TEXT: More fodder for your
  ‘The Midderlands’ OSR campaign setting.
  IN THIS ISSUE:
  Meet the Midderlander: Edwin Nagy, the
  New England wizard.
  More rumours from The Haven Gazette.
  A New Cult: The Vile Sign.
  Some ‘Slightly Less Sh*t’ random tables for
  creating Containers of Liquid and
  +1 Weapons & Armour.
  Port Mulhollow: An underground
  settlement.
  New Monsters: Pigseers, Biledogs, and
  Dunglings.
  A New Class: The Woad Rager.
  New Oddities including: Laird MacCrae's
  Prime Haggis, and Screaming Sporrans.
  And more…
  Issue 2
  December 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.
  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.
  Cartography, Layout, Cover Art, and Project Management: Glynn Seal.
  Text: Glynn Seal, Edwin Nagy (pgs. 1 & 2), and Richard Marpole (pgs. 16-20, 21
  - Breakspear Woad, 22-23, and 24 - Scrottish Mundane Weapons).
  Interior Art: Glynn Seal and Jim Magnusson (pg. 24)
  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 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 2!
  Hello everyone,
  Yes, this is the second issue of the
  Midderzine, and thanks so much to all
  of you for the help and support in
  making issue 1 such a success.
  This issue also sees a fan/reviewer, and
  newcomer to the setting – the awesome
  Richard Marpole – taking on some
  more of the region of Scrotland, for
  which he is amply qualified, having
  Scottish heritage. That said, he advised
  these words of caution…
  [Some of the content in this issue] draws
  on the myth of Scotland and transplants it
  into the Midderlands setting. Few things
  in these pages bear any great resemblance to
  the real Scotland, past or present. To all
  true Scots who read this article, I say –
  these words were born out of a great
  affection for Scotland, both the fantasy and
  the reality, so please don't declare a blood-
  feud against me.
  Thanks to Richard for a new class – The
  Woad Rager, and some new oddities, all
  provided 
  for 
  Scrottish-inspired
  adventuring in the gloomium-hued
  northern lands.
  So, enjoy all that and more in this issue,
  and don’t forget to drop me an email if
  you have any good ‘game juice’ to
  submit for future issues.
  Stay in the light of the gloombug
  lanterns.
  Thanks so much,
  Glynn (December 2018).
  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...
  Edwin Nagy
  WHERE DO YOU LIVE AND IS IT
  COOL?:
  I live in New England, in central
  Maine, a very cool place. Ninety
  percent of the state is forested, which is
  a little creepy, and the coast is
  stunning. There is plenty of eerie here,
  between the fog and backwoods areas.
  We have a strong fishing industry, a lot
  of decaying forestry infrastructure, a
  beautiful autumn, and some fun
  accents. It’s very green when it’s not
  white.
  WHAT IS YOUR CURRENT FAVOURITE
  RPG?:
  D&D 5e and Call of Cthulhu 7E are
  the two games I play most frequently
  these days. Not sure if they are my
  favorite, necessarily. Good games
  though.
  WHAT IS YOUR ALL-TIME FAVOURITE
  RPG?:
  Can’t do it. I have plenty of nostalgic
  joy for AD&D 1st Ed., which was my
  starting game, although I enjoy the
  organization of OSRIC more these
  days. I dig the OSR scene, but don’t
  really differentiate between the flavors.
  
  Page 2
  I enjoy most aspects of 5e D&D and
  tend to run that for fantasy games. I
  play and run a ton of Call of Cthulhu.
  WHAT IS YOUR FAVOURITE
  MIDDERLANDS-RELATED THING?:
  I’m going to have to go meta on this
  question. It has definitely been the
  opportunity to work and game with The
  Midderlands team. Still meta, but at
  least related to the product, I’ve really
  enjoyed the opportunity to write just
  the juice. It’s a fun level to work
  at.
  IF YOU LIVED IN THE
  MIDDERLANDS, WHERE WOULD
  YOU LIVE:?
  I just spent six months in France,
  so I think I would return to
  Gaulandia and deal with the fog
  and pirates there instead of here
  in Maine.
  WHAT IS YOUR
  BEST PIECE OF
  RPG WORK TO
  DATE (EXCLUDING
  THE MIDDERLANDS,
  OBVS) AND WHERE CAN
  WE FIND IT?: I am
  finishing up managing and
  doing the 5e translation for
  Frog God Games’ City of
  Brass It’s looking like it
  will be a great book, both
  in terms of gameability and
  aesthetically. I worked on Rappan
  Athuk 5e for Frog God as well and that
  is already available.
  https://froggodgames.com/frogs/
   I know, I’ve got it - it’s
  ace!
  WHAT IS YOUR
  FAVOURITE FOOD?: It is
  hard to beat good bread with
  good cheese. Some carrot
  cakes come close.
  DO YOU HAVE A WEBSITE?:
  I don’t. Don’t have a cell phone
  either.
  HOW CAN WE COMMISSION YOU?:
  I work as an editor, a translator
  between OSR and 5e (and from, but
  not to, 1E, 2E, &
  Pathfinder/3.0/3.5), a project
  manager, and occasionally even
  as a writer. Best contact is
  enn.in.me@gmail.com.
  
  Page 3
  Artists impression of the graffiti found.
  The Lucky Bazaar’s Golden
  Lionman
  In the inner wards of Great Lunden, the
  Lucky Bazaar is proudly displaying an
  opulent golden statue in its entrance
  hallway. The charismatic owner of the
  bazaar, Ullasar Mahad, has said that
  the statue originates from near his
  homelands far away in the deserts to the
  south east of Havenland.
  The ten foot long statue is that of a lion
  lying paws outstretched facing the
  entrance. Instead of a lions head, a
  human head sits proudly atop, adorned
  in a wondrous serpentine headdress.
  The statue seems to be made from solid
  gold, giving a satisfyingly expensive
  sound when tapped. The eyes of the
  statue are glistening rubies, and the
  serpentine figures on the headdress are
  decorated 
  in 
  scintillating 
  green
  enamels.
  Every hour, on the hour, the statue’s
  head looks around, and then snaps back
  into its forward facing position. Some
  say that it is an automaton guard, others
  say it is a lure to entice the capture of
  audacious thieves, and some say that it
  is simply a beautiful artifact placed
  there to remind folks about the wealth
  of its owner.
  Walking Pigmen of North
  Northwich
  Strange pigmen have been reported
  north of Northwich, Norfolkshire.
  Dressed in red robes and of a menacing
  demeanour they have been slaughtering
  sheep during night raids and leaving
  blood-daubed messages on the sides of
  barns, farmhouses, and outbuildings
  simply stating “Beware the Pigseers!
  Leave Now!” It is usually accompanied
  by a stylised pig’s trotter icon.
  As yet, no farmers have been killed, but
  it only seems to be a matter of time
  before someone is. Their motivations
  have not yet been established, but Lord
  The Haven Gazette
  The Latest in Hushed Murmurings from across Havenland
  This Month’s Gael/Grimm count
  Murders 
  ………………………… 198
  Hangings 
  ………………………… 302
  Burnings 
  ………………………… 32
  Taken in the night…………..…… 144
  Possessions ………………………… 9
  Turned into devil 
  ……………… 6
  Drowned 
  ………………………… 312
  Mudcow stampede 
  ………….… 
  14
  Explosion ………………………… 6
  Lost at sea ……………………..  
  622
  Executed by Witchfinders 
  … 109
  Lost in the Middergloom 
  …… 64
  Consumed by neighbours ………… 4
  Missing ……………………………….. 1,910
  Taken by a plague 
  ……………… 311
  Spontaneously combusted 
  ….. 10
  Consumed by badgers 
  ………… 13
  
  Page 4
  Sevrin Brewer has urged for calm and
  said that the matter is under control.
  No one yet knows if these pigmen are
  real or if they are humans masquerading
  as pigmen, but it is suspected that
  whoever they are, their agenda seems
  rooted in agricultural politics of the
  area.
  Lord Mung’s Stolen
  Tankard
  A manhunt is underway after a silver
  tankard bearing the crest of the Lord of
  Staffleford, and etched under the base
  with the inscription, ‘Drink, drink, and
  drink yet again, until blood flows in the
  streets’ has gone missing. A rumour
  suggests that it is a magical tankard
  which replenishes on command.
  The tankard – belonging to Lord Beron
  Mung – was last seen by the Lord
  himself, before he passed out on the
  balcony of the High House. His
  advisors have claimed that he had a
  fever, but everyone knows that the Lord
  was drunk, as he was previously howling
  abuse into thin air, and singing songs
  about ‘little, fucking goblins’.
  A reward of three, one pound turnips
  has been offered for information that
  leads to its recovery. Lord Mung thinks
  this is too much, but his advisors are
  suggesting increasing it based on the
  fact that average Stafflefolk would
  rather have a magical beer tankard than
  three turnips.
  It is decreed that the person who stole
  the tankard, will have their fingers and
  toes pulled off, their eyes gouged out,
  their tongue cut out, and finally be
  pulled apart by horses as punishment.
  The Blood Well of
  Fetterstone
  In the centre of the small way-
  settlement of Fetterstone is the hamlet’s
  well. A source of orangey-brown water
  for fetterfolk and travellers alike, it was
  dug a hundred years ago, and is one of
  the deepest wells in the area, tapping
  into a  deep aquifer.
  Recently, buckets raised from the well
  have only contained fresh blood. It is
  not known how the blood is getting into
  the water supply, but they are currently
  transporting barrels of water  from
  Wolfhorton until someone can find out
  why, or the blood stops of its own accord.
  Sheriff Lancaster Boldhope has offered
  a reward of 25 gold quids to anyone that
  can resolve the problem permanently.
  Dead Dogs
  A pile of twenty-seven dead dogs have
  been found inside a rented barn outside
  Wodensberry. All the dogs appear
  similar in age, and are of a type not seen
  locally. The black mastiff-like dogs
  show no signs of disease or trauma, but
  appear to have died of heart attacks.
  The barn owner, Claddius Hump,
  rented the barn to a strange, bald man
  who spoke with a foreign-sounding
  accent. He wanted to use the barn to
  conduct experiments, and has since
  disappeared. The local Witchfinder,
  Montague Bigginlock has investigated
  and found signs of witchcraft and
  devilry at the barn.
  
  Page 5
  NEW CULT
  The Vile Sign
  The Midderlands Map
  Hex 1503
  A new symbol has
  been appearing in the
  north near Staffleford,
  Blithen Lake, and Abbots
  Bream. 
  Scratched 
  on
  trees, marked on the
  ground, and cut into the
  skin 
  of 
  slaughtered
  animals, 
  no-one 
  has
  found out who or what has
  been making the markings.
  Many stories of a serpent
  cult are currently doing the
  rounds based on the shape of the
  symbol. 
  The 
  truth 
  is 
  somewhat
  different. The locals have begun to call
  the symbol ‘The Vile Sign’.
  On the edges of Haywood Woods, west
  of Blithen Lake and east of Staffleford
  are the hamlets of Great Haywood and
  Little Haywood. Nothing but minor
  settlements of a few buildings with
  scattered farms. The folk here are hard-
  working, and toil daily to make a living,
  and also just enough to pay their taxes
  to 
  the 
  asshole, 
  Lord 
  Mung 
  of
  Staffleford.
  One of the outlying farmers, Uriah
  Portington, keeps a herd of sheep which
  he grazes in the pastures where the trees
  of Haywood Wood are sparse. It is near
  here that a pool of water filled with lily
  pads 
  and 
  duckweed, 
  known 
  as
  Weedwater, lies.
  One day last summer, Uriah had to
  rescue one of his sheep after it had
  become trapped in the duckweed. He
  dived in and whilst wrestling with the
  ewe and the weeds, discovered an object
  in the mud under his feet. He managed
  to retrieve the mud and silt-caked item
  to reveal a silver pendant. Made with a
  heavy chain, the pendant itself held an
  opaque, dark-green stone with a tadpole
  trapped inside.
  Once he had put the pendant on, a curse
  was triggered, and a long-banished
  demi-god, Froggathoth was heard once
  again. Now a minion of Froggathoth,
  Uriah is now spending his time putting
  the demi-god’s plans of returning to his
  former status into effect.
  Uriah has secretly been gathering a
  bunch 
  of 
  village 
  miscreants,
  disillusioned 
  farmfolk, 
  and 
  bored
  peasants to his ‘secret circle’.
  The circle known as The Followers of
  Froggathoth meet in secret locations
  and follow the often cryptic and tenuous
  instructions of the demi-god they now
  venerate – passed through the pendant
  to Uriah. They are responsible for the
  markings, 
  which 
  are 
  supposed 
  to
  represent 
  the 
  tadpole 
  and
  Froggathoth’s rebirth.
  Uriah and his wife, Doris – who has also
  worn the pendant briefly – are now
  enraptured and will hide their plans and
  seek to kill anyone that tries to prevent
  them from bringing Froggathoth to the
  lands to walk/swim/hop again.
  They are surrounded by loyal members
  who will defend Uriah and Doris until
  the end. All Followers of Froggathoth
  have touched the pendant.
  
  Page 6
  RANDOM TABLES
  A collection of tables for spicing up your game. Roll for each column, and combine.
  Slightly Less Shit +1 Weapons
  Roll
  (1d30)
  Weapon Type
  (all are +1)
  Additional Quality
  1
  Axe, Battle
  Cries when it damages anything.
  2
  Axe, Great
  Sheds a soft light when any goblin is within 100 ft.
  3
  Axe, Hand
  Can cast Light, 1/day as a Level 1 caster.
  4
  Blackjack
  Talks about old legends when owner is asleep. Annoying.
  5
  Bow, Composite,
  and Arrows
  Has a concealed compartment suitably-sized for the
  weapon type.
  6
  Bow, Long, and
  Arrows
  Laughs when it damages anything.
  7
  Bow, Short, and
  Arrows
  Can cast Cure Light Wounds, 1/day as a Level 1 caster.
  8
  Cestus
  On command, can guide wielder to the nearest frog.
  9
  Club
  On command, can guide wielder to the nearest water
  source.
  10
  Crossbow, Heavy,
  and Bolts
  The weapon is engraved with the name, Oberron. Can
  cast Monster Summoning I, 1/day as a Level 1 caster,
  although it always summons a dog which responds to the
  name, Oberron.
  11
  Crossbow, Light,
  and Bolts
  You can never wipe the blood off it.
  12
  Dagger
  When swung (or fired/thrown), it makes a kind of
  electric humming sound.
  13
  Dart
  When it is in the presence of nobles or royalty it will
  occasionally, and quietly mutter, “You fucking, pompous
  asshole!” Or other insult.
  14
  Falchion
  All damage done to tavernkeepers or innkeepers is healed
  back to the wielder.
  15
  Flail, Horseman’s
  The weapon is bright pink with a pink-dyed, fur-covered
  hilt.
  16
  Flail, Two-
  handed
  The weapon growls and barks when it sees anyone with a
  moustache.
  17
  Janbiya
  The weapon is +3 against turtles and turtlekind.
  
  Page 7
  Roll
  (1d30)
  Weapon Type
  (all are +1)
  Additional Quality
  18
  Javelin
  (or Harpoon)
  Every time the weapon causes damage, the wielder is
  urged to laugh gleefully, and shout out“I fucking love
  this!”
  19
  Khopesh
  Every time the wielder rolls a natural 20 to hit, they do
  triple damage, then they miss an entire round (1 minute)
  as if affected by a Hold Person spell.
  20
  Lance
  The weapon creates a shower of sparks every time it hits
  anything.
  21
  Mace, Heavy
  The weapon always deals 1 damage when it hits,
  although the wielder always sees hits as more damaging,
  visceral, and mortal wounds.
  22
  Polearm
  The weapon is made of pulsing, green-tinged flesh, but is
  otherwise treated as a normal weapon of that type.
  23
  Sling and Stones
  The weapon becomes invisible when not held.
  24
  Spear
  The weapon summons a block of cheese at the wielder’s
  feet after every successful hit.
  25
  Staff, Two-handed On a to-hit roll of a natural 20, the weapon does double
  damage, plus has a 10% chance of exploding as a ball of
  arcane fire for 6d6 damage to the wielder and all in a 10
  foot radius, destroying the weapon in the process.
  26
  Sword, Bastard
  On a to-hit roll of a natural 20, the weapon does double
  damage, plus it has a 10% chance of reducing the target’s
  and the wielder’s Hit Points to zero.
  27
  Sword, Long
  When the weapon kills an opponent (less than 0 Hit
  Points), their bodies turn to dust leaving only magical
  items and potions that they carried.
  28
  Sword, Short or
  Gladius
  On a natural to-hit roll of a 6, the weapon makes the
  wielder scream out loud, “I am the devil, and I will eat
  your soul!”
  29
  Sword, Two-
  handed
  On a natural to-hit roll of a 1, the wielder drops the
  weapon. When they bend down to pick it up, they release
  a cacophonous fart and soil themselves.
  30
  Warhammer
  If the wielder kills an opponent with the weapon, they
  have an overwhelming urge to give the opponent a full
  burial, and pay recompense to their family.
  
  Page 8
  Slightly Less Shit +1 Armours
  Roll
  (1d30)
  Armour Type
  (all +1)
  Additional Quality
  1
  Armour, Banded
  Glows with a soft green light on command.
  2
  Armour, Brigandine
  Edible.
  3
  Armour, Chain Mail
  Appearance of stone.
  4
  Armour, Cuirass
  When struck, shouts “Ouch! You fucker!”
  5
  Armour, Gambeson
  Can shine with a blinding light for 1 round, 1/day.
  Attackers get -1 to hit.
  6
  Armour, Lamellar
  Can change it’s type 1/day for 1 round. Leather
  armour could become plate, with all benefits and
  penalties.
  7
  Armour, Leather
  Is black and covered with skull iconography. Helms
  are skull-shaped. Anyone looking at the wearer only
  sees a skeleton.
  8
  Armour, Padded
  Decorated in fake dragon scales. Wearer/wielder
  can jump twice as far and as high as normal.
  9
  Armour, Plate
  Invisible when held/worn. Still makes the usual
  noises.
  10
  Armour, Ring
  The wearer/wielder gains no AC benefits, but gains
  +2 to all attacks.
  11
  Armour, Splint
  Hisses constantly as if releasing steam.
  12
  Armour, Studded
  Leather
  Allows wearer to Polymorph Self as per the spell,
  1/day, into a large fish (up to 3 feet long).
  13
  Coif
  When worn or held, the wearer/wielder smells
  overpoweringly of fish.
  14
  Greaves, Arm
  When worn or held, the wearer/wielder smells
  overpoweringly of silage.
  15
  Greaves, Leg
  When struck by a damaging blow, the attacker gets
  shocked for 1 damage.
  16
  Helm, Barbute
  When in combat, it sings like a bad bard.
  17
  Helm, Basinet
  When struck by a to-hit roll of a natural 20, a loaf
  of bread drops from above.
  18
  Helm, Capacete
  When struck by a to-hit roll of a natural 20, the
  attacker is knocked prone after dealing double
  damage to the wielder/wearer.
  
  Page 9
  Roll
  (1d30)
  Armour Type
  (all +1)
  Additional Quality
  19
  Helm, Great
  Wearer/wielder can see in the dark as if holding a
  hooded lantern.
  20
  Helm, Kabashi
  Kabuto
  Inside of armour and headgear is fur lined, outside is
  spiked, shields are backed with fur, and covered in
  spike on the external face.
  21
  Helm, Sallet
  Armour magically (on its own) takes 1 round to don,
  and 1 round to remove. Headgear and shields fly to
  the wearers head and hands respectively,
  automatically as a free action, on command.
  22
  Shield, Buckler
  Wearer/wielder needs two hours less sleep for a full
  rest is worn/held whilst sleeping.
  23
  Shield, Heater
  Can cast Cure Light Wounds, 1/day, as a level 1
  caster.
  24
  Shield, Kite
  Can cast Purify Food & Drink, 1/day, as a level 1
  caster.
  25
  Shield, Mantlet
  If an attacker hits, they must make a saving throw or
  be at -1 to hit for 1d6 rounds.
  26
  Shield, Parma
  The wielder/wearer is immune to poison whilst
  wearing/wielding.
  27
  Shield, Pavise
  The wielder/wearer cannot be paralysed whilst
  wearing/wielding.
  28
  Shield, Renntartsche
  The wielder/wearer cannot be turned to stone whilst
  wearing/wielding.
  29
  Shield, Scutum
  All damage to the wearer/wielder from critical hits,
  are halved (round up) on a successful saving throw.
  30
  Shield, Targe
  The armour, headgear, or shield constantly bleeds.
  
  Page 10
  Slightly Less Shit Containers of Liquid
  Roll
  (1d30)
  Container
  Looks
  Smell
  Taste
  Effects on
  Imbiber
  1
  Glass
  Green,
  transparent
  Onions
  Milk,
  Goat’s
  High increase in
  sex drive.
  2
  Bone
  Green,
  opaque
  Cheese,
  stinky
  Blood,
  Animal
  Hum incessantly
  for 4 hours.
  3
  Horn
  Blue,
  transparent
  Blood
  Honey
  Double effect Cure
  Light Wounds.
  4
  Waterskin
  Blue,
  opaque
  Curdled
  milk
  Water
  Double effect Cure
  Serious Wounds.
  5
  Crystal
  Red,
  transparent
  Oranges
  Tea
  Can unbuckle belts
  and knots by sight.
  6
  Emerald
  Red, opaque
  Lavender
  Wine,
  cheap
  Imbiber is instantly
  very drunk.
  7
  Oak
  Orange,
  transparent
  Mint
  Semen
  Imbiber turns
  green.
  8
  Diamond
  Orange,
  opaque
  Egg
  Mead
  Imbiber turns blue.
  9
  Silver
  Violet,
  transparent
  Rotting
  meat
  Ale
  Skin of imbiber is
  covered in spines.
  10
  Gold
  Violet,
  opaque
  Roses
  Orange
  juice
  Imbiber’s skin
  becomes very oily.
  They cannot grip
  anything.
  11
  Platinum
  Purple,
  transparent
  Fresh soil
  Pear juice
  Levitates off floor
  by one foot.
  12
  Electrum
  Purple,
  opaque
  Ozone
  Cider
  Can turn any
  cheese into gold
  and vice versa.
  Lasts 1d6 rounds.
  13
  Mummified
  rat
  Turquoise,
  transparent
  Fresh
  bread
  Wine,
  expensive
  Can breathe
  normally in any
  liquid.
  14
  Copper
  Turquoise,
  opaque
  Semen
  Tasteless
  Can cast a single
  magic missile every
  round.
  
  Page 11
  Roll
  (1d30)
  Container
  Looks
  Smell
  Taste
  Effects on
  Imbiber
  15
  Tin
  Clear
  Fish
  Urine
  Hurls an insult at
  anyone near every
  round.
  16
  Middium
  Opaque
  (like jizz)
  Smoked
  bacon
  Rapeseed
  Oil
  +1 bonus to armour
  class.
  17
  Iron
  White
  (like milk)
  Body
  odour
  Sugary
  +1 bonus to saving
  throws.
  18
  Antler
  Black,
  transparent
  Unwashed
  feet
  Salty
  Can sing well.
  19
  Dried leaves
  Black,
  opaque
  Cabbage
  Potato
  Can see true gold.
  20
  Leather
  Liquid
  metal
  Perfume
  Leek
  Turns into cheese.
  21
  Turnip
  Steam
  Sprouts
  Aniseed
  Can attract 1d100
  rats.
  22
  Thick
  parchment
  Speckled
  with gold
  flakes
  Odourless
  Milk, Mud
  Cow’s
  Urge to eat dogs,
  raw.
  23
  Invisible
  Yellow,
  transparent
  Faeces
  Blood,
  Human
  Can talk to
  pigeons.
  24
  Yew
  Yellow,
  opaque
  Urine
  Sweat
  Imbiber passes out.
  25
  Dragon
  hide
  Appears
  empty
  Saffron
  Vomit
  Believes they can
  fly.
  26
  Cow udder
  Like
  seawater
  Hazelnut
  Bile
  Shrouded in a
  luminous green
  glow.
  27
  Monkey
  skull
  Rainbow
  colours
  Burnt
  Mucus
  Turns into a small
  monkey.
  28
  Brass
  Ice
  Stale
  bread
  Strawberry
  Makes loud,
  clanking sound
  when they move.
  29
  Carrot
  Magma
  Peppers
  Blackberry
  Laughs constantly.
  30
  Bark
  Mud
  Rotting
  leaves
  Chocolate
  Cannot move,
  as if paralysed.
  Container size 1d6: 1-2=Small, 3-4=Medium, 5-6=Large. Fish should be kept in a suitable
  container/vessel. All effects last 1d6 turns and can be used once unless otherwise noted.
  
  Page 12
  HEXES & UNIQUE
  LOCATIONS
  Port Mulhollow
  The Midderlands Map Hex 2710
  Far beneath the sleepy fields of crops
  and grazing cattle lies a settlement
  known as Port Mulhollow. A refuge for
  thieves, smugglers, brigands and those
  that who are somehow different from
  the land above – whether touched by the
  effects of disease or gloomium – they are
  welcome here.
  The port is an illicit trading post and
  home to those brave enough to delve
  further down than the port, in the
  search 
  for 
  treasures, 
  ores, 
  and
  gemstones. Goblins dwell here, and
  even stranger creatures have sought
  trade here, only to slither back to their
  deeper dwellings.
  The port is run by a man named Sir
  Foxley from his refuge of Fort Black.
  Foxley is also an intelligence gatherer
  for the Silver Hand, and his primary
  mission is to gather news of any
  discoveries or unusual events that occur
  in the Middergloom.
  The port is lit with gloombug lanterns
  giving it an eerie-green glow on
  approach.
  1.
  These statues are of two, 15 feet tall
  figures wearing hooded robes with
  an arm outstretched holding a large
  hooded lantern illuminating the
  approach to Port Mulhollow.
  2.
  The port entrance is cobble-paved
  and has a small dock for mooring
  rowing boats and barges. Large oak
  doors hang open leading into a
  tunnel through to the port.
  3.
  A surprisingly good tavern, if not a
  little grubby in places. This is run
  by Gilligan Mulberry, a Silver
  Hand operative.
  4.
  Three stories tall, there are decent
  rooms to be found here if you don’t
  mind sleeping in common rooms
  full of snoring goblins and folk who
  have 
  spent 
  too 
  much 
  time
  underground.
  5.
  The Town Hall where justice is
  dealt and ‘port laws’ are decided.
  6.
  The wart goblin, Goot Olbo keeps
  watch over the port from his tower
  and reports anything unusual to Sir
  Foxley.
  7.
  Sir Foxley’s residence. A black
  stone 
  keep. 
  Inside, 
  is 
  a
  teleportation chamber that leads to
  the Guild of Messengers in Great
  Lunden.
  8.
  The Port Mulhollow guard are
  stationed here. Their tabards are
  black with a green tentacle.
  9.
  Disputes are settled here… to the
  death.
  10.
  Food 
  supplies 
  and 
  building
  materials are stored here, such as
  new doors and timber.
  11.
  Sheep, pigs, chickens, and geese.
  Port Mulhollow Map Key:
  1.
  The Guardians of Mulhollow
  2.
  Port Entrance
  3.
  The Tarnished Hand Tavern
  4.
  The Shadowy Cat Inn
  5.
  Mulhollow Hall
  6.
  Goot’s Watchtower
  7.
  Fort Black
  8.
  The Black Barracks
  9.
  Fighting Arena
  10.
  Food and Hardware Store
  11.
  Livestock Pens
  
  Page 13
  4
  1
  2
  7
  5
  3
  6
  8
  10
  9
  11
  Port Mulhollow
  North
  Feet
  0 20
  60
  140
  
  Page 14
  NEW MONSTERS
  Pigseer
  HIT DICE: 3
  ARMOUR CLASS: 5 [14]
  ATTACKS: Longsword (1d8)
  or spell
  SAVING THROW: 12
  SPECIAL: Spellcasting,
  Dimension Squeal
  MOVE: 12
  ALIGNMENT: Chaotic
  CHALLENGE LEVEL/XP:
  4/120
  Pigseers are corruptions
  of man and pig forms
  covered in patches of
  coarse hairs and
  calloused 
  or
  blistered skin. Their
  skins are tinged with
  green rather than pink,
  and a foul-smelling mucus
  dribbles from their snouts.
  Created in the dark recesses of the
  Upper Middergloom by a strange entity
  known as Sus Daemonium Viridi, this
  monstrous, gloomium-corrupted demon
  commands a small army of pigmen
  known as the Pigseers. These pigmen
  are always dressed in dirty vermillion
  robes covering chainmail armour. They
  are beginning to surface in Norfolkshire
  slaughtering their mortal enemies,
  sheepkind, and those that look after
  them. No one yet fully understands Sus
  Daemonium Viridi’s motivation for the
  sheepkind’s slaugther.
  Each of these vile pig warlocks carries a
  longsword carved in strange green
  runes, and has access to the following
  spells as a 4th Level Magic-User (all
  1/day): Magic Missile, Protection from
  Good, Sleep, Invisibility, Darkness 15-ft
  Radius.
  Pigseers can also let out a Dimension
  Squeal that allows them to Dimension
  Door only themselves and items they
  carry, up to 60 feet once per day.
  
  Page 15
  Biledog
  HIT DICE: 3
  ARMOUR CLASS: 7 [12]
  ATTACKS: Bite (1d6) plus acidic bile
  SAVING THROW: 13
  SPECIAL: Acidic Bile
  MOVE: 12
  ALIGNMENT: Chaotic
  CHALLENGE LEVEL/XP: 3/60
  Biledogs are large, black, malevolent
  dogs that roam in packs looking for
  food. They are not fussy eaters, but a
  pack will take on a human or two in the
  hope of fresh meat.
  After each successful bite attack, roll
  1d6. On a 1-2, they will retch up an
  acidic, luminous green bile that eats
  flesh and helps them digest their meals.
  This bile deals an extra 1d4 damage.
  Dungling
  HIT DICE: 2
  ARMOUR CLASS: 8 [11]
  ATTACKS: Bite (1d4)
  SAVING THROW: 13
  SPECIAL: Steal
  MOVE: 12, Climb 18
  ALIGNMENT: Chaotic
  CHALLENGE LEVEL/XP: 2/30
  Dunglings are small spidermonkey-like
  imps 
  that 
  inhabit 
  old 
  ruins 
  and
  middens. They usually descend in a
  pack to attack, distract, and then steal
  items which they covet. They prefer to
  take anything shiny. Whether it’s in a
  pouch or bag, or being loosely held,
  their prehensile tails and long arms
  with stick-like fingers can reach into all
  manner of nooks and crannies and grab
  with surprising strength. Instead of
  attacking, there is a 50% chance that the
  Dungling will steal an item and run off.
  
  Page 16
  NEW CLASS
  Woad Rager
  A crazed Scrottish berserker clad in
  green, gloomium-infused paint, a kilt
  and little else.  Brave and fierce, they
  wreak terrible havoc on their enemies
  but tend to have short and bloody lives.
  In war the Woad Ragers lead their
  clansmen 
  into 
  battle, 
  often 
  out-
  stripping the rest of a charging warband
  in their desire to inflict death on those
  who would oppose them.  This woad
  covering is more than a fashion
  statement, it unlocks weird and terrible
  powers designed to help the Woad
  Rager do what they do best - slice their
  enemies up a treat.
  In theory anyone could become a Woad
  Rager as long as they were raised by
  Shirefolk in Scrotland.  In practice this
  means that, as a rule, only Scrottish
  humans can become Woad Ragers.
  Though there are tales of giant
  Mouselings, 
  Ommatophorian 
  Half-
  Goblins, 
  Dwarves 
  and 
  even 
  a
  particularly bonkers Elf following the
  Woad Path.
  Not every clan has warriors who
  practice the arts of the Woad Rager but
  those clans who don't are considered to
  be inferior by other Shirefolk.  Clans
  who don't train Woad Ragers are
  sometimes accused of being ‘practically
  Havenlanders’ by other Scrots, this
  usually results in a blood-feud between
  at least two clans.
  The Woad Rager fights and saves like a
  Fighter.  They gain the Fighter's ability
  to add their Strength bonus to damage
  and multiple attack abilities, but not
  their Parrying or Stronghold abilities.
  Woad Rager Class Abilities
  ALIGNMENT: Woad Ragers can be of
  any alignment.
  FEARLESS: Woad Ragers gain +2 to
  Saving Throws against the Fear spell
  and any other fear-based effects, spells
  or powers.  This bonus increases by +1
  at 5th level and every 5 levels after
  that.
  HIGHLAND CHARGE: Always carried
  out in the traditional Scrottish garb of
  kilt, sporran and no underwear, the
  Highland Charge is a thing both
  awesome and terrible to behold.
  Scrottish warriors run full tilt at their
  enemies, screaming bloody murder and
  waving their weapons wildly in the air
  before crashing home with appalling
  violence.
  But some say that the true terror of the
  Highland Charge comes in the
  moments just before impact.  Kilts fly
  up to reveal dangling genitals that flap
  PRIME ATTRIBUTE: Strength, 13+
  (5% experience bonus)
  HIT DICE: 1d6/Level (Gains
  1HP/Level after 12th.)
  ARMOR/SHIELD PERMITTED: Any
  WEAPONS PERMITTED: Any
  RACE: Special (see below).
  
  Page 17
  proudly in the wind, striking fear into
  the hearts of all that see them. Not
  wanting to be left out, female Woad
  Ragers create their own dangly bits out
  of braided hair, rat skulls, beads, bits of
  fur and the severed members of
  slaughtered foes.
  If they charge directly and
  uninterrupted to reach and attack an
  enemy, the Woad Rager inflicts +1d6
  Damage on a successful hit with that
  Attack.  (This bonus does not carry on
  into subsequent rounds unless they
  charge again.)  With the Game
  Master’s permission the Woad Rager
  can charge past or through an enemy,
  (attacking them on the way), in order
  to reach their target.
  At 4th Level the sight of the charging
  Woad Rager, dangly bits and all, strikes
  such fear into their enemies that, once
  per day, all enemies that see the Woad
  Rager 
  charging 
  in 
  their 
  general
  direction must make a saving throw or
  be affected as per the Fear spell.  The
  Woad Rager gains an extra use of this
  ability every 4 levels after the 4th.
  WHIRLWIND OF DEATH: In the
  unlikely event that a Woad Rager
  survives long enough to reach 10th
  Level, they festoon themselves and
  their equipment with spikes and gain
  the ability to attack twice per round.
  This cannot be used at the same time as
  the Multiple Attack Ability.
  
  Page 18
  WOAD MAGIC: The woad of Woad
  Ragers is infused with ancestral magic
  powered by gloomium dust.  At 3rd
  Level and every 3rd Level after that
  the Woad Rager learns a new Woad
  Pattern and can paint it on his body.
  Woad Symbols must be painted onto
  naked skin and remain clearly visible
  in order to work.  The first Pattern is
  painted on the face and can be worn
  alongside armour with no penalties.
  Each Pattern painted on after that
  requires that a significant portion of
  skin be left uncovered, (such as a leg,
  arm, stomach or most of a chest),
  reducing the effective AC of any worn
  armour by 1, (or increasing it by 1 if
  you're using a descending AC system).
  This penalty is cumulative and can
  render armour useless, but cannot
  reduce the character's AC below what it
  would be without armour on.
  Painting gloomium-tainted dye on your
  skin isn't the best idea.  The GM can, if
  they so desire, make the Woad Rager's
  player roll on the Gloom-touched
  Deformities Table  (The Midderlands
  page 11) whenever their character
  learns a new Pattern and applies it for
  the first time.  The character receives
  whatever mutation their player rolls.
  If the GM chooses to apply this
  optional rule, they should probably
  warn players about it before they
  choose to play a Woad Rager.
  Woad Patterns
  Deedrush: Looks like a stylised ribcage.
  When the Woad Rager charges, their
  ancestors charge with them, spectral
  danglies flying in a ghostly breeze.
  While wearing this pattern the Woad
  Rager can use the Highland Charge's
  Fear effect once per day even if they
  have not yet reached 4th level.  If they
  are 4th level or higher they gain one
  additional use of this ability per day.
  Ikenyoo: An abstract representation of a
  giant eye.  Known as ‘the watchful
  pattern', Ikenyoo protects the Woad
  Rager against anyone who tries to use
  cowardly tactics such as hiding.  Any
  creatures that sneak up on their targets
  have their chance to surprise reduced
  by 1 when trying to ambush the wearer
  of this Pattern.  For example, a
  monster that surprised on 1-3 out of 6
  would surprise the Woad Rager on 1-2
  out of 6. Creatures that surprise on a 1
  out of 6 cannot surprise the Woad
  Rager at all.  The Woad Rager also
  gains +2 to any rolls made to spot a
  hidden foe.
  Bereet: Three interconnected spirals.
  The first and oldest pattern, perhaps
  even predating the honoured traditions
  of the Woad Ragers altogether.  Bereet
  protects against magic and other
  misfortunes, granting +1 to all Saving
  Throws while worn.
  
  Page 19
  Dancetoyerdoomye: A closed fist.  Draws
  on the spirits of tavern-fights and
  recreational aggression.  Three times
  per day the Woad Rager can point at an
  enemy and shout ‘You want some, pal?'
  Even if they don't want some, the
  target must pass a Saving Throw or
  spend all of their movement
  attempting to get into close combat
  with the Woad Rager.  The enemy can
  still avoid traps, falls or obstacles on
  their journey and won't knowingly
  Woad Rager Level Table
  Level Experience Points
  Required for Level
  Hit Dice
  (d6)
  Saving
  Throw
  Abilities
  1
  0
  1
  15
  Highland Charge, Fearless,
  Whirlwind of Death,
  Strength Bonuses to Damage.
  2
  2,000
  2
  14
  3
  4,000
  3
  13
  First Woad Pattern
  4
  8,000
  4
  12
  Highland Charge Fear (2/day)
  5
  16,000
  5
  11
  Fearless +3
  6
  32,000
  6
  10
  Second Woad Pattern
  7
  64,000
  7
  9
  8
  128,000
  8
  8
  Highland Charge Fear (3/day)
  9
  256,000
  9
  7
  Third Woad Pattern
  10
  350,000
  10
  6
  Whirlwind of Death
  Fearless +4
  11
  450,000
  11
  5
  12
  550,000
  12
  4
  Fourth Woad Pattern
  Highland Charge Fear (4/day)
  13
  650,000
  12 +1 HP
  4
  14
  750,000
  12 +2 HP
  4
  15
  850,000
  12 +3 HP
  4
  Fifth Woad Pattern
  Fearless +5
  16
  950,000
  12 +4 HP
  4
  Highland Charge Fear (5/day)
  17
  1,050,000
  12 +5 HP
  4
  18
  1,150,000
  12 +6 HP
  4
  Sixth Woad Pattern
  19
  1,250,000
  12 +7 HP
  4
  20
  1,350,000
  12 +8 HP
  4
  Highland Charge Fear (6/day)
  Fearless +6
  21+
  +100,000 per Level
  +1 HP/Level
  4
  
  Page 20
  injure or kill themselves in order to
  close the distance.  The effect ends
  when the two characters are close
  enough to attack each other in close
  combat or when one of them dies.
  Gleckit: A coiled serpent with deer-like
  antlers.  Said to have been taught to the
  Shamans of Scrotland by Cern, the
  Antlered God.  While wearing this
  pattern the Woad Rager's
  unarmed attacks and any weapons
  they are wielding count as
  magical for the purposes of
  injuring supernatural or
  spectral creatures.  Other
  characters cannot benefit
  from this effect unless
  they're strong enough, (and
  mad enough), to pick up the
  Woad Rager and use his
  screaming and struggling
  body as an improvised flail.
  Runemdoon: A series of
  arrowhead shapes. This
  symbol means ‘swiftness'.
  While wearing this
  pattern the Woad Rager
  can run twice their
  normal movement.
  (They can still use
  Highland Charge if their
  run is direct and
  uniterrupted.)
  Dinnafassyersel: A large
  central spiral encircled
  by a dozen smaller spirals
  that all lead into one another.  A
  pattern which encapsulates the
  Scrottish ability to survive anything
  that life throws at them.  Once per
  day, during combat, the Woad
  Rager can shake off their
  injuries by not making a
  melee attack, and  regaining
  1d8 + their Constitution
  bonus in lost Hit Points.
  Havvit!:
  A thorny
  vine twisted
  into a helix.  A
  pattern which
  celebrates and
  incites extreme
  violence.  Once
  per day the Woad
  Rager can add their
  level to the damage
  inflicted by a successful hit.
  
  Page 21
  NEW SPELLS
  Gloomtouch
  SPELL LEVEL: Cleric, 1st Level
  RANGE: Touch.
  DURATION: 1d6 hours.
  DESCRIPTION: When the caster
  touches the victim, they must make a
  saving throw. If they pass they take 1d6
  damage from a green crackle of
  electricity, if they fail, then the victim
  is affected by a random Gloom-touched
  Deformity (see The Midderlands page
  11).
  Summon Biledog
  SPELL LEVEL: Magic-User, 2nd Level
  RANGE: 60 feet.
  DURATION: 1d10 rounds, or until dead.
  DESCRIPTION: The spell summons 1d3
  Biledogs that obey simple one word
  commands issued by the caster. They
  will fight to the death if commanded.
  There is a cumulative 5% chance per
  dog, each round that one of them will
  turn on the caster.
  Once the spell ends, any Biledogs that
  are still alive will simply die where
  they last stood. Ones that have already
  been killed will remain. They are quite
  real, just dead.
  NEW ODDITIES
  Breakspear Woad
  A Clan Shaman from Grammpshire
  grew tired of her kin getting killed in
  battle 
  because 
  they 
  thought 
  that
  wearing woad was more important than
  wearing armour.
  She created a particularly powerful
  form of woad out of high grade
  gloomium ore, iron dust and, (so it is
  said), the ground up bones of Vaco
  Magi. This woad has the power to
  summon the ghost of a coat of mail,
  which is semi-transparent but just as
  effective as the real thing at saving the
  wearer's skin.
  A full coat of Breakspear Woad,
  (painting symbols on everything except
  the naughty bits), weighs nothing and
  protects the user as though they were
  wearing Chain Mail. (In other words it
  improves their AC by 4.)
  A Woad Rager who wears conventional
  armour and just uses Breakspear Woad
  to paint her Woad Patterns can ignore
  the AC penalties for up to 2 Woad
  Symbols at a time. (Since the first
  Symbol applies no penalty anyway, she
  can wear up to 3 before she starts taking
  AC penalties.)
  VALUE: 5,000 gold quids.
  Laird MacCrae's Prime
  Haggis
  A haggis is a great and delicious meat
  pudding made from oats, offal and all
  the impolite bits of an animal.
  
  Page 22
  Laird MacCrae's Prime Haggis is an
  absolute delicacy which is highly
  prized across all of Scrotland and
  beyond. 
  The 
  Queen 
  of
  Havenland is said to be a fan,
  though it is possible that she
  only claims this so that she can
  invite people she doesn't like to
  dinner and make them eat it.
  This haggis is made from the finest
  Mud-Cow giblets, ‘golden clootie’ oats,
  dried ghost-heather berries and other,
  more 
  mysterious, 
  ingredients. 
  If
  drizzled with whiskey and eaten with
  neeps and tatties, (swede and potatoes),
  MacRae's Haggis has a miraculous
  effect. The diner is healed for 1d6 HP
  and gains the same benefits as someone
  who'd been the target of a Protection
  From Evil spell for the next 24 hours.
  Those with delicate digestions, i.e.
  anyone who isn't Scrottish or Dwarven,
  must pass a Constitution Roll in order
  to keep the Haggis down and gain its
  benefits. Failing the roll causes the
  character to violently throw the meal up
  alongside most of their own stomach-
  lining, taking 1d6 Damage in the
  process. Once you've gained a taste for
  it though, you never look back - passing
  the 
  Constitution 
  Roll 
  allows 
  the
  character to partake of Laird's Haggis
  safely in the future.
  VALUE: 400 gold quids.
  The Stone of Scones
  This small yellowish rock is vaguely
  scone-shaped. If anyone picks the Stone
  up and tries to bite into it then it will
  turn into a delicious scone, usually a
  cheese scone but sometimes cherry or
  plain with strawberries and clotted
  cream in the middle. Once
  consumed 
  the 
  Stone
  reappears 
  in 
  the
  owner's hand, ensuring
  that they'll never go
  hungry.
  As long as they like
  scones, anyway.
  One in every hundred scones generated
  by the Stone is a chilli scone made with
  ‘Mad Bastard’ chillies. Anyone who
  bites into such a scone takes 1 point of
  damage from mouth-burn and must
  make a Saving Throw or spend the next
  1d6 hours crying, puking, drinking all
  the milk in sight and begging for the
  sweet release of death.
  VALUE: 1,000 gold quids.
  Screaming Sporran
  This oversized sporran, (a hard leather
  pouch worn over the front of a kilt and
  decorated with fur and feathers), has the
  preserved head of a Mouseling fixed to
  its centre. If the wearer is fighting
  another character or a monster then the
  head will come to life, shriek a tiny and
  tinny war-cry and try to bite its master's
  opponent, preferably in the groin. It
  will
  continue 
  to 
  scream
  insults and
  threats 
  at
  the 
  enemy
  until they are
  slain or it is
  destroyed.
  Each round the
  Sporran 
  can
  make 
  an
  Attack 
  Roll,
  (with 
  no
  
  Page 23
  bonuses), against an opponent in melee
  with the wearer, inflicting 1d4 damage
  with a successful hit. Curiously, the
  Mouselings of Scrotland consider being
  turned into one of these sporrans a great
  honour and the mark of a true warrior.
  (Though they do tend to get a wee bit
  tetchy if the maker isn't polite enough
  to wait for his chosen Mouseling to die
  of natural causes before beheading it.)
  VALUE: 2,000 gold quids.
  Iron-Beer
  A particularly old and wicked Vaco
  Magus called Auld Bart lives on a
  windswept farm high up on the slopes of
  Mount Nevis. He has two fields, one of
  iron wheat and one of iron barley. Both
  are farmed by oddly life-like Iron
  Golems that Bart controls with a rusty
  steel staff which he keeps in his shed.
  Bart himself is a brewer and he uses the
  iron barley and wheat from his fields to
  make a most curious brew, Iron-Beer.
  The beer is said to have a magnificent
  flavour and Bart has let it be known that
  any who climb high enough to reach his
  farm may try a pint of it for free.
  Anyone drinking Iron-Beer must roll
  equal to or under their Constitution or
  swiftly turn into an Iron Golem.
  Any character who succeeds at the
  roll 
  just 
  has 
  their 
  stomach
  transformed into iron. This grants
  the following benefits - the
  character 
  immediately 
  and
  permanently gains an extra Hit
  Die and becomes immune to all
  stomach ailments and all ingested
  poisons from that day forward. Contact
  poisons, injected poisons and so on are
  still effective against the character.
  VALUE: 4,300 gold quids.
  Mundane Scrottish Weapons
  The Scrots have several weapons unique
  to them, here are rules on how to
  include these items in your game.
  A dirk is a long, pointed dagger made for
  stabbing. Treat it as a short sword.
  A claymore is a two-handed sword and
  should be treated like any other.
  A targe is a small shield with a steel
  spike jutting out of its centre. Treat as a
  small shield. It can also be used to
  attack and does 1d4 damage on a
  successful hit.
  A
  sgian dubh, (pronounced 'skee-an
  doo'), is a small knife with a black
  handle. A weapon of last resort, or one
  used by assassins, it does a mere 1d3
  points of damage but is very easy to
  conceal in a sleeve or sock.
  VALUE: Generally left to the Game
  Master, but feel free to use the Swords
  & Wizardry Complete rulebook for
  approximate costs and weights.
  
  Page 24
  NEW FLORA & FAUNA
  Gloak Tree
  These trees are only found
  underground in the larger
  chambers of the Upper
  Middergloom. Thought to
  be descendants of oak trees,
  these trees look very similar
  except for their green glow
  and slight shifting/swaying
  motion. 
  Any 
  one 
  that
  wanders 
  into 
  an
  underground copse or forest
  containing these trees, will
  be transfixed by the swaying
  motion. They must make a
  saving throw or be affected
  as if by a Charm Person spell.
  Once 
  under 
  the 
  tree’s
  charm, the tree will open
  up its trunk to reveal a
  horrifying maw of sharp
  teeth, and then using its
  branches, drag the charmed
  individual into its trunk to
  be 
  devoured. 
  For 
  each
  round spent in the Gloak
  Trees maw, the victim takes
  1d10 point of damage.
  10 or more Hit Points of
  fire damage will cause the
  Gloak Tree to eject its
  contents.
  
  Page 25
  OGL
  Product Identity: The following items are hereby identified as Product
  Identity, as defined in the Open Game License 1.0a, Section 1(e), and
  are not Open Content: All trademarks, registered trademarks, proper
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  been designated as Open Game Content are not included in this
  declaration.)
  Open Content: Except for material designated as Product Identity (see
  above), the game mechanics of this game product are Open Game
  Content, as defined in the Open Game License version 1.0a Section 1(d).
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  Game Content may be reproduced in any form without written
  permission.
  OPEN GAME LICENSE
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  The following text is the property of Wizards of the Coast, Inc. and is
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  2. The License: This License applies to any Open Game Content that
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  12. Inability to Comply: If it is impossible for You to comply with any
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  13. Termination: This License will terminate automatically if You fail
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  14. Reformation: If any provision of this License is held to be
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  necessary to make it enforceable.
  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.
  Midderzine Issue 2. © 2019, Glynn Seal (MonkeyBlood Design &
  Publishing); Authors Glynn Seal, Richard Marpole.
  End of license
  
  www.monkeyblooddesign.co.uk
  First printing.
  250 copies.
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/The Midderlands (SW)/Midderzine/Midderzine Issue 2.pdf