Hârnview/1st Edition/28
Many player-characters will grow weary of honest labOur and will want to take their lives in their hands and venture forth to seek their fortunes. Adventuring is dangerous work and only rarely should it actually be profitable. Most Harnians are insular in their outlook; they rarely travel more than a few leagues from their place of birth and are very wary of strangers. Travellers are assumed to be outlaws, tax-collectors or slightly off their heads, especially if there is no clear reason for their travels. The chance of success is remarkably low; characters are far more likely to suffer death (or worse) from wild animals or brigands than to find what they are questing for. Nevertheless, player-characters will no doubt want to abandon the security of the town or Village, to adventure in distant realms where strange events transpire and fell beasts roam. How to Use the Scenarios[edit | edit source]Player-characters should probably start play with some knowledge of local legends and rumours. More lies will be picked up from tavern-crawlers with nothing better to do than talk. Stories are often told by yarn-spinners ostensibly relating their own experiences, for beer or coins, on street corners or in taverns. Such yarns are 90% fabrication but the occasional grain of truth may be heard. It is unlikely that anyone would sell a treasure map if he truly believed that it led to "treasure beyonde thy wildest imaginings"; one has to kiss a lot of frogs to ~et an actual prince. The scenarios are intended only to inspire and must be developed by the gamemaster. The gamemaster should look through the following paragraphs and feed information (in dribbles) to his players. If they show signs of being interested enough to search out the truth of one, then the gamemaster can add appropriate details. (1) The Legend of Genin[edit | edit source]A fairly well-known story in Thay and Tashal is the death of the mage Genin (hx]. After participating in the foundation of Thay, he is thought to have journeyed north along the trail that bears his name, spent some time with his friend Noron, then climbed into the Sorkin Mountains to meditate. On the slopes of Mount Sofyn the mage was set upon and slain by Gargun [hx] from Sokus. The local Hru [hx) drove off the Gargun and gave Genin a decent burial. Genin apparently always had several artifacts of mysterious powers in his possession and their fate is unknown. Perhaps they lie buried with the mage on Mount Sofyn, or they may have been carried off to Sokus where, lacking the knowledge to employ them, the Gar gun simply stored and forgot them. Another theory is that the artifacts were given by the Hru to Noron [hx]. Apart from any powers of enchantment they may have, authenticated relics of Genin would bring a good price among the learned. (2) Quest for the Penultimate Tome[edit | edit source]The legend of Lothrim the Foulspawner is fairly well known throughout Harn and the gamemaster can learn background for such adventures by reading the history and Harndex. It should be noted that the Penultimate Tome was almost certainly not what Lothrim imagined it to be (if it ever existed at all). However, it is likely that some treasures of note were buried along with Loth rim and these may be worth finding. (3) Quest for the Sirion Scrolls[edit | edit source]Since their theft from the Library of Sylud in 553, the Sirion Scrolls have been sou~ht repeatedly. In 717, a rumour arose (throughout civilised Harn) that Letaxa, a chieftain of the Jeserniki tribe of the Tulwyn Nation [hx], has acquired a dozen or more scrolls which might fit the description. Since they are regarded as religious artifacts (the Jeserniki cannot read) it would not be easy to obtain the scrolls even if they are found. The Khuzdul of Azadmere would pay a handsome reward for the scrolls and there would be other possible buyers as well…
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(4) The Sword of Calsten[edit | edit source]This is the jewel-encrusted weapon over which, ostensibly at least, was fought the Treasure War [hx]. A priceless heirloom of Kaldor's monarchy, rumours concerning its present location seem to crop up constantly. The latest of these has the sword in Coranan, in the possession of the commander of the Red Guard [hx]. Torastra offered a knighthood for the sword's return. King Miginath would almost certainly hon~r this pledge. (5) The Riddlemaster of Anrist Point[edit | edit source]There are several sages scattered throughout Harn who have heard of Anrist Point and its strange resident. While any of these may desire a sample of the waters of the springs, they may be too "timid' to actually venture forth in person and may be prepared to offer money to player-characters brave (stupid?) enough to undertake an expedition. See "Anrist Point" (hx] for background. The gamemaster should work out such details as the Riddlemaster's appearance etc. and the geas of silence he places on those who see him, and (especially) a few good hard riddles before sending players on this quest. (6) The Sunken City of Ridow[edit | edit source]For background, see Ridow [hx]. Lothrim seems to have been aware of the existence of the fabled sunken city and there are a few scholars of Ancient lore who would pay well for confirmation of its location and nature; a few might even wish to accompany a party of bold adventurers. (7) Sunken Treasure in General[edit | edit source]The Aleathian Odyssey [hx] resulted in many ships, laden with the most valued possessions of refugees from the Balshan Jihad and unknown wealth of a city, going to the bOttom. By diligent effort, wrecks could be located ..._; at various points along Harn's south coast. Maps to one or another of these are always turning up, especially in Aleath and Thay. The Cape Renda Disaster (hx] sent several score dragonships to the bOttom. While it is true that the Orbaalese were seeking, rather than returning home with, treasure, legend has it that Captain Dyereff (among others) possessed enchanted weapons and/or armour. His ship, at least, is believed to have taken refuge on the mainland shore of GarVin Bay, only to be set upon by Gargun. While the crew was slain, they may well have buried their valuables to prevent their capture. (8) The Pamesani Games[edit | edit source]Adventures may easily be based on the Pamesani [hx]. The arenas in Golotha, Coranan and Shiran have an unending appetite for fresh meat. Wild beasts can bring a good price, the weirder the better. Ivashu [hx], especially the rare exotic types, bring exceptionally good prices. Some procurers have made fortunes on the proceeds but more have died trying. One may also grow rich competing in the games. Apart from the depraved spectacles, there are ritual combats between matched pairs and between whole companies and cohorts. Individual gladiators make the most money; most of these are slaves and much of their earnings go to their masters but quite a few are professional freemen. (9) Miscellaneous[edit | edit source]Although there is no substitution for GM inspiration, an interesting time can be had: building a transport company between two towns, but beware - there are no limited liability corporations on Harn; organising or participating in trading caravans, especially "out of season (see: Tashal [hx]); Visiting Earthmaster Sites (may be hazardous to your health); exploring Gargun complexes (this is not for the weak-stomached); and seeking out new mines, or opening old abandoned pits (See: IZORA (hx].
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