GM Helper Files

August 28, 2008

Here are three useful tools that GM’s can use for their own campaigns. One is a Campaign Journal Page (.doc) and the other is a Hârnic Settlement Description (.doc). Each is one page black and white and designed to be photocopied. Of course, if the form is downloaded to your drive you could also type up your notes on the form and print them out or save them in electronic form. Another utility is the Hârnic Settlement Generator (.xls). This is not intended to be HârnManor or HârnTown. It is a pencil and paper tool for the GM to answer PC questions when they arrive in a town or village that is undeveloped.

by William A. Kilmer

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Templates

August 24, 2008

Two MS Word 2000 templates for Hârn articles; one is A4 page size, the other is Letter page size. Every pages has a full copyright and trademark notice. To alter the author name, click File -> Properties, and change it from my name you your name. Save the files as document templates in the correct place on your machine, and then simply click File -> New, and choose your preferred page size.

by Leitchy

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HârnMaster v3 Expanded Index

August 24, 2008

An expanded for HârnMaster 3rd Edition, to help GMs and player find the section they need. Simply print this out and put it in the back of your existing copy.

by Samuel Lacas

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Travelling in Hârn

July 23, 2008

Not certain of the distance between Coranan and Tashal? How about between Laket and Burzyn? How long does it take to get from Azadmere to the Naniom Bridge by foot? On horseback?

This document contains a set of simple tables designed to show you how long it takes to travel the major caravan routes of Hârn; the Salt Route, the Fur Road, the Silver Way, and Genin’s Trail. Assuming slightly poor weather conditions, the tables list the travel times by foot, horseback, wagon and cart. You can find out how long in days and how far in hexes, and kilometres, as well as average speed.

While they may not be absolutely accurate to the last minute or kilometre, the tables will provide GMs with a consistent set of travel times they can use to inform their player about how long a trip takes.

by Peter Leitch & Anders Bersten

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Family Trees

July 23, 2008

This article allows GMs of any medieval fantasy role-playing game generate family trees in those fictional societies. It is based entirely on available information for terrestrial mortality and fertility, either as measured before modern medicine or extrapolated from modern data. An excellent family tree is also included to serve as an example.

by Jonathan Nicholas

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Clothing: An Expansion

July 19, 2008

The clothing article is a minor re-edit of an article available for several years on both HârnMaster.net and Poor Richards Hârn Page (Editor: neither of which appear to now exist). This four page article includes information on common items of clothing, including colours and dyes.

by Neil Thompson

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HârnMaster Mercantylism

July 18, 2008

Mercantylism is not just a traveling from place to place buying and selling goods at wholesale or retail. Mercantylism involves not only the large and/or small merchants who buy and sell goods; but also the individuals who assist in the collecting of raw materials, transportation, manufacturing, and a myriad of other activities involved along the way.

HârnMaster Mercantylism has been developed to bring as many of the aspects of activity together as possible. 64pp of useful information that crosses the boundaries between rules, and environmental information, this module also contains floorplans and descriptions of the Tashalan Hall of the and the Hall of Circles in Thay.

The module also includes weights and measures, caravans operations and fees, tolls, negotiable notes, commercial contracts, organisations, and much, much more. So much more than just a set of for PCs, and six years in the making, it covers many facets of the society and culture of western Lýthia, including Hârn, making this is one document you will want to download.

by Roy Denton

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Disease & Aging

July 17, 2008

The rules for in Hârnmaster are quite generic and quite lethal—the mildest of diseases is likely to kill 5% of the population. In this article, we attempt to revise the rules for in a manner that is somewhat less lethal. It is hoped that better rules will facilitate the development of better rules concerning aging and child mortality.

Jonathan Nicholas

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HârnMaster Gold NPCs

July 17, 2008

A collection of 80 pre-generated for use by lazy GMs (or GMs without much time). The HârnMaster Gold rules were used to generate the characters.

by Patrick Nilsson

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Armour & Characters

July 17, 2008

What happened when you get caught needing a Heavy Horse knight with full armour, what are his skills and armour stats? What about a yeoman defending his farm and manor and dressed as a light footman? Quick, your players are waiting!!

Well, fear no more. This is a collection of various armour combinations and NPC (non-player character) types for use by GMs as a ready reference. Just combine one of the 14 different armour types with one of the 21 different character types (each with three different skill levels), and you have a ready made NPC for your players to battle.

by Patrick Nilsson

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