Wednesday, June 10, 2015

Another Taste of Ulflandia

I'm about 90% finished writing the Ulflandia hex crawl, which means I'm pretty much on schedule to get the next issue of NOD out this month. I should get Bloody Basic - Sinew & Steel Edition out as well, and maybe Bloody Basic - Weird Fantasy Edition (depending on how much reading I get done between now and the end of the month). Once those are put to bed, I turn my near-sighted eyes to Grit & Vigor, which I would like to publish before the end of summer.

That being said, I thought I'd post a few Ulflandia entries today to give people a taste of it. Enjoy!


Old Grog the hill giant smith dwells here, keeping a forge, three unruly daughters and a motherly wife who could only kill a person with kindness, for she’s otherwise gentle as a lamb. Old Grog remembers the old ways, and he can breathe magic into his creations if he has the mind to – he’ll swap minor magic weapons and armor for tales well told (and a heap of gold). If somebody will promise to wed one of his daughters, he’ll make more powerful magic items. He keeps a giant spider on an unbreakable silver thread in his workshop as a guard animal and companion. The spider is well versed in elven poetry and gnomish limericks, and he has a fine baritone voice (for a spider).

Treasure: 150 pp, a silver hammer (80 gp).


A band of fifteen forest giants and their mates dwells in a massive hall made of timber in this hex. The longhouse is surrounded by a wooden picket and a shallow moat, about 20 feet wide, filled with gooey mud and crossed by a drawbridge.

The forest giants have grey skin, no hair and emerald eyes. They dress in tunics and leggings, usually of green, brown, russet or grey, and wear cloaks. Forest giants are excellent bowmen, and carry large longbows and scimitars.

The forest giants have a love for ale and wine, and will gladly trade their guidance through the woods for intoxicants.

Treasure: 65 pp, 1,750 gp, a silver medallion set with a citrine (500 gp), a sable cloak with a golden clasp set with alexandrite (1,500 gp), a scroll of darkvision, a +1 shield (giant-sized), a potion of hide from undead, and a potion of remove paralysis.


The stronghold of Nobrun of the Glassy Eyes appears to be a cave set in a doughty granite hill topped by long, green grasses with a base surrounded by huckleberry bushes. The cave mouth is shaped like the maw of a demon, and there is the notable scent of sulfur surrounding the place.

If one approaches the cave mouth, a vrock demon is conjured. The vrock, Xerial, is Nobrun’s major domo. He will inquire as to the nature of the visit and peruse his scroll to see if the visitors are expected. If they are, he will permit them to enter the cave, at which point they will see a stone stair leading up to the top of the hill and a simple wooden door painted dull green. The door is wizard locked. Beyond the door, which appears to be attached to nothing, is the invisible tower of Nobrun.

Nobrun is a necromancer. He is inhumanly tall and thin, with long, bony fingers absolutely covered in rings. Some of the rings look valuable, others are made from human hair or meteoric iron and engraved with runes. The necromancer dresses in purple silk and black velvet, in the manner of a Spanish grandee. Nobrun is always heavily perfumed (usually lavender), and he has a long, black beard (he colors it) and strange, glassy eyes. One of his eyes has a permanent x-ray vision spell cast on it, while the other always sees with a faerie fire effect. He normally wears a patch lined with lead over the x-ray eye.

Nobrun lives alone, except for his army of zombies. All of them are shaved smooth and dyed purple, and dressed in black velvet doublets and leggings of silver maille. Nobrun is currently between apprentices.


A well in this hex produces great gouts of steam from the water, which nearly boils with magical energy. The water is about 20 feet below the surface, the well being constructed of grey stones that are slick with green slime that must be cleared before one can safely enter the well.

By bathing in the water for one minute (suffering 1d6 points of Constitution damage in the process), a magic-user or sorcerer gains the knowledge of a single weird spell. The spell remains lodged in a person’s mind for 24 hours. A sorcerer can add the spell to her natural repertoire if she has a spare spell slot, while a magic-user can scribe the spell on a scroll or in his spell book. Of course, they can also just cast the spell and discharge it from their mind permanently.

The second time a magic-user bathes in the well, the Constitution damage becomes Constitution drain. The third time, it becomes 1d6 points of energy drain. A fourth dip is fatal, turning the magician into a rampaging chaos beast.

The random spells learned from the well are:

1 Accursed Archer
2 Blasphemous Shield
3 Golden Torch
4 Hex of Diminution
5 Invocation of Righteous Anger
6 Unknowable Incantation of the Yellow Doors

Level: Magic-User 1
Range: Medium (150 ft.)
Duration: Concentration + 1 round

This spell forces a single opponent within range that is shooting or throwing missiles to automatically target one of his own allies. If he has no allies, the spell simply applies a -1 penalty to his attacks on non-allies.

Level: Magic-User 2
Range: Personal
Duration: 1 minute

This spell conjures a shield (much like the shield spell) before the spellcaster. The shield bears an image blasphemous to a single chosen cleric within sight of the magic-user.

The cleric must pass a Will saving throw each round he or she attempts to do anything but attack the bearer of the shield. The shield bearer enjoys AC 18 against the cleric’s attacks, and a +1 bonus to saving throws against the cleric’s spells. Spell that are saved against have a 25% chance of turning back on the spellcasting cleric.

Level: Magic-User 2 (Lawful (Good))
Range: See below
Duration: 1 hour

A golden torch appears in the magician’s right hand (always the right hand, and there it must stay). It emits a golden glow with double the illumination of a normal torch, and emits positive energy in a 30-foot radius. This positive energy doubles the normal healing rate of living creatures and grants them a +1 bonus to save vs. poison, disease and death effects, forces undead creatures to pass a Will saving throw to enter the positive energy and imposes a -2 penalty to their Fortitude saving throws.

Level: Magic-User 4
Range: Touch
Duration: Instantaneous

This hex slowly shrinks a creature down to tiny size. Each hour, the creature’s size category is reduced by one. The spell is permanent, though it can be reversed with one or several permanent enlarge person spells, dispel magic or wish. The creature’s equipment does not shrink with him or her.

Level: Magic-User 5
Range: Personal
Duration: 1 minute

As the cleric spell righteous might, save that the magic-user is unable to cast spells while enlarged.

Level: Magic-User 6
Range: Personal
Duration: See below

Often used as a last ditch effort to escape certain doom, the unknowable incantation is a dangerous spell. When cast, the magic-user is surrounded by walls of black energy (negative energy, in fact) with four yellow portals placed to the north, south, east and west. The black walls form a circle with a 20-ft diameter, and they rise 20 feet before ending in a ceiling.

Touching the walls causes 1d6 points of energy drain. Each round, the walls and ceiling contract, moving inward by 5 feet (the movement is actually fluid, not all at once). If they close in on a creature, it is killed unless it is immune to energy drain, in which case it left unharmed.

The walls can be avoided by entering one of the yellow portals. Each portal leads to a random plane, elemental or outer. The magic-user has no control over where the doors lead, nor has he any knowledge of where they lead. Once a door is touched, a person is transported to that plane. There is a 5% chance that the door deposits the person before a power of that plane.

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