shifty louts

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

Character Creation

  1. Roll your ability scores as directed by the referee. 3d6 DTL. Stats of 15+ are granted a +1 bonus modifier.
  2. Determine Social Position (roll 1d4):
    1 – Noble  2 – Freeman  3 – Serf  4 – Tribal
  3. Roll a d12 for one’s Sunsign. This affords a +1 to the listed bonus.
    1. Ulandus the Tree: Missile Fire Damage
    2. Aralius the Wand: Armor Class
    3. Feniri the Smith: Wand Saves
    4. Ahnu the Fire Dragon: Breath Saves
    5. Angerelius the Flaming Swords: Melee to Hit
    6. Nadai the Salamander: Melee Damage
    7. Hirin the Eagle: Missile Fire to Hit
    8. Tarael the Pentacle: Death Saves
    9. Tai the Lantern Bearer: Spells per Level Up
    10. Skorus the Mixer: Sorcery Saves
    11. Masara the Chalice: Paralysis Saves
    12. Lado the Galley: Magical Healing
  4. Choose a Class: Fighter, Shek-Pvar (Mage), Cleric/Shaman, or Lia-Kavair (Thief).
  5. Roll for Starting Wealth based on your class or social status.
  6. Describe your origin, manner, and background.
  7. 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)

pvaric wheel

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

Cleric / Shaman

Servants of the Gods or Spirits. Must declare faith at creation.

Hârnic Faith Examples

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

equip 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

Hirelings

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

family wealth occupational income

QUALITY

A rating of the overall standard of goods or services to be found here.

PRICES

An indication of prices likely to prevail at this establishment, based on a multiple of the prices listed in the HârnWorld Master Module.

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.