TEXT: More fodder for your
  ‘The Midderlands’ OSR campaign
  setting.
  IN THIS ISSUE:
  Meet the Midderlander:
  Mark Nolan, the Rudgley Murderer.
  Rumours from The Haven Gazette.
  A Goman Vampire in Lunden:
  A new city location for Great Lunden by
  Gary Dawkins.
  The Ophenicus Villa: A building
  location near Shroomsbury.
  A New Class: Serpentist.
  New Monsters, Oddities and more…
  Issue 4
  April 2020
  
  The
  Ophenicus
  Villa
  
  Page 1
  Published by: MonkeyBlood Design & Publishing
  All artwork and text © 2020 of their respective owners. Used with permission.
  Swords & Wizardry, S&W, and Mythmere Games are trademarks of Matthew J.
  Finch. Glynn Seal, MonkeyBlood Design & Publishing are not affiliated with
  Matthew J. Finch, Mythmere Games™, or Frog God Games.
  The content in these pages is always intended to be treated with a light heart, and
  no offence is intended if there is any to be seen.
  Layout, Cover Art, and Project Management: Glynn Seal.
  Text: Glynn Seal (all pages except noted below),
  Mark Nolan (pgs. 2 & 3), and
  Gary Dawkins (pgs. 5–6 & 8–9), and
  Peter Day (pgs. 20–22).
  Interior Art & Cartography : Glynn Seal.
  Page 7 based on sketches by Gary Dawkins.
  Special Mentions: Thanks for the love and support to Catherine, Matthew, and
  James; Sandra and Tony; Dawn and Steve; Dan, Jake, and Hannah.
  The Fell Types are digitally reproduced by Igino Marini.
  www.iginomarini.com
  SUBMISSIONS
  Do you want to contribute an article or artwork to the Midderzine?
  Why not drop an email to glynn@monkeyblooddesign.co.uk
  with the title ‘Midderzine Article’ with a quick overview.
  It can be really short (a few sentences), or a few pages.
  If we use it, you will be credited above in the relevant issue and receive a
  complimentary softcover copy.
  WHERE CAN I GET MORE STUFF?
  Well, here: https://monkeyblooddesign.co.uk/store/
  Here: http://www.drivethrurpg.com/browse/pub/7771/MonkeyBlood-Design
  & here: http://glynnseal.redbubble.com
  Also follow us on Kickstarter to keep an eye out for future projects.
  
  Page 2
  INTRODUCTION
  Welcome to Issue 4!
  Hello everyone,
  The long-awaited fourth issue of the
  Midderzine has arrived! Good things
  come to those who wait, as they say.
  It’s been a while since Issue 3, with a lot
  going on in terms of writing, drawing
  and commissions, but we are ploughing
  through it.
  HandyMaps Buildings & Structures had
  a really successful Kickstarter campaign
  and everything shipped out in February.
  The Midderlands made a short debut
  onto Kickstarter as a 5E version in
  association with Necromancer Games,
  but we decided to delay the campaign
  due to the new virus pandemic and its
  implications. It will be back later this
  year, and work on the artwork continues
  apace.
  As I write this, the United Kingdom is
  in lockdown due to COVID-19 sweeping
  across the world, so I am housebound
  other than collecting essentials. Times
  are unprecedented and everyone is
  struggling to do what they used to do.
  We hope that you and your families are
  all staying safe and well, and the
  impacts are not too far-reaching.
  I hope that this issue gives you some
  lightness in these darker times, or fun
  with your groups assuming you are
  reading this after the event. Stay in the
  light of the gloombug lanterns. More
  now than ever!
  Thanks so much,
  Glynn (April 2020).
  MEET THE
  MIDDERLANDER
  This piece is where we promote the
  work of another person that has helped
  in our process and journey of self-
  publishing, and whose work we greatly
  admire. In this issue, we welcome...
  Mark Nolan
  Mark has contributed text to The
  Midderlands, The Midderlands
  Expanded, and Adventures in Great
  Lunden, as well as releasing an
  adventure for Fate called Carnival of
  Dreams.
  WHERE DO YOU LIVE AND IS IT
  COOL?: I live in a small town called
  Rugeley, in the middle of the
  Midlands. That puts me in the thick of
  it when it comes to The Midderlands!
  We used to have a fully functioning
  power station but they are currently
  dismantling it. I should write
  something about the queen's men
  coming to take away power stones!
  WHAT IS YOUR CURRENT FAVOURITE
  RPG?: At the moment I would have to
  say it is Coriolis. I am fortunate enough
  to be in multiple gaming groups. One
  of them meets regularly pretty much
  purely for RPG gaming. Our most
  recent campaign was in the world of
  Coriolis. I really enjoyed the mix of sci-
  fi culture and exploration.
  WHAT IS YOUR ALL-TIME FAVOURITE
  RPG?: When I was but a wee bairn, my
  mate and I used to play Warhammer
  Fantasy Roleplay. I was a dwarf with a
  
  Page 3
  ridiculous toughness. I then played an
  elf who was a much less reputable
  character than an elf should be. I
  really enjoyed playing those games, at
  a time when being a geek was less
  accepted by society I got a lot of peace
  of mind and pleasure from those
  games.
  WHAT IS YOUR FAVOURITE
  MIDDERLANDS-RELATED THING?: I
  could spend all day on this! So let me
  pick a couple. I love the maps of
  towns… all of them… literally all of
  them. The detail and the fact you could
  use and reuse them for years is
  brilliant. Then if I were to pick
  something I would have to go for the
  game of ‘Spade’. Anyone from the
  United Kingdom probably spotted
  similarities to a game called British
  Bulldog. A game long-since banned
  from playgrounds. For those who don't
  know the game. One person would be
  ‘on’ or ‘it’, everyone else would go to
  one side of the playground. Everyone
  then had to run to the other side while
  whoever was ‘on’ or ‘it’ tried to stop
  them. Anyone caught also became ‘on’,
  and so the numbers in the middle
  would grow as the runners dwindled. It
  was a great game even if it could get a
  little rough. That was the germ of the
  idea for Spade.
  IF YOU LIVED IN THE MIDDERLANDS,
  WHERE WOULD YOU LIVE?: I do and I
  love it. I have Cairn Chase Forest right
  next to me. I was passing through it in
  my ‘carriage of many horses’ the other
  moon when I reined in the horses to
  marvel at the Tower of Pye! I then
  proceeded on to my destination.
  WHAT IS YOUR BEST PIECE OF RPG
  WORK TO DATE (EXCLUDING THE
  MIDDERLANDS, OBVS) AND WHERE
  CAN WE FIND IT?: Well generally my
  work has been in the Midderlands
  books. I also have a Fate one-shot
  called Carnival of Dreams which is
  available through MonkeyBlood
  Design at DriveThruRPG. I also have
  multiple pieces mid-completion.
  Maybe with the current situation I can
  finish some more and publish them!
  One is a system agnostic horror
  one-shot, the other is a Midderlands
  one-shot.
  WHAT IS YOUR FAVOURITE FOOD?: A
  good old fashioned Sunday roast.
  DO YOU HAVE A WEBSITE?: I have a
  domain but not a site. Every time I
  think about doing one I find something
  else I need to be doing. Like writing
  about rivers and mountains in the
  Midderlands.
  HOW CAN WE COMMISSION YOU?: I am
  available on my primary email address
  mark@caelestis.net or feel free to
  contact Glynn, he can sub-commission
  me.
  
  Page 4
  The Haven Gazette
  The Latest in Hushed Murmurings from across Havenland
  This Month’s Gael/Grimm count
  Murders 
  ………………………… 85
  Hangings 
  ………………………… 467
  Burnings 
  ………………………… 114
  Taken in the night…………..…… 198
  Possessions ………………………… 12
  Lost in sewers 
  …………………… 54
  Drowned 
  ………………………… 254
  Mudcow stampede 
  ………….… 
  24
  Building collapse 
  ……………… 3
  Lost at sea ……………………..  
  597
  Executed by witchfinders 
  … 322
  Lost in the middergloom 
  …… 34
  Consumed by neighbours ………… 8
  Missing ……………………………….. 2,264
  Taken by a plague 
  ……………… 666
  Bitten by large snake 
  ………… 1
  Choked on vegetables 
  ………… 18
  Shroomsbury in Doom
  The 
  annual 
  horticultural 
  event
  ‘Shroomsbury 
  In 
  Bloom’ 
  which
  celebrates the gardening skills of the
  local folk has been halted. Its organiser,
  Jakob Pollingsworth, has been fatally
  bitten by a huge snake whilst in his
  allotment north of the river. The snake
  has disappeared and Lord Tessinger is
  urging local folk to be vigilant.
  According to the local guardsmen, the
  fang marks suggest a snake of between
  ten to fifteen feet in length. Lord
  Tessinger 
  is 
  asking 
  anyone 
  with
  expertise in serpents to contact a
  captain at the closest City Watch post.
  Goblinfighting in Abbots
  Bream
  The Goblin Head merchant’s guild in
  Abbots Bream has seconded one of its
  warehouses to the relatively new sport
  of goblinfighting. The guild are paying
  good 
  money 
  for 
  captured 
  Lesser
  Havenland Night Goblins so they can
  put them in an excavated pit to fight
  each other, thus betting on the outcome.
  The fights are barbaric, and a new twist
  has emerged where local folk can earn
  good 
  money 
  fighting 
  the 
  goblins
  themselves. So far, it is believed that
  seven local folk have died, although the
  deaths have not been confirmed or
  officially recorded. A goblin known as
  Buggergob is the reigning champion of
  the pit with nine wins.  The secret to his
  success appears to be his rabid craving
  for human flesh.
  Lost in the Middergloom
  A 
  new 
  entrance 
  into 
  the 
  Upper
  Middergloom has been discovered.
  Found just north of Weston Netherly in
  the boggy moor, the surge in missing
  folk from Tealford and Staffleford has
  local lords worried. They are urging
  local folk to avoid the area, and gossip
  suggests, 
  rather 
  unusually, 
  that
  someone from Great Lunden is en route
  to coordinate matters.
  Holy Shork
  An 
  18-feet-long 
  Great-green-three-
  finned Shork has been caught in
  Hemlock Water by Father Malcolm
  Thomas from the Church of Saint
  Athern in Atherstone. Using fifty feet of
  silk rope with one end wrapped around
  a tree, and the other sporting a
  sharpened grappling hook with terrified
  ratdog pup as bait, he struggled for two
  days to land the beast. It is currently on
  show outside the Old Ox Inn.
  
  Page 5
  A GOMAN VAMPIRE IN LUNDEN
  by Gary Dawkins
  Introduction
  Plumes of green mist rose from sewer grates like phantom columns, melding high
  into a canopy of gathering darkness. The ebb and flow of Great Lunden’s nightlife
  camouflaged the darksome thief as she moved amongst affluent and beggars alike.
  Four-wheeled coaches plied their paths through the city looking like the skeletal
  husks of beetles, their black sheens mirroring the impending doom that swirled in
  the heavens above.
  A heavy brass door bell let out a single ‘clank’ of warning before the thief’s dexterous
  fingers sought the bell's clapper, silencing it. A shaft of viridian lantern light
  filtered through the soot-covered windows bathing her attractive features. Her
  brilliant brown eyes darted cautiously around the unusual establishment of
  Mordeviant's Rare & Wonderful Antiquities.
  The owner—and vampire—known simply as Mordeviant, allowed his deathly pale
  features to appear from the darkness. His eyes held an inner light and suggested
  confident power as he watched the flow of blood through the thief's neck. She let
  out a sudden gasp, startled by his presence, and fell back against the door making
  the bell ‘clank’ once again until her trembling fingers were replaced with those of
  the vampire.
  “I’ve startled you." he simply stated, listening to the quickening pace of her heart.
  He looked upon her with a strange fascination.
  “I'm f-fine..." the thief stammered, quickly composing herself. She stepped
  awkwardly but nonchalantly into the chamber, “I've heard you were looking for
  someone to take care of a few minor difficulties you may be having?"
  The vampire seeped through the shadows, following the rogue’s advance, “There
  are one or two things I might require assistance with..."
  The thief stopped, running a hand across an antique coffer covered in beaten gold
  and semi-precious stones, “You wanted the best..." she stated matter-of-factually,
  “That’s why I’m here.”
  Mordeviant smiled at her boldness, “It’s one thing to say you're the best," as he
  placed long nails and pale hands across her shoulders, releasing a deathly whisper,
  “but it's another thing to..." She cut him off.
  “You name it!" stepping away from his grasp, “Test me—and I will always come
  up tip-top." She turned to face him, finding naught but the dissipation of long
  shadows creeping into the greater gloom of the store's interior.
  Mordeviant cocked his brow and smiled ruefully, “We shall see, my pretty…" he
  muttered to himself, “We shall see."
  
  Page 6
  The thief followed him further into the
  store. She purloined a dusty green
  bowler hat from a passing stand,
  smacked it on her side in a cloud of dust
  and placed it askew on top of her head.
  She moved amongst rows and niches of
  magnificently crafted display cases
  eventually leading her to the store's
  office. Mordeviant smiled a wide rictus
  upon her approach, "Very well my
  beauty, I shall give you a chance..."
  “That meets well with me" She nodded
  back with approval.
  “Let’s start this relationship with a test
  of sorts," Mordeviant grinned, “You
  complete the test and you get the job..."
  “Very well, what’s the test?”
  Mordeviant's Rare &
  Wonderful Antiquities
  Location
  The shop, located within the hustle and
  bustle of Hamlet Ward, has been down
  at the corner of Pigswiddle Street near
  to the Queen’s Infirmary for as long as
  anyone remembers.
  NOTE: As an alternative, the shop
  transports itself at night to various locations
  throughout the city. Wherever it resides,
  locals always remember it as having been
  there, or they've forgotten that it had ever
  been there (whatever the case may be).
  Description
  The shop is located on a corner and is
  two-stories tall with a non-descriptive
  soot-stained 
  edifice. 
  A 
  permanent
  ‘Closed' sign hangs on the inside of the
  Pigswiddle Street
  Mordeviant’s
  Rare & Wonderful
  Antiquities
  
  Page 7
  
  Page 8
  glass entrance door. This sign has kept
  most locals at bay, but while they are at
  home sleeping, the witching hour brings
  late-night stragglers and newcomers to
  the City of Great Lunden. They end up
  passing its door and finding the sign has
  suddenly 
  flipped 
  to 
  ‘Open’, 
  or
  something inviting has lit up in a
  display 
  window, 
  drawing 
  their
  attention.
  The shop is owned by a lesser vampire
  called Mordeviant.
  Ground Floor Shop
  The store itself is at street-level; large
  rooms with high-ceilings and arched
  doorways tying them together.
  The store is cluttered with rare and
  wonderful 
  antiquities—hence 
  the
  name. Some items are cursed, some are
  magical, and others require a discerning
  eye to find true value. There are a
  plethora of elaborate antique display
  cases in every direction you turn.
  Traps
  The store at ground level is trapped,
  should the owner-vampire desire to
  activate them. GMs may choose from
  the following or make-up your own:
  1) Iron-Maiden*: Appearing as a well-
  polished piece of fine furniture without
  a speck of dust that has the ability to
  change its outwardly appearance to a
  couch or wardrobe, and lure the last
  person in a group to examine it. Anyone
  sitting upon it, or entering the wardrobe
  will be affected as follows:
  Ÿ The victim is spiked as if inside an
  iron maiden and cannot get out
  without assistance, or
  Ÿ Transported to one of the cells in
  the Goman undercroft below.
  The victim is always the last ‘straggler-
  PC’, or the ‘PC that leaves the party’
  and ends up disappearing.
  “Oh dear," Mordeviant's eyes narrow,
  “Missing you say?" he acts faux-innocently.
  2) Trap-Door: It's a 20-feet deep
  deadfall into a waiting cell located in
  the Goman undercroft below.
  3) Gas-Trap: A bejeweled coffer covered
  in beaten gold and semi-precious gems.
  GM’s choice of item and type): Knock-
  out, Poison, whatever).
  Towards the back of the shop there is an
  office and also a wide stairway that leads
  downwards into the limelight of an
  ancient Goman Undercroft.
  The office holds a massive darkwood
  desk, with a clutter of papers, deeds, and
  ledgers atop its surface. There are a
  score of cubby-holes, pockets and
  drawers:
  1.
  Dagger with leather sheaf,
  2.
  Magnifying glass,
  3.
  Wax & seal,
  4.
  Drawer of books (multiple shapes
  and sizes), being devoured by
  silverfish,
  5.
  Scroll of 1d4 spells, amongst many
  other parchments and papers,
  6.
  Silver-plated mustard pot filled
  with spicy brown mustard,
  7.
  Collection 
  of 
  silver 
  thimbles,
  needles, and thread,
  8.
  Small drawer of ancient Goman
  coins mixed with more recent
  currency 
  (covered 
  in 
  contact
  poison),
  9.
  Small coal-miner's lamp (with oil),
  * cue ghostly guitar riff
  
  Page 9
  10.
  Leather case pen & ink set (feather
  quill, bottle of blood),
  11.
  Jasmine scent bottle,
  12.
  Hand bell (to call for tea),
  13.
  Drawer with many pens and ink
  bottles, empty or broken,
  14.
  Random papers (GM's choice),
  15.
  Lucky scrimshaw carving: A very
  well-endowed mermaid,
  16.
  Green leather book of goblin words
  and phrases (silk bookmark sewn
  into binding),
  17.
  Tin of leeches. When the tin is
  opened, 2d6 leeches burst out onto
  the holder,
  18.
  Hair jewellery (female, mourning),
  19.
  Deed to a flat (row-house) on the
  other side of Great Lunden,
  20.
  Black leather book (interior pages
  cutout—holds keys to the cells in
  the Undercroft below.
  A brass bucket in the corner of the room
  holds various walking sticks and a
  sword-umbrella. The office is decorated
  with old dusty and fading paintings (if
  touched, several moths take flight).
  1st Floor
  This floor is partially-furnished with
  antique items covered in dust and
  cobwebs. There's nothing happening
  here.
  There are three rooms (see map
  locations 11, 12 and 13) that have been
  modernised and are immaculate enough
  for the discerning tastes of any princess.
  It just so happens, there is a foreign
  woman in each of these rooms that
  Mordeviant visits and feeds upon at his
  convenience.
  The vampire-owner preys mostly upon
  foreigners to the city, in order to
  maintain a low profile.
  He also has a servant, Gavin, who
  resides in one of the bedrooms (see map
  location 14). Gavin is a Havenland
  were-bat (see page 16), who sleeps
  inverted on the ceiling when in his
  room. He takes care of his master's
  visitors, as well as any chores that come
  his way.
  Gavin wields a mainz gladius called
  ‘Ghoul’s Tongue’ (see page 21).
  Undercroft
  There are three cells in the undercroft
  (see map locations 15 to 17), and a secret
  door to the sewers.
  In one of the cells (room 15) a 120-feet
  deep shaft leads down into the darkness.
  The entrance to this shaft is covered
  with debris and secured by a sturdy
  circular iron grate.
  At the bottom of the shaft is a great
  underground chamber that holds three
  stone coffins with iron candelabras.
  The darkness around these coffins holds
  a pack of giant shadow rats (see page 16)
  with midnight-green fur and glowing
  slits for eyes. Mordeviant has a habit of
  tossing victims down into the shaft to
  feed them. There are many human
  bones littering the floor. He rests here
  during the long daylight periods and
  travels up in gaseous form at night.
  
  Page 10
  NEW LOCATION
  The Ophenicus Villa
  See inner front cover illustration.
  The Haven Isles Map Hex L20
  Description: Located north of the
  River Sixx, the villa has been on the
  slopes of Callop Hill since Goman
  times. It has been maintained and
  almost rebuilt in its original style over
  the centuries.
  Other than one change of hands, it has
  been in the Ophenicus Family ever
  since. Generally reclusive, they tend
  their land and make rare trips to
  Shroomsbury only when needed. The
  local farms don’t have much to do with
  the family considering them to be a bit
  socially-challenged.
  The family have secretly worshipped
  serpentine 
  gods 
  for 
  over 
  half 
  a
  millennia, and built a temple in a cave
  off their cellar, where they carry out
  dark deeds and strange rituals. The villa
  is currently the residence of four family
  members: Lucius Ophenicus, the head
  of the family and now in his seventies.
  His wife passed sixteen years ago and
  is buried in an adjoining orchard. Also
  living in the villa is his son, Pontius,
  his wife Bella, and their young son
  Jarrod.
  The family members will be located as
  per the descriptions but feel free to
  adjust that to suit the PCs time and
  method of arrival. It may be that
  Pontius has spotted approaching PCs
  from the balcony and attempts to keep
  them away by shouting for them to
  leave his property.
  1 Entry Hall
  This simple entry hall has a tiled floor
  with a serpentine mosaic. Small niches
  in the walls hold stone busts of deceased
  family members.
  2 Kitchen
  The kitchen has a clay-tiled floor and
  rendered stone walls painted in grubby
  whitewash.
  Bella can be found here baking bread. If
  anyone enters this room uninvited, she
  grabs a large knife, shouts for Pontius,
  then attacks the intruders.
  Bella Ophenicus: (Level 2 Serpentist)
  Hit Points 9, AC 6 [13] Leather apron,
  natural armour, Atk +0 Knife (1d4), SV 14,
  Special Talk With Snakes (1/day), snakeskin
  AC 8 [11], MV 12, AL C, CL/XP 2/30
  3 Hallway
  The hallway floor is tiled with clay
  tiles. 
  The 
  walls 
  are 
  rendered,
  whitewashed, 
  and 
  painted 
  with
  elaborate serpentine designs.
  4 Pontius & Bella’s Room
  This room has a clay-tiled floor with
  rendered and whitewashed walls. It
  contains a double bed, wardrobe, set
  of drawers, and a large trunk.
  Hanging on the wall is a large oil
  painting of an albino serpent’s head
  with three-eyes.
  Behind the painting is a loose stone
  hiding a niche containing 68 gold
  quids worth of currency, and a potion of
  healing.
  
  Page 11
  
  Page 12
  5 Jarrod’s Room
  Jarrod is in his room. It has a single bed
  with set of drawers and a wardrobe. If
  alerted by his mother or father, he will
  be hiding behind the door with his
  penknife, ready to attack.
  Jarrod Ophenicus: (Level 1 Serpentist)
  Hit Points 5, AC 9 [10], Atk +0 Penknife
  (1d3), SV 15, Special Talk With Snakes
  (1/day), MV 12, AL C, CL/XP 1/15
  6 Dining Hall
  On the first floor, the staircase rises up
  into a dining area. A large oak table
  with four wooden chairs around it. The
  family eat here when its too cold or wet
  on the balcony.
  7 Balcony
  Another wooden table and four chairs
  are here. Pontius can be found near the
  gardening store doing some potting. His
  crooked nose, black bowl-cut hair and
  stocky frame covered in his ring mail
  shirt make him look like he has had his
  fair share of fights in the past. If he
  hasn’t already been alerted to the PCs,
  he grabs a garden fork resting against
  the wall and attacks.
  Pontius Ophenicus: (Level 5 Serpentist)
  Hit Points 24, AC 4 [15], Atk +2 Garden
  fork (1d8) or bite (1d3 + save versus 5 extra
  damage), SV 11, Special Talk With Snakes
  (2/day), Poison resistance +2, Snake
  features, Snakeskin AC 7 [12], MV 12, AL C,
  CL/XP 5/240
  Pontius has a potion of invulnerability
  upon him which he tries to quaff as soon
  as possible.
  8 Gardening Store
  Inside the gardening store are numerous
  implements 
  that 
  can 
  be 
  used 
  as
  weapons, clay pots, and two hidden
  potions of healing. There is also a giant
  constrictor 
  snake 
  inside 
  the 
  shed
  keeping warm near to the tiles in the
  roof. It attacks anyone entering that is
  not a family member.
  Giant Constrictor Snake: HD 6, AC 5 [14],
  Atk Bite (1d3), SV 11, Special constriction,
  MV 10, AL N, CL/XP 7/600
  9 Lucius’ Room
  Lucius is not in his room.
  This room has a clay-tiled floor and
  terracotta-painted rendered walls. It is
  part-living space, part-shrine. Against
  the western wall of the room, is a double
  bed, chest of drawers, and two large
  trunks.
  Against the eastern wall of the room is a
  long table with carved wooden idols of
  snakes and serpentine forms. The
  eastern wall is also painted with white
  serpents and what look to be passages in
  a strange sinuous script.
  The script can be deciphered as
  belonging to an ancient language with
  little known origin. The text seems to
  be passages related to the power and
  deification of serpents.
  10 Cellar
  Filled with barrels and casks of red
  wine. A small crawlspace is hidden
  behind a fake barrel which leads into a
  short corridor.
  
  Page 13
  11 Secret Corridor
  The corridor is daubed with whitewash,
  and crude paintings of serpentine forms
  in red paint. Empty iron sconces
  fashioned into snake-like forms are
  placed either side to hold torches.
  12 Hidden Cellar
  This cellar contains less casks than the
  previous cellar. It also holds a set of
  empty shelves and a large open crate
  with its lid ajar sits in the centre of the
  room. Daubed in red paint on the side it
  reads: ‘Caution: Snakes’.
  An oak door leading west is decorated
  with snakes and sinuous forms.
  13 The Snake Temple
  Lucius can be found here having just
  completed an important ritual. The
  chamber is large and contains all
  manner of snake-inspired religious
  paraphernalia, summoning triangles
  and 
  pentacles, 
  and 
  arcane-looking
  devices.
  Small harmless snakes of various sizes
  writhe throughout the chamber.
  Lucius is transformed using his Snake
  Features ability gaining an optional bite
  attack. He is guarded by two giant
  constrictor snakes.
  Lucius carries a wavy-bladed dagger
  engraved with snakes, which drips with
  paralysing poison requiring a Saving
  Throw if the target is damaged. Failure
  results in 1d6 rounds of paralysis.
  Lucius Ophenicus: (Level 7 Serpentist)
  Hit Points 36, AC 5 [14], Atk +2 Dagger
  (1d4 + paralysis poison) or Bite (1d3 + save
  versus 7 extra damage), SV 9, Special Talk
  With Snakes (2/day), Poison resistance +3,
  Snake features, Snakeskin AC 7 [12],
  Serpentform, MV 12, AL C, CL/XP 5/240
  Giant Constrictor Snake (2): HD 6, AC 5
  [14], Atk Bite (1d3), SV 11, Special
  constriction, MV 10, AL N, CL/XP 7/600
  The ritual that Lucius has completed
  summons an amphisbaena called Ssslith
  Kalii Slanooth, which appears 1d6
  round after the PCs enter the chamber
  irrespective of the PC’s actions and
  Lucius’ state. It attacks instantly.
  Ssslith Kalii Slanooth the Amphisbaena:
  HD 6, AC 5 [14], Atk Bite (1d3 + poison) +
  Bite (1d3), SV 12, Special lethal poison, MV
  10, AL C, CL/XP 8/800
  A thorough search of the chamber
  reveals the following items, some of
  which are offerings or parts of the
  summoning ritual:
  Ÿ 1d100 silver shillings,
  Ÿ 1d50 gold quids,
  Ÿ 1d10 gems worth 10 gold quids each,
  Ÿ 1d10 jewellery worth 20 gold quids
  each,
  Ÿ 1 × magic weapon,
  Ÿ 1d4 × potions.
  Additionally, 
  the 
  local 
  lord 
  of
  Shroomsbury, Lord Tessinger will be
  very thankful that this insidious threat
  has been dealt with.
  
  Page 14
  RANDOM TABLE
  A collection of more crap you can find
  on Midfolk for spicing up your game.
  More Crap You Find On Midfolk
  1d100
  Result
  1
  A old and tatty WitchPig deck
  missing 1d6 cards.
  2
  A 6 inch tall carved stone head.
  3
  Five dead spugmunch jaspers.
  4
  Three barely alive gloombugs.
  5
  The broken tip of a Midderland
  carp horn.
  6
  A Wort Tench eyeball.
  7
  A horn-chinned halftroll horn.
  8
  A dried-out dog poo.
  9
  A selection of toenail clippings.
  10
  A single WitchPig card.
  11
  A single WitchPig card scrawled
  with ‘at the bottom of
  Holyhand Pond’.
  12
  Buckle off a witchfinder’s hat.
  13
  Door knocker
  14
  Candle
  15
  1d6 iron spikes
  16
  An iron necklace chain
  17
  A folded sketch of a tree
  18
  A broken dagger blade
  19
  A small dried fish
  20
  A zapper fish proboscis
  21
  Some small animal bones
  22
  A handwritten IOU for ‘2
  casks of mudcow offal’
  23
  A peeled label off a Nighsight
  Mead bottle
  More Crap You Find On Midfolk
  1d100
  Result
  24
  A silver snake earring
  25
  A gold moon earring
  26
  A broken tankard handle
  27
  A roll of strong string
  28
  Three small onions
  29
  One large tomato
  30
  A severed ear
  31
  A gold quid with the edges
  filed down
  32
  A small  box carved from bone
  33
  A small section of fishing net
  34
  A roll of fishing line
  35
  A snot-filled handkerchief
  36
  A jar of fish oil
  37
  A phallic-shaped piece of
  wood
  38
  A horseshoe
  39
  A mudcow tentacle
  40
  A greater-horned groat horn
  41
  A piece of dried and rolled-up
  animal (or human) skin
  42
  A pouch of pipe weed
  43
  A pet toad
  44
  A pet stoat
  45
  A shopping list
  46
  A non-viable herbal remedy
  wrapped in a lilypad leaf
  47
  Some cat gut
  48
  A leather cord
  49
  A leather belt
  50
  A bone flute
  51
  A small book of simple words
  
  Page 15
  More Crap You Find On Midfolk
  1d100
  Result
  52
  A quill
  53
  A small pot of ink
  54
  A meteorite shard
  55
  A stolen letter
  56
  A handful of smooth sling
  stones
  57
  An almost perfectly-round,
  black stone
  58
  A joke written on a small
  piece of parchment
  59
  A glass vial filled with layers
  of different-coloured sand
  60
  A cracked monocle
  61
  A broken pair of spectacles
  62
  A scratched magnifying glass
  lens inscribed with ‘Roger’s’
  63
  An apple with a bite out of it
  64
  A pear
  65
  A handful of small, dried
  mushrooms
  66
  A pair of itchy socks
  67
  A pouch of itching powder
  68
  A handful of Bognock
  Gooseberries
  69
  A pair of sheep testicles
  70
  A vial of mudcow spittle
  71
  A clutch of short reeds
  72
  A dead Midderlands Magpie
  73
  A small model of Triplespire
  Cathedral
  74
  A clay idol of the Watcher
  from the Shore
  More Crap You Find On Midfolk
  1d100
  Result
  75
  A pair of severed thumbs
  76
  A small brass key
  77
  A large iron key
  78
  A piece of beaten copper sheet
  79
  A leather knee patch
  80
  A roll of sewing thread
  81
  Three small darning needles
  wrapped in parchment
  82
  A bag of glass marbles
  83
  Four links of iron chain
  84
  A whistle fashioned from bone
  85
  A pair of iron manacles
  86
  Four cloves of garlic
  87
  A lock of ginger hair
  88
  Some ginger root
  89
  A small and tarnished mirror
  90
  A piece of flint
  91
  Several flint arrowheads
  92
  A set of old lock-picks
  93
  A silver belt buckle
  94
  A small glass orb, three inches
  in diameter. Could be magical
  95
  +1 penknife (1d3 damage)
  96
  A pair of iron pliers
  97
  A bag of dried potato slices
  with salt and pepper seasoning
  98
  A set of false teeth
  99
  A map of part of the Upper
  Middergloom
  100
  A Golden Mycena mushroom
  (unbeknownst to its owner)
  
  Page 16
  NEW MONSTERS
  Giant Shadow Rat
  HIT DICE: 3
  ARMOUR CLASS: 6 [13]
  ATTACKS: 2 claws (1d3) and 1 bite (1d6
  plus shadowplague)
  SAVING THROW: 14
  SPECIAL: Weapon immunity,
  shadowplague
  MOVE: 12
  ALIGNMENT: Chaotic
  CHALLENGE LEVEL/XP: 5/240
  Description: Giant Shadow Rats can be
  found in deep, dark places below
  ground. Their forms are shimmering
  shadows of greeny-black miasma.
  Due to their shadow forms, they can
  only be affected by silver or magic
  weapons. Piercing weapons of magical
  or silver nature do half damage.
  If the bite attack hits, the victim must
  make a successful Saving Throw or
  become infected with shadowplague.
  This causes the blood in the target’s
  body to visibly turn to black shadow
  within 1d4 days. A cure disease spell will
  cure the effects of a shadowplague.
  Havenland Were-Bat
  HIT DICE: 4
  ARMOUR CLASS: 7 [12] natural
  ATTACKS: bite (1d6 plus blood sucking)
  or 2 fists (1d6 each) or weapon
  SAVING THROW: 13
  SPECIAL: Blood sucking
  MOVE: 12/12 (flying)
  ALIGNMENT: Chaotic
  CHALLENGE LEVEL/XP: 5/240
  Description: These slightly smaller
  than 
  man-sized 
  anthropomorphic
  winged 
  bats 
  are 
  not 
  affected 
  by
  lycanthropy 
  or 
  the 
  result 
  of
  lycanthropy, despite their name. They
  are a the result of cruel experiments
  millennia 
  ago 
  by 
  vampires 
  of
  Oldenwale.
  The Oldenwale variants are the original
  breeds, but there are also Havenland
  and Scrottish breeds.
  They 
  can 
  wield 
  both 
  one 
  and
  two-handed weapons, bear shields, and
  wear armour as long as it is modified for
  their wings.
  If the Havenland were-bat hits with its
  bite attack, it can suck blood from its
  victim 
  dealing 
  an 
  automatic 
  1d6
  damage. If the victim is prone, it will
  latch on and deal this damage each
  round until the victim is drained (dead).
  
  Page 17
  Mordeviant the Lesser
  Vampire
  HIT DICE: 6
  ARMOUR CLASS: 3 [16]
  ATTACKS: Bite (1d10 plus XP drain)
  SAVING THROW: 10
  SPECIAL: See below
  MOVE: 12/18 (flying)
  ALIGNMENT: Chaotic
  CHALLENGE LEVEL/XP: 9/1,100
  Description: Mordeviant is a lesser
  vampire. He is not quite as powerful as
  his other long-lived ancestors.
  He is considered to be undead, but turns
  as a spectre rather than a vampire, but
  cannot be turned automatically.
  He can only be damaged by magic
  weapons or wooden stakes (see later).
  Mordeviant can assume a greeny-black
  shadowy gaseous form at will. He can
  charm people as per the charm person
  spell on a failed Saving Throw roll (no
  modifier).
  His bite requires a successful Saving
  Throw or drains 200 Experience Points
  per current hit point total of the target
  (after bite damage).
  He can regenerate at a rate of 1 hit point
  per round.
  If killed via normal methods, or turned,
  he will assume gaseous form and flee to
  his coffin to regenerate.
  He can be killed permanently via the
  following methods:
  Ÿ Immersing in running water,
  Ÿ Exposure to sunlight,
  Ÿ Wooden stake through the heart
  whilst in its coffin.
  Mordeviant cannot enter consecrated
  ground unless invited in by an ordained
  member of a religious order.
  Deathsnake
  HIT DICE: 10
  ARMOUR CLASS: 6 [13]
  ATTACKS: Bite (1d10 plus special)
  SAVING THROW: 6
  SPECIAL: Crush, swallow whole
  MOVE: 12/12 (swim)
  ALIGNMENT: Chaotic
  CHALLENGE LEVEL/XP: 9/1,100
  Description: Deathsnakes are colossal
  black serpents reaching fifty-feet in
  length with heads the size of a goat.
  They can swallow humans whole. If the
  bite attack is successful, the deathsnake
  can choose to crush or swallow whole.
  If it opts to crush or swallow whole, the
  target must make a successful Saving
  Throw. On a success, they escape its
  clutches. If the victim fails they suffer as
  follows:
  Ÿ Crush: Take 2d10 damage each
  further round until they escape with
  a successful Saving Throw.
  Ÿ Swallow Whole: The target is
  swallowed whole, and cannot take
  any actions, relying on others to
  help free them.
  
  Page 18
  NEW CLASS
  Serpentist
  Serpentists have given their lives over to
  the worship of snakes and their deities.
  This devotion gives them power over
  snakes and their own forms.
  Serpentists use the Cleric attack tables.
  The Serpentist Class
  Abilities
  ALIGNMENT: Serpentists
  must be of Chaotic
  alignment.
  POISON RESISTANCE: The
  Serpentist gains a bonus to
  Saving Throws caused by
  poison. They become immune
  to poison at Level 21.
  TALK WITH SNAKES: At Level 1, a
  Serpentist is able to talk with snakes.
  They can activate this ability (1/day)
  which lasts for 10 minutes (1 Turn).
  The numbers of times they can use this
  ability per day increases every 4 levels.
  The ability becomes permanent at
  Level 21.
  SNAKESKIN: The Serpentist gains a
  thickening scaled skin as they gain
  levels, giving them an improved
  natural Armour Class. It is
  still possible to wear
  armour on top. The
  Armour Class
  improvement begins
  at Level 2, and increases
  every 3 Levels.
  SNAKE FEATURES: At Level
  4, the Sepentist can
  transform their head into a
  snake’s head at will. This
  ability gives them a
  poisonous bite which
  inflicts 1d3 damage and
  requires a successful
  Saving Throw or suffer
  additional damage equal
  to the Serpentist’s Level.
  Changing features takes 1
  full round in which the
  Serpentist cannot do
  anything else.
  PRIME ATTRIBUTE:
  Wisdom, 13+ (5% experience bonus)
  HIT DICE: 1d6/Level (Gains
  1hp/Level after 9th.)
  ARMOUR/SHIELD
  PERMITTED: Any at
  Level 1. As their
  Snakeskin improves,
  they wear less armour. At
  Level 2 they can wear Chain or
  less. At Level 5 they can wear
  Ring or less. At Level 8 they
  can wear Leather or less. At
  Level 11 they wear no
  armour. They can always
  use a shield.
  WEAPONS PERMITTED: Any
  RACE: Any
  
  Page 19
  SERPENTFORM: The Serpentist can
  turn into a ten-foot-long python,
  shedding all worn and carried items.
  Python: HD 6, AC 5 [14], Atk Bite (1d3),
  SV 11, Special Constriction, MV 10, AL As
  Serpentist, CL/XP 7/600
  If killed whilst in Serpentform, the
  Serpentist returns to human form on
  half the hit points they had before
  changing, and naked. They must
  retrieve their worn and carried items.
  They can switch in an out of this form
  at will. Changing takes 1 full round in
  which 
  the 
  Serpentists 
  cannot 
  do
  anything else.
  Serpentist Level Table
  Level XP Required
  for Level
  Hit Dice
  (d6)
  Saving
  Throw
  Abilities
  1
  0
  1
  15
  Talk With Snakes (1/day)
  2
  2,000
  2
  14
  Snakeskin AC 8 [11]. Chain or less.
  3
  4,000
  3
  13
  Poison Resistance +2
  4
  8,000
  4
  12
  Snake Features
  5
  13,000
  5
  11
  Snakeskin AC 7 [12]. Ring or less.
  Talk With Snakes (2/day)
  6
  20,000
  6
  10
  Poison Resistance +3
  7
  40,000
  7
  9
  Serpentform
  8
  60,000
  8
  8
  Snakeskin AC 6 [13] Leather or less.
  9
  90,000
  9
  7
  Talk With Snakes (3/day)
  Poison Resistance +4
  10
  130,000
  9 +1 hp
  6
  Sticks to Snakes as spell (at will).
  11
  200,000
  9 +2 hp
  5
  Snakeskin AC 5 [14] No armour.
  12
  400,000
  9 +3 hp
  4
  Poison Resistance +5
  13
  800,000
  9 +4 hp
  4
  Talk With Snakes (4/day)
  14
  950,000
  9 +5 hp
  4
  Snakeskin AC 4 [15]
  15
  1,100,000
  9 +6 hp
  4
  Poison Resistance +6
  16
  1,250,000
  9 +7 hp
  4
  Talk With Snakes (permanent)
  17
  1,400,000
  9 +8 hp
  4
  Snakeskin AC 3 [16]
  18
  1,550,000
  9 +9 hp
  4
  Poison Resistance +7
  19
  1,700,000
  9 +10 hp
  4
  Snake Charm as per spell (2/day). 2HD of
  snake/snakes for each Serpentist Level
  20
  1,850,000
  9 +11 hp
  4
  Snakeskin AC 2 [17]
  21+
  +150,000
  per Level
  +1
  hp/Level
  4
  Poison Immunity
  
  Page 20
  SOME RANDOM
  ADVENTURE HOOKS
  by Peter Day
  Clowning Around
  Location: Any street
  First Impression: A terrifying vision
  approaches wearing bright yellow and
  red clothes, with purple hair and a pasty
  white face.
  A Closer Look: With an evil cackle, it
  raises its weapon and whilst you are too
  stunned 
  to 
  move, 
  it 
  takes 
  the
  opportunity to bop you on the nose with
  its balloon on a stick! It hands you a
  leaflet then walks away.
  Hidden Lore: Every year a circus
  shows up at a random town. The
  performers are trapped by a demon and
  forced to perform in the circus. One
  member of the audience is the demon in
  disguise. For once, clowns are innocent!
  The demon feeds off the crowd's
  emotions.
  Adventure Hook: You look down at the
  leaflet, it's a free pass to tonight's
  performance. Oh great, a circus!
  A Lusty Summoning
  Location: Any warehouse
  First 
  Impression: 
  With 
  work
  opportunities being a bit slack you find
  yourself standing outside a warehouse
  on a cold night. Your last night of guard
  duty brings a noise from within. Damn
  it!
  A Closer Look: It sounds like singing?
  Hidden Lore: Bodrick and Susanna
  Tanner are devil-worshippers. They're
  trying to put a bit of spice back into
  their marriage. This is a bit of exciting,
  erotic fun. They are unaware that the
  stars are aligned tonight, and the
  passages from the scarcely-known Book
  of Z'na-tra'choanah are quite powerful.
  Adventure Hook: A naked couple,
  holding hands over an open book,
  swaying and chanting is an unusual
  sight, but all those things were written
  in the stars. An emerald-hued portal
  appearing above them seems a bit
  unusual too. Is that a devil’s talon?
  Game of Turnips
  Location: Near to warehouses
  First Impression: A man runs from a
  large warehouse, whooping in delight.
  A Closer Look: Behind him half a
  dozen men chase, shouting half-hearted
  insults, they stop almost before they
  start. Shaking their heads, they turn
  back inside.
  Hidden Lore: Two companies, Crad’s
  Supplies and Berries Trading have been
  playing a game on Shrove Turnip Day
  for years now. On the first weekend in
  March, the turnip is celebrated. On this
  weekend, both companies must get a
  golden-painted turnip to a designated
  location 
  in 
  the 
  other 
  companies
  property to score a goal! After fifteen
  year Crad’s Supplies just tied the game
  at 167 turnips each. It's an affable game
  with some minor fracas, and there is
  always a party at the end.
  Adventure Hook: Malcolm Berrie
  approaches the PCs, a smile on his face.
  “Excuse me, would you like a job for the
  
  Page 21
  weekend? One of the rules is you have to
  work for Berries Trading. Officially!"
  The Runaway Children
  First Impression: It's a wonderfully
  warm day warranting a cool beverage as
  the PCs sit outside their favourite
  Tavern.
  A Closer Look: A two-horse drawn cart
  pulls up to the store opposite. A young
  couple riding it jump down and head
  inside.
  Hidden Lore: Jooles and Brant Smithy
  have already sold their wares harvested
  from their farm just outside of town and
  are just grabbing supplies for their
  homebound journey. The last thing
  they said to the kids in the back of the
  wagon was “We'll only be a minute!"
  Adventure Hook: Watching the couple
  enter, you think it's too warm a day for
  work as you take another sip. The cart
  unexpectedly jerks away as a young man
  whips the reins. The woman rushes
  from the store screaming, “My babies!"
  Two little heads appear above the back
  board as it pulls away down the street at
  speed.
  Hedge Your Bets
  Location: Anywhere
  First Impression: Since waking, you've
  been hearing a nebulous rumour about
  the marketplace and finally decide to go
  look for yourself.
  A Closer Look: Upon arriving you
  think to yourself, ‘It's not often you see
  a 50-foot-high hedge surrounding the
  whole market!' People mill around
  wondering what to do.
  Hidden Lore: Ooter the Scraggy, a
  local druid, has a somewhat severe
  disagreement with the local town
  council and has created a portal to ‘the
  wild' out of spite. Even he doesn't know
  what's going to happen, or when! But
  he's really pissed, so doesn't care!
  Adventure Hook: A young man,
  spurred on by his friends is almost atop
  the hedge. Upon reaching the top a
  ragged cheer erupts from the crowd, and
  a guard calls out, “What do you see?",
  he leans to look inwards and calls down,
  “It's all dark……" A piercing shriek fills
  the air, and he disappears.
  Take Your Tablets
  Location: Your room
  First Impression: A long stretch turns
  into a yawn. Welcome to another day!
  You stand and scratch your nether
  regions, and that is when you notice the
  small stone tablet leaning on the inside
  of the door.
  A Closer Look: As you look at it
  writing appears; “Find us all and the
  prize is great!"
  Hidden Lore: These have appeared all
  over town to a very select group of
  people. When all twelve are put
  together, it reveals the location to a
  small maze under a local distillery.
  They start to glow when another tablet
  is near. No-one knows who is doing this
  or why, and not everyone is willing to
  share the final reward.
  Adventure Hook: The tablet starts
  glowing and the door is kicked inwards
  
  Page 22
  with shattered wood flying everywhere.
  A large woman stands in the doorway,
  brandishing an enormous crossbow.
  “Hand it over!" she says, placidly.
  Angels versus Demons
  Location: Anywhere
  First Impression: Last night you were
  kept awake by all the thunder and
  lightning, but oddly there was no rain.
  Tired and cranky you decide today is
  going to be a duvet day.
  A Closer Look: A walk through the
  streets was needed to wake you up, and
  that's when the rumble started. Enough
  to lose your balance, make water ripple
  and animals uneasy.
  Hidden Lore: An angel and a demon
  battle in the heavens above. Last night's
  storm was just the start, the next few
  days is where they really get going. The
  ground 
  will 
  shake, 
  increasing 
  in
  magnitude, until culminating in a
  moment of earthquake proportions that
  will crack the streets and destroy
  virtually every building within three
  miles!
  Adventure Hook: The ground shaking
  doesn't appear to want to stop, it's no
  longer just the animals that feel unease.
  A chimney crashes to the ground, it's
  defiantly getting stronger. If only there
  was a way to get them to fight
  elsewhere. Oh wait, what about the
  Rulebook of Planar Combat?
  A Wise Head on Young
  Shoulders
  Location: Any street
  First Impression: A small boy is
  watching you intently, then disappears
  into the crowd.
  A Closer Look: Later in the day,
  you're positive a couple of robed
  characters are also watching you keenly.
  Hidden Lore: Lashiena is the soul of
  an angel, he was summoned from the
  heavens by a group of shadowy cultists.
  Intent on using the angel’s power to
  generate 
  greater 
  influence 
  for
  themselves, they forced the soul into
  Davad Shorin, an eight-year-old street
  orphan. They didn’t know Davad was a
  trainee thief and Lashiena has used the
  lad’s body and skills to escape the cult
  and is looking for someone to help
  release him from the boy’s body and
  return home.
  Adventure Hook: One of the robed
  figures approaches, stops before you and
  with an angry emphasis says, “We
  suggest that you hand over the boy!"
  
  Page 23
  NEW ODDITIES
  Amulet of Serpens Mor
  See inner rear cover illustration
  This golden disc is five inches in
  diameter and half an inch thick. It is set
  with seventeen small rubies.
  Buried in the thick silt at the bottom of
  Holyhand Pond, it has lay there
  undisturbed for 1,372 years, and there it
  should stay.
  One of three matching amulets, it is
  capable of summoning a Deathsnake
  (see page 17) when used as part of a
  summoning ritual. The ritual is detailed
  in a leatherbound tome deep in the
  vaults of Triplespire Cathedral in
  Leechfield. It talks of a more powerful
  ritaul capable of summoning a deific
  being if used with its sister amulets.
  The whereabouts of its sister-amulets
  are unknown, although some say Olivia
  Issington, 
  a 
  drunkard 
  and 
  ex-
  adventurer living in Great Lunden,
  might be able to shed some light on it.
  VALUE: 75,000 gold quids.
  Ghoul’s Tongue
  Ghoul’s Tongue is a mainz gladius
  which glows a deathly pale-glowing
  green.
  A most foul and evil Goman relic,
  Ghoul’s Tongue deals 1d6 damage and
  requires a successful Saving Throw or
  become paralysed for 1d6 rounds.
  VALUE: 20,000 gold quids.
  Staff of Netherseal
  See inner rear cover illustration
  The Staff of Netherseal belongs to
  William of Greyfort and is part of his
  strange collection of mystical items. He
  is unaware of its power, and hasn’t done
  any research into the item.
  The staff is capable of casting the
  following spell-like effects:
  Ÿ control weather (1/month)
  Ÿ control temeprature, 10-foot radius
  (1/day)
  Ÿ commune with nature (1/week)
  The staff acts as an unbreakable +1
  magical two-handed staff. It also adds
  +1 to Saving Throws made by the
  wielder when held.
  On command, it can extend to 15-feet in
  length and be used a vaulting pole or
  similar.
  VALUE: 90,000 gold quids.
  Sack of Shite
  This small hemp sack allows anyone
  placing their hand within it to withdraw
  a random item(s). Roll on the More
  Crap You Find On Midfolk table (see
  page 14 and 15). The inside of the sack
  is dark and intangible.
  The 
  rummager 
  is 
  allowed 
  one
  withdrawal per day, and will withdraw
  the result (whether it’s a single or
  multiple items). If a second attempt is
  made in the same day, the sack appears
  empty.
  VALUE: 10,000 gold quids.
  
  Page 24
  OGL
  Product Identity: The following items are hereby identified as Product
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  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a. © 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000-2003, Wizards of the
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
  Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R.
  Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original
  material by E. Gary Gygax and Dave Arneson.
  Swords & Wizardry Core Rules. Copyright 2008, Matthew J. Finch
  Swords & Wizardry Complete Rules. Copyright 2010, Matthew J.
  Finch
  The Midderlands. © 2017, Glynn Seal (MonkeyBlood Design &
  Publishing); Authors Glynn Seal, Edwin Nagy and Mark Nolan.
  The Midderlands - Rivers & Lakes. © 2018, Glynn Seal
  (MonkeyBlood Design & Publishing); Authors Glynn Seal, Edwin Nagy
  and Mark Nolan.
  The Midderlands Expanded. © 2018, Glynn Seal (MonkeyBlood
  Design & Publishing); Authors Glynn Seal, Edwin Nagy and Mark
  Nolan.
  The Ciy of Great Lunden. © 2019, Glynn Seal (MonkeyBlood Design
  & Publishing); Authors Glynn Seal
  Midderzine Issue 1. © 2018, Glynn Seal (MonkeyBlood Design &
  Publishing); Authors Glynn Seal.
  Midderzine Issue 2. © 2019, Glynn Seal (MonkeyBlood Design &
  Publishing); Authors Glynn Seal, Richard Marpole.
  Midderzine Issue 3. © 2019, Glynn Seal (MonkeyBlood Design &
  Publishing); Authors Glynn Seal, Richard Marpole.
  Monster Compendium: 0e, Copyright 2008, Matthew J. Finch
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author:
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook,
  and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing,
  LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme
  Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon
  Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds,
  F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ
  Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet,
  Monte Cook, and Skip Williams.
  Monstrosities. © 2012, Matthew J. Finch
  Midderzine Issue 4. © 2020, Glynn Seal (MonkeyBlood Design &
  Publishing); Authors Glynn Seal, Gary Dawkins, Peter Day.
  End of license
  
  Amulet of Serpens Mor
  Staff of Netherseal
  
  www.monkeyblooddesign.co.uk
  First printing: 250 copies
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/The Midderlands (SW)/Midderzine/Midderzine Issue 4/Midderzine Issue 4.pdf