Mistmarsh
This vast swamp holds the half-sunken ruins of an ancient city that is now shrouded by fog and guarded by a family of black dragons. Will-o’-wisps lure prey to the ruins, where doom awaits.
Nestled within a vast natural basin encircled by the Cairn Hills , the Mistmarsh is the birthplace of two vital rivers—the Ery and the Neen—which merge before flowing into the Selintan River south of Greyhawk City. The outer reaches of this sprawling wetland are a hunter’s paradise, teeming with waterfowl, boar, and deer.
But few dare to venture into its shrouded depths, where rumors whisper of a mad druid, a haunted burial ground of an ancient people, and savage reptilian predators that strike under the cover of darkness.
The Landscape of the Mistmarsh
The outer edges of the marsh are deceptive, appearing as gentle grasslands, smooth and dry, offering no hint of the treacherous terrain beyond. However, as one presses inward, the ground soon turns soft and wet, with thickening reeds and towering grasses.
In the sweltering summer months, the air hums with clouds of biting insects—swarms of mosquitoes and flies that test the resolve of even the hardiest travelers. Deeper still, the land becomes a tangle of muck and water, with small pools and hidden channels breaking up the swampy expanse.
Scattered throughout the marsh are eerie mangaroo groves—twisted trees that root themselves in the swamp, forming an almost impenetrable maze. The only way through is to climb, crawl, and weave among their tangled limbs, making every step exhausting.
Beyond the groves, the Ery and Neen Rivers slowly carve their way through the marsh, but they are no easy path for travelers. The waters are too shallow for most boats, and where they do deepen, giant crocodiles lurk, their razor-toothed maws ready to drag prey beneath the murky surface.
The Ever-Present Mist
The Mistmarsh earns its name from the thick, ghostly fog that rolls in before dawn and lingers until midday, returning again at sunset. On humid days, it never lifts, veiling the swamp in an eerie, sound-muffling haze that makes navigation treacherous.
Dangers and Encounters
While the outer grasslands offer little more than small wild boar, blink dogs, and abundant game, the inner marsh harbors deadlier threats. Travelers who push too far into the swamp or mangaroo groves risk encountering venomous serpents, lurking predators, and supernatural horrors.
Adventurers can expect four encounter rolls per day (1d6 each), with results of 4, 5, or 6 indicating a dangerous event. The exact encounter depends on the terrain:
- Open Marsh & Grasslands: Roll 1d8
- Mangaroo Groves: Roll 1d8 + 3
- Waterways: Roll 1d8 + 6
And, of course, biting insects are a constant, testing both patience and endurance.
Notable Mysteries of the Mistmarsh
Though largely untamed, the Mistmarsh holds a few unsettling landmarks that hint at forgotten dangers and lost civilizations:
- The Petrified Victims: Scattered throughout the swamp, stone statues of hunters, animals, and even lizardfolk stand frozen in twisted agony—the work of a roaming cockatrice, its presence making every shadow a potential deathtrap.
- The Hidden Sanctuary: Deep within the heart of the marsh, a solitary structure rises above the muck—the only known permanent dwelling in this forsaken land. Its existence is a mystery, its entrance well-hidden, and its purpose unknown. It could be a place of great danger or a secret sanctuary, should one be brave enough to seek it out.
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