Boards to discuss Hârn, HârnWorld, HârnMaster, and RPGs in general.
Links - Home - Kelestia Productions - Columbia Games Inc
It is currently Wed Jun 19, 2013 11:20 pm

All times are UTC + 10 hours




Post new topic Reply to topic  [ 38 posts ]  Go to page 1, 2  Next
Author Message
PostPosted: Sat Nov 17, 2007 4:24 am 
Offline
Woodward
Woodward

Joined: Sat Oct 13, 2007 3:27 pm
Posts: 103
Hi,

It usually takes months for me to develop an adventure. Unfortunately, I must come up with a short adventure (two days of gaming for Thanksgiving weekend) that involves magic, a few interesting creatures, an interesting relic or two, a chase scene, and some dungeon exploration for Harn. Looking for something a bit more high fantasy (such as the Staff of Fanon). Some of these players have already played or read the Search for Panaga campaign, One-Hundred bushels of Rye, The Trobridge Inn scenario, and the Dead of Winter adventure.

I would like to use the Elkall-anuz site for a one-off, but I have quite a few problems here. How did a group of low-level adventurers get through Chelni territory to the site...were they captured by Chelni...but escaped? (they could actually be Chelni...but I don't want to make them barbarians). Would it be interesting if they were children of parents who were killed by the Chelni? Are they knights sent to recover something?

What will the characters find when they get there? Could they find something interesting about Lothrim that will be valuable in a later adventure? Will they stumble upon Morgathians doing research...or the notes of a Morgathian priest? Will they meet a key NPC, they can possibly save?...the most interesting problem...how will they get out? They are surrounded by Chelni? Is the Earthmaster stone a possibility...or is that too complex for beginning characters? Can they find flying creatures somewhere on the sight that they could mount and fly away on?

Any interesting ideas would be welcome. (Any help that you could give me would be very....helpful.) :)

Also, if there is fanon material that you could direct me to...or send me (the Black Tower of Nurisel might be interesting, for instance), that would be helpful, as well. The adventure must be completed within 16-20 hours of game-play and contain at least one hook for further adventuring.

Thank you (Happy Thanksgiving),
Jay


Top
 Profile  
 
PostPosted: Sat Nov 17, 2007 4:32 am 
Offline
Knight
Knight
User avatar

Joined: Thu Feb 26, 2004 8:08 pm
Posts: 1692
Location: Bayonne, France
trip8576 wrote:
I would like to use the Elkall-anuz site for a one-off, but I have quite a few problems here. How did a group of low-level adventurers get through Chelni territory to the site...

If its a one-off and relatively high-fantasy, why start the player at low-level? Make them experienced and the story options will be much wider for you (and your players will probably have more fun too).


Top
 Profile  
 
PostPosted: Sat Nov 17, 2007 4:40 am 
Offline
Baron
Baron
User avatar

Joined: Thu Feb 21, 2002 9:20 am
Posts: 3146
Location: Gainesville, FL, USA
Well for an easy trip in go during the 3 days in spring when the Chelni tribes have their annual gather at the Trobridge. For purposes of a "one off" just skip the eventless trip and get right to the place.

There is so much to get in trouble with at Elkall-anuz. There could be gargun in some of the old hive spots or ruins. There is Lothrim's Tomb (with whatever secret laboratories libraries or bodies you may want), the March of the Dead. there are a number of Dungeon Crawls available - one of the easiest would be the one leading out fro the chamber of the godstone (I had players fighting gargun in that tunnel once). The pool is a great mystery, the godstone could go anywhere. There could be others interested in exploring the ruins at that time of year.

_________________
Member of the CoE (Council of Elitists)


Top
 Profile  
 
PostPosted: Sat Nov 17, 2007 4:47 am 
Offline
Woodward
Woodward

Joined: Sat Oct 13, 2007 3:27 pm
Posts: 103
Feanor wrote:
Well for an easy trip in go during the 3 days in spring when the Chelni tribes have their annual gather at the Trobridge. For purposes of a "one off" just skip the eventless trip and get right to the place.

There is so much to get in trouble with at Elkall-anuz. There could be gargun in some of the old hive spots or ruins. There is Lothrim's Tomb (with whatever secret laboratories libraries or bodies you may want), the March of the Dead. there are a number of Dungeon Crawls available - one of the easiest would be the one leading out fro the chamber of the godstone (I had players fighting gargun in that tunnel once). The pool is a great mystery, the godstone could go anywhere. There could be others interested in exploring the ruins at that time of year.



That's a good idea. I hadn't thought of it. I actually may use that. However, since I have been thinking about the epic ways one may get into and out of Elkall-anuz with the Chelni tribes in place, I am inclining to go that route, if I can find an interesting and fairly realistic way to do it. It's more in the Middle-earth tradition than the Harn tradition, but I think my players would like it, as long as there were no singing wargs. :)

Wasn't there a situation similar to this in the Silmarillion? The fog somehow covered the adventurers? Perhaps a Lyahvi spell? My Peoni spells don't list this, but it seems as though it could be a Peoni spell, since she could probably influence rainfall.

Or, perhaps the characters don't actually get out in three days time, and they run into a band of Chelni on the way back...or perhaps they don't know about the Chelni schedule and are just lucky in getting there, but have to face the Chelni on the way back. Would it be possible to outrun the Chelni?

Would a priest of Ilvir be able to summon flying creatures to take the characters away, or to pick up their characters from their horses while they were being chased by Chelni?

I am thinking of using the Chelni in some sort of interesting chase scene that makes use of interesting features of the surrounding terrain.


Last edited by trip8576 on Sat Nov 17, 2007 5:02 am, edited 3 times in total.

Top
 Profile  
 
PostPosted: Sat Nov 17, 2007 5:00 am 
Offline
Grand Master Silly Bugger
Grand Master Silly Bugger
User avatar

Joined: Mon Jan 08, 2007 9:38 pm
Posts: 3703
Location: Bicester, Oxfordshire, England.
Dear all,

Hows about a renegade group of Chelni kidnapp a PC or vital NPC on the salt route and the players give chase..if on horse just over the horizon (damn those swift ponies)..if on foot then an easy trail is left but will they be quick enough????

A sacrifice at Ellkall Anuz by these renegade Chelni (must be on the right day at the right time of course...usually 10 minutes after the PC's arrive I find :lol: ) is the reason for the kidnap..why did they choose that person....have you seen the wicker man? :twisted:

As they are renegade Chelni it would be easier to persuade the locals to pass freely...or even to elicit support.

_________________
Plots and schemes are the same thing..


Top
 Profile  
 
PostPosted: Sat Nov 17, 2007 5:06 am 
Offline
Woodward
Woodward

Joined: Sat Oct 13, 2007 3:27 pm
Posts: 103
Peter the skald wrote:
Dear all,

Hows about a renegade group of Chelni kidnapp a PC or vital NPC on the salt route and the players give chase..if on horse just over the horizon (damn those swift ponies)..if on foot then an easy trail is left but will they be quick enough????

A sacrifice at Ellkall Anuz by these renegade Chelni (must be on the right day at the right time of course...usually 10 minutes after the PC's arrive I find :lol: ) is the reason for the kidnap..why did they choose that person....have you seen the wicker man? :twisted:

As they are renegade Chelni it would be easier to persuade the locals to pass freely...or even to elicit support.



That's a good idea, Peter. I wonder if it would be novel to have some Chelni flying wyverns, or if that is over the top? Probably over the top.

Morgathian Chelni? Undead ponies...or demon ponies?

hmm...this is beginning to sound interesting.

Does anyone know if there are any canyons to pass through on the way to the Plain of Towers, or is it mainly just hills and plains? Looks like the Farin R. may cut a canyon through the hills.


Last edited by trip8576 on Sat Nov 17, 2007 5:14 am, edited 2 times in total.

Top
 Profile  
 
PostPosted: Sat Nov 17, 2007 5:11 am 
Offline
Grand Master Silly Bugger
Grand Master Silly Bugger
User avatar

Joined: Mon Jan 08, 2007 9:38 pm
Posts: 3703
Location: Bicester, Oxfordshire, England.
Well...if the pursuers have been tricked into taking a hallucinagen..who knows what they will think they are seeing.

_________________
Plots and schemes are the same thing..


Top
 Profile  
 
PostPosted: Sat Nov 17, 2007 5:13 am 
Offline
Grand Master Silly Bugger
Grand Master Silly Bugger
User avatar

Joined: Mon Jan 08, 2007 9:38 pm
Posts: 3703
Location: Bicester, Oxfordshire, England.
In fact..reality could be warping due to something happening at elakall anuz...maybe these renegade chelni are on the right path after all...

_________________
Plots and schemes are the same thing..


Top
 Profile  
 
PostPosted: Sat Nov 17, 2007 5:18 am 
Offline
Woodward
Woodward

Joined: Sat Oct 13, 2007 3:27 pm
Posts: 103
Peter the skald wrote:
In fact..reality could be warping due to something happening at elakall anuz...maybe these renegade chelni are on the right path after all...


That's kind of an interesting idea, actually. Maybe Lothrim is trying to return through the stone, but doesn't have enough power to do so, yet.


Top
 Profile  
 
PostPosted: Sat Nov 17, 2007 5:26 am 
Offline
Woodward
Woodward

Joined: Sat Oct 13, 2007 3:27 pm
Posts: 103
Is it possible that any of the PCs could detect Lothrim trying to get through the Godstone, if they come upon it? I don't know very much about godstones.


Top
 Profile  
 
PostPosted: Sat Nov 17, 2007 5:42 am 
Offline
Grand Master Silly Bugger
Grand Master Silly Bugger
User avatar

Joined: Mon Jan 08, 2007 9:38 pm
Posts: 3703
Location: Bicester, Oxfordshire, England.
Don't see why not. The pool gives visions for some, so portents and hints of danger should be easy to manufacture..

_________________
Plots and schemes are the same thing..


Top
 Profile  
 
PostPosted: Sat Nov 17, 2007 5:46 am 
Offline
Woodward
Woodward

Joined: Sat Oct 13, 2007 3:27 pm
Posts: 103
yes...the pool. That's good. Thanks.


Top
 Profile  
 
PostPosted: Sat Nov 17, 2007 5:50 am 
Offline
Baron
Baron
User avatar

Joined: Thu Feb 21, 2002 9:20 am
Posts: 3146
Location: Gainesville, FL, USA
Yes, instead of renegades I would go for "something else" grabed the person and dragged them to Elkall-Anuz. Somethiing the Chelni don't want to or can't deal with. Instead of impeeding the Chelni could be pointing the way. Anything could have come out of the godstone and maybe be taking up residence somewhere at the site.

I wouldn't kidnap a PC - somebody else the PC's are responsable for - finding exactly where and the search and rescue are part of the adventure.

_________________
Member of the CoE (Council of Elitists)


Top
 Profile  
 
PostPosted: Sat Nov 17, 2007 6:20 am 
Offline
Knight
Knight
User avatar

Joined: Sun Mar 21, 2004 9:02 am
Posts: 1978
Location: The Pearl of Lake Vänern, Sweden
Perhaps you could throw in the currently missing (if he is still missing) Earl of Qualdris as a suprise prisoner.

_________________
"Corpora lente augescent cito extinguuntur" - Tacitus
Fenhorn's Hârnpage


Top
 Profile  
 
PostPosted: Sat Nov 17, 2007 9:42 am 
Offline
Reeve
Reeve

Joined: Wed Feb 25, 2004 12:54 pm
Posts: 389
Location: Northeast Kamerland
Another idea could be an Ivashu hunt. Money hungry PC's sign up with a trapper from Tharda. And off you go to the plain of towers. The trapper has a long standing agreement with all the locals, so problems it transit should not be a problem. Once there you could just hunt a new type of Ivashu, or something else could be waiting.

Anborn


Top
 Profile  
 
PostPosted: Sat Nov 17, 2007 10:34 am 
Offline
Baron
Baron
User avatar

Joined: Tue Jun 01, 2004 8:09 am
Posts: 4688
Location: Saint-Denys, Gallia Major, Europa, Terra
High fantasy? Where is the problem? Even within the broad confines of canon you could encounter:

Bronze Age Járin ghosts (and funeral goods if you dare brave what curses await grave-robbers),
Hippogriff-mounted sindârin light cavalry hot on the trail of some (otherworldly?) menace,
Tight-lipped and unhelpful "archeologists" with a low tolerance for interlopers (scholars from the Guild of Arcane Lore, Shèk-Pvâr, or Môrgáthans in disguise?) doing "research" around the barrows,
Sárajìnian missionaries to the Chélni who decide to issue a challenge from their champion to the PCs' party champion (What? They don't have a champion? Tsk...) with the winner keeping the arms and armour of the loser (does perhaps the Sárajìnian champion have enchanted arms?),
A dragon (your choice of hot or cold) with a sudden craving for Chélni horseflesh coming down fom the nearby (30 or so miles) Félsha mountains,

all of this before even (if ever) reaching the ruins of Elkáll-Anùz...

Gods, do I love this island! :lol:

_________________
«Fair is what we see, Fairer what we have perceived, Fairest what is still in veil.»
—Nicolaus Stenonius


Top
 Profile  
 
PostPosted: Sat Nov 17, 2007 10:59 am 
Offline
Woodward
Woodward

Joined: Sat Oct 13, 2007 3:27 pm
Posts: 103
Those are some good ideas, too. Thanks.


Top
 Profile  
 
PostPosted: Sat Nov 17, 2007 1:02 pm 
Offline
Yeoman
Yeoman

Joined: Sun Jun 11, 2006 3:56 pm
Posts: 706
Location: Colorado, USA
Sorry, but I have not had time to read the other posts.

However, I ran a very memorable session at Elkall-anuz, and will be happy to offer ideas.

Sneak into Elkall-anuz during the Chelni Gather. Those barbarians will all be at Trobridge participating in their manhood rites.

On the way, fight orcs. Perhaps a sea serpent in Lake Heras?

Once at Elkall-anuz, I had my PCs meet a mad Chelni who was waiting for the Master of the March to come and claim his soul. They pretty much ingnored this poor fool, until...

That night, there is an ominous moaning and lots of ghostly lights start to congreate on the Avenue of the Dead. These form into a great procession of ghosts (which may include the ghosts of any PCs who died during the expedition so far). They all follow a mounted ghostly figure dressed in the Jarin style with an antlered helm. This would be Erephus King, the Master of the March. Some members of the PCs (either those with the highest or lowest aura) are tempted to join the march. Hopefully, they will be restrained by their more sensible fellows. The procession goes along the Avenue of the dead, turns, then goes up Foulspawn Hill to disappear one by one into the Gazer's well.

Next morning, have them meet the mad Chelni again. This fellow will end up being a mad prophet in the future of the campaign, and will be very annoying, but useful.

Have them look in the Gazer's well and see prophetic visions.

Have them break into Lothrim's pyramid.

More encounters with orcs would be appropriate.

I assumed that the doors of the Earthmaster building are locked. But the PCs can get inside by use of Lothrim's tunnel.

I had them open a secret door and release a being who was one of Lothrim's lieutenants back in the day. The reason that they COULD open the secret door is because they had in their possession an old earthmaster relic that until then had no purpose, but was in fact a kind of key. Anyway, this lieutenant wizard displeased and was imprisoned by Lothrim (before Sirion) some 600 years ago and was put into suspended animation.

Until Now.

This Lieutenant becomes the Panaga figure in my campaign, and also picks up all the orc-manipulation roles of the ancient Melderyni grey mage (forgot her name, but the "other" twin -- Gwaidira?).

The lieutenant is too powerful to be faced directly, of course, but can be opposed in a long campaign.

Either the PCs or the Lieutenant can escape through the Godstone.

How's that?

- Ed


Edited for grammar and clarity.

_________________
"Your logic is flawless. But that doesn't mean you're right." - Tedd Good


Last edited by TheRealMe on Sun Nov 18, 2007 12:09 am, edited 1 time in total.

Top
 Profile  
 
PostPosted: Sat Nov 17, 2007 1:32 pm 
Offline
Woodward
Woodward

Joined: Sat Oct 13, 2007 3:27 pm
Posts: 103
TheRealMe wrote:
How's that?

- Ed


That's fantastic, Ed. I may have to pare it down a bit or give them some reason to accomplish the mission in a short period of time. Or, this one is so good, I am tempted to have them go on another adventure that is a precursor for this one. Although, two of them have done the Search for Panaga campaign, I could redo the campaign in a different way, using a loose structure, so it is not so recognizable.

Perfect beginning for a campaign.


Top
 Profile  
 
PostPosted: Sat Nov 17, 2007 1:34 pm 
Offline
Woodward
Woodward

Joined: Sat Oct 13, 2007 3:27 pm
Posts: 103
By the way, why did your characters go to Elkall-anuz in the first place?


Top
 Profile  
 
PostPosted: Sat Nov 17, 2007 2:33 pm 
Offline
Woodward
Woodward

Joined: Sat Oct 13, 2007 3:27 pm
Posts: 103
Thanks everyone, this was a tremendous amount of help.

Jay


Top
 Profile  
 
PostPosted: Sun Nov 18, 2007 12:05 am 
Offline
Yeoman
Yeoman

Joined: Sun Jun 11, 2006 3:56 pm
Posts: 706
Location: Colorado, USA
What I related above was actually the second expedition to Elkall-anuz by a particular Kaldoric knight. This knight had among his retainers a Chelni who had been outcast from his tribe because he explored the ruins of Elkall-anuz, which is taboo. The Chelni told his master about fabulous riches he had found in that place. The knight, it so happened, had need of wealth to repair his dilapidated holding.

During the first expedition to Elkall-anuz (which was a backstory not played out), the knight gathered a small party of retainers and explored the place (the stars were not then aligned to allow a visit from the Master of the March). They got as far as the Chamber of the Godstone. A mage among them could detect gold, and could sense a lot of it behind a wall. Certainly there was a magic secret door there!

Before much else could be done, orcs attacked and drove them from Elkall-anuz, and the knight lost half of his party, including his loyal Chelni retainer. He also suffered a leg wound that ever after left him with a limp.

Two years later, never forgetting the treasure his mage detected, this knight organized a second expedition, which by chance included another mage with the Earthmaster key artifact. They undertook the expedition described previously.

What I did not mention earlier was that the vault containing Lothrim's lieutenant was indeed filled with wealth, and Our Heroes became rich from it. However, most of this party became intent on correcting the mistake they made and tried to oppose this powerful evil mage. Two of that party ended up being magically enslaved by the lieutenant, and recovering them (one a brother to the key-carrying mage) is a priority.

This campaign was run over twenty years ago, but I have it chronicled in great detail, with a number of veiwpoint characters taking turns telling the story. Someday, I will probably post it somewhere.

The Elkall-anuz bit was only a piece of this campaign. They started in Chybisa, had some adventures in Tashal and Olokand, went to fight a monster in Trobridge, explored Elkall-anuz, took a journey to the elf-lands, and returned to Trobridge to bring it under Kaldoric control.

The (unplayed) backstory of the knight had him be a young mercenary during the fall of Kuseme in 712, being a bachelor knight in service to Lord Maldan, and undertaking a journey to Azadmere. The player of the knight started as my co-gm, but decided that he liked playing better.

-Ed

_________________
"Your logic is flawless. But that doesn't mean you're right." - Tedd Good


Top
 Profile  
 
PostPosted: Sun Nov 18, 2007 3:23 am 
Offline
Woodward
Woodward

Joined: Sat Oct 13, 2007 3:27 pm
Posts: 103
This is a very interesting campaign. It is obvious that you spent a lot of time planning and preparing it. It would certainly be nice to have it as fanon material. However, it seems as though you might be able to get it published (particularly if it promotes the sale of other published material, such as the Search for Panaga campaign.)

I have a few questions, if you have the time and wouldn't mind answering them.

One thing that is of immediate interest to me is how much wealth it takes to make one wealthy in Harn. It seems as though a very small box of treasure could make one person wealthy. Can you give an estimate of the treasure in pennies that was found? Whose treasure was it originally? Was it the lieutenant's treasure?

Why didn't the lieutenant claim this treasure? In fact, what happened when they met the lieutenant. You say he was in a state of suspended animation. Did the characters have to do something to bring him out of suspended animation, or did he just come out of it automatically when they opened the door. Was he grateful to the adventurers, was he deceitful to them, did he talk with them at all, immediately try to cast a spell upon them, fight with them, cast a spell upon himself to make himself hard to see, etc.? A brief discussion of this would be helpful. What is his long range goal? Will he try to bring Lothrim back from the other side or will he, in fact, try to thwart Lothrim's goals, or is Lothrim forever dead in your campaign?

Jay


Top
 Profile  
 
PostPosted: Mon Nov 19, 2007 8:22 am 
Offline
Yeoman
Yeoman

Joined: Sun Jun 11, 2006 3:56 pm
Posts: 706
Location: Colorado, USA
I don't mind talking about this some more, but just now I'm short on time. I'll try to get to it in the next few days.

_________________
"Your logic is flawless. But that doesn't mean you're right." - Tedd Good


Top
 Profile  
 
PostPosted: Mon Nov 19, 2007 1:09 pm 
Offline
Site Admin
Site Admin
User avatar

Joined: Wed Feb 20, 2002 8:56 pm
Posts: 3423
Location: AU, ACT, Canberra
This is completely aside, and of no help to Jay for his Thanksgiving weekend of Harnic madness, but I wanted to talk about Jay's comment on the amount of prep work Ed did for his campaign. I obviously can't comment for Ed, but in my own lengthy Harn campaign (which was centered on the Kaldoran Succession Crisis), relaying it to others after the fact would make it sound brilliant and worthy of an extensive campign book or even a novel. But in reality, the week-to-week prep was very small, and things just kind of popped into place...okay, sometimes they needed a solid thump to adjust them properly. :)

So I'd say, from my experience, you *don't* need a lot of preparation for a long campaign. Just an idea of the major events is all that's needed, and then constant adjustment based on the actions of the players. For example, in my campaign the characters went off to Kanday for a while, ostensibly because they had been banished from the Kingdom of Kaldor for not-quite-treason. (The real reason they weren't executed was because it was a politically trumped up charge, and one of the characters was Scina, son and heir of Earl Troda Dariune...no-one's going to execute him any time soon.)

I had just a few major points in mind for the campaign:

[list=i][*]Players are servants/retainers of Scina Dariune (Troda's son and heir).
[*]King Miginath formally adopts Arlin Alsar (Scina's close friend) as his son and heir (oldest male of oldest male line, even though the line passes through a female). Alsar will have issues getting to the throne which the players help him with. Alsar will marry Enoriel Dariune (Troda's daughter) and die young, leaving a baby son.
[*]Heroes encounter a powerful amorvrin who will lead them on a frantic chase through the kingdom, ending at the death of Miginath in Caleme Cathedral during a solemn Laranian ritual of some kind. Can the heroes defeat the amorvrin?....

This is about all the prep work I did for the overall campaign, just three major ideas. Individual sessions may, or may not, have advanced the major story arc. Prep for individual sessions was done in the hour or so before the actual game (major points of the session, names & stats of NPCs, hooks and macguffins, etc.). And then wing it...

At least, that's how I did it. :)


So you don't need to spend a lot of time on a campaign. Looking back on a campaign that you and your players enjoyed, you will always use rose-tinted glasses. :) It will seems better prepared and run that was actually the case. In my campaign, I fought through the problem of information overload that Harn can cause, and came to appreciate the detail for what *isn't* there. Those holes let me fill in things so it appeared to be a seamless whole. In reality, about a third of the information I imparted was my interpretation of the written material, and another third was pure invention (usually on the fly). Anyway, the point of the post is that descriptions of past campaigns will always make them sound better and more comprehensive than may actually have been the case. It certainly is in my own past campaign.

_________________
Cheers

Leitchy
List & Forum Admin
Admin FAQs
[Updated 25-FEB-2011]


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 38 posts ]  Go to page 1, 2  Next

All times are UTC + 10 hours


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
Powered by phpBB® Forum Software © phpBB Group