Advanced Dungeons And Savages

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Wow, who knew there was something like this already out there! This may save me a lot of time tweaking my Savage Harn.

Complete Handbook for playing AD&D-style games in Savage Worlds! Players Section includes races, classes, equipment, and descriptions of over 75 spells. Dungeon Masters Section includes NPC classes, rules for converting monsters, encounter charts for 13 types of terrain, random determination charts and descriptions for over 200 magic items, and complete rules on magic item creation

Get a copy from the Dragonsfoot website at Advanced Dungeons And Savages

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Savage Worlds in Hârn

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I have been having this urge to really try out Savage Worlds using Fantasy Grounds but for the setting I keep gravitating back to Hârn. There is an older conversion out there that was started but I am seriously thinking of building out my own Savage Worlds pHârn.

Basically, what I am contemplating is running a Savage Worlds game set on the island of Hârn where that island and setting are basically transplanted to the planet of Krynn. The rest of Krynn has fallen to the Evil forces and now the Dragonlance events are finally encroaching on that remote and small part of the world.

Stay posted.

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Aiming Zone/Strike Locations

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Here are the Strike Location tables for each of the Aiming Zones. If you hit, you choose the table where you’re aiming and click the Roll Icon. The tables do the rest to determine the exact location and output it to the chat window.

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Detailed Strike Tables

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Ok, so I made some crude tables for Strike Locations. What this does is allow the player or GM to choose the appropriate Aiming Zone table and roll 1d100. You only need to click the Die Icon (under Roll on the AIMING ZONE MID Table) once, so one roll as opposed to multiple rolls and looking up of each result, then relaying the player or GM. That starts the sequence to determine the full hit location. The Strike Location is determined and then, if there is a related subtable, such as a hit to the Face or something needing to determine if it was the Left or Right side, the system rolls on the next appropriate subtable. If the result shows a Grey Circle with Red Star, it moves to the appropriate subtable and continues to roll for more details as needed...

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HârnMaster and Fantasy Grounds (VTT)

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Fantasy Grounds has a revised ‘MoreCore Ruleset’ that has been redesigned enough that it looks like it can be tweaked and used for HarnMaster now. Here is ‘Peri the Lame’ from Friends, Foes & Followers – Part 12 rolling some Stealth skill checks.

As I put some things together for testing I’ll try to post other screenshots and more information.

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Ghosts of Ezar’s War (A HârnMaster PBP Game)

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BACKGROUND

The Peoni Church manages almost all orphanages on Harn. At some point you were all taken in by the local Peoni Church as orphans at a very young age (most between 3-5 years old) and cared for by the Irreproachable Order (Male Clerical Order of Peoni). During that time and at a very young age (most between 3-5 years old) you were identified by representatives of a small militant sect of the Peoni Church based in western Kanday as being “special”. Having been singled out, members of this group arranged for you to be transferred to and “adopted” to be raised/trained as priests at their temple located in Ryce with the local church headquartered in Dunir. However the priest at the local temple in Ryce had other intentions. This small Peoni sect are not adherents to all of the peaceful teachings of Peoni. Instead they have taken a more militant position and interpret the position of Belsirasin “known as the Weeping Warrior” to be more aggressive. They are not so fond of the Peoni Church having to rely on the protection of the Church of Larani and feel they should have their own soldiers. However they also know that these actions and attitude would likely get them all reprimanded if not excommunicated even with the Peoni penchant of forgiveness. For that reason the real training has been kept out of sight and well secreted. Although you have been well trained in the teachings of Peoni (as part of your cover) and are very knowledgeable acolytes you have also had other militaristic training. Only a few of the priests at Ryce and your other trainers know the true story.

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D&D5e Hârn Classes

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For this pHârn I plan to redo most of the D&D 5e classes to better match Hârn. For example, the Paladin will only be available to followers of Larani and will be associated with the Order of the Checkered Shield or The Lady of the Paladins Fighting Orders. However, there will be an ‘Anti-Paladin’ type subclass known as ‘Blackguard’ that will be available to the followers of Agrik and associated with his Fighting Orders. At this point I am envisioning the following classes;

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Bestiary – Gargu-Arak

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One of the first things I have been working on for the D&D5e Hârn conversion is getting some of the Hârn specific creatures converted over to D&D5e stats starting with the Gargun.  First up is the Gargu-Arak although its only a draft and will be tweaked as needed.

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D&D5e Hârn Conversion Project

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After reading the d20 Hârn Guide created by Shane Morales (the Version 1.01 copy dated  June 9th  2002) I have decided to do my own D&D5e Hârn conversion. As part of the project I will be building supporting Fantasy Grounds Library Modules in the hopes that one day it will be complete enough to run an actual online Fantasy Grounds campaign.

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Knights of Belsirasin (Game Session I – Part 2)

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Nuzyeal 2nd in the Year 720 TR.

The next day under an overcast sky the players assemble in the courtyard. A few notice that there is an unusual chill in the air this morning. They approach Valdek who is already there waiting for them. He motions them over to a small table near the front gate where he has laid out a map of the Kingdom of Kanday.

Pointing to their current location on the map, Valdek addresses the group.

“We will leave Dunir in the early afternoon and arrive in the port at Hebon sometime in the early morning tomorrow. Once arriving at Hebon we will meet with our contacts there to arrange horses and wagons and will then travel south and west to Mezint.”

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