ODnD Hârn Hack
🧙 Player Reference🧙
A quickstart guide to adventuring and magic on the island of Hârn
System & House Rules
OD&D. Using Delving Deeper or Littlest Brown Book as a reference. Delta Book of War for Mass Combat
Additional HP Considerations
- Hit points equal your constitution as a base. Females start with +1 hp.
- Fighting types start with +7 hp and gain +1 hp each level.
- Clerics/Shamans start with +5 hp and gain +1 hp every two levels.
- Shek-Pvar start with +3 hp and gain +1 hp every three levels.
Character Creation
- Roll your ability scores as directed by the referee. 3d6 DTL. Stats of 15+ are granted a +1 bonus modifier.
- Determine Social Position (roll 1d4):
1 – Noble 2 – Freeman 3 – Serf 4 – Tribal - Roll a d12 for one’s Sunsign. This affords a +1 to the listed bonus.
- Ulandus the Tree: Missile Fire Damage
- Aralius the Wand: Armor Class
- Feniri the Smith: Wand Saves
- Ahnu the Fire Dragon: Breath Saves
- Angerelius the Flaming Swords: Melee to Hit
- Nadai the Salamander: Melee Damage
- Hirin the Eagle: Missile Fire to Hit
- Tarael the Pentacle: Death Saves
- Tai the Lantern Bearer: Spells per Level Up
- Skorus the Mixer: Sorcery Saves
- Masara the Chalice: Paralysis Saves
- Lado the Galley: Magical Healing
- Choose a Class: Fighter, Shek-Pvar (Mage), Cleric/Shaman, or Lia-Kavair (Thief).
- Roll for Starting Wealth based on your class or social status.
- Describe your origin, manner, and background.
- Choose your Convocation (for Shek-Pvar) or Faith (for Clerics).
| Social Position | Starting Shillings (d) | Fighter | Shek-Pvar | Lia-Kavair | Cleric / Shaman |
|---|---|---|---|---|---|
| Noble | 7d6 x 10 | ☑️ | ☑️ | ❌ | ☑️ |
| Freeman | 3d6 x 10 | ☑️ | ☑️ | ☑️ | ☑️ |
| Serf | 3d6 x 5 | ☑️ | ❌ | ☑️ | ☑️ |
| Tribal | 3d6 | ☑️ | ❌ | ❌ | ☑️ |
Classes at a Glance
Fighter
Reliable and hardy. Against foes of 1 HD or less, Fighters gain one attack per level each round.
+1 to loyalty checks.
Shek-Pvar (Mage)
Students of the six elemental convocations. Choose your Primary Convocation, which shapes your worldview and magic. Can later attune to adjacent convocations. Lyavhi (Air), Peleahn (Fire), Jmorvi (Metal), Fyrvia (Earth), Odvishe (Water), or Savorya (Spirit)

| Convocation | Color | Element | Essence | Flavor |
|---|---|---|---|---|
| Lyahvi | Red | Air | Light, Illusion, Ethereal | Masters of brightness, illusion, and deceit. |
| Peleahn | Orange | Fire | Heat, Action, Dryness | Impulsive pyromancers who wield elemental flame. |
| Jmorvi | Yellow | Metal | Artifice, Structure | Artificers and forgers; manipulators of tools and weapons. |
| Fyvria | Green | Earth | Growth, Decay, Renewal | Tenders of life and rot; healers and poisoners alike. |
| Odivshe | Blue | Water | Cold, Darkness, Moisture | Mystics of shadow, stillness, and the deep sea. |
| Savorya | Violet | Spirit | Knowledge, Mind, Meaning | Psionic scholars and seekers of universal truth. |
Lia-Kavair (Thief)
Our Family Together. Burglars, spies, tricksters, and ruthless knives. May attempt any stealth or clandestine action.
May attempt any stealth or clandestine action. Each talent starts at a base 1-in-6 chance of success. Assigning a point increases the chance by 1.
To attempt a skill, roll 1d6. If the result is less than or equal to the skill’s current value, the attempt succeeds.
A 6-in-6 result represents near mastery. Roll 2d6 when there is a 6-in-6 chance. Two sixes count as a failure
Lia-Kavair have 5 Gear Bubbles. At any time, you may fill in a Gear Bubble to add any piece of mundane adventuring gear to your inventory, as if it had always been there.
Various Lia-Kavair Skills
- Diving: as Hide in Shadows
- Stumping: as Move Silently
- Chewing: as Pick Pockets
- Slapping: as Backstab (+4 bonus to hit and doubles any damage dealt)
Cleric / Shaman
Servants of the Gods or Spirits. Must declare faith at creation.
Hârnic Faith Examples
- Larani – Courage, compassion, and honor. Edged weapons permitted.
- Peoni – Healing, agriculture, and humility. Celibate and poor.
- Ilvir – Creation and mutation. Eccentric and mystical.
- Agrik – Discipline through struggle and fire.
- Save K’nor - The accumulation and safeguarding of knowledge to enlighten the self.
- Helea - Luck, social mobility, lust, and finance intertwined
- Morgath - Rulership over the dead and the domination of the spirit
- Naveh - The slow blade and the quick death
- Siem - Dreams and the inner workings of the mind
Tribal Clerics are shamanists and animists, but may convert through play and likewise, and vice versa.
Turn Undead Expanded
Most are a riff on Gearing's WutC turn undead rules. Granted, Turn Undead as a Clerical Invocation does exist within the HârnMaster Rules as the Fifth Circle invocation called "Command."
Each burial practice has its own rituals to drive the dead back to their graves. The beliefs of the corpse in life are all that matter.
Larani and Peoni dead resist turning. They were raised too early. All they desire is revenge upon the cruel world. A holy symbol of their god can drive them back, although they make a save to resist. Each makes their save individually, and those that succeed are immune to further attempts.
These souls have yet to be recycled by the Great Brooder. The dead of Ilvir are but are turned with sea-water, becoming calm and still when doused with a cup.
Those of Agrik are turned through recitation of deeds of martial prowess or invoking the names of the daemonic v’hir of Agrik. For each successful deed recounted or daemonic name invoked, 1d6 of undead are turned.
The various barbarian shamans will turn their dead in one of two ways, depending upon their tribal beliefs. The first is by the flinging of earth gathered from the roots of a felled tree. 2d6 HD of undead are driven back each round. The second is through reciting the names and lineages of Ancestors do not attack.
Acolytes of Morgath can attempt to bind the unbound dead to their will through ritual chanting and incantation. 1d6 of undead can be commanded; an additional 1d6 undead can be commanded if no light source is present.
The destitute dead of Helea can be bought and paid off as they were in life. Lavish gifts of gold, coins, gems, and jewels can turn 1d4 HD of undead per 100gp bequeathed to them. An additional 1d4 HD of undead can be turned if within an urban area.
Much like the worshippers of Agrik, the draug of Sarajin can be turned by the recitation of deeds of martial prowess or declarations of Ivinian lineage. For each successful deed recounted or lineage established, 1d6 of undead are turned.
Equipment List

Equipment Addendum
| Armor | Shillings | Armor Class |
|---|---|---|
| Leather | 37d | 7 |
| Chain | 170d | 5 |
| Plate | 336d | 3 |
| Shield | 58d | -1 |
| Helm | 60d | -1AC & -1 to Missile Fire |
Weapons
Note: Critical Hits and Fumbles reference Arduin Critical and Fumble Tables
| Weapon | Damage | Notes | Shillings |
|---|---|---|---|
| Battle Axe | 1d8 | 1d10 if two-handed | 100d |
| Hand Axe | 1d6 | — | 70d |
| Hatchet | 1d6 | 15’/30’/45’ | 12d |
| Pole Axe | 1d6 | 1d8 if two-handed -2 to hit in cramped conditions Can fight in the back rank |
96d |
| Throwing Axe | 1d6 | ROF: 1/1 15’/30’/45’ |
48d |
| Crossbow | 1d6+2 | ROF: 1/1 60’/120’/180’ |
60d |
| Long Bow | 1d6 | ROF: 3/2 70’/140’/210’ |
36d |
| Short Bow | 1d6 | ROF: 3/2 50’/100’/150’ |
24d |
| Mace | 1d8 | 1d10 if two-handed | 84d |
| Club | 1d6 | — | 6d |
| Maul | 1d6 | — | 24d |
| Morningstar | 1d8 | 1d10 if two-handed +1 to hit vs plate |
48d |
| Warhammer | 1d8 | 1d10 if two-handed | 90d |
| Dagger | 1d4 | 1d4+1 vs unarmored | 24d |
| Knife | 1d4 | — | 6d |
| Keltan Dagger (Main Gauche) | 1d4+1 | 1d4+2 vs unarmored or chain +1 to hit vs unarmored or chain |
36d |
| Taburi Dagger (throwing dagger) | 1d4 | ROF: 2/1 10’/20’/30’ 1d4+1 vs unarmored if used in melee |
20d |
| Flail | 1d6 | +1 to hit vs unarmored or chain Ignores AC provided by shield |
60d |
| Grain Flail | 1d4 | Ignores AC provided by shield | 12d |
| War Flail | 1d8 | +1 to hit vs unarmored or chain Ignores AC provided by shield |
60d |
| Pitchfork | 1d6 | 1d8 if two-handed | 6d |
| Glaive | 1d10 | Two-handed only -2 to hit in cramped conditions Can fight in the back rank |
84d |
| Javelin | 1d6 | 20’/50’/80’ | 36d |
| Lance | 1d8 | 1d10 if mounted Double dice damage when charging while mounted |
120d |
| Short Spear | 1d6 | Double dice damage when set to expect a charge | 60d |
| Spear | 1d6 | 1d8 if two-handed +1 AC vs melee if two-handed Can fight in the back rank Double dice damage when set to expect a charge |
66d |
| Trident | 1d6 | 1d8 if two-handed 10’/20’/30’ Double dice damage when set to expect a charge |
72d |
| Bastard Sword | 1d8 | 1d12 if two-handed Can halfsword for 1d10 in cramped conditions |
180d |
| Long Sword | 1d8 | 1d10 if two-handed Can halfsword for 1d6 in cramped conditions |
230d |
| Broad Sword | 1d6 | 1d8 if two-handed Can halfsword for 1d6+1 in cramped conditions |
150d |
| Estoc Sword | 1d6 | 1d6+2 vs unarmored or chain | 150d |
| Falchion Sword | 1d8 | 1d10 if two-handed | 120d |
| Short Sword | 1d6 | — | 90d |
General Travel Prices
- Entry into a City: 1d per man, horse, ox, sheep, etc
- Toll Road: 1d per man, horse, ox, sheep, etc. Dependant upon the manor lord
- Travel via boat: 1d for food/day. 1f per mile
Hirelings
- LF - 24d/month (1d/day)
- 6AC. Spear, Dagger, & Shield
- MF - 48d/month (2d/day)
- 5AC. Spear, S. Sword
- HF - 72d/month (3d/day)
- 4AC. Battle Axe & Shield
- LF Bowman - 48d/month (2d/day)
- 8AC. Club or Dagger, S. Bow
- LF Longbowman - 72d/month (3d/day)
- 9AC. Longbow. S. Sword
- L. Horse - 96d/month (4d/day)
- 6AC. Spear or Lance. S. Sword, & Shield
- M. Horse - 192d/month (8/day)
- 4AC. Spear or Lance. S. Sword, & Shield
- H. Horse - 288d/month (12d/day)
- 3AC. Spear or Lance. L. Sword, & Shield
Additional Means of Experience
This is an additional layer for the traditional gold and monsters slain for XP
Did this meaningfully endanger the character, alter the situation, or unlock something new?
| Accomplishment | Bonus XP |
|---|---|
| Death & return, god-tier events | 500 XP |
| Major artifact or legendary solo feat | 400 XP |
| Raise dead, wish, planar catastrophe | 300 XP |
| +3–4 items, severe curse, planar travel | 200 XP |
| Leadership, point man, decisive support | 150 XP |
| Near death, clutch consumable use | 100 XP |
| Traps, rear guard, risky mundane play | 50 XP |
General Wealth & Income Levels

QUALITY
A rating of the overall standard of goods or services to be found here.
- ✰ Poor
- ✰✰ Inferior
- ✰✰✰ Average
- ✰✰✰✰ Good
- ✰✰✰✰✰ Excellent
PRICES
An indication of prices likely to prevail at this establishment, based on a multiple of the prices listed in the HârnWorld Master Module.
- Low 80–90%
- Average 90–110%
- High 110–130%
- High+ 130–150%
CARAVANS
90-102d per wagon
45-51d per cart
30-34d per horse
15-17d if afoot.
Fees do not include tolls and might be waived or reduced if the person can work his passage as a guard or useful craftsman.