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PostPosted: Sun Jul 17, 2011 7:39 pm 
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Reeve
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I'm thinking of placing all the old d&d mystara and greyhawk modules into the Harn setting.

The port over should be relatively easy for the most part. Orcs are Gargun, that type of thing. Even the Isle of Dread is workable.

I know there's the 'Keep on the Borderlands' module that's already been ported over, I was wondering if anyone else has done similar?


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PostPosted: Sun Jul 17, 2011 9:39 pm 
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I once ran Isle of Dread in Hârn. I placed the island somewhere near Anzeloria. When the players eventually found out they started to panic, like, "wasn't there a t-rex on the cover?".

I also once started to convert the elemental temple adventure but I never finished.

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PostPosted: Sun Jul 17, 2011 9:48 pm 
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Fenhorn wrote:
I once ran Isle of Dread in Hârn. I placed the island somewhere near Anzeloria. When the players eventually found out they started to panic, like, "wasn't there a t-rex on the cover?".

I also once started to convert the elemental temple adventure but I never finished.

That would have been some undertaking!


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PostPosted: Mon Jul 18, 2011 11:44 am 
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I ran the first part of the Temple of Elemental Evil: The Village of Hommlet. It was set on the Kanday / Rethem border; I replaced the Ruined Gatehouse with one of the Agrikan ruined abbeys, Ulandi Abbey i think it was called. I do have some notes that I have written up and was always going to produce them as fannon but never got around too it. I'd need heaps of editing and mapping help to finish them. I could dig them up if you like?

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PostPosted: Mon Jul 18, 2011 2:18 pm 
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I once ran the ADnD module Puppets (WG11) using HM1. It actually translated fairly well. One problem was trying to adjudicate if (and how) Odivshe spells worked on puppets...


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PostPosted: Mon Jul 18, 2011 8:21 pm 
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A modified version of the Slavers series works just about anywhere. Harn included.


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PostPosted: Tue Jul 19, 2011 2:46 am 
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I was going to do a version of the Sinister Secret of Saltmarsh at one point, but didn't get past the outline stage.


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PostPosted: Tue Jul 19, 2011 3:18 am 
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Hmmm, thing about it, to convert the adventure "Temple of the Frog" to Hârn.

Perhaps there is a line to be drawn here (or way before).

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PostPosted: Tue Jul 19, 2011 3:35 am 
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Fenhorn wrote:
Hmmm, thing about it, to convert the adventure "Temple of the Frog" to Hârn.

Perhaps there is a line to be drawn here (or way before).

There is no line. Just the promise of insanity! :silly:


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PostPosted: Tue Jul 19, 2011 6:54 pm 
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Ah, the Temple of the Frog, from Blackmoor.
THE original module. That brings back memories.

Ran it a couple of years ago (not in Harn and using D&D rules), after extensive reworking. I tried to keep to the specifics as much as I could, but had to work out a setting that would bring the PCs in and how the Temple fit into the world. I added a lot of details not given in the original module.

Deep jungle-type marsh, tons of winding channels and boggy clusters of roots instead of actual dry land. No realistic chance of the PCs finding their own way in, even less chance of finding their own way out. Ships full of trade goods from the Temple running a trade circuit with neighboring cultures bringing in cash and supplies, plus hiring workers who found out they had just become slaves when it was just a bit too late to do anything about it. A staging area just inland from the coast where the deep-water trade ships offloaded for the shallow-draft swamp craft and the week-long trip to the Temple. Military outposts along the way, hidden in the mangroves.

Not to mention the stated thousand-man standing army and their years of advance preparation. And, of course, the Frogs -- a clear threat to the rest of the world.


And up against it -- about a dozen PCs, nobody over 7th level. They did have a couple of smallish ships as resources, but the ships couldn't get very far up the marsh and were relegated to blockade duty.

The local governor had found out just enough about the place and the slave trade to issue a blanket letter of marque against them, commissioning the party leader (a woman, by the way) as Colonel and task force leader, and giving her generous terms on loot. He expected the party to spend months cruising in the area, acting against the trade ships, working their way up the chain of command and finally acting against the Temple's own people. Six months to a year, easy. Instead, the party interrogated a crewman from one of the trade ships and headed straight for the marsh.

The thing about a thousand-man army is that you're never facing a thousand men. Several shifts a day, some people in non-combat roles, logistics requirements, a large perimeter to patrol. Outposts don't carry a large complement.

Extra-ordinary use of magic as a force multiplier rather than simply a weapon took them a long ways, superb reconnaissance took them even further.
They came back in less than a month with an absolute win, no losses and so much loot from the Temple their ships had to make multiple trips back and forth just to get everything to the staging area. The Governor had hoped to gain enough loot as his cut to pay for the ships he expected to lose. Instead, he was handed so much stuff the local economy wouldn't be able to absorb it all, and he knew that there was still more treasure they weren't telling him about.

I kept all the technological stuff out of their hands; Stephen the Rock's bosses showed up right after the party killed him (in the proverbial nick of time -- his action at the end of the round would have been a game-changer, but the fatal strike won initiative) and gave the party only so many days to clear out before they sanitized the area and the Frogs. A low-yield neutron device dealt with the escaped Frogs and the tech gear (at noon on this date, be at least this many miles away, behind several yards of stone and do not look in this direction; we aren't joking.)

I've never seen a party so thorough about cleaning out the "dungeon". If you know the module, you'll remember the pipe organ. Massive, incredibly valuable, built into the building. They disassembled it (with a tech assist) and brought it home, as well as the unbreakable "glass" windows...
Hundreds of ex-slaves with valuable skills came to live at the PCs home base -- which HAD been chronically facing a major labor shortage.

(Edited to add:) Hundreds more stayed in the governor's territory, and all received a share of the loot worth several month's wages as a stake to get them back on their feet. Party leader scrupulous about such things. Been a long time since I've handed out that much treasure, even after rewriting some of the magic items as tech. (/edit)

I've never spent so much time working on maps and module details, but it worked out. Be a real pain to directly translate it into Harn, if only because of the thousand-man army. But it might be interesting to try. Renegade Save-K'Norians allied with a renegade Fyvrian Viran, deep in the cold marshes of the Anoth Delta ...


Last edited by Nolomar on Wed Jul 20, 2011 2:11 am, edited 1 time in total.

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PostPosted: Tue Jul 19, 2011 9:41 pm 
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Quote:
Be a real pain to directly translate it into Harn, if only because of the thousand-man army. But it might be interesting to try


It would have to be a 'thousand man hours' army. The general would need to keep an eye on shift patterns to make sure the description was right...

Trouble is it could only fight for one hour.....before it became at least the 'thousand and one man hour' army....

And it could not fight before due to union regulations..."...hold it hold it...we are the nine hundred and ninety man hour army and therefore have not acheived the regulatory imposing designated amount. Come back in the division of an hour by the number of soldiers you see working here. Minus tea breaks."

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PostPosted: Wed Jul 20, 2011 6:50 pm 
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I'm not going to spend the time on it, but I have to say that the idea of a Harnic port of "Dark Tower", the classic Judges Guild module could be fun.

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PostPosted: Thu Jul 21, 2011 9:57 am 
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In my fiddling around with the games I found that the AD&D city of Lankhmar fits nicely into the Karejian League.

The only other blending of AD&D and HM that I really found useful was to adapt the Dark Sun setting through the HM rules; it makes the usually deadly and dangerous Dark Sun be even more deadly and dangerous.


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PostPosted: Thu Jul 28, 2011 4:56 am 
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I recently finished running a version of Lost Caverns of Tsojcanth set in Shorkyne in the wilderness of central Loala. Very fun, I removed a bunch of the monsters though.


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