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  20 THINGS #54:
  RAGING SWAN PRESS
  NOISOME MARSH
  SYSTEM  
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  20 THINGS #54: NOISOME MARSH 
  Are you a busy GM? Does session prep take too long? Do you never have time to work on the cool little details that can bring your session to 
  life? Well fear not! That’s where the 20 Things line comes in. This short, focused compilation gives you, the time-crunched GM, the tools to 
  effortlessly add verisimilitude and detail to your adventure. Use the material herein either before or during play and bask in your players' 
  adulation. 
  This instalment provides ﬁve pages of material compatible with virtually any fantasy roleplaying game and is designed to help you ﬂesh out 
  and bring to life the noisome marshes in your campaign. 
  C RE DI TS 
  Design: Creighton Broadhurst 
  Development: Creighton Broadhurst  
  Art: William McAusland, Dean Spencer and Maciej Zagorski (The 
  Forge Studios). Some artwork copyright William McAusland, 
  used with permission. 
  All rights reserved. No part of this publication may be reproduced, 
  stored in a retrieval system or transmitted, in any form or by any 
  means, without the prior permission in writing of Raging Swan 
  Press or as expressly permitted by law. 
  ©Raging Swan Press 2020. 
  U SIN G THI S BOOK 
  You can use these system neutral tables either during session 
  prep or “on the ﬂy” during the actual session. Roll on the desired 
  table and describe the result. Remember: 
  •
  Some players may assume because you describe something it 
  is important. This may slow down the party’s progress through 
  the adventure. This isn’t necessarily a bad thing. 
  •
  Modify any result so it ﬁt with your game. 
  •
  Ignore or re-roll inappropriate results. 
  •
  Have fun! 
  CONTENTS 
  To contact us, email gatekeeper @ragingswan.com 
  To learn more about Raging Swan Press, visit ragingswan.com  
  To learn more about Raging Swan Press on Patreon, visit 
  patreon.com/ragingswanpress 
  Credits 
  1 
  ....................................................................................................
  Using this Book 
  1 
  ......................................................................................
  Contents 
  1 
  .................................................................................................
  1: Camping & Campsites 
  2 
  .....................................................................
  2: Local Landmarks 
  3 
  ...............................................................................
  3: Minor Daytime Events 
  4 
  ......................................................................
  4: Minor Nighttime Events 
  4 
  ...................................................................
  5: Wilderness Dressing 
  5 
  .........................................................................
  6: Uneventful Travel 
  6 
  ..............................................................................
  OGL V1.0A 
  7
  .............................................................................................
  
  1: C AMPI NG & CAM PSITES 
  Travellers in a noisome marsh would be wise to seek a good 
  campsite. Boggy ground and the attentions of the place’s fauna 
  can make a night in the marsh a miserable experience. 
  1.
  A reed-fringed knoll rises from the muck to provide a dry 
  campsite. A single gnarled tree grows atop the knoll’s summit. 
  2.
  A sluggishly-ﬂowing channel of muddy water divides a small 
  patch of dry land from the surrounding fens. The water is 
  thigh-high for a human, but deep silt covers the bottom of the 
  channel. Rushes and reeds growly thickly along its banks. 
  3.
  A ramshackle hut stands amid a ﬁeld of large boulders, which 
  are slowly sinking into the mire. The hut still stands—barely—
  and inquisitive adventurers discover an extensive, but 
  surprisingly partially ﬂooded, cellar below the structure. 
  4.
  A dry, reed-fringed swathe of land overlooks a wide, muddy 
  pool. A maddeningly constant—and increasingly cacophonous
  —chorus of froggy croaking ﬁlls the night air, one the sun sets. 
  The sound comes from all around the party. (Unwittingly, the 
  heroes have camped in a frog spawning ground, and they are 
  doomed to a sleepless night). 
  5.
  A ﬁeld of tumbled rubble—some pieces of which look 
  suspiciously like carved stone blocks—covers the ground atop 
  a low, tree-fringed hillock. Characters searching the hill ﬁnd 
  many signs of previous expeditions’ campsites. A vaguely 
  triangular-shaped pile of stones hides a set of slippery, slime-
  covered steps plunging into the bowels of the hill. 
  6.
  A jagged hunk of stone about 50 ft. in diameter rises from the 
  noisome swamp. Although moss and lichen cling to the 
  stone’s ﬂanks, it is pitted and ridged, making climbing easy. 
  Atop the stone, a natural hollow provides shelter from the 
  wind and unfriendly eyes. If it has been raining, a small pool 
  of water ﬁlls the bottom of the hollow. 
  2
  
  2: L OCA L LA N DM AR KS 
  Much of a marsh’s landscape is unremarkable and mundane; 
  however some features become local landmarks and are used as 
  waymarkers or meeting places. 
  1.
  A muddy bowl-like dell pierces the fen. Reeds grow thickly 
  along its rim and after heavy rain water cascades into the dell. 
  Locals know the place as The Devil’s Bowl and avoid the place 
  after bad weather. A persistent legend tells of a fearsome 
  lizard-like or snake-like creature that dwells underground and 
  emerges to hunt after heavy rain. 
  2.
  A muddy ring of standing stones—many leaning at drunken 
  angles or fallen into the muck—surmounts a low hill. The 
  remains of a wooden causeway run to the hill across a series 
  of narrow, mud-ﬁlled streams. Reeds, rushes and small trees 
  grow among the stones. A stone lies at the centre of the ring; 
  ancient legends tell of the cultists who cavort here “when the 
  stars are right” and of the strange things they call forth with 
  blood sacriﬁces from deep marsh. 
  3.
  A vast hawthorn tree grows from the mire. The tree’s wide 
  boughs provide an area of deep shade and amid the 
  shadows lurk three partially sunken burial cairns fringed with 
  a great mass of reeds and wild ﬂowers. 
  4.
  A single carven obelisk—fully 30 ft. high and 15 ft. in diameter 
  —rears from the mud. Standing perfectly straight it has 
  resisted the mire’s downwards pull for centuries untold. 
  Fantastical images of a black dragon, huge lizards and other 
  marsh-dwelling creatures decorate its surface. The Dragon’s 
  Pillar—as it is known—was risen long ago by a tribe of marsh-
  dwelling lizardfolk in veneration of their master. The tribe’s 
  degenerate descendants still dwell in the trackless reaches of 
  the deep swamp and occasionally come here. 
  5.
  The Grey Fen is a stretch of lifeless, foul smelling water, 
  avoided by locals and other intelligent swamp dwellers. The 
  fen ﬁlls a depression in the wider swamp barely half a mile 
  in diameter. Within, only twisted, warped plants grow and 
  local tales tell of hideously deformed, strangely coloured 
  creatures swimming and wallowing in its slimy waters. 
  6.
  Kildrak’s Run wends its torturous way through the swamp. 
  This meandering, often narrow but always, deep channel 
  is navigable all along it length. Local stories tell how the 
  insanely murderous dwarf Kildrak the Slayer used the 
  channel to ﬂee after he hunted down and killed several 
  local women he believed to be witches. 
  7.
  Tumbled stone blocks, and a wide circle of partly 
  sunken, vine-strangled menhirs, dot and surround the so-
  called Fetid Fane. This crumbling, lop-sided ruin stands at the 
  end of an opt-ﬂooded, always muddy, sunken 
  processional. Strange sounds emanate from the fane 
  when a gibbous moon hangs low in the nighttime sky, 
  and the site is the subject of many outlandish legends of an 
  elder queen and her queer, froggy subjects doomed to 
  attend her through all eternity. 
  8.
  Watcher’s Crag rises from the swamp’s fetid marsh like a 
  petriﬁed giant. Its rocky, grey ﬂanks perpetually ooze water, 
  and thick growths of moulds, lichens and ferns cling to its 
  vertiginous cliffs. A single, worn and slippery stair hacked 
  from the rock, wends its way around the crag. A ruined tower 
  squats atop the forbidding spire, providing commanding 
  views over the surrounding muck. Travellers often use this 
  place as a relatively dry and safe campsite, although the 
  crag’s zenith is all but inaccessible to mounts and the like. 
  9.
  Four sickly willow trees with slightly yellowed bark stand 
  about a pool of water fed by three streams wending their way 
  through the surrounding marsh. The trees are known locally 
  as the Four Sisters. 
  10. A cave mouth—named in elder legend as the Dragon’s Maw—
  pierces the side of a low hill surmounted by a ring of tumbled 
  stones. Weeds and brambles grow thickly atop the hill, and a 
  wide, stone-lined well of ancient aspect cuts deeply into the 
  ground from the hill’s zenith. 
  11. A suspiciously shaped conical hill devoid of all vegetation 
  rises from the mire. In the hill’s vicinity the water is black with 
  peat and vegetation is stunted and ill-coloured. Legends 
  speak of a powerful lich dwelling beneath the hill and of the 
  three tunnels leading into its lair. Legends also speak of the 
  scores of adventurers who have sought the hill, and who have 
  not returned. Locals call the place, the Hill of Horrors. 
  12. A wide, low-lying reed-fringed pool lies in an isolated part of 
  the marsh. Nine islands rise above the pool’s fetid, stagnant 
  water. Large burial mounds stand atop each island. This was a 
  place sacred to the lizardfolk who dwelt in the marsh long 
  ago. Now a small colony of will-o’-wisps linger amid the 
  bones and remnants of the lizardfolk’s fallen civilisation. 
  Locals name the place the Pool of Glimmering Bones; all 
  right-minded folk avoid this accursed place. 
  3
  
  3: MI N O R DAY TI ME E VENTS 
  Few journeys in a noisome marsh are wholly without incident. 
  Sometimes, bandits, lizardfolk or worse waylay travellers; other 
  times, events are more mundane. 
  1.
  A ﬂock of marsh birds suddenly take ﬂight from a nearby 
  thicket of reeds and ﬂy away squawking loudly. Seconds later 
  a loud crashing sound echoes from the same thickets as some 
  large predator pounces moments too late. 
  2.
  Flies, gnats and other bothersome marsh-dwelling insects 
  buzz about the party; many of the characters suffer irritating 
  bites and skin rashes as a result. 
  3.
  Heavy rain hammers the swamp; as the day wears on, the 
  ground gets boggier and the water level in the swamp's many 
  streams, pools and so on begins to rise, hampering the 
  characters’ travel. 
  4.
  The clouds clear from in front of the sun, and the temperature 
  rises. The sun’s rays glitter upon the innumerable pools and 
  streams scattered across the marsh, possibly dazzling 
  travellers. 
  5.
  Birds swoop low over a section of swamp off to the party’s 
  right, before landing out of sight behind some rushes. As the 
  party watch, the birds take ﬂight carrying something red and 
  dripping in their beaks. 
  6.
  As the party come to a river a series of splashes draws their 
  attention to a jumbled wooden dam. Druids or rangers 
  identify it as an otters’ dam. It is sturdy enough to serve as an 
  impromptu means of crossing the river. 
  7.
  The sound of crashing and splashing amid a deep thicket of 
  rushes heralds the arrive of a ﬁlthy and mud-splattered skinny 
  mongrel dog. At sight of the characters, the dog hesitantly 
  wags its tail. The dog is starving and easily befriended. 
  8.
  Drizzle falls, creating an omnipresent pitter patter sound. At 
  ﬁrst almost pleasant the ubiquity of the sound could quickly 
  become irritating. The drizzle falls for much of the day, 
  making travel wetter and more miserable than usual. 
  9.
  A rustling in the nearby reeds presages the arrival of a small, 
  muddy boar. The boar is a juvenile; moments later two more 
  juveniles and their mother crash through the undergrowth. 
  The mother is extremely protective of her babies. 
  10. Dark clouds hang over the marsh, shrouding the fens in 
  shadow and gloom. Dark shadows gather amid thickets of 
  reeds and under the trees growing along the mire’s many 
  streams and rivers. In such weather, the marsh is even more 
  dreary and depressing than normal. 
  11. Several miles ahead, and slightly off the party’s line of travel, 
  the smoke of a ﬁre drifts lazily into the still air. The ﬁre could 
  be nothing more than a campﬁre left unattended, the cooking 
  ﬁre of some remote farmstead or something more sinister. 
  12. When the characters reach a wide stream or river, they note a 
  half-submerged coracle ﬂoating lazily passed. A jagged 
  chunk is missing from the coracle’s wickerwork hull and blood 
  covers the surrounding piece of hull. 
  4: MINOR NIG HT TIME E VENTS 
  Few folk travel the marsh in the dead of night, but that doesn’t 
  mean nothing happens to those camping under the stars. 
  1.
  A loud splash, from a noisome pool only 20 or so feet away, 
  echoes through the night air. 
  2.
  A gust of strong air blows a pungent bubble of marsh gas 
  over the party. The smell is strong, almost overpowering, but—
  mercifully—quickly dissipates. 
  3.
  Rustling in the undergrowth, and the sound of something 
  squelching through the mud, heralds the approach of some 
  nocturnal predator. 
  4.
  A constrictor snake slithers through the fen on the hunt for 
  dinner. It avoids man-sized or larger creatures but could try to 
  take a dog, halﬂing or other easy-to-handle prey. 
  5.
  A cool nighttime breeze blows across the marsh, stirring the 
  surrounding reeds and rushes into a susurration which could 
  lull a tired guard into a deep sleep. 
  6.
  Strangely coloured lights bob in the darkness near the party’s 
  camp. If a guard investigates, the lights ﬂoat away—perhaps 
  leading the inquisitive character into a bog of sucking 
  quicksand-like mud. 
  7.
  Light rain falls sporadically during the night, extinguishing the 
  party’s campﬁre and generally making life miserable for those 
  on watch. 
  8.
  Moonlight bathes the swamp on this cloudless, cold night. 
  The marsh’s pools and ponds reﬂect the moon’s radiance, 
  giving the place an ethereal, ghostly feel. 
  9.
  A bubble of noisome swamp gas drifts across the camp 
  enveloping the party in a noxious odour. The gas is harmless, 
  but foul-smelling. 
  10. Bright ﬁre blazes to life, casting lurid shadows over a hill 
  several miles distant. Although initially ﬁerce, the ﬁre quickly 
  lessens and after an hour or so nothing is left by a faint 
  smouldering glimmer. 
  11. A deer and her three young suddenly burst into camp. The 
  deers’ ﬂanks are heaving as if all four have been running—or 
  perhaps ﬂeeing—for a considerable time. An alert guard isn’t 
  surprised by the animals’ arrival, but a guard distracted by 
  wine or dozing will likely be startled by their sudden 
  appearance. Whatever is chasing them may—or may not—
  arrive several rounds later. 
  12. A random character awakes in the middle of the night to 
  discover they are beset by leaches—their neck and legs are 
  coated with the foul bloodsuckers. The character suffers 1 hit 
  point of damage, and must deal with the pernicious 
  bloodsuckers before being able to get back to sleep; the 
  leaches hinder the character’s rest, meaning they may not 
  regain hit points, be able to relearn spells and so on. 
  4
  
  5: WI LD ER N E S S D RESSING 
  While vast swaths of a noisome marsh may seem boring and 
  unremarkable, travellers will—no doubt—encounter some things of 
  minor interest. 
  1.
  A wide river ﬂows sluggishly through the mire. An old 
  wooden causeway crosses the channel mere inches above 
  the water. After heavy rain, the causeway is submerged and 
  only a large marker stone at either end betrays its presence. 
  2.
  Long bulrushes grow in this stretch of marsh in profusion. The 
  rushes’s triangular head—almost eight-foot above the ground
  —sway softly in the breeze. Paranoid characters may think this 
  is a good place for an ambush. 
  3.
  A crudely-crafted spear juts from the mud. Investigation 
  reveals the spear is probably not of human artiﬁce. Several 
  brightly coloured feathers hang from a cord just below the 
  spear’s head. 
  4.
  A track, bounded by low hedges of rushes and reeds, snakes 
  through the swamp, along a low ridge. Here, the ground is 
  relatively dry and the going easy, but the chance of randomly 
  encountering travellers or swamp denizens is doubled. 
  5.
  The mouth of a partially ﬂooded cave pierces the side of a 
  low, weed-cloaked hill. A stream wends its way along the hill 
  and pools outside the cave before ﬂowing onwards into the 
  deeper marsh. 
  6.
  A fallen tree, thick with lichen and moss, lies across a wide 
  stream, forming a makeshift bridge. A ranger or druid 
  examining the fallen tree can make out clawed footprints 
  imprinted into the moss growing on the tree and in the 
  nearby mud. 
  7.
  The remains of a campsite, partially sunken in the mire, 
  overlooks a virtually stagnant river. The campsite stands atop 
  a slight rise surrounded by stands of rushes and reeds. 
  Investigation reveals the campsite to be an old one; 
  worryingly, several large rips in the camp’s tents suggest a 
  large clawed something tried to get at those sleeping within. 
  8.
  Thick mud interspaced with stands of rushes stretch for 
  hundreds of feet before the mud gives way to a wide, 
  sluggishly ﬂowing river. 
  9.
  The blackened stump of a once immense tree juts forlornly 
  from the swamp’s noisome waters. The tree’s exposed roots 
  break through the mud of the low island upon which it 
  stands, looking like frozen great worms or snakes. The 
  blackened stump is 30 ft. tall and is visible for a 
  mile in all directions. 
  10. Without warning, the straps on one of 
  the characters’ backpacks snaps 
  d u m p i n g t h e p a c k ’s 
  contents into 
  the mire. 
  11. The rotting remains of a small hut set atop a near-ﬂooded 
  wooden platform lean drunkenly over a reed-fringed pool of 
  surprisingly clear water. The prow of a sunken rowboat juts 
  from the water near the platform. The rowboat has a small 
  hole below the waterline, but is otherwise serviceable. 
  12. A slime-covered statue lies facedown amid the noisome 
  swamp’s muck. The statue is man-sized and difﬁcult to prise 
  from the cloying mud. If the characters manage the feat, they 
  discover the statue is a surprisingly lifelike depiction of a man 
  with a look of ultimate horror upon his face. So lifelike is the 
  carving that it hints at the subject’s insanity or terror… 
  13. A swath of colourful wild ﬂowers grow amid the fetid mire. 
  The ﬂowers carpet the ground, but close examination reveals 
  the ground to have the consistency of quicksand. To walk 
  among the ﬂowers, invites death. 
  14. An upturned, and rotting, rowboat lies on the banks of a wide 
  river. One of the boat’s oars is tangled in the low-hanging 
  branches of a nearby weeping willow. 
  15. The partially sunken skeletal remains of a humanoid lie 
  tangled among the weeds and reeds bounding a placid pool. 
  The remains could be those of a lizardfolk or traveller. 
  16. Footprints—slowly ﬁlling with boggy water—cross the 
  characters’ path. A tracker can determine that whoever left the 
  tracks was here mere minutes ago. 
  17. A small stone marker, replete with a chiselled arrow pointing 
  to the west, is rendered almost invisible by a thick stand of 
  weeds and creepers. 
  18. A huge tree stands hard against a stagnant pool of muddy 
  water. The tree’s twisted, grasping roots break the surface of a 
  muddy bank before growing into the pool itself. 
  19. The remains of a shattered wagon lie incongruously over 
  several sunken boulders. Investigation reveals it looks like the 
  wagon was dropped from a great height, and has not been 
  here that long. 
  20. The buzzing of many insects comes from a thicket of reeds. 
  Characters investigating the sound discover the rotting, 
  disembowelled corpse of a lizardfolk. 
  5
  
  6: UN EVE N T FUL T RAVEL 
  Some days, an adventurer’s life is full of danger and excitement. 
  However, many other days are boring and uneventful. 
  1.
  The weather is overcast all day, and toward evening light rain 
  falls over the swamp. The pitter patter of rain obscures much 
  of the normal marsh sounds the characters have become 
  accustomed to hearing. The sound could also lull tired 
  characters—and perhaps their guards—to a deep sleep.  
  2.
  All morning, the party ford a series of shallow muddy streams, 
  cutting through the mire. Weeping willows and the like cast 
  their wide branches over the streams, creating many shadowy 
  places for ambushers to lurk. Once the sun reaches its zenith, 
  the party reach higher—dryer—ground. 
  3.
  At dawn, a thin mist hangs over the marsh, giving the place an 
  ethereal, otherworldly feel. It burns off quickly and the day is 
  hot and dry. As the party penetrate deeper into the marsh, the 
  terrain becomes more unforgiving, and the dryer places 
  fewer and farther between. 
  4.
  The morning’s weather is typical of the season, but by early 
  afternoon thick, dreary clouds hang low in the sky threatening 
  a heavy and sustained downpour. Such a deluge begins just 
  after the party stop to camp. 
  5.
  The party do little all day but slog through thick, glutinous 
  mud and thickets of grasping reeds. In places, the reeds are 
  so high, the characters temporarily lose sight of each other as 
  they push onwards. 
  6.
  The day is uneventful, and the characters see no other 
  travellers in the marsh. Around midday, they reach a large 
  pool—or perhaps a small lake. The water is shallow and a ﬂock 
  of wading birds regards the characters as they pass. 
  7.
  Although the party must battle through swaths of dark, 
  glutinous mud for much of the morning, they reach a section 
  of higher ground later in the day which provides much easier 
  going. Toward the end of the day, they discover a suitable 
  campsite. (Roll on “Camping & Campsites” to determine the 
  campsite’s characteristics). 
  8.
  The day dawns dry and bright. Birds, and their song, ﬁll the 
  air, which seems fresher than normal for the noisome swamp. 
  The sun rises high in the sky, and the day is a pleasant one. 
  Although the characters slog through the mire for a whole 
  day, they encounter no other travellers or large predators. 
  Light clouds gather, at dusk.  
  9.
  The characters stumble upon a raised, dry track wending its 
  way thorough the mire which uses the contours of a low ridge 
  to avoid the worst of the bog. Signs of other travellers are 
  plentiful in the soft, but not boggy, ground, and the 
  characters make good time. (Such an area is a good place for 
  the characters to meet other travellers, if the party is in need 
  of assistance or information).  
  10. A boring day’s travel through the monotonous mire is only 
  broken by the occasional cloud of biting insects attracted to 
  the party’s sweat. The ground is squelchy, but relatively ﬁrm, 
  and although everyone ends the day tied and muddy nothing 
  untoward befalls the party this day.  
  11. The morning’s travel is stop-start as the characters ﬁnd their 
  way over or around a dozen streams ﬂowing through the 
  boggy, low-lying ground. Sometimes the streams are narrow 
  enough to jump across while in other spots sodden 
  causeways or fallen trees serve as primitive bridges. The party 
  sees no one all day (although—obviously—someone much 
  have had a good reason to build the causeways).  
  12. Heavy rain pummels the marsh, halving visibility and soaking 
  travellers to the skin. It quickly becomes evident that travel in 
  such conditions—particularly as water levels begin to rise—is 
  impossible. The party is best-advised to ﬁnd a relatively dry 
  spot to wait out the rain.  
  6
  
  OGL V1.0A 
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  Identity. 
   
  8. Identiﬁcation: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 
   
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any 
  Open Game Content originally distributed under any version of this License. 
   
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 
   
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 
   
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or 
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  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses 
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  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 
   
  15 COPYRIGHT NOTICE: Open Game License v 1.0 ©2000, Wizards of the Coast, Inc. 
   
  Open Game License v1.0a. Copyright 2000, Wizards of the Coast Inc. 
   
  System Reference Document: ©2000, Wizards of the Coast, Inc. Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
   
  20 Things #54: Noisome Marsh. ©Raging Swan Press 2020; Author: Creighton Broadhurst. 
  To learn more about the Open Game License, visit wizards.com/d20. 
  Product Identity: All trademarks, registered trademarks, proper names (characters, deities, artefacts, places and so on), dialogue, plots, storylines, language, incidents, locations, 
  characters, artwork and trade dress are product identity as deﬁned in the Open Game License version 1.0a, Section 1(e) and are not Open Content. 
  Open Content: Except material designated as Product Identity, the contents of 20 Things #54: Noisome Marsh are Open Game Content as deﬁned in the Open Gaming License 
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  right of Creighton Broadhurst to be identiﬁed as the author of this work has been asserted in accordance with the Copyright Designs and Patents Act 1988.
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SOURCE: textdata/thevault/Raging Swan - Gloamhold/Raging Swan 20 Things/Raging Swan 20 Things #54 Noisome Marsh [print].pdf