TEXT: IN THIS ISSUE:
  More fodder for your
  ‘The Midderlands’ OSR
  campaign setting.
  Rumours from The Haven
  Gazette.
  Details on the village of
  Stonecastle.
  3 new monsters:
  The Catvile, Gloomrat, and
  Devil’s Goat.
  The Crowmaster class.
  New Oddities, Flora, and
  Fauna including: Catvile
  Spittle, Demonfeathers, and
  Plague Flies.
  Jim Magnusson:
  The Scandinavian Artist
  Sensation.
  And more…
  Issue 1
  September 2018
  
  Published by: MonkeyBlood Design & Publishing
  All artwork and text © 2018 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.
  Cartography, Layout, Cover Art, and Project Management: Glynn Seal.
  Text: Glynn Seal and Jim Magnusson (page 2).
  Interior Art: Glynn Seal and Jim Magnusson (page 2)
  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.
  OSR logo: Copyright 2011 Stuart Robertson. Used under license: Creative
  Commons Attribution 3.0 Unported (CC BY 3.0).
  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 couple of pages.
  If we use it, you will be credited above in the relevant issue and receive a
  complimentary softcover copy.
  WHERE CAN I EXCHANGE COINS FOR
  MIDDERLANDS STUFF?
  Well, here: http://www.drivethrurpg.com/browse/pub/7771/MonkeyBlood-
  Design
  Here: http://monkeyblooddesign.co.uk/The-Midderlands
  And here: http://monkeyblooddesign.co.uk/Midderzine
  Keep an eye out for future Kickstarter projects too.
  
  Page 1
  INTRODUCTION
  Welcome to the
  Midderzine, Issue 1!
  This is a fanzine for The Midderlands
  campaign setting for old school games.
  Although The Midderlands was written
  for Swords & Wizardry Complete, it
  works with all the old school games and
  retroclones with little or no conversion.
  Hell, you can even adopt it for any
  fantasy roleplaying game.
  Within this issue you can find news
  articles, information about locations,
  NPCs, 
  monsters, 
  races, 
  classes,
  oddities, spells, flora, fauna, and just
  about 
  anything 
  to 
  do 
  with 
  the
  Midderlands, the Haven Isles, and
  further afield.
  When 
  The 
  Midderlands 
  was
  successfully Kickstarted back on 31st July
  2017, I had no idea that it would be so
  very well-received. I didn’t realise that
  it would motivate creation of a second
  book also driven by Kickstarter funding
  (The Midderlands Expanded, along
  with 
  its 
  Rivers 
  & 
  Lakes
  supplement).
  At this time, there are two further
  hardcover 
  books 
  planned 
  for
  Kickstarter, some adventure hook cards,
  a card game called WitchPig, and more
  issues of this ‘zine.
  The setting belongs as much to the fans
  and supporters as it does us, and it’s a
  truly 
  wonderful 
  feeling 
  to 
  create
  something that has spread so far and
  wide. The pinnacle of that support was
  winning a gold medal at the 2018
  ENnie awards.
  So, thank you. All of you.
  It is currently undecided on the
  frequency of this ‘zine, but as soon as
  enough content has been collated for
  the next one, the layout and art can
  undertaken and a new issue can be
  released on the world, making the green
  and 
  unpleasant 
  land 
  of 
  The
  Midderlands grow even larger.
  We hope you enjoy the extra official
  content, and hope to gather some fan-
  provided content in later issues.
  Thanks so much, Glynn (Sep 2018).
  
  Page 2
  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. This issue, it is...
  Jim Magnusson
  WHERE DO YOU LIVE AND IS IT
  COOL?:
  I live in the north of Sweden in a city
  called Umeå. It is a university city so
  the populace is quite young and
  diversified. This city has many RPG-
  players and is probably the only
  Swedish place that is host to no-less-
  than-four OSR conventions per year.
  WHAT IS YOUR CURRENT FAVOURITE
  RPG?:
  At the moment, my favourite RPG is
  playing The Midderlands (in Gaulandia)
  with Ut mot skären – a Swedish little
  hack. It has a sweet Into The Odd
  feeling.
  WHAT IS YOUR ALL-TIME
  FAVOURITE RPG?:
  AD&D 2nd
  Edition.
  WHAT IS YOUR
  FAVOURITE
  MIDDERLANDS-
  RELATED
  THING?:
  I do not think
  anyone has
  noticed but have
  you seen the art style of Glynn Seal? I
  mean, he should get some award for his
  cartography or something!
  IF YOU LIVED IN THE MIDDERLANDS,
  WHERE WOULD YOU LIVE:?
  I would settle down in Bear Maw, it is
  along the coast and I should feel at
  home.
  ARE YOU A SELF-TAUGHT ARTIST?:
  I went to art school but I hardly think
  they taught me my particular style. I
  did learn though that painting is way-
  more-boring than illustrating the
  fantastical.
  WHAT IS YOUR BEST PIECE OF ART TO
  DATE AND WHERE CAN WE SEE IT?:
  I do like the illustrations in the The
  Midderlands - Rivers and Lakes
  appendix book, and my wife and I have
  21 illustrations in James Raggi’s
  (LotFP) 44-page Sounds of the
  Mushroom Kingdom book, it has art on
  every second page, and the Mooshroom
  is funny.
  DO YOU HAVE A WEBSITE?:
  I have skipped creating any
  websites and mainly keep to
  Google+. I love the open
  community feeling over
  there.
  HOW CAN WE
  COMMISSION YOU?:
  If someone wants to
  commission me it is best
  to just to ask me on G+.
  
  Page 3
  The Leper Knights of Saint
  Corrobin in Helm’s Ford
  In Helm’s Ford last week, the growing
  group known as the Leper Knights of
  Saint Corrobin were granted rights to
  erect a monastery on the outskirts of the
  ‘Without’ part of town. Many of the
  townsfolk are unhappy about the close
  proximity 
  to 
  the 
  disfigured 
  and
  contagious outcasts, but Lord Porc
  Turmeric has confirmed that they are
  part of a defensive strategy for the town
  and anyone who obstructs the rights
  afforded to them will be dealt with
  harshly.
  Gambler Priest ‘Wins’ Keep
  Earlier this month, Edmund Fester of
  Holl – a divine gambler – won the deeds
  for an old keep just north of Darlow,
  near Wodensberry. Unknown to him at
  the time, the place is avoided by most
  and also weighed down by a huge debt of
  taxes and other liabilities accrued over
  years. The unsuspecting cleric – whose
  faith lies in The Watcher from the
  Shore – was less-than-lucky in a
  drunken gambling setup at the Golden
  Fountain 
  Tavern. 
  Allegedly, 
  his
  companions were highly amused by his
  reckless behaviour.
  Garden Goblin’s Corner
  Musings from our resident garden expert,
  Mulch Fertwiddle.
  As a Garden Goblin, I am always asked
  about the best way to maintain slug-free
  turnips. My answer is to eat them.
  I appreciate that not all folk like the
  taste of a particularly juicy and wriggly
  slug, so the other way is to create a
  protective circle of salt. Now, I don’t
  want you to kill these tasty delicacies, so
  this method acts as a ward to deter them
  instead. Here’s how I do it:
  Using salt, create a circle around the
  area you want to protect. It is best
  dispensed from a bottle with a generous
  opening. Trace a ring around the
  protected area taking care not to tread
  on the salt as you do this. Once the
  circle is completed, you must state in a
  loud and commanding voice, “Salt!
  Behold, for I am the Salt Master, and this
  circle shall be a ward against those of
  slugkind. Heed me, and fear me. Salt,
  salt, salt!”
  Once done, you may sit back and relax.
  I can suggest a nice cup of Broom tea,
  sipped in a three-sip-two-slurp manner.
  The Haven Gazette
  The Latest in Hushed Murmurings from across Havenland
  This Month’s Gael/Grimm count
  Murders 
  ………………………… 105
  Hangings 
  ………………………… 322
  Burnings 
  ………………………… 29
  Taken in the night…………..…… 72
  Possessions ………………………… 12
  Turned into devil 
  ……………… 13
  Drowned 
  ………………………… 265
  Mudcow stampede 
  ………….… 
  8
  Explosion ………………………… 12
  Lost at sea ……………………..  
  734
  Executed by Witchfinders 
  … 92
  Lost in the Middergloom 
  …… 71
  Consumed by neighbours ………… 6
  Missing ……………………………….. 1,720
  Taken by a plague 
  ……………… 422
  Spontaneously combusted 
  ….. 40.5
  Consumed by badgers 
  ………… 19.5
  
  Page 4
  A Shroomsbury Guard about to become missing.
  A typical WitchPig card.
  Shroomsbury Guard Plagued
  by Demonic Eyes
  Reports have reached us that the town
  guards of Shroomsbury are being taken
  from their watchtowers and guard
  stations in the night, without leaving a
  trace. Victrus Dallaby, a local net
  mender, told the Gazette that he saw
  glowing blue eyes in the darkness, then
  the guard just disappeared into the
  gloom beyond.
  Tax Collector Goes Missing
  A 
  tax 
  collector, 
  originally 
  from
  Leechfield but residing in the hamlet of
  Battlecroft in Staffershire, has gone
  missing.
  Ivan Mulharrow was last seen in The
  Cock & Pocket Inn west of Battlecroft
  just before the inn collapsed into a
  sinkhole. His body has not been
  recovered, but a witness reported seeing
  him escape from the rim of the sinkhole
  on that rainy evening. His Battlecroft
  home has not been visited since, and
  many suspect foul play.
  WitchPig Craze Sweeping
  The Haven Isles
  The card game of WitchPig is sweeping
  across the Haven Isles. The gambling
  game, which is said to be esoteric and
  shrouded 
  in 
  hidden 
  mysticism, 
  is
  frowned upon by those of a theological
  persuasion, and it is deemed a ritual
  device of devils, witches, and warlocks.
  The 
  Witchfinder 
  General, 
  Lord
  Tolbein 
  Moorcock 
  of 
  the 
  Grand
  Malefizhaus in Great Lunden, has
  issued an order to all witchfinders that
  anyone found playing the game should
  be arrested and investigated for their
  possible allegiances to devilry.
  
  Page 5
  Sharkfolk Terrorise Scar
  Burg
  Sharkfolk have been carrying out daring
  night-time raids on the twin harbours of
  the town of Scar Burg. It is unusual for
  sharkfolk to raid as far north as the
  town, and it is believed that either their
  usual food sources have been depleted by
  larger predators, or a large group of
  more malign sharkfolk has broken away
  from an existing Dog Sea tribe under
  the influence of a daring and fearless
  leader.
  The raids have generally focused on
  stealing catches of fish, and more
  recently, a raid on the harbour front
  around the Harboured Grudge Inn saw
  townsfolk dwellings being raided and
  set alight.
  Lord Basen has asked for assistance in
  stopping 
  the 
  raiders, 
  but 
  in 
  the
  meantime, underwater nets and patrol
  barges protect the harbour entrance at
  night.
  Monument to the Queen
  Vandalised
  The 
  Havenland 
  Monument 
   
  in
  Yawmouth has been vandalised by
  unknown hands. The majestic statue
  perched on the top of an ornate column
  of stone has had her head removed.
  The criminality – which occurred
  overnight, two weeks ago – prompted a
  frantic, three-day search, but as yet, the
  head 
  has 
  not 
  been 
  found. 
  Lord
  Greycraw of Yawmouth has issued a
  reward of 200 gold quids for its safe
  return. Additionally, he has been
  pressured by the Queen’s advisors to
  treat the perpetrators with the same fate
  as the monument, and have their heads
  removed.
  Giant Eye Washed Ashore
  On a beach south of Grimsburg, a
  gigantic, severed eye has washed
  ashore. The huge, bloated eyeball
  measures some twelve feet across
  and is thought to be the eye of
  a Leviathan Spawn, although
  some 
  scholars 
  disagree
  stating that the eye is not
  fish-like, squid-like, or
  even 
  walrus-like
  enough to be from
  that creature.
  The eye seems
  to 
  be 
  of 
  a
  serpent, and it
  has 
  been
  suggested that
  if it belonged
  to a serpent or
  snake 
  form,
  then 
  it 
  would
  have to be anywhere
  up 
  to 
  quarter-of-a-
  mile long. No living folk
  or historical texts make
  mention of such a legendary
  beast.
  The eye remains a mystery, but one that
  the Queen and her spymaster have taken
  a great deal of interest in.
  
  Page 6
  HEXES & UNIQUE
  LOCATIONS
  Plinth of Dullen Fields
  The Midderlands Map Hex 0610
  To the west of Weston Netherly, on the
  borders of the Weston Moors, lies a
  field of headstones. These gravemarkers
  are all that remain of a conflict that
  occurred six hundred years ago, between
  the Lords of the towns of Shroomsbury
  and Staffleford.
  It is said that a witch hexed the old
  Lord of Shroomsbury, and he became
  possessed by a devil. Staffleford had
  acted to prevent the malignancy from
  spreading. However, the Lord of
  Shroomsbury also believed the same
  about the Lord of Staffleford, and had
  acted in the same manner.
  The whole subterfuge was the work of
  an actual witch living in Tealford and
  serving the ruler, Sir Jobe Stalton.
  Together they had hoped to rid at least
  one of the lords, whom they disliked for
  treating Tealford with disdain
  and unimportance.
  As the Battle of Dullen
  Fields raged, news of the
  treachery reached both
  lords, and they ceased
  their 
  fight. 
  The
  witch 
  and 
  Sir
  Stalton 
  where
  found 
  and
  executed on the
  spot in the field
  where the plinth
  now stands.
  The plinth is a
  series 
  of 
  six
  stacked 
  and 
  progressively 
  smaller,
  circular steps. The largest and bottom-
  most step is 12 feet in diameter, and each
  step is two foot high and 2 feet less in
  diameter.
  Every thirteen years after the exact
  moment of the execution of the witch,
  the plinth begins to vibrate, hum, and
  emit an acrid green smoke. A pitted,
  dark stone, about 2 feet across appears
  and starts spinning for 13 days.
  Any that touch the stone disappear,
  only reappearing in the Dullen Fields
  when the stone ceases its 13 days of
  spinning, and the plinth returns to
  normal. The disappeared have no
  recollection of being elsewhere.
  The Ruins of The Cock &
  Pocket Inn
  The Midderlands Map Hex 2609
  If you turn off the Wattle Road between
  Leechfield and Tamewort, you can
  follow the Scarrup Road northeast
  towards Netherseal. Before it reaches
  the hamlet of Battlecroft, but after it
  
  Page 7
  crosses the River Wort at Peabody
  Bridge, you come across the remains of
  The Cock & Pocket Inn.
  Until a  few months ago, a two-storey
  inn stood here. It now lies shattered in
  the bottom of the sinkhole that
  swallowed it one fateful night. The
  remains of the southern garden walls,
  stables, as well as a few piles of stones
  that were once part of the outside bog
  and front entrance porch, still stand on
  the precarious edges of the hole. The
  rest of the inn lies 80 feet below.
  The inn was once home to Isabella
  Coleman who has now moved to
  Leechfield and took over the running of
  The Rampant Hedgehog Inn and
  Massage Parlour.
  Buried in the rubble of the sinkhole, a
  muddy shaft slides down over a hundred
  feet further into the gloom below. The
  descent ends in a water-filled cave, and
  further 
  investigation 
  finds 
  that 
  a
  submerged passageway leads further
  into the subterranean.
  At night, those peering into the
  sinkhole have reported wisps of beryl-
  hued mist and unearthly noises.
  Ratdog Tor
  The Midderlands Map Hex 3615
  This location is briefly described in The
  Midderlands - An OSR Setting &
  Bestiary on page 213.
  “A solitary, rocky tor rises out of the ground
  ahead. The slopes are covered in large rocks
  and scree. Amongst this, several large,
  burrowed openings lead into warrens
  within the tor. These warrens are home to
  a pack of short-horned ratdogs. Inside the
  warrens, carcasses and bones of various
  species litter the floor.”
  The map on the following page details
  the warrens from a single opening on
  the southwestern side of the tor.
  General: Throughout the warren, there
  are nooks and crannies where sleeping
  ratdogs lie.
  1.
  ENTRANCE: The ground before the
  entrance to the warrens slopes up,
  and is littered with scree, bones and
  ratdog shit. Anyone scrambling up
  the scree will alert the ratdogs in
  Area 2.
  2.
  WATCHDOGS: Two ratdogs can be
  found here, and will start yapping
  and 
  yelping 
  an 
  alert 
  before
  aggressively 
  defending 
  the
  entrance. In 2 rounds another six
  ratdogs will come from various
  places in the warrens.
  3.
  LITTER: 
  a 
  venerable, 
  female
  ratdog rests here with her litter of
  ten pups. She is weak and barks
  angrily, but doesn’t fight unless
  provoked. She will aggressively
  defend her pups.
  4.
  ALPHA: Redthroat, the alpha male
  ratdog of the pack can be found in
  this part of the tor.
  Redthroat: HD:4, AC: 6 [13],
  Atk: Bite (1d8), SV: 14, Special:
  Headbutt, Pack Attack, Ratdog
  Disease, MV: 24, AL: Chaotic,
  CL/XP: 6/400.
  5.
  PACK DEN: There are twelve
  ratdogs here.
  6.
  NORTHEAST PACK: This chamber
  is home to five ratdogs that protect
  the pack from the northwestern
  pack that resides in the tor.
  7.
  MIDDERGLOOM: This chamber is
  home to six ratdogs that protect the
  pack from incursions from below.
  The passage leads down into the
  chthonic depths.
  
  Page 8
  
  Page 9
  NEW VILLAGE (4)
  Stonecastle
  The Haven Isles Map Hex M21
  The village of Stonecastle is ruled over
  by the Fellchurch family, and the
  current ruler is Sir Uriah Fellchurch
  (see The Midderlands Expanded page
  182). Sir Fellchurch treats the villagers
  well, and they respect him.
  The village falls under the governance
  of Stoke Pottington, and its Lord Josiah
  Hedgewood. Stonecastle tends to self-
  run 
  under 
  the 
  steady 
  hand 
  of
  Fellchurch, so the Claymasters and
  Clay Guard have very little cause to
  intervene unless taxes are not getting
  paid.
  The villagers work hard and make their
  living from the river, surrounding
  woods, and farming. Consequently, the
  tithe barn is always well-stocked.
  1.
  NORTH STONE CIRCLE
  This is a very old stone circle, and is
  reported to have been in this location
  for more than 450 years, which shows,
  as all the stones are worn and
  weathered. The circle comprises ten,
  four-feet-high stones in the outer ring,
  and three, larger 8 feet-high stones
  clustered in the centre.
  What no-one knows is that the three
  central stones are the final resting
  places of The Coven of Blood. Two
  witches and a warlock are entombed in
  the stones. Their bodies were hung,
  drawn, flayed and stripped to skeletons,
  then they were encased in mud, which
  was then turned to stone. The three
  stones were then placed upright in-situ,
  and protected by an outer ring of
  warding stones.
  The northernmost stone has weathered
  more than the others, and a very close
  inspection reveals what looks to be a
  fragment of bone breaking the surface.
  Should one or all of The Coven of
  Blood be freed from their stone tombs,
  an unknown curse will beset the lands.
  2.
  THE TICKLED TENCH INN
  Run by the affable Boris Walterson and
  his daughter Beckatrice, The Tickled
  Tench is a good place to stay in
  Stonecastle. Reasonable food and good
  ales.
  Boris tells of a spirit that has moved into
  the inn recently, as he has seen shadows
  late at night, things moving without
  being touched, strange symbols being
  scratched on mirrors and glass, and
  symbols being daubed in blood on the
  inner walls. He’s a little ‘freaked out’
  about it, but also trying to keep it
  hushed up in case it affects trade.
  His daughter has also seen the
  shadows of three figures walk
  through the walls and out
  into the yard and the
  woods beyond.
  
  Page 10
  
  Page 11
  3.
  GAEL’S HALL (CHURCH)
  Next to the river is a well-kept church
  built of stone, with a stained glass
  window depicting Gael ascending the
  heavens embracing a farmer who in turn
  is clutching a lamb under one arm, and
  a piglet under the other.
  This church to Gael is maintained by
  Father Trent Morley – a deeply-
  religious man by day, and a devil-
  worshipping, lycanthrope by night.
  When affected, he takes the form of a
  werepig and heads east towards Oxeater
  where several outlying farms have been
  menaced.
  4.
  MASTER GRUBBING’S VILLA
  Master Grubbing is a bastardly man who
  has seen almost fifty winters. His villa
  is enclosed with a ten-feet-high stone
  wall. It seems unclear as to how his
  fortune was made and if questioned, he
  seems vague and elusive.
  Sir Fellchurch leaves Grubbing alone as
  long as his taxes are paid.
  5.
  TITHE BARN
  A large building that contains the tithe
  taxes paid by the villagers. The large
  building is made of timber and stone
  and supported on over a hundred saddle
  stones to prevent rats from spoiling the
  grains inside.
  6.
  THE WET TOAD INN
  The Wet Toad is a slightly rundown
  establishment and attracts the less-
  discerning client. A precarious walkway
  spans the roadway and connects the
  main taproom to the sleeping rooms,
  The clientele often amuse themselves in
  the late-evening by aiming wheat-
  smelling piss on those that walk under
  it.
  The inn is run by Tode Underhill, an
  industrious and charming halfling with
  a desire to cash in on anything. He
  offers an escort service for women of the
  village and beyond, and chooses from a
  selection of fine men that are eager to
  earn some extra money.
  7.
  OGGIN’S GENERAL STORE
  Peekul Oggin runs Oggin’s General
  Store. Peekul is a hook-nosed wart
  goblin and his stock is wide and varied.
  If it isn’t available in the store, he will
  send his older and simpler brother,
  Deekul, to go find it. All items from the
  Swords & Wizardry Complete rulebook
  Table 20: General Equipment, can be
  found here at +20% of the cost.
  Other more unusual non-magic items
  can be obtained at the Game Masters
  discretion for +50% of the usual cost.
  Lesser magic items can be obtained or
  +200% of the cost.
  What many do not know is that Peekul
  is an agent for the Feathered Coin (see
  The Midderlands Expanded page 134).
  Anyone that watches the premises will
  occasionally see Deekul head out of the
  Stonecastle Map Key:
  1.
  North Stone Circle
  2.
  The Tickled Tench Inn
  3.
  Gael’s Hall (Church to Gael)
  4.
  Master Grubbing’s Villa
  5.
  Tithe Barn
  6.
  The Wet Toad Inn
  7.
  Oggin’s General Store
  8.
  Upping Stone Circle
  9.
  Stonecastle Keep
  10.
  Puddling Beacon
  
  Page 12
  back to release a jackdaw with a message
  tied to its feet. The same bird (or
  certainly one similar) can sometimes
  been seen returning. This is Peekul’s
  way of communicating with his handler
  in Coven Tree.
  8.
  UPPING STONE CIRCLE
  This stone circle comprises eight
  upright stones, each six feet tall, and
  carved with weather-worn symbols. The
  top of each stone is pierced with a square
  hole facing in towards the centre of the
  circle, and some suggest that it may
  have once supported timbers to create
  some kind of shelter. The circle’s
  original purpose is long-forgotten.
  9.
  STONECASTLE KEEP
  The home of Sir Uriah Fellchurch and
  the family before him for the last 116
  years. This large, stone keep sits on the
  steep hill known as Fellchurch Rise
  overlooking the village. It is occupied
  by a force of thirty guards, and tunnels
  below the keep are stocked with
  additional food stocks for when times
  are hard, and taxes are still to be paid.
  10.
  PUDDLING BEACON
  On Fellchurch Rise is another structure
  known as Puddling Beacon. A tall,
  octagonal tower, with an unlit beacon
  fire atop it. The tower has three floors,
  with the topmost being exposed to the
  elements and generally covered in
  pigeons and shit, but those who are
  willing to risk slipping over on the
  greasy stone floor get a commanding
  view of Stonecastle, and the Peek Forest
  in the distance to the north.
  The tower is manned at all times by two
  guards who keep a caged intestinal hawk
  as a pet, which they have named Polly.
  Despite the innocuous name, Polly is
  mean-spirited and spite-filled from her
  captivity and frequent teasing.
  If the guards feel threatened by
  intruders, they will open the cage to let
  Polly loose. It is as yet unclear as to
  whom she will side with, although she
  has associated the guards tabards with
  pain and suffering.
  River Stone
  The river passes through Stonecastle
  and is forded at two places. A trickle in
  the summer and autumn months, the
  level rises in spring and especially in
  winter when the snows melt.
  Six winters ago, flooding of the river
  almost reached Master Grubbing’s Villa
  to the east and as far as the first road to
  the west.
  Lots of small fish suitable for eating can
  be found close by, and even some decent
  perch.
  Castleview Pond
  This pond is deep and a remnant oxbow
  lake from when the river chose a
  different path. Unbeknownst to many,
  the pond is home to a friendly Redlure
  Stickleback. 
  Known 
  as 
  Sloosh-fin-
  mantang. The redlure has made friends
  with Tode Underhill of The Wet Toad
  Inn and at night they regularly sit in the
  old hut, south of the pond, to discuss
  matters of importance.
  
  Page 13
  NEW CULT
  The Eyeless Harrowers
  The Midderlands Map Hex 0603
  The Eyeless Harrowers live in a
  sprawling, 
  white-washed 
  monastery
  topped with russet tiles. It is surrounded
  by fields lined with old oaks and hazel
  hedgerows.
  The Harrowers have lived at the
  monastery for two hundred years, and
  keep themselves to themselves taking
  unkindly to intrusion. They can often
  been seen dressed in dark brown,
  hooded habits preparing the fields and
  tending the malt, barley, and wheat that
  they grow there.
  They have a herd of mudcows used to
  help with the heavier tasks, such as
  ploughing and harrowing.
  It is not known how these blind men
  and women are able to go about their
  tasks without sight, but they do so, and
  do it well.
  The only contact they make with the
  outside world is to sell their ale to the
  inns and taverns of Staffleford and
  Rudgley. Brother Seamus has milky-
  white eyes, yet still makes a monthly
  mudcow-drawn cart journey, laden with
  barrels of Harrower Ale, and returns to
  the monastery two days later. He sleeps
  next to the cart at night, and makes no
  camp. He has no guards to protect his
  stock, yet he remains unmolested by
  brigands and those who would seek his
  cargo, or do him harm.
  At the back of the monastery, the
  northern fields are given over for corn,
  and the trees that surround these fields
  grow closer together and have a lattice
  of thorny brambles in between.
  The Eyeless Harrowers have been spied
  leaving the monastery and disappearing
  into the corn field, where they reappear
  some hours later and return to the
  monastery.
  Rumours 
  of 
  below-ground 
  rituals,
  sacrifices to an eyeless god, and
  experiments with gloomium have all
  been bandied about.
  The head of the monastery is Brother
  Feign. His hands touch and feel the air
  around 
  him 
  as 
  if 
  sensing 
  his
  surroundings. A bald man, with scarred
  sockets where his eyes used to be, his
  face is gaunt and his skin saggy. Along
  with his eyeless visage, a green and
  faded tattoo on the top of his pate is
  another reminder of his imprisonment
  as a young man. There he became bitter
  at the world around him and sought
  solitude and vengeance.
  He does not sell the mead for goodwill,
  or pity, but for profit… and if a few folks
  die or become infected with the vile
  diseases he harbours in secret rooms at
  the monastery all the better – if only he
  could see it.
  
  Page 14
  NEW NON-PLAYER
  CHARACTERS
  Edmund Fester of Holl
  RACE: Human male, 2nd Level Cleric
  ARMOR CLASS: 1 [18]
  HIT DICE: 2
  HIT POINTS: 14
  BASE ATTACK BONUS: 0
  ATTACKS: +1 Heavy Mace (1d6+2)
  SAVING THROW: 14, +2 vs
  Paralysis/Poison
  SPECIAL: Spells – Level 1: Cure Light
  Wounds x2. Turn Undead
  MOVE: 12
  ALIGNMENT: Lawful
  CHALLENGE LEVEL/XP: 4/120
  EQUIPMENT: +1 heavy
  mace, plate armour,
  shield, and general
  adventuring equipment.
  DESCRIPTION: Edmund
  Fester travels the
  Western Midderlands
  with his fellow
  adventurers; the human
  thief, Vex Vandel; the
  dwarven fighter,
  Grimtail Featherballs;
  the human magic-user,
  Kariuss Dar; and the
  elven fighter, Dlaiff.
  Edmund is devoted to
  The Watcher from the
  Shore, long-rooted in
  his memories and upbringing in Holl.
  The middle of Havenland is not a usual
  place for those so-removed from the
  coastal waters, yet Edmund reminds
  them that water is always close, and that
  rivers are the very beginning of the seas,
  and if anything, are the lifeblood of the
  oceans.
  Edmund is also a compulsive gambler,
  and hides a WitchPig deck amongst his
  possessions.
  The tales of a recent gambling game
  have found their way onto the pages of
  The Haven Gazette.
  
  Page 15
  Corlin Lackcraw
  RACE: Human male, 3rd Level
  Crowmaster
  ARMOR CLASS: 6 [13] Bark
  armour plus Dexterity bonus.
  HIT DICE: 3
  HIT POINTS: 13
  BASE ATTACK BONUS: +1
  ATTACKS: Club (1d4), +1 Two-
  handed Staff (1d6+1)
  SAVING THROW: 13 (+2 versus
  effects caused by avians and avian
  races).
  SPECIAL: Crow Ear, Speak With
  Crows, Spells: Level 1 – Locate
  Animals
  MOVE: 12
  ALIGNMENT: Neutral
  CHALLENGE LEVEL/XP: 5/240
  EQUIPMENT: Bark armour, club,
  +1 two-handed staff, potion of healing x2,
  ring of poison resistance.
  DESCRIPTION: Corlin Lackcraw is in
  the discrete service of Sir Uriah
  Fellchurch. He dispatches Corlin
  around the lands to see what the crows
  are saying, and feedback any
  information that may be of use to
  Stonecastle.
  Sir Fellchurch doesn’t know that Corlin
  is also in the service of the Claymasters
  of Stoke Pottington, and to make the
  betrayal worse, neither know that he is
  actually a Silver Hand agent.
  Corlin looks after a number of key
  crows in the areas where he frequents,
  and one particular bird on the southern
  outskirts of Stoke Pottington, whom he
  calls, Blackenwing seems to possess a
  cunning that has made him particularly
  useful. Blackenwing does not look like a
  crow, but he is able to converse with him
  all the same.
  Corlin doesn’t know that Blackenwing
  is actually a polymorphed druid loyal to
  the Claymasters, who have discovered
  his allegiance to the Silver Hand, and
  are currently attempting to gather as
  much information about their interests
  as they can.
  
  Page 16
  NEW MONSTERS
  Gloomrat
  HIT DICE: 2
  ARMOUR CLASS: 6 [13]
  ATTACKS: Bite (1d6)
  SAVING THROW: 16
  SPECIAL: Poison, Tail ending
  MOVE: 12
  ALIGNMENT: Chaotic
  CHALLENGE LEVEL/XP: 3/60
  Gloomrats are nasty, vicious bastards,
  the size of a large dog with three black
  orbs for eyes on their heads. Their body
  is covered in pale skin which is marked
  with calluses, warts, spines, and patches
  of short, wiry hair. Their maws are
  filled with piercing sharp fangs and they
  can bite through flesh like a hot knife
  through butter. They are found alone,
  or in packs of 2d6 creatures.
  The successful bite attack of a Gloomrat
  releases poison requiring a saving
  throw. If failed, the victim is
  at -2 to attack rolls
  for the rest of the combat, as the painful
  poison courses through their body.
  Multiple bites are not cumulative.
  The tip of a Gloomrat tail sometimes
  ends in a weird, usable appendage. Roll
  1d6 to determine if the Gloomrat has an
  appendage and what type it is. For ease,
  you can roll this once and apply to all
  creatures, or roll for each individually.
  Tail Ending Table (1d6)
  1.
  No tail ending.
  2.
  No tail. At all.
  3.
  Mace-like bone ball. Gloomrat has
  an additional attack (1d6).
  4.
  Withered claw. The Gloomrat can
  hold and use a dagger gaining an
  additional attack (1d3).
  5.
  Stinger. The Gloomrat gains an
  additional attack (1d3 plus poison).
  6.
  Bioluminescent lure.
  
  Page 17
  Catvile
  HIT DICE: 3
  ARMOUR CLASS: 3 [16]
  ATTACKS: 2 Front claws
  (1d4) and Bite (1d6)
  SAVING THROW: 13
  SPECIAL: Rake, Nine Lives,
  Hard to Spot.
  MOVE: 24, Climb 12
  ALIGNMENT: Chaotic
  CHALLENGE LEVEL/XP: 5/240
  Catviles are large cats devoid of
  fur, instead being covered all-
  over with loose, dark, light-
  absorbing 
  skin. 
  They 
  look
  emaciated, yet lithe. Their dull
  black eyes have piercing red pupils that
  occasionally shine in the dark.
  Catvile’s are nocturnal and live in and
  around anywhere that supports large rat
  populations – their favourite prey. They
  hide in dark corners, and stay away
  from gloombug lanterns. They are good
  climbers and can scale a building to take
  to the rooftops. They move fast and are
  difficult to spot.
  Their skins are worth a good, few quids
  for those that want a cloak making them
  hard to spot at night.
  Rake: If both front claws hit an
  opponent, the Catvile will rake with its
  rear claws for an additional 1d6 damage.
  Nine Lives: When a Catvile reaches 0
  hit points or less, it runs off and escapes
  combat to lick its wounds. A single
  individual Catvile can do this nine times
  before it actually dies.
  Hard to Spot: Due to their black
  colouration, any attacks against a
  Catvile in low light have a 25% miss
  chance. Low light is determined by the
  Game Master, but should be considered
  to be dusk, dawn or outdoors at night
  with full moon or gloombug lighting.
  This does not affect dwarves, elves and
  half-elves.
  
  Page 18
  Devil’s Goat
  HIT DICE: 5
  ARMOUR CLASS: 4 [15]
  ATTACKS: 1 Bite (1d6) and 2
  Tentacle Barbs (1d3).
  SAVING THROW: 12
  SPECIAL: Barb of
  Discord
  MOVE: 12, Nether-
  realms 36
  ALIGNMENT:
  Chaotic
  CHALLENGE
  LEVEL/XP: 5/240
  A 
  Devil’s 
  Goat 
  is 
  an
  horrific 
  creature 
  from 
  the
  nether-realms that seems part-
  goat, part-octopus, and part-horror.
  Eight, 
  suckered 
  tentacles 
  writhe
  around a white goats head spattered in
  red blood. Tendrils of loose skin hang
  below the disembodied animal.
  This rare creature drifts throughout the
  nether-realms 
  sowing 
  discord,
  suspicion, and conflict for its victims.
  Barb of Discord: Whenever a tentacle
  barb hits a victim they are required to
  make a saving throw. If they fail, then a
  malign rumour is later implanted in the
  minds of people that know the victim.
  They do not know if it is true, or how
  they heard the rumour, but they might
  now view the victim with suspicion, and
  tell others of the rumour.
  They rarely fight to the death. Once it
  has made a successful tentacle barb
  strike, it learns of the victims associates,
  and when it decides to leave the combat,
  it heads off to find
  one or more of them
  by following memory
  pathways 
  laced
  throughout the nether-
  realms. Once there, it
  implants the rumour(s) whilst
  they 
  sleep, 
  in 
  the 
  form 
  of
  nightmares.
  Multiple rumours from multiple hits
  are possible at the Game Master’s
  discretion.
  Typical Rumours (1d6)
  1.
  The victim has stolen a valuable
  item from a prominent member of
  society.
  2.
  The victim has killed a member of
  a local community.
  3.
  The victim is an imposter.
  4.
  The victim is plotting to kill a
  fellow player character.
  5.
  The victim is plotting to overthrow
  a local lord, duke or monarch.
  6.
  Game Master’s choice.
  
  Page 19
  NEW CLASS
  Crowmaster
  Crowmasters spend many years alone
  wandering the woodlands, moors,  and
  valleys of the Haven Isles learning the
  ways of crows and their ilk. They tend
  to avoid large populations, such as cities
  or large towns. Whenever a battle
  occurs, Crowmasters can be
  seen 
  standing 
  on
  hilltops watching the
  crows feed on the dead
  below.
  When found in adventuring
  groups, they are usually less
  reclusive, but still prefer their own
  company at times.
  For the purposes of gameplay, the
  term ‘crow’ includes crows, rooks,
  ravens, jackdaw, magpies, and
  jays. Any creature that is part-crow,
  may be included at the Game Master’s
  discretion.
  In combat, Crowmasters fight as Druids.
  Crowmaster Class Abilities
  ALIGNMENT: Crowmasters can be of
  any alignment.
  SPELLCASTING: Crowmasters have
  access to, and cast spells as Druids do.
  PRIME ATTRIBUTE: Wisdom, 13+
  (5% experience bonus)
  HIT DICE: 1d6/Level (Gains
  1HP/Level after 12th.)
  ARMOR/SHIELD PERMITTED:
  Crowmasters only use armor or
  shields wholly fashioned from
  wood, such as wooden shields, bark
  armor (treat as leather), etc.
  WEAPONS PERMITTED:
  Crowmasters only use weapons
  wholly fashioned from wood, such
  as staffs, clubs, etc
  RACE: Any.
  
  Page 20
  SAVING THROW BONUS: A Crowmaster
  gains a +2 Saving Throw bonus against
  effects caused by avians and avian
  races.
  CROW EAR (1ST LEVEL): The
  Crowmaster is able to listen to and
  understand the general chatter of
  crows. They may overhear something
  interesting or useful. Bear in mind that
  crow chatter might not be spoken in
  terms the crowmaster understands,
  such as them not knowing the names of
  people, places or things.
  SPEAK WITH CROWS (3RD LEVEL):
  The crowmaster can talk to crows. The
  crows treat the Crowmaster neutrally,
  but can be hostile or friendly
  depending upon their treatment.
  Crowmaster Level Table
  Level
  Experience Points
  Required for Level
  Hit Dice
  (d6)
  Saving
  Throw
  Abilities
  1
  0
  1
  15
  Crow Ear
  2
  1250
  2
  14
  3
  2500
  3
  13
  Speak With Crows
  4
  5000
  4
  12
  5
  10000
  5
  11
  6
  20000
  6
  10
  Crowmaster
  7
  40000
  7
  9
  8
  80000
  8
  8
  9
  160000
  9
  7
  Crowflight (2/day)
  10
  320000
  10
  6
  11
  480000
  11
  5
  Crowsteed
  12
  640000
  12
  4
  13
  800000
  12 +1 HP
  4
  Crowflight (3/day)
  14
  960000
  12 +2 HP
  4
  15
  1120000
  12 +3 HP
  4
  16
  1280000
  12 +4 HP
  4
  17
  1440000
  12 +5 HP
  4
  Crowflight (4/day)
  18
  1600000
  12 +6 HP
  4
  19
  1760000
  12 +7 HP
  4
  20
  1920000
  12 +8 HP
  4
  21+
  +160,000 per Level
  +1 HP/Level
  4
  
  Page 21
  CROWMASTER (6TH LEVEL): All crows
  treat the Crowmaster with respect and
  will make deals with the Crowmaster.
  They can be bargained with to spy on
  people and places, deliver messages and
  small objects, and even gather in
  murders to harass or waylay folk. All
  bargains must be fulfilled on both sides
  once agreed. If a Crowmaster does not
  fulfil his bargain, then crows locally
  will lose trust in the Crowmaster and
  he will lose this ability within that
  locale.
  CROWFLIGHT (9TH LEVEL): At Level
  9, a Crowmaster can fly as per the Fly
  spell but with a shortened duration of 6
  rounds. They gain this ability twice per
  day. This increases to an extra use
  every four levels.
  CROWSTEED: At Level 11, the
  Crowmaster gains the service of a giant
  crow that is the size of a pony. The
  crowmaster should name the crow, and
  when its name is spoken along with a
  simple one sentence instruction, the
  Crowsteed will carry out the request.
  The Crowsteed will hear any requests
  irrespective of distance. It can carry a
  single passenger in flight.
  CROWSTEED: HD:4, AC: 7
  [12], Atk: Bite (1d8), SV: 13,
  Special: Carry passenger while
  flying, MV: 4/18 Flying, AL:
  As owner, CL/XP: 5/240
  NEW SPELLS
  Cover in Shit
  SPELL LEVEL: Magic-User, 2nd Level
  RANGE: 50 feet.
  DURATION: Immediate.
  DESCRIPTION: The caster covers the
  target in foul-smelling, runny and
  lumpy shit. The target and anyone
  within ten feet begin to wretch.
  The target is at -2 to Attack rolls and
  Saving Throws. Anyone within ten feet
  is at -1 to Attack rolls and Saving
  Throws. The effects last until the
  target is washed.
  Bag of Crap
  SPELL LEVEL: Magic-User, Cleric or
  Druid, 1st Level
  RANGE: 5 feet.
  DURATION: 10 rounds.
  DESCRIPTION: Once cast, the spell
  summons a leather pouch at the feet of
  the caster. Inside, the caster can feel
  around, and pull out something from
  the ‘Crap You Find on Folk’ tables
  found on page 219 of The Midderlands -
  An OSR Setting & Bestiary, or on The
  Midderlands GM Screen. Anyone can
  reach in a pull out an item at the rate
  of one roll on the tables per round.
  Once the duration expires, the bag
  disappears but the items withdrawn
  remain.
  
  Page 22
  NEW ODDITIES
  Catvile Cloak
  A Catvile Cloak is sewn from the skins
  of Catviles. It takes seven Catviles to
  make a cloak of human size.
  As the skin is the blackest black in
  colour, it is highly sought after by those
  that wish to become one with the
  shadows. Thieves, assassins, and other
  night-lurkers want them, and agents of
  The 
  Silver 
  Hand 
  will 
  reward
  handsomely for a Catvile Cloak.
  When donned and the hood is pulled
  over the head, the wearer has a +50%
  chance to Hide in Shadows attempts.
  Those without the Hide in Shadows
  skill gain it at 50% chance.
  Additionally, when worn in combat in
  low light levels (or darker), such as
  outdoors at dusk or sunset, at night
  under a full moon, or in a gloombug
  lantern-lit street, attacks against the
  wearer have an additional 10% miss
  chance (resolve attack roll normally
  first, to account for critical hits or
  fumbles).
  VALUE: 20,000 gold quids.
  Catvile Spittle
  The spittle of a Catvile has healing
  properties. A vial of spittle extracted
  from the maw of a Catvile (either living
  or within 1 hour of its death) must be
  quickly bottled and corked. It will last
  for 1d6 days.
  It is possible to extract 1 vial from a
  dead Catvile, or a captive Catvile can be
  milked of 2 vials per day.
  A single vial, when applied to wounds,
  can heal 2d6+2 points of damage and
  also acts as a
  Cure Disease and
  Neutralize Poison spell.
  VALUE: 1,000 gold quids.
  Goat Orb
  A goat orb is a small sphere, most often
  three to four inches in diameter and
  made of goat horn.
  The wielder of the orb can activate its
  power by holding it aloft cupped in both
  hands and shouting passionately the
  command phrase “Devils of the Horned
  One, make this witching orb work for me”.
  Once spoken, the orb spins above the
  head of the one that commanded it, and
  issues forth three, black and angry goats
  around the wielder. The goats are
  daubed in sigils of blood. These goats
  protect the orb owner from harm and
  will attack anyone that damages the
  wielder (Refer to Angry Goats of the
  Orb statistics).
  The orb remains above the wielders
  head until all the goats are killed. The
  goats 
  will 
  follow 
  the 
  wielder
  everywhere until that point.
  Activating the orb in public or within
  earshot of anyone not allied to the
  bearer is likely to arouse suspicion and
  there is a chance that the would-be do-
  gooder attracts the attention of the
  local Witchfinder or Lord’s men.
  VALUE: 10,000 gold quids.
  
  Page 23
  Angry Goats of the Orb (3)
  HIT DICE: 1
  ARMOUR CLASS: 8 [11]
  ATTACKS: 1 Bite (1d4)
  SAVING THROW: 17
  SPECIAL: Headbutt.
  MOVE: 12
  ALIGNMENT: Aligned as wielder
  CHALLENGE LEVEL/XP: 1/15
  DESCRIPTION: Instead of biting, the
  goat can make a headbutt attack. This
  causes 1d6 damage and requires a
  successful saving throw to avoid being
  knocked prone.
  Cursed WitchPig Deck
  This full deck of WitchPig cards looks
  like any other deck of WitchPig cards.
  The person that owns the deck is cursed
  to never win a game of chance. They do
  not have to be holding the deck or even
  have it upon their person. As long as
  they have it in their possession, they are
  affected by the curse it holds.
  An owner of a Cursed Witchpig Deck
  who knows they are bound by its curse,
  cannot willingly give it away, although
  those that know can make it easy for a
  would-be thief to steal it.
  A Witchfinder can sense a Cursed
  WitchPig Deck within a half mile,
  manifesting as a sense of unease growing
  greater the closer to the deck they get.
  VALUE: 500 gold quids.
  Doomshield
  The doomshields are only six in number
  and have been in existence for almost as
  long as the myth of the Gloomium
  Blades. Their whereabouts is unknown
  with the exception of one that is kept
  securely guarded in the bowels of the
  Mad Queen’s Palace in Great Lunden.
  Said to be borne by the six personal
  guards of the first king of Havenland –
  King Barthen Paindregen, each has a
  bas relief skull on a black and yellow
  quartered field. The yellow quarters
  contain a varying number of black
  triangles from one to six. The queen has
  the third shield, known as the Third
  Doomshield of Sir Lasserloth. The
  others are thought to be as follows:
  Ÿ First Doomshield of Sir Gallad,
  Ÿ Second Doomshield of Sir Perivile,
  Ÿ Fourth Doomshield of Sir Pallomede,
  Ÿ Fifth Doomshield of Lady Mergayna,
  Ÿ Sixth Doomshield of Sir Maldredd.
  The shields provide a -4 [+4] bonus to
  armour class, as well as providing a +4
  bonus to saving throws.
  Additionally, the bearer can use the
  following abilities:
  Ÿ Darkvision as per the spell. Always
  active whilst held.
  Detect Invisibility as per the spell
  two times per day.
  Ÿ Dimension Door as per the spell two
  times per day.
  VALUE: 700,000 gold quids.
  
  Page 24
  NEW FLORA & FAUNA
  Goblin Flies
  These flies are the size of birds and their
  visages resemble those of hook-nosed
  wart goblins. Many believe them to be
  the result of a cruel experiment, and
  that may be true enough.
  They 
  dive-bomb 
  their 
  victims,
  intending to drive their sharp proboscis
  into their targets. They are a menace to
  livestock, and lay eggs in their the
  livestock they kill, which in turn
  become 
  Cadaver 
  Worms, 
  before
  mutating into more Goblin Flies.
  The scent of green-crested bottlejack
  urine will keep goblin flies at bay.
  Goblin Flies: HD: 1, AC: 8 [11], Atk:
  Divebomb (1d6), SV: 17, MV: 4/12
  Flying, AL: Chaotic, CL/XP: A/5
  Cadaver Worms
  These 
  six-inch-long, 
  maggot-like
  worms are the offspring of Goblin Flies,
  and are found in large cadavers where
  they lurk waiting for fresh flesh to feast
  on. Once a victim nears, they burst out
  of the cadaver and attempt to bite into a
  major artery with its three scissor-like
  teeth.
  Cadaver Worm: HD: 4 hit points, AC:
  9 [10], Atk: Bite (1d3), SV: 18, MV: 1,
  AL: Neutral, CL/XP: A/5
  Snagweed
  This kelp-like plant is found in rivers,
  lakes, and seas around the Haven Isles.
  It grows from the floor of the body of
  water it is found in, and is lined with
  small hooks that snag clothing, skin,
  and equipment. Anyone falling into
  snagweed is quickly entangled and can
  easily drown if not freed. Wriggling free
  makes matters worse, and any tangling
  weed needs to be cut away.
  Snagweed can grow to lengths of over
  100 feet and tends to grow closely
  together in ‘forests’. Rotting, bloated
  carcasses of many creatures can be
  found in snagweed forests, and the river,
  lake or sea floors is often littered with
  barnacle-covered equipment.
  Demonfeathers
  Despite their avian-sounding origin,
  these are actually plants. Named
  because of the resemblance of their
  leaves to feathers, these large plants
  thrive in moist conditions and need
  little light. Consequently, they thrive in
  caves near to water courses.
  The plant is a collection of stems that
  can grow to 12 feet tall. Each look like
  giant, russet feathers. However, these
  fronds hide a more menacing trait than
  tickling. When a living creature is
  within 5 feet they release a transparent
  poisonous gas requiring a saving throw.
  If the subject fails, they pass out, and
  the Demonfeather uses its fronds to
  wrap around the victim. They are then
  dragged into the centre of its stems,
  where they open up to reveal a large
  maw, lined with sharp, bony ridges for
  cutting and chewing. Buried in the
  ground is the plant’s root system, which
  consists of a large chamber filled with
  corrosive acid. It can devour a whole
  human and turn it into plant-bile within
  2 hours.
  
  Page 25
  OGL
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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 Additions. © 2017, Glynn Seal (MonkeyBlood
  Design & Publishing); Authors Glynn Seal, and Edwin Nagy.
  The Midderlands Additions II. © 2018, Glynn Seal (MonkeyBlood
  Design & Publishing); Author Glynn Seal.
  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.
  Midderzine Issue 1. © 2018, Glynn Seal (MonkeyBlood Design &
  Publishing); Authors Glynn Seal.
  End of license
  
  www.monkeyblooddesign.co.uk
  First printing.
  500 copies.
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/The Midderlands (SW)/Midderzine/Midderzine Issue 1.pdf