Whispers in the Muck: A Grumpy Guide to the Cursed Swamps of Sorrow

We’re diving back into the muck of the Cursed Swamps of Sorrow, so grab your boots and let’s get mired in the muck.

Now, imagine a place so foul, so utterly bereft of cheer that even the bats and the bugs think twice before visiting. That’s the Cursed Swamps for you. It’s not some dainty pond you can skip stones across. It’s a sprawling, stinking quagmire that’ll swallow you whole if you’re not careful.

At the heart of this swampy hell lies its crown jewel, the Whispering Mists. Don’t let the name fool you; there’s nothing whimsical about them. These mists are thick enough to slice, swirling with voices from beyond the grave. They whisper, alright – whisper tales of madness, of sorcerers too greedy for their own good, dabbling in arts that ripped them apart from the inside out.

Folks have gone into those mists, eyes alight with the lust for forbidden knowledge. Most don’t come back. Those who do? Well, let’s just say they’re not up for lively banter. They’ve seen things, heard things – truths and secrets that unhinge the mind.

But here’s the kicker: despite all the warnings, despite the tales of woe and the clear-as-day danger, there’s always some bright-eyed buffoon willing to wade in, thinking they’ll be the one to outsmart the swamp. Fools, the lot of them.

Now, why am I, Thadeus, bothering to tell you this? Because it’s a damn good example of the magical and mysterious not being some fanciful fairy tale. It’s grim, it’s gritty, and more often than not, it’s downright grotesque. But it’s real, as real as the muck that’ll suck your boots off if you’re daft enough to step into it.

So, there you have it, a slice of life from a place that defies the very concept of living. The Cursed Swamps of Sorrow, with its Whispering Mists, serves as a grim reminder: in this world brimming with magic and mystery, not all is glitter and gold. Some of it is dark, dangerous, and dripping with despair.

Next time you fancy dabbling in the arcane, remember this tale. Magic’s not all waving wands and incanting spells in some dusty old tower. Sometimes, it’s about facing the raw, unvarnished truth of a world that’s far wilder and weirder than your wildest dreams. And if you’re not careful, it’ll chew you up and spit you out without a second thought. So, tread lightly, eh? And keep your wits about you.

Dungeons & Dragons 5th Edition (5e) – Whispering Mists

Type: Hazard/Magical Phenomenon

Challenge Rating: 5

Detection: Wisdom (Perception) DC 15 or Intelligence (Arcana) DC 20 to recognize the nature of the mists.

Effects:

  • Disorienting Whispers: Any creature that starts its turn in the mists must succeed on a DC 15 Wisdom saving throw or be Disadvantaged on all attack rolls, ability checks, and saving throws until the start of its next turn due to the cacophony of voices.
  • Madness of Knowledge: Any creature that spends more than 1 minute continuously within the mists must make a DC 18 Intelligence saving throw. On a failed save, the creature gains an indefinite madness (DMG p.260) as it is overwhelmed by the influx of forbidden knowledge.
  • Mystical Concealment: The mists grant heavy obscurement. Creatures within the mists have disadvantage on Wisdom (Perception) checks that rely on sight.

Dispelling: The mists cannot be dispersed by wind or normal means. A Dispel Magic (DC 18) cast within the mists reduces their intensity for a few minutes, making the area only lightly obscured during that time.

Savage Worlds Adventure Edition (SWADE) – Whispering Mists

Type: Hazardous Phenomenon

Toughness: Not applicable

Special Abilities:

  • Disorienting Echoes: Characters within the mists suffer a –2 penalty to all Notice rolls and Shooting and Fighting rolls as the ghostly whispers distract and unsettle them.
  • Insanity’s Edge: Every round a character remains in the mists, they must make a Spirit roll at –2. Failure results in gaining a Major Phobia (SWADE p. 144) related to overwhelming, intrusive knowledge and the sensation of unseen presences.
  • Obscured Vision: The mists act as heavy cover, imposing a –4 penalty to any skill rolls relying on sight beyond a few feet.

Overcoming the Mists: Mechanical or natural ventilation has no effect on the mists. Magic or technology specifically designed to counteract supernatural phenomena is required to clear them temporarily. A successful use of the Banish spell (with an appropriate modifier based on the setting) or a comparable technological device could disperse the mists for 1d6 rounds.