Marsh of Mischief
Marsh of Mischief

Marsh of Mischief

Dark woods crawling with cunning foes
This Pack contains 4 unique Locations usable in 3 different Situations including matching playlists, 9 unique Sounds and 1 Global Ambience.
Regular price€14,90
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The air is thick with mist and mischief. The swamps boast many shades of green, but a few are particularly sinister, and something cackles just out of sight.

If the environment itself does not stop your party in their tracks, perhaps one of the swamp's fiends will find a way. Venture through the Swamp, escape the Dark Forest and fight or negotiate your way out of the Goblin Village.

Each preview is a real, unedited TableTone live performance.

Locations
  • Goblin Village
  • Dark Forest
  • Swamp
  • Duskmire Gorge
  • Sounds
Sounds
  • Striga
  • Armored Fist
  • Goblin
  • Goblin Attack Cry
  • Goblin Attacks
  • Spike Trap
  • Owlursa
  • Poison Fungus
  • Lockpicking

Including Global Ambience "Howling Winds"

 

The adaptive audio assets available in the TableTone store are designed specifically for the TableTone ecosystem and work seamlessly across all platforms. The App is available for iOS, Android, and Windows Desktop.

  1. If you haven’t already, visit the account management page and create your personal TableTone Account. (It’s separate from your Shopify account.)
  2. Check your email or confirmation page for the redeem codes after your purchase.
  3. Login to your TableTone Account and redeem codes.
  4. Launch or restart TableTone on your preferred device and log in.
  5. Once redeemed, your purchased assets will begin downloading automatically. If the download doesn't start automatically you have to go to the main menu and tap on Content Update.

A location consists of:

  • Three different situations

These represent different contextual states of the same place - relaxed, suspense and action.


  • curated music playlists

Each situation has its own dedicated playlist made up of carefully selected library tracks that match the tone and narrative purpose of that situation.


  • location ambiences

Each location and situation also includes a specifically designed environmental ambience that reflects the character of the location. 


  • dynamic responsiveness

Both the music and the ambience react to changes with the intensity and mood sliders, allowing the location to change organically and support the emotional flow of storytelling in your games.
 In short, a location is a modular, reactive audio world built from situations, music, and environmental ambiences that adapts dynamically.

A sound effect is a short, one-time audio clip that highlights a specific action or event — like a dragon’s roar, a sword clash, or a spell turning combat. It’s used to add impact and bring moments in your game to life.

A Global Ambience is a universal layer of sound – like rain, fire, wind, or distant skirmishes – that isn’t tied to any specific location. It works on top of any Location and can be blended seamlessly into any scene to add depth, texture, and atmosphere.