Out of the Darkness (A Harnic RPG) OOG and Control Thread

Oh hell yeah! It’s the only RPG that I’ll play.

If you are familiar with the product line, then you are familiar with the name John Sgammato. He’s pretty much the lead writer these days. I play in his game.

Nope, I got it all from tdn. None of that came from me.

Sorry, but I am not very familiar with the line. :frowning:

I bought a bunch of Harn stuff in the late 80’s, while browsing through a local game store. (Game Town in Old Town, San Diego.)

The map packs were bee-you-tee-full. High quality. (And I see that the quality is still there in the latest products.) They caught my eye, sitting there on the shelf.

I bought a bunch of map packs, including one that included maps of the bigger castles & keeps.

I also bought the Harn RPG ruleset a short time after that, based on the quality of the maps. (I don’t think it was HarnMaster…) But the rules were somewhat different from the AD&D set that I was used to, and I had difficulty staying motivated enough to stick with them. (At the time, there were no published adventure packs.) Seeings how no one I knew was using that ruleset, I shelved 'em. (Still got 'em, in a box somewhere in my closet.)

I do remember seeing a sample of the bestiary in the basic RPG rulebook, and that the classic Orcs were renamed something else (Gargun?), but I don’t recall seeing much other fantastical critters. (There may be. I just don’t recall them.) Dwarves and Elves had a very small presence.

If my memory is somewhat close, then I would now venture to guess that the Harn world was intended to be more “reality” based, perhaps centering around medieval intrigue and power struggles. In other words, closer to real life than Tolkien style settings.

I ended up using the maps in an AD&D campaign I ran once. Heh.

That’s a very accurate assessment. Some describe it as “magic-weak”, while others describe it as “magic-rare.” Some of the spells are rather powerful, but one doesn’t run into mages all that often. In fact, some GMs dispose of it altogether. Most seasoned Harniacs get off on more esoteric topics, such as whether carrots constitute root crops, and how that affects politics in Rethem.

NAF1138
CML=13
STR=11
STA=9
DEX=13
AGL=13
EAR=11
VOI=16
INT=12
WIL=8

END=9

Jumping/48, Physician/20, Ritual (Larani)/72, Oratory/70, Rhetoric/72

Rituals: Healing

In the RPG thread, Antinor01 says this:

Didn’t it just rain the night before? You folks were jumping over water to escape some kind of mud slide or flooding earlier in the day, weren’t you?

It did. That’s why I chose to pray for “helpful weather” instead.

Doh! :smack: Thanks, and sorry for the interruption.

It was the previous day and we’ve covered a few leagues since then. Possibly it’s drier where we are now.

It’s muddy as hell.

Welcome to Harn! :wink:

Ok guys, depending on the combat skills we get generated and what armor they are wearing I have an idea. (this kind of depends on them having exposed faces or at least eyes)

Here’s my battleplan…

Naf would start that endurance ritual TDN mentioned and get the 3 of us some protection and then mostly stay out of the way but try any healing prayers/rituals as we go. He could attempt other rituals but he would likely die quickly in a fight.

The ground all around is muddy, so we make a full stop and hurl mud balls at their faces to temporarily blind as many as possible. With them being small, a few well placed kicks or punches could disarm at least one. TDN indicated that armed, I would be deadly. I think that’s our best shot but it would mean that we focus on disarming a few of them so that we can fight more effectively.

What do you guys think?

I think this sounds like an excelent plan.

Santo Rugger
CML=9
STR=14
STA=13
DEX=12
AGL=7
EYE=11 (would be 13 if he had two eyes)
EAR=10
VOI=9
INT=11
WIL=7

END=11

Sunsign - Tarael, the Pentacle

Jumping/36, Fletching/39

Unarmed/44
NAF1138
CML=13
STR=11
STA=9
DEX=13
AGL=13
EAR=11
VOI=16
INT=12
WIL=8

END=9

Jumping/48, Physician/20, Ritual (Larani)/72, Oratory/70, Rhetoric/72

Unarmed/48

Rituals: Healing, Banner of Mendiz

glee
CML=13
STR=15
STA=16
DEX=16
AGL=16
EAR=11
VOI=9
INT=13
WIL=15

END=15

Jumping/64

Unarmed/64

Antinor
CML=17
STR=14
STA=14
DEX=14
AGL=9
EAR=14
VOI=12
SML=13
INT=15
WIL=12

END=13

Jumping/44, Survival/75, Foraging/28

Unarmed/48

So glee would seem to be the one we want doing the serious thumping.

Missed the edit window. Updated for throwing.

Santo Rugger
CML=9
STR=14
STA=13
DEX=12
AGL=7
EYE=11 (would be 13 if he had two eyes)
EAR=10
VOI=9
INT=11
WIL=7

END=11

Sunsign - Tarael, the Pentacle

Throwing/48, Jumping/36, Fletching/39

Unarmed/44
NAF1138
CML=13
STR=11
STA=9
DEX=13
AGL=13
EYE=12
EAR=11
VOI=16
INT=12
WIL=8

END=9

Throwing/48, Jumping/48, Physician/20, Ritual (Larani)/72, Oratory/70, Rhetoric/72

Unarmed/48

Rituals: Healing, Banner of Mendiz

glee
CML=13
STR=15
STA=16
DEX=16
AGL=16
EYE=14
EAR=11
VOI=9
INT=13
WIL=15

END=15

Throwing/60, Jumping/64

Unarmed/64

Antinor
CML=17
STR=14
STA=14
DEX=14
AGL=9
EYE=13
EAR=14
VOI=12
SML=13
INT=15
WIL=12

END=13

Throwing/56, Jumping/44, Survival/75, Foraging/28

Unarmed/48

I’m not overly thrilled with those numbers…

They’re small, not overly smart…what else can we use to our advantage here?

The throwing skills are decent though. What do you suppose the chance of grabbing one and using it as a club against the others is? :wink:

Hmm…not good enough I don’t think. :stuck_out_tongue:

It’s an outside shot at best.

Doesn’t Santo have a big piece of wood?

I thought about that on my way home. Would that fall under 1 handed weapons or something else?

It depends on the size. If it’s big enough to use as a longbow, that would be 2-handed. Using it 1-handed would probably be a penalty of -10 or -15. Based on listed weapons, let’s call it -10, with +5 for both attack and defense, and a blunt impact of 3. That’s kind of a so-so weapon, but it’s at least as good as kicking.