Warden wrote:
Whether a GM or player, can you reveal what kind of adventures you've had in Harn? It doesn't have to be anything much, just a few lines summarising. I want to get a feel for the type of adventures you can have.
I've run a grand total of 3 adventures in Harn, and none had much at all to do with the actual world. In fact, all could have likely been run in just about any campaign world. One adventure was guarding a caravan on the Salt Route (barbarians and wolves attacked), the second was investigating an outbreak of low-level undead in an outlying manor, and the third was a dungeon crawl through an old abandoned castle.
As for adventures I plan to run someday that have a strong Harnic feel, here's a couple short summaries.
1. Something is killing and mutilating livestock. Does not appear to be wolves, and gargun are not generally in area. During investigation, 2 teenagers disappear and the parents are very worried. Rumors and stories of ogres, trolls, ivashu, and crazed Morgathian rituals start flying. As more sheep are killed, the stories get worse and the villagers work themselves into a panic. Eventually, yelgri are found to have moved into the area, and the teen runaways come back when their money runs out.
2. The players are traveling through Bujoc territory on the way to buy horses from the Hodiri. They do some minor trading with the Bujoc on the way, and the difference in Melderyni and Bujoc culture is played up. At some point they come across a group of gargun. After the fight, they find Bujoc totems on some of the gargun. Getting the totems back to the Bujoc would win them great favor. I may also toss in some Bujoc prisoners that just happen to be important people to up the ante.
3. Bandits have been taking travelers in the area. Most or all are commoners, and so are never ransomed or heard from again. A minor nobleman's daughter was just taken, and several retainers are injured, but escape to tell the story. The group just happens to be at the first manor they come to, and agree to ride off and investigate. They find the bandits, who are selling the captives to slavers.
4. A ghost is haunting the woodward's family. The ghost was the husband of the woodward's sister, and was lost 10 years ago. He died guarding his noble employer during a gargun attack when the gargun caused a landslide or cave-in that buried the group. Something or someone is about to uncover the bodies, and this disturbs him. If someone can talk to him, he will ask them to properly bury the bodies and take certain items (noble's sword and ring, his torc, etc) back to the heirs. Anything else they find they are welcome to have if they do this.
The Ambush and Bandit's Hideout adventures from Harn Pottage II will both be used. In fact, the Ambush scenario plays a pivotal role in the early campaign storyline. The three Harn Pottages are excellent, and all have great ideas in them.