Campaign Kludge: Upper Middergloom Factions

As mentioned in my last post, I’m going to be talking about factions in the Middergloom in my game. Now, I don’t mean factions in terms of game mechanics (such as those used in Kevin Crawford’s Stars Without Number), although I may bring in some sort of mechanic for this at some point in the future, I’m simply using the terms to refer to group/organisations of like-minded individuals with a set goal.

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Campaign Kludge: Underworld Monsters

As discussed in my first Campaign Kludge post I’m trying to weld several of my favourite OSR properties together with the emerald-hued core of the Midderlands by Monkeyblood Design. At the moment I’m focusing on the Middergloom (effectively the Midderland’s green-coloured version of the Underdark) since that’s where the PCs are in my game.

In the Midderlands setting the Middergloom is broken into a number of discrete levels:

  • Upper Middergloom
  • Lower Middergloom
  • Deep Middergloom

Things get increasingly bizarre the deeper you go as you draw nearer to the spinning hunk of radioactive Gloomium that lies at the centre of the campaign world.

I’ve decided that I want to create some random encounter charts for the different levels, but to do that I need to choose which monsters and creatures are going to be most prevalent on the different layers, I’ve made lists below:

Upper Middergloom


  • Greater Horned Groat MIDD/110
  • Slitherling MIDD/119
  • Short-horned ratdog MIDD/134
  • Ommatophorian Half-Goblin MIDD/146
  • Six-headed Sewer Gripe MIDD/179
  • Gloomgool MEXP/156
  • Gloomium Dragon MEXP/157
  • Tentacled Horror MEXP/169
  • Devil Lurefish MGL/190
  • Midden Horror MGL/193
  • Bandits BXM/6
  • Bats BXM/7
  • Fire Beetles BXM/8
  • Carcass Crawler BXM/10
  • Giant Centipede BXM/11
  • Goblin BXM/21
  • Grey Ooze BXM/22
  • Green Slime BXM/23
  • Insect Swarm BXM/26
  • Kobold BXM/27
  • Ochre Jelly BXM/33
  • Purple Worm BXM/35
  • Rats BXM/35
  • Rhagodessa BXM/35
  • Skeleton BXM/39
  • Spiders BXM/40
  • Yellow Mould BXM/47
  • Zombie BXM/47
  • Ogre OSR/208
  • Dark Creeper OSR/279
  • Mongrelmen OSR/296
  • Misshaped animals FAM/47
  • Troll FAM/67
  • Giant Pill Bug OPU/87
  • Science Fungoid OPU/88
  • Beastmen TNU/320


  • MIDD = The Midderlands
  • MEXP = Midderlands Expanded
  • MGL = Greater Lunden
  • BXM = BX Essentials Monsters
  • FAM = Frost-bitten And Mutilated
  • VOE = Veins of the Earth
  • OPU = Operation Unfathomable
  • PSS = Pod Caverns of the Sinister Shroom
  • TNU = The Nightmares Underneath
  • CAR = Carcosa
  • TSL = The Stygian Library
  • TGY = The Gardens of Ynn

Lower Middergloom

  • Fire Beetles BXM/8
  • Carcass Crawler BXM/10
  • Giant Centipede BXM/11
  • Mongrelmen OSR/296
  • Misshaped animals FAM/47
  • Troll FAM/67
  • Firebomb Beetle OPU/83
  • Psychephage OPU/88
  • Science Fungoid OPU/88
  • Pod Man PSS/15
  • Shroom PSS/15
  • Vampiric Moss PSS/16
  • Gloomgool MEXP/156
  • Gloomium Dragon MEXP/157
  • Tentacled Horror MEXP/169
  • Beastmen TNU/320
  • The Cavemurdered TNU/324
  • Ogre spiders TSL/47
  • Neurovore TSL/54

Deep Middergloom

  • Mongrelmen OSR/296
  • Misshaped animals FAM/47
  • Troll FAM/67
  • Archaens VOE/26
  • Cambrimen VOE/35
  • Fossil Vampire VOE/53
  • Pyroclastic Ghouls VOE/
  • Vampiric Moss PSS/16
  • Gloomium Dragon MEXP/157
  • Tentacled Horror MEXP/169
  • Changelings TNU/326
  • Crab dogs TNU/327
  • Faerie Nobles TNU/334
  • Spawn of Shub-Niggurath CAR/245
  • Sidhe TGY/66
  • Neurovore TSL/54

Those are my idea for now based on my OSR books I could easily lay my hands on, I’ll probably tweak the lists and create similar lists for the City and for the Sewer system. In my next post I’m going to start looking at creating factions for my version of the Middergloom.

Image used is Slitherling in the Tunnels by Glynn Seal, used for non-profit purposes, no challenge is intended to copyright.

Campaign Kludge

Continued planning for my current Midderlands Game

Anyone who knows me will be aware that I’ve fallen heavily for the OSR side of the Force (it even replacing my once-beloved Fate in my affections). I’m also much enamoured when people talk about how they’ve run D&D for a million-years in the same campaign setting – okay, I exaggerate slightly but you get the idea?

I also think that have a long-running campaign world offers some more tangible benefits, these being:

  • You get to know the material better over time.
  • Your world builds up a personalised history with it’s own heroes and villains you can pull on for inspiration.
  • The actions of earlier groups can become legends for later groups.

I certainly known that my friend Rob Davies has run an awful lot of D&D games in his own campaign world and–as a result–has developed it a great deal, adding more nuances and material as time has gone on. I’ve always fancied doing something similar, there’s just one problem though:

I get bored easily

Here, the sage example provided by Rob comes to the rescue, I know from my experience of games he’s run, that Rob often–when dealing with a new group–will turn them lose in a previously unexplored region of his game world. This has the benefit of allowing him all the good stuff listed above, whilst also giving him license to expand/tweak that area of his world to try something a little different.

Well I was thinking about this recently in terms of the OSR and all the various different source books that I’ve got, and it occurred to me that I could do the same thing but by using the different sourcebooks for different areas of my campaign world.

This is what I’ve got so far:

  1. Main World – Principle Game Area: Midderlands by Glynn Seal of Monkeyblood Design
  2. Main World – Ireland: Dolmenwood by Gavin Norman of Necrotic Gnome
  3. Main World – Eastern Provinces: Yoon-Suin by David McGrogan
  4. The Middergloom/Underark: Operation Unfathomable by Jason Sholtis of the Hydra Collective, Pod Caverns of the Sinister Shroom by Matthew Finch and Veins of the Earth by Patrick Stuart.
  5. The Moon: Carcosa by Geoffrey McKinney

I’m planning to start working on collecting some material shortly for creating the Middergloom in my game (because that’s where my PCs are at the moment) and will be collecting the information on the blog as I go forwards.

If anyone has any cool suggestions for other sourcebooks I can use please let me know.

CSI Midderlands: Session 5

In the fifth session of our Midderlands campaign, our heroes head into the foul depths of the sewers below Bishopsgate, seeking the lost love of Lieutenant Richard Uffington, but they find more than they bargained for in the fetid deeps.

You can watch the edited version on Youtube:

Or if you want the uncut version, you’ll find it on Twitch:

Watch Highlight: Session 5 – Into the Sewers from RedDiceDiaries on

CSI Midderlands: Session 3

In the third episode of our #CSIMidderlands game, our four heroes explore the Stygian library, attempting to unravel the cause of the laughing plague.

Music is Hidden Truth by Rael Krux, used under Public Domain licence, check out their site at:

CSI Midderlands: Session 2

In the second episode of our #CSIMidderlands game, our four heroes travel to the Grand Library in Tomegate, attempting to determine what actually happened to Gwenneth, the young girl they rescued from the Witch-hunters.

Music is Hidden Truth by Rael Krux, used under Public Domain licence, check out their site at:

CSI Midderlands: session 1

In the first episode of our #CSIMidderlands game, four heroes from various different parts of #GreatLunden come together to try and prevent a young girl being burnt as a witch and tumble onto a more sinister plot connecting with the #LaughingPlague.

Continue reading “CSI Midderlands: session 1”