate crops of vibrant colours and varying growths.

  9. The water ripples as something large swims away just under the surface.

  10. A skull-shaped ball of moss could contain a skull or just a large rock.

Businesses

  1. Fumings (smith) is run by a pot-bellied blacksmith who keeps the town’s metal goods from rusting away. The smith is a regular at the local tavern.

  2. The Trot (constable) is staffed by three guards who swap patrol shifts every few days. They are completely unable to cope with anything more dangerous than a minor scuffle or crime.

  3. Clamps’ (trapper) deals in snares but also sells furs, fresh meat and other animal goods. The water behind this business is often filled with blood, offal and other waste products. Unsurprisingly, aquatic predators lurk in the area in search of easy meals.

  4. The Sinkhole (jail) is little more than a deep mud pit with an iron gate latched over the top, where criminals are held before trial. When it rains heavy, those incarcerated within are in real danger of drowning.

  5. Knacker’s (bone sculptor) is owned by an artist who converts animal bones into disturbing sculptures he plants around town.

  6. Dunghill (gambling den) offers plenty of rigged games to keep townsfolk from getting too attached to their coin.

Folk of Interest

  1. Crestinne Lyll (LG female human fighter 3) is a burly warrior who belongs to a family of the town’s original settlers, and will willingly die defending the place.

  2. Lodda Wintin (CN female human cleric 1) is the town’s oracle, always seeking signs of danger to avoid flooding, bandits or other mishaps.

  3. Quinrel Banaise (N male half-elf druid 2) sells himself as a guide through the marsh, taking visitors to see notable landmarks or places where past townsfolk have died ignominious deaths.

  4. Reeve Lungkin (LG male human wizard 1) is a sage who is testing out certain theories he has about amphibious creatures and certain species of fungi found only within this particular marsh.

  5. Riche Meldioc (NE male human thief 1) has the habit of sneaking into people’s homes when they’re out, napping on their beds and helping himself

  6. Zurgha (LN female half-orc fighter 1) is a bouncer at the main drinking den, keeping a leery, bloodshot eye on anyone who gets too rowdy or might threaten to smash the place up.to their larder. Finders keepers, after all.

Adventure Hooks

  1. Townsfolk are exhibiting odd behaviour, ranging from manic violence to near-catatonia to nonstop laughter. The only thing linking these behaviours is a recent eruption of marsh gas.

  2. A well-known trapper is rumoured to have gone insane and is now setting snares for anyone who wanders too far into what he’s claimed as his “territory.” Meat is meat, after all, right?

  3. Dark-robed figures have been spotted going to-and-fro within the marsh and approaching the town’s outskirts. Whispers speak of an ancient diabolical cult that may have been resurrected, though their purpose is unknown (but likely not beneficial for the town).

  4. A set of ancient ruins have been found a couple miles outside town. All sorts of remains and artefacts are just waiting to be recovered by anyone willing to brave the ruins undoubted dangers.

Credit

This is a short system-neutral extract from Urban Dressing: Marsh Town by Josh Vogt. Urban Dressing: Marsh Town is available from Raging Swan Press in 5e, Pathfinder First Edition, Pathfinder Second Edition and OSR editions.


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