Haunted Past
Haunted Past
HAUNTED PAST 1
INTRODUCTION The scenario was designed to be used in a con-
vention setting, and therefore pre-generated char-
13 year old Myrel Calayner, sister of the Lord acters are provided. The gamemaster should use
of Bifyrd Manor, is missing. The once tranquil vil- whatever combination of characters best suits the
lage in northern Kaldor has been thrown into an players participating in the scenario. If characters
uproar, for rumours abound. other than the pre-generated ones are being used,
Did she run away, or was she abducted? If so, it is important that the group has some tracking
by whom and for what purpose? Myrel is an odd and wilderness survival skills, and that they are
sort of person, always seeming sickly and mum- reasonably able to defend themselves.
bling to herself. Is she cursed somehow? Has The player characters, villagers from Bifyrd or
something in her past caught up with her? Are Feron Manor, have been selected by Lumin of
there more dark times in store for Bifyrd and Calayner to accompany him into the wilderness in
Feron Manors? search of his sister. The group will also be accom-
The village huntsman has discovered tracks panied by Saran of Varela, Bailiff of Feron Manor
that may lead to the missing girl, and her brother, and close friend of Lumin.
Lumin of Calayner, has assembled a group of The seven pre-generated characters provided
brave villagers to investigate. Where the path with this article have a wide variety of skills that
leads, and what they will discover at the end of it, will be useful during the expedition. Some redun-
is anyone's guess. dancy is present in the skill sets, since all of the
characters may not be used.
The pre-generated characters are:
This adventure was written to accompany the
Bifyrd-Feron article, available on the internet at: 1. Barpan of Arion, a former gladiator
http://members.shaw.ca/harngm. The gamemas- 2. Forissa of Abren, a Peonian priestess
ter is encouraged to obtain a copy of the article 3. Guarin of Orlebar, a former mercenary
and read it prior to running the adventure, as 4. Irdar of Lynë, woodward of Bifyrd Manor
many of the themes presented in the main article
5. Keleren of Hurl, yeoman, beadle of Feron
are used throughout this story.
Manor
Designed for 4 – 6 player characters, the sce-
6. Mosa of Firin, woodward of Feron Manor
nario takes place in the wilderness lands to the
southwest of Bifyrd and Feron Manors in northern 7. Yoreth of Kelis, yeoman, beadle of Bifyrd
Kaldor, on the south side of the Hemurin River. Manor
It is recommended that at least one of the two
woodwards accompany the group, for their skills
in the wilderness will be required throughout the
search for Myrel. Forissa may participate in the
expedition since the mental and physical state of
Myrel is questionable, and if she is found she may
require healing. If Forissa is present, Guarin will
accompany her, as he is her sworn protector.
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HAUNTED PAST 2 HârnCon 2003
HârnWorld Version 1.0 © 2003, N. Robin Crossby, Columbia Games Inc., and Brian McNeilly
HârnCon 2003
HAUNTED PAST 3
• The situation with Myrel has been deterio- Lumin will be able to supply any mundane
rating for some time. Many villagers believe equipment required by the group, including packs
she has a sickness or is possessed by an evil with rations, rope, cloaks, etc. He can also offer
spirit. Only the intervention of Forissa has some old rusty short swords and daggers if any-
prevented demands being made that she be one asks, but most likely all of the villagers will be
sent away, or worse. content with their own armour and weapons.
Continue with the following passage. Once the planning is done and the equipment is
gathered, Lumin bids Inlysë farewell and tells her
It was just another dull spring morning, and
not to worry, then instructs Mosa to lead the
many folk were preparing to begin their day,
group to the spot on the river where he found the
when the word spread like fire through the vil-
tracks. (Note: if Mosa’s character is not being
lage. Myrel is missing!
used, the woodward will take the group to the
She was last seen the previous evening on the river, but he will not accompany them to the other
road to the west of the village. No one really side)
thought much about it, as she was often seen
At the scene, anyone with any tracking ability
walking about. But she never returned to the
will be able to discern a number of heavy booted
manor house. Rumours have been flying about all
tracks, as well as smaller shoe tracks which most
morning. Perhaps she finally succumbed to her
likely belong to Myrel. There is a long gouge in
sickness and ran away. Or has she been abducted?
the dirt where a boat was pushed into the river.
But who would do such a thing? Have there been
Two small fishing boats have been brought up-
any demands for ransom?
river. When everyone is satisfied with looking at
You have been summoned to Bifyrd Manor, the tracks, they board the boats and are taken
where you are seated in the hall. Both Lumin and across the river. As Lumin indicated, the current is
Saran are present, as well as Inlysë, Lumin and swift with runoff from the mountains, and the
Myrel’s mother, who sits quietly in a chair near boats travel a fair distance downstream before
the hearth. Lumin begins to speak: they reach the south bank.
“As you have all no doubt heard, my sister has Lumin instructs the fishermen that a continual
disappeared from the village. She was last seen on watch is to be set up in the ruins of the old tower
the road to the west towards Hasebe. Mosa found near the village, so that the boats can retrieve the
some tracks south of the road on the river, as well group when they return. The fishermen bid the
as the marks of a boat entering the water. We be- group good luck, and eagerly push their boats
lieve that she has been taken for some reason, but away from the south bank to return home.
by whom we do not know. Saran and I will be fol-
The first step will be to locate the tracks on the
lowing the tracks in hopes of finding her, and I
south side of the river, a task which is easily ac-
would like you to accompany us.”
complished after about an hour’s search. The re-
After a brief pause to let this news sink in, Lu- mains of the boat are also found, slashed to pieces
min continues, “We are having some boats pre- with crude blades. Any tracker who has a mar-
pared to take us across the river, where hopefully ginal success or better on a skill check will notice a
we can find the track once again. Unfortunately new set of tracks among those on the shore. The
we will have to go on foot, since we have no boat new tracks (obviously someone else who re-
which will transport a horse, and the river is run- mained on this side of the river) belong to
ning too high for them to swim. Provisions are be- Grugnosh, who does not wear boots.
ing prepared for us, but if you think of any other
The long clawed footprints will be the first clue
equipment that will be useful, speak up and we
that gargun are involved with the abduction of
will do our best to locate it in the time we have.”
Myrel.
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HAUNTED PAST 4 HârnCon 2003
When they reach the south side of the river, the The weather for the past few days has been dull
expedition is about twelve hours behind their and overcast, with occasional rain, so there is
quarry. The tracks are quite easy to follow, as the some mud in the woods which will slow both par-
gargun are not concerned about any pursuit. All ties. The sun has now come out, however, which is
of the tracks will show Myrel’s small footprints fortunate for the party, since the gargun will not
surrounded by the heavier booted prints. This travel in the sunlight.
group is always lead by the long clawed prints. The group will reach the Efrel River two
The following timeline traces the movement of watches after departing (8:00 PM), but they will
the gargun party, beginning on the first day of not be able to easily see the shallow crossing in the
Nuzyael, 720 TR. dark. Crossing the river before dawn will be trou-
• 12:00 AM The gargun meet Grugnosh on blesome, and Lumin will object to any attempt.
the south side of the Hemurin River, and Departing at dawn (6:00 AM) they will easily
the group walks southwest into the forest, cross the river. At 10:00 AM they will reach the
eventually veering due west. first encampment of the gargun near the start of
• 8:00 AM They reach the Efrel River, south the foothills. A successful tracking roll will reveal
of where it spills into the Hemurin. A shal- the number of gargun, and that they are likely
low area allows them to cross (the deepest resting during the day now that the sun is out.
part is waist high). Despite the fact that they do not appear to be
• 12:00 PM At noon, the gargun reach the be- gaining much ground, Lumin and Saran share a
ginnings of the foothills of the mountains, lack of concern about their progress. The two
7.5 leagues from Bifyrd Manor. Myrel is knights will call for frequent rest stops, despite
having trouble walking, and the sun is not urgings from the villagers (especially Forissa), and
at all pleasant, so Grugnosh calls the first will be continually sharing quiet conversation, of-
halt. They rest until sundown (6:00 PM). ten laughing at some joke. If pressed about this,
Lumin will reprimand the villagers, telling them
• 10:00 PM Grugnosh’s plan was to reach the
to keep to their own business and be glad that he
mountains by sunrise, which are 4.5 leagues
does not punish them for calling his honour into
from their camp. Only part way there, how-
question.
ever, Myrel escapes from her bonds, and
dashes into the forest. She finds a good hid- By early afternoon, the group will come across
ing place and the orcs waste 2 hours trying the scene of Myrel’s escape attempt. It is obvious
to find her. Once they do, she is bound to the trackers that Myrel was able to break from
hand and foot and carried, further slowing her captors, and fled through the woods, hiding
their progress. from the gargun for some time before they recov-
ered her. At this point, Myrel’s tracks disappear,
• 6:00 AM (2 Nuzyael) By dawn, the gargun indicating that she has likely been tied and is be-
are still more than a league from the moun- ing carried by her captors.
tains, but are forced to stop due to bright
sunlight. The pursuit will likely catch them Luckily for the pursuers, the gargun are now
moving much slower, and if they press on, the
just before sunset (6:00 PM).
group will reach the second orc encampment be-
The pursuit will begin at 12:00 noon on the first fore sunset, while the orcs and Myrel are still rest-
day of Nuzyael, exactly 12 hours behind their ing.
quarry. The gamemaster should make one track-
ing roll per watch and only on a critical failure If any of the villagers scout ahead, the game-
will the trail be lost. If this occurs, it will not be too master should make a stealth roll, but the gargun
will only notice the approach on a critical failure,
hard to discover it once again.
as they are not expecting anyone to bother them.
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HârnCon 2003
HAUNTED PAST 5
Read the following text when the scout is close The gamemaster should not draw out the ac-
enough to see the camp. tion for too long, as the battle is not the main focus
The orcs’ encampment appears to be the same of the story. If the party uses surprise to their ad-
as it was the previous night. Myrel is tied hand vantage and the combatants focus their efforts on
and foot to a large tree, with an additional rope defeating Grugnosh, they should have little diffi-
about her waist, so that she is not able to rest com- culty defeating the gargun and rescuing Myrel.
fortably on the ground. She is filthy and looks It is important to note that the gargun party
quite miserable, but does not appear to be injured. might be to powerful for the player characters, es-
Gargun are sprawled about on the ground pecially if not all of the pre-generated characters
around her tree, for the most part sleeping wher- are being used for the scenario. The gamemaster
ever they happened to be when they halted their should feel free to reduce the number of gargun
march for the day. Some are armed with spears present at the battle scene to maintain the balance
and daggers, the others have mankar and small (but don’t make it too easy!).
shields.
Only the orc leader is awake and watchful. He PART III – THE RETURN TRIP
is huge for a gargun, standing almost as tall as a If any of the gargun are captured and ques-
man, and much heavier in build. Unlike the sim- tioned, the group will learn that another larger
ple leather garb of the other orcs, his tunic is cov- host is on the way to meet this one, led by none
ered with totems, including beads, polished stones other than Torz “Gotch-Eyed”, the notorious king
and various desiccated parts of animals. He holds of Gifuso. Questioning Grugnosh will reveal the
a long, heavy staff carved with symbols, and reason why Myrel was abducted, and what was to
seems to be concentrating and mumbling some- happen to her when she was brought to Gifuso. IF
thing under his breath while staring at Myrel. all the orcs are killed (a likely event), Myrel will be
Grugnosh is using his own abilities to calm able to provide a few of these details once Forissa
Myrel’s mind and put her to sleep. The shaman can relieve her of her shock.
has been working quite hard to prevent his under- The main host of orcs will never actually catch
lings from being distracted by their captive’s men- up with the group, as this would likely mean the
tal abilities. For this reason, he will not be able to end of them all. But the gamemaster should con-
bring any of his psionic abilities to bear on the res- tinually remind the players of the threat of this
cuers when they make an attempt. pursuit, and the urgency that the group return
home with as much haste as possible. Occasion-
PART II – RESCUE ally, an advance scout from the main host of orcs
The gamemaster should feel free to design might even catch up with them, and they might
whatever interesting set-up for the orc encamp- waste valuable time chasing them away.
ment that he/she desires. The setting is entirely The return home may be hampered by injuries
within woodlands, so there will be many trees from the attack on the orc encampment. As well,
about, and any cleared space will be relatively Myrel is in such an unstable state that there is a
small. This will prevent the archers from using risk she might flee into the woods at any moment.
their bows until they are quite close to the camp. The group will have to be vigilant in their watch
The gargun will be easily surprised, but will over her.
put up quite a fight to retain their prize. Grugnosh Generally speaking, the gamemaster should
will fight to the death, and his cohorts will fight make the journey home as stressful as possible
fiercely by is side until he falls, at which point any with this backdrop of pursuit, realizing that more
remaining will likely attempt to flee. is yet to come. Shortly after the start of their re-
treat, Myrel’s psionic abilities will reappear, fur-
Version 1.0 © 2003, N. Robin Crossby, Columbia Games Inc., and Brian McNeilly HârnWorld
HAUNTED PAST 6 HârnCon 2003
ther hindering the group with bizarre visions. Lumin, on the other hand, will most likely re-
These visions are being provided to the group by ject this suggestion, and he and Saran will make
Oman’s ghost, who is using his daughter as a ready to dispatch all the players as well as the
conduit in an attempt to reveal the truth about his troublesome Myrel.
death. When things look really bad, Oman’s ghost will
The gamemaster should use these visions at appear on the scene, likely scaring the pants off
different times during the return trip, either as everybody. He will probably be the catalyst that
dreams during the night, or as waking visions forces Lumin to confront the crime he committed,
during the day. Whenever a player character re- or will distract his son enough so that the villagers
ceived a vision, both Myrel and the recipient will can overwhelm him and Saran.
become blank faced and will remain still for the It is up to the gamemaster how this scene plays
duration of the event. out. If Lumin somehow can be brought to justice,
The gamemaster might want to have the player Oman’s spirit will be freed. At this point there will
character add some colourful twitching, or rapid likely be a bit of a scene between Oman and
eye movement when the vision occurs. Myrel, as he bids her farewell and thanks her for
The visions received by each of the player char- assisting him to gain his freedom.
acters are as follows:
• Barpan fights in a duel. He receives a small PART IV – HOME AGAIN
nick which catches fire, consuming him.
The group will have a mad dash back to the
• Forissa is tending a wound to no avail. In- Hemurin River, still pursued by the gargun war
fection spreads despite her best efforts. party. There will be a tense few minutes as they
• Guarin witnesses a stealthy man applying a wait for their boats to retrieve them. Once they are
substance to the blade of a fancy sword. on the river, however, and civilized lands are in
• Irdar sees Saran and Lumin imprisoning sight, the gargun will lose their desire for venge-
Myrel, while Oman watches helplessly. ance, and will return to their home in the moun-
tains.
• Keleren witnesses Inlysë and a strange man
sharing a glass of wine in a bedchamber. Myrel has been saved, and she quickly returns
to a somewhat normal life. Without the influence
• Mosa sees Saran and Lumin having a drink,
of her father’s ghost, her latent talents are much
laughing over a map of Feron Manor.
more easily controlled. The player characters re-
• Yoreth sees Eres’ face, whom he recognizes, turn to their homes as heroes, and Lumin and Sa-
which then morphs into Lumin’s face. ran return in disgrace. At the discretion of the ga-
Detailed versions of the visions are presented memaster, the scene can be played out where the
on a separate page, and are designed to be cut out two conspirators are brought before the authori-
by the gamemaster and distributed to the players ties, and will face the law of the land for their
at appropriate times during the story. If the play- crimes.
ers all combine their clues, they should be able to
figure out the story that Oman is presenting to
them about his murder.
At some point when the players figure out
what is going on, they will likely confront Lumin
and Saran. The gamemaster is encouraged to
make the most out of this roleplaying scene, and
give them every opportunity to convince Lumin to
do the right thing and give himself up.
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HAUNTED PAST 7
NPC STATISTICS
Lumin of Calayner Myrel of Calayner
STR 15 EYE 8 INT 14 Init 78 STR 8 EYE 9 INT 11 Init 48
STA 14 HRG 8 AUR 11 END 15 STA 8 HRG 8 AUR 17 END 9
DEX 16 SML 10 WIL 12 MOV 10 DEX 11 SML 8 WIL 11 MOV 13
AGL 15 VOI 10 MOR 8 Dodge 75 AGL 13 VOI 11 MOR 12 Dodge 65
Combat Skills: unarmed 17/68, broadsword 16/80, Combat Skills: unarmed 11/44, dagger 10/40
knight shield 17/102, dagger 13/65
Other Skills: climbing 13/52, jumping 11/44, stealth
Other Skills: climbing 15/60, jumping 15/60, stealth 11/33, awareness 8/32 intrigue 13/65, astrology 13/39,
12/36, awareness 9/36 intrigue 12/60, foraging 13/52, folklore 10/40, textilecraft 11/44
physician 13/26, survival 13/52
Equipment: dagger
Equipment: broadsword, dagger, knight shield, leather
Protection:
and mail armour, plate helmet
All B: 1 E: 1 P: 1 F: 1
Protection:
Skull B: 8 E: 14 P: 9 F: 5 Grugnosh
Torso B: 4 E: 12 P: 8 F: 4
Legs/Feet B: 2 E: 4 P: 3 F: 3 STR 15 EYE 10 INT 12 Init 66
STA 16 HRG 9 AUR 17 END 14
DEX 13 SML 10 WIL 12 MOV 8
Saran of Varela
AGL 10 VOI 7 MOR 6 Dodge 50
STR 13 EYE 8 INT 14 Init 72
Combat Skills: unarmed 13/65, staff 14/70, shorts-
STA 12 HRG 8 AUR 11 END 13
word 15/75
DEX 14 SML 10 WIL 12 MOV 4
AGL 9 VOI 10 MOR 6 Dodge 45 Other Skills: climbing 13/52, jumping 14/56, stealth
10/30, awareness 10/40, folklore 11/44, foraging
Combat Skills: unarmed 14/56, broadsword 14/70,
12/60, physician 12/24, survival 13/52, tracking 11/44
knight shield 15/90, dagger 12/60
Equipment: carved staff, shortsword, leather and hide
Other Skills: climbing 12/48, jumping 10/40, stealth
armour
11/33, awareness 9/36 intrigue 11/55, foraging 12/48,
physician 13/26, survival 13/52 Protection:
All B: 6 E: 7 P: 4 F: 8
Equipment: broadsword, dagger, knight shield, leather
and mail armour, plate helmet
Hyeka Gargun (8)
Protection:
Skull B: 8 E: 14 P: 9 F: 5 STR 8 EYE 9 INT 9 Init 50
Torso B: 4 E: 12 P: 8 F: 4 STA 11 HRG 13 AUR 7 END 10
Legs/Feet B: 2 E: 4 P: 3 F: 3 DEX 12 SML 11 WIL 11 MOV 9
AGL 9 VOI 6 MOR 6 Dodge 45
Combat Skills: unarmed 10/50, spear 9/45, mankar
11/55, roundshield 11/55, dagger 11/55
Other Skills: climbing 10/50, jumping 9/45, stealth
11/44, awareness 11/44
Equipment: 4 x spear and dagger, 4 x mankar and
roundshield
Protection:
All B: 4 E: 3 P: 1 F: 3
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HAUNTED PAST 8 HârnCon 2003
Enjoy!
HârnWorld Version 1.0 © 2003, N. Robin Crossby, Columbia Games Inc., and Brian McNeilly
VISIONS 1
VISIONS
Barpan Irdar
You are fighting a duel against a man you do Saran and Lumin are walking towards Bifyrd
not recognize. He is dressed like a noble, and both Manor, climbing the hill to the gates. Myrel with
of you are fighting with broadswords. them, although she is tied, hands and feet. Her
You clash several times, each time your swords brother drags he into the compound while Saran
ring as they connect. Then the man feints unex- mocks her.
pectedly, and lunges forward beneath your guard, Together, the two man drag her into the manor
nicking your side with the tip of his blade. house, and lock her in a closet. Oman is already in
Looking down at the wound, your eyes widen the closet, chained to a wall.
in horror as burning pain lances through your
body, flames lick out between your fingers, and in
Keleren
an instant your entire body is reduced to charred
cinders. You are sitting on a comfortable chain in a no-
ble’s bedchamber. Across from you in another
chair is Inlysë. The two of you are drinking wine,
Forissa and she is giving you very knowing glances. You
You are treating a wounded man, he has a cut rise from your seat and approach her, taking the
on his abdomen which by your estimation is quite offered hand and kissing it delicately. Looking up,
minor. As you apply the dressing, however, the you see your reflection in a polished plate dis-
wound becomes infected before your eyes. Green played on the mantle. You are not Inlysë’s hus-
pus bursts from the cut as the wound pulses un- band Oman.
naturally.
Despite all your efforts, you cannot control the Mosa
infection, which in a few minutes entirely covers
the man. He screams uncontrollably, then writhes You are in a pub, somewhere far away from
as he shrinks into a puddle of greenish goo. home. Sitting nearby at a table are Lumin and Sa-
ran. They are having a drink of ale and they are
looking at a map on the table before them.
Guarin Looking closer, you recognize the map as Feron
You are in a private chamber, richly appointed. Manor and it’s immediate surroundings. Lumin
On a table near the window a fancy case lies open, looks at Saran and points to the manor house.
showing a sword contained within. The broad- The two knights share a conspiratorial laugh.
sword is of a special design, and is probably
worth quite a small fortune.
Yoreth
As you watch, a shrouded man enters the
room, pulling a small vial from beneath his gar- You are standing before a man whom you rec-
ments. He opens the stopper and applies the con- ognize. He is Eres Tereneth, Lord of Baseta. As
tents to the sword. The blade turns into a snake, you watch, his face begins to change, melting
which writhes in the case. away and forming into a new face. When the
change is complete, the man before you is Lumin.
The two have a striking resemblance when seen
together.
Version 1.0 © 2003, N. Robin Crossby, Columbia Games Inc., and Brian McNeilly HârnWorld
BARPAN 1
HârnMaster 3.0 Character Profile
Character Name: Barpan of Arion
Occupation / Title: Gladiator/Farmer
BACKGROUND NOTES
If a booming voice can be heard across the fields, it is likely that of Barpan, whose rich baritone carries many a song throughout each day
of work. Barpan is a large man who escaped from Coranan where he was a slave and fought in the Pamesani Games. He found haven in Kal-
dor, and settled at Feron Manor, where he married and now has two young children.
No one in the village doubts any of the stories of Barpan’s battles in the arena, for last year they witnessed him wrestle and kill a ma-
rauding wolf with his bare hands.
Version 1.0 © 2003, N. Robin Crossby, Columbia Games Inc., and Brian McNeilly HârnWorld
BARPAN 2
HârnMaster 3.0 Combat Profile
Character Name: Barpan of Arion
Occupation / Title: Gladiator/Farmer
COMPOUND LAYERS AQ B E P F
Kurbul 0 4 5 4 3
HârnWorld Version 1.0 © 2003, N. Robin Crossby, Columbia Games Inc., and Brian McNeilly
FORISSA 1
HârnMaster 3.0 Character Profile
Character Name: Forissa of Abren
Occupation / Title: Peonian Priestess
BACKGROUND NOTES
Forissa considers all of the inhabitants of the village to be her flock, and despite her youth treats everyone as a mother would her chil-
dren. She recently hired a Jarin fellow named Guarin to assist with working her land. Guarin lives in a small woodshed attached to Forissa’s
cottage.
The young cleric is very fond of Myrel, and seems to be the only villager with any compassion concerning her plight. Forissa has insisted
on coming along, in case Myrel should require healing, both mental and/or physical.
Version 1.0 © 2003, N. Robin Crossby, Columbia Games Inc., and Brian McNeilly HârnWorld
FORISSA 2
HârnMaster 3.0 Combat Profile
Character Name: Forissa of Abren
Occupation / Title: Peonian Priestess
COMPOUND LAYERS AQ B E P F
Cloth 0 1 1 1 1
Cloth 0 1 1 1 1
Cloth 0 1 1 1 1
Cloth 0 1 1 1 1
Cloth 0 1 1 1 1
Cloth 0 1 1 1 1
Cloth 0 1 1 1 1
Cloth 0 1 1 1 1
Cloth 0 1 1 1 1
Cloth 0 1 1 1 1
Cloth 0 1 1 1 1
Leather 0 2 4 3 3
HârnWorld Version 1.0 © 2003, N. Robin Crossby, Columbia Games Inc., and Brian McNeilly
GUARIN 1
HârnMaster 3.0 Character Profile
Character Name: Guarin of Orlebar
Occupation / Title: Mercenary
BACKGROUND NOTES
Guarin is a former mercenary who has been hired by Forissa, the village priestess, to assist with the working of her land. A Jarin fellow,
he is a mystery to most of the villagers. Guarin does not speak Hârnic well, and generally keeps to himself. His armour and weapons have
been spotted in the small cottage where he lives, fuelling many rumours surrounding the “foreign” man. Some have even speculated about
the nature of the relationship between Forissa and Guarin, but most of these rumours are, of course, absurd.
When she is present, Guarin’s first priority will always be protecting Forissa. His dwarven-made plate helm, which once saved his life
from a gargun’s blade (and has a large dent to prove it), is his most prized possession.
Version 1.0 © 2003, N. Robin Crossby, Columbia Games Inc., and Brian McNeilly HârnWorld
GUARIN 2
HârnMaster 3.0 Combat Profile
Character Name: Guarin of Orlebar
Occupation / Title: Mercenary
COMPOUND LAYERS AQ B E P F
Plate, Leather 0 8 14 9 5
Plate 0 6 10 6 2
Leather 0 2 4 3 3
Kurbul, Cloth 0 5 6 5 4
Kurbul, Cloth 0 5 6 5 4
Kurbul 0 4 5 4 3
Kurbul 0 4 5 4 3
Leather 0 2 4 3 3
Kurbul, Cloth 0 5 6 5 4
Kurbul, Cloth 0 5 6 5 4
Leather, Cloth 0 3 5 4 4
Leather, Cloth 0 3 5 4 4
Leather 0 2 4 3 3
Leather 0 2 4 3 3
Leather, Leather 0 4 8 6 6
Leather, Leather 0 4 8 6 6
HârnWorld Version 1.0 © 2003, N. Robin Crossby, Columbia Games Inc., and Brian McNeilly
IRDAR 1
HârnMaster 3.0 Character Profile
Character Name: Irdar of Lynë
Occupation / Title: Hunter (Woodward of Bifyrd Manor)
BACKGROUND NOTES
People often comment that Irdar seems a bit muddle-headed, but no one in the village knows the local forests as well as him. Much to the
dismay of his wife and six children, Irdar often spends too much time in the forest, rather than tending to his fields.
Version 1.0 © 2003, N. Robin Crossby, Columbia Games Inc., and Brian McNeilly HârnWorld
IRDAR 2
HârnMaster 3.0 Combat Profile
Character Name: Irdar of Lynë
Occupation / Title: Hunter (Woodward of Bifyrd Manor)
COMPOUND LAYERS AQ B E P F
Leather 0 2 4 3 3
Leather, Cloth 0 3 5 4 4
Leather, Cloth 0 3 5 4 4
Leather, Cloth 0 3 5 4 4
Leather, Cloth 0 3 5 4 4
Leather, Cloth, Cloth 0 4 6 5 5
Leather, Cloth, Cloth 0 4 6 5 5
Cloth 0 1 1 1 1
Cloth 0 1 1 1 1
Cloth 0 1 1 1 1
Leather, Cloth 0 3 5 4 4
HârnWorld Version 1.0 © 2003, N. Robin Crossby, Columbia Games Inc., and Brian McNeilly
KELEREN 1
HârnMaster 3.0 Character Profile
Character Name: Keleren of Hurl
Occupation / Title: Yeoman – longbow (Beadle of Feron Manor)
BACKGROUND NOTES
Keleren, like Yoreth, is skilled with the longbow. The older Yoreth sees Keleren as a much younger version of himself, and the two share
a friendly rivalry, often finding innovative ways to test each other’s archery skills. Keleren was married last summer just after arriving at
Feron Manor.
Version 1.0 © 2003, N. Robin Crossby, Columbia Games Inc., and Brian McNeilly HârnWorld
KELEREN 2
HârnMaster 3.0 Combat Profile
Character Name: Keleren of Hurl
Occupation / Title: Yeoman – longbow (Beadle of Feron Manor)
COMPOUND LAYERS AQ B E P F
Plate, Mail 0 8 18 11 3
Mail 0 2 8 5 1
Quilt, Cloth 0 6 4 3 5
Quilt, Cloth 0 6 4 3 5
Quilt, Cloth 0 6 4 3 5
Quilt, Cloth 0 6 4 3 5
Quilt, Cloth, Cloth 0 7 5 4 6
Quilt, Cloth, Cloth 0 7 5 4 6
Quilt, Cloth 0 6 4 3 5
Cloth 0 1 1 1 1
Cloth 0 1 1 1 1
Leather, Cloth 0 3 5 4 4
HârnWorld Version 1.0 © 2003, N. Robin Crossby, Columbia Games Inc., and Brian McNeilly
MOSA 1
HârnMaster 3.0 Character Profile
Character Name: Mosa of Firin
Occupation / Title: Hunter (Woodward of Feron Manor)
BACKGROUND NOTES
The forests of the region are well known to Mosa, but unlike his counterpart Irdar, Mosa prefers the warmth of hearth and home to the
cold of the wood, and therefore limits many of his treks to within a day’s walk of the manor.
Version 1.0 © 2003, N. Robin Crossby, Columbia Games Inc., and Brian McNeilly HârnWorld
MOSA 2
HârnMaster 3.0 Combat Profile
Character Name: Mosa of Firin
Occupation / Title: Hunter (Woodward of Feron Manor)
COMPOUND LAYERS AQ B E P F
Leather 0 2 4 3 3
Leather, Cloth 0 3 5 4 4
Leather, Cloth 0 3 5 4 4
Leather, Cloth 0 3 5 4 4
Leather, Cloth 0 3 5 4 4
Leather, Cloth, Cloth 0 4 6 5 5
Leather, Cloth, Cloth 0 4 6 5 5
Cloth 0 1 1 1 1
Cloth 0 1 1 1 1
Cloth 0 1 1 1 1
Leather, Cloth 0 3 5 4 4
HârnWorld Version 1.0 © 2003, N. Robin Crossby, Columbia Games Inc., and Brian McNeilly
YORETH 1
HârnMaster 3.0 Character Profile
Character Name: Yoreth of Kelis
Occupation / Title: Yeoman – longbow (Beadle of Bifyrd Manor)
BACKGROUND NOTES
Yoreth is a veteran of several battles, and he tells stories of the many gargun killed by his longbow. He seems content with a quieter life
having settled in Bifyrd, married and raised a family of five, but he is disturbed by nightmares of comrades lost to the gargun, and often
yearns to return to the battlefield to avenge their deaths.
Version 1.0 © 2003, N. Robin Crossby, Columbia Games Inc., and Brian McNeilly HârnWorld
YORETH 2
HârnMaster 3.0 Combat Profile
Character Name: Yoreth of Kelis
Occupation / Title: Yeoman – longbow (Beadle of Bifyrd Manor)
COMPOUND LAYERS AQ B E P F
Kurbul, Leather 0 6 9 7 6
Leather 0 2 4 3 3
Leather, Cloth 0 3 5 4 4
Leather, Cloth 0 3 5 4 4
Leather 0 2 4 3 3
Leather 0 2 4 3 3
Leather, Cloth 0 3 5 4 4
Leather, Cloth 0 3 5 4 4
Leather, Leather, Cloth 0 5 9 7 7
Leather, Leather, Cloth 0 5 9 7 7
Leather, Leather 0 4 8 6 6
Leather 0 2 4 3 3
Leather 0 2 4 3 3
Leather, Leather 0 4 8 6 6
HârnWorld Version 1.0 © 2003, N. Robin Crossby, Columbia Games Inc., and Brian McNeilly