TEXT: THE SETTING
  Hârn is a medieval world designed for
  fantasy gaming. The setting is a large
  island culturally like 12th Century
  Britain, the Age of Chivalry,
  Richard the Lionheart, and Robin
  Hood. Hârn is magic-rare, not
  magic-weak; powerful mages
  have a hand in many
  “natural” events.
  Despite small
  pockets of
  civilization,
  Hârn is a
  wild land
  that conceals strange
  ruins, wild barbarian
  tribes, and terrifying
  beasts.
  LEVEL OF PLAY (5th to 15th)
  Nasty, Brutish and Short (hereafter NB&S) is intended
  for a group of characters in the d20 system ranging from
  5th to 15th Level. The six adventures within are rated in
  difficulty, from Low to Very High. These ratings are
  subjective, but can be used to modify the scenarios to
  reflect the experience of players.
  Character Races
  Hârn’s races are rich and varied. They are given only
  a brief mention here to help with d20 character creation.
  HUMANS: The most populous race on Hârn, humans
  can be found everywhere, from the extensive wilderness
  forests and mountains, to the thousands of manors that
  dot the countryside, to the urbanized cities of the major
  kingdoms. Human characters offer the widest range of
  possibilities and make the most interesting and diverse
  Player-Characters.
  DWARVES: The dwarves of Hârn are called the
  Khuzdul. They reside in a heavily fortified, subterranean
  mountain kingdom called Azadmere, and seldom travel to
  human lands. The Khuzdul have a burning hatred for the
  gargun. This animosity often lures them from their secure
  fortresses into the realm of adventure.
  ELVES: Hârnic elves are called the Sindarin. They
  reside in the elven kingdom of Evael located within the
  pristine Shava Forest, but a few elves can be found
  anywhere in search of adventure. Unless they meet with
  violent death, or magical disease, a Hârnic elf lives forever
  (or at least for a very long time).
  HALF-ELVES: The human/elf crossbreed is rare on
  Hârn. Half-elves are mortal, but have a slightly extended
  natural life span over their human cousins. Unlike most
  half-breeds, they are often welcome in both human and
  elven settlements, enjoying a relative sense of freedom.
  HALFLINGS, GNOMES, & HALF-ORCS: These
  races do not exist on Hârn although there are legends of
  them in ages past. Adding a few isolated communities of
  Halflings or Gnomes to a GM’s personal Hârn is fine, but
  half-orcs should be avoided. Hârnic orcs are unable to
  breed with other races. However, Ilvir, one of ten major
  deities, could easily create an Ivashu that resembled a
  half-orc, or anything else for that matter.
  Character Classes
  All d20 character classes exist on Hârn.
  ROGUES abound in cities, as do FIGHTERS and PALADINS
  at manned castles and keeps. BARBARIANS and DRUIDS tend
  to live in the less settled lands, while BARDS and CLERICS
  are easily placed wherever the story happens to unfold.
  Powerful WIZARDS and SORCERERS can be found
  anywhere on Hârn, especially on or near the island of
  Melderyn which is known as the Wizard’s Isle. The main
  antagonist for players in NB&S is a Gray Mage, a very
  powerful Wizard indeed.
  MONKS with neutral or evil alignment can be priests of
  Naveh. Otherwise, clerical orders associated with a
  fighting order, especially Agrikan orders, often have
  temples where unarmed combat is stressed.
  Money
  The silver penny (d) is the base currency on Hârn.
  One penny (1d) is the daily wage for menial labor,
  although skilled artisans like weaponcrafters can earn as
  much as 6d per day.
  4 farthings
  = 1 penny
  1d
  12 pennies
  = 1 shilling
  12d
  20 shillings
  = 1 pound
  240d
  The farthing is a silver penny literally divided into
  four quarters. The shilling and the pound are not actual
  coins, but rather names given to quantities of pennies.
  The dwarves mint a gold coin, called the Khuzan
  Crown, worth an amazing 320d. Since this is roughly one
  year’s pay for most Hârnians the Crown is very rare.
  Most folk have never seen one.
  NOTE: For a detailed price list of goods and services, and
  economic information such as average incomes by
  occupation, see our publication HârnWorld. Our website
  www.columbiagames.com also has extensive support
  material.
  HârnWorld tm
  NASTY, BRUTISH, & SHORT
  
  MAGIC
  All d20 magic will function normally on Hârn, where
  arcana tends to be subtle and powerful, but rare.
  Magic-users belong to one or more convocations of the
  Shek-Pvar. The equivalent convocation to the d20 School
  of Magic is detailed below:
  Convocation d20 School of Magic
  Lyahvi
  Illusion
  Peleahn
  Evocation
  Jmorvi
  Transmutation
  Fyvria
  Abjuration, Necromancy
  Odivshe
  Conjuration
  Savorya
  Enchantment, Divination
  NOTE: Shek Pvar convocations have more extensive
  affinities than shown; Fyvria, for example, is a school with
  affinity for all living things. Also, some GM spells may not fall
  readily into the Shek-Pvar Convocations. HârnMaster Magic is
  the best guide to these and all arcane matters.
  Spells
  Several spells listed in NB&S require conversion and
  clarification for the d20 magic system as follows. The page
  reference where the spell is located is listed [page #].
  VII NEUTRAL SPELL [Fana 3]
  Use Arcane Lock, level 5, as a ward spell.
  TONGUE OF GWADIRA [Ejatus 7]
  TYPE: Enchantment.
  LEVEL: Sor/Wiz 7.
  COMPONENTS: V, S.
  CASTING TIME: 1 action.
  RANGE: Close 25 feet + 5ft./level.
  TARGET: One humanoid of medium size or smaller.
  DURATION: Indefinite.
  SAVING THROW: Will negates.
  SPELL RESISTANCE: Yes.
  Makes religiously inclined victims transfer their
  devotion for a deity to the caster. The victim gets a Will
  save upon the casting of the spell. If they resist, then they
  can not be affected by the same spell from the same
  caster for one day. Those who succumb to the spell’s
  effects are called “pawns” and will carry out the caster’s
  wishes to the best of their ability. The caster can have a
  total number of pawns equal their level at any one time.
  The spell can be resisted whenever the pawn is subjected
  to another spell or enchantment that causes “compulsion”
  (such as Dominate Person), allowing them another Will
  save. If that save roll fails, the spell stays in effect until
  another compulsion spell or enchantment is cast upon
  them. Victims making their Will save break the bonds of
  the spell, but have little or no recollection of the time
  spent under its influence.
  GALRA’S ENHANCEMENT [Ejatus 7]
  TYPE: Enchantment.
  LEVEL: Cler 5, Sor/Wiz 6.
  COMPONENTS: V, S, F.
  CASTING TIME: 1 action.
  RANGE: Touch.
  TARGET: Creature or person touched.
  DURATION: 1 month/level.
  SAVING THROW: Will negates (harmless).
  SPELL RESISTANCE: Yes.
  Spell allows creatures or persons affected to tap into
  their magical potential if they have Wisdom 13 or more.
  Such characters automatically gain the ability to cast
  spells at SORCERER level 1 until the spell terminates.
  Affected characters have the option to accept SORCERER
  as a preferred multi-class while the spell remains in effect.
  This has two key effects: 1) SORCERER levels gained
  become permanent; 2) Multi-class XP penalties take effect
  immediately, but are not retroactive.
  Percentile Conversions
  There are several instances where a percentile base-
  chance or modifier is given within the text of NB&S.
  There are two options that a GM can take when using the
  d20 system. The simplest method, when a percent chance
  is given, is to make a d100 roll. For example, on Korego 7,
  there is a 20% chance for the PCs to retrace their steps if
  they hail from Tashal. Simply making the d100 roll as
  written is easiest. For modifiers, especially to PC actions,
  make each 5% listed in the book equal 1 point on a d20
  roll. Hence, if a player needs to make a roll modified by -
  10% in the text, they would suffer a -2 modifier using the
  d20 system.
  Lock Ratings
  Hârn interior maps contain “lock ratings” rated 1-10.
  These have the following d20 equivalents:
  Lock Rating
  d20 Difficulty Class
  1
  18 
  2
  20 (simple lock)
  3
  22
  4
  25 (average lock)
  5
  28
  6
  30 (good lock)
  7
  32
  8
  35 (difficult lock)
  9
  38
  10
  40 (amazing lock)
  HârnWorld tm
  NASTY, BRUTISH, & SHORT
  
  CHARACTERS & CREATURES
  d20 statistics for Hârnic orcs are given here. Abilities
  are derived from HârnMaster. GMs may add items or
  weapons to equipment as desired.
  GARGUN
  There are five sub-species of Hârnic orcs. Stats given
  are for level three (3) warriors.
  GARGU-ARAK (Small/Streaked Orc)
  The smallest and lightest of the gargun, the Araki
  have streaky brown or tawny fur and average three feet in
  height. They like to be semi-nomadic, but often find
  themselves enslaved by Gargu-khanu tribes.
  ARAKI WARRIOR: SZ S (humanoid), Alignment NE,
  CR 0.5, Init +0, HD 3d8 (12 hp), Speed 30.
  Abilities: Str 10, Dex 11, Con 10, Int 11, Wis 10, Cha 8.
  Armor: AC 15 (+1 size, hide, buckler).
  Attack: Shortbow +4 (1d6), Blowgun +3 (1d4),
  Mankar +3 (1d6).
  Face: 5ft x 5ft. Reach: 5ft.
  Save: Fort +2, Ref +3, Wil +0.
  Skills: Climb +4, Hide +4, Listen +5, Move Silently +6,
  Spot +7, Wilderness Lore +4.
  Feats: Alertness, Weapon Focus (Shortbow).
  Special: Darkvision 60ft.
  GARGU-KYANI (White Orc)
  The second smallest of the gargun, the white orcs
  average 3’ 10” with pale brown to off-white coloring. They
  are the most structured and “intelligent” of the gargun and
  keep animals, such as wolves and dogs, as pets. The Kyani
  prefer high alpine regions and are well adapted to winter
  temperatures and extensive snowfields.
  KYANI WARRIOR: SZ S (humanoid), Alignment LE,
  CR 0.5, Init +0, HD 3d8 (12 hp), Speed 30.
  Abilities: Str 11, Dex 11, Con 11 Int 11, Wis 11, Cha 9.
  Armor: AC 15 (+1 size, hide, buckler).
  Attack: Mankar +4 (1d6), Shortbow +3 (1d6).
  Face: 5ft x 5ft. Reach: 5ft.
  Save: Fort +3, Ref +1, Wil +0.
  Skills: Climb +8, Hide +6, Listen +5, Move Silently +4,
  Spot +5, Wilderness Lore +5.
  Feats: Alertness, Weapon Focus (Mankar).
  Special: Darkvision 60ft.
  GARGU-HYEKA (Common/Brown Orc)
  The Hyeka are encountered all over Hârn. They
  average just under 4 feet in height and their fur ranges
  from black to auburn in color. Hyeka are the best gargun
  engineers and constantly modify and expand their cavern
  dwellings to suit their needs.
  HYEKA WARRIOR: SZ S (humanoid), Alignment LE,
  CR 0.5, Init +0, HD 3d8 (12 hp), Speed 30.
  Abilities: Str 11, Dex 11, Con 11, Int 11, Wis 11, Cha 8.
  Armor: AC16 (+1 size, scale mail, buckler).
  Attack: Mankar +4 (1d6), Shortbow +3 (1d6).
  Face: 5ft x 5ft. Reach: 5ft.
  Save: Fort +4, Ref +1, Wil +0.
  Skills: Climb +4, Hide +3, Move Silently +4, Stonemasonry
  +6, Listen +5, Spot +5, Wilderness Lore +3.
  Feats: Alertness, Skill Focus (Stonemasonry),
  Weapon Focus (Mankar).
  Special: Darkvision 60ft.
  GARGU-VIASAL (Red Orc)
  The most cannibalistic sub-species, the Viasal devour
  their dead unless the death was caused by some form of
  “illness”. They are extremely aggressive, second only to
  the formidable Gargu-khanu. Viasal average four feet in
  height and are auburn to red in color.
  VIASAL WARRIOR: SZ S (humanoid), Alignment CE,
  CR 0.5, Init +0, HD 3d8+3 (15 hp), Speed 30.
  Abilities: Str 12, Dex 11, Con 12, Int 13, Wis 7, Cha 8.
  Armor: AC 16 (+1 size, studded leather,
  large wooden shield).
  Attack: Mang +4 (1d8+1), Shortbow +3 (1d6).
  Face: 5ft x 5ft. Reach: 5ft.
  Save: Fort +5, Ref +2, Wil +1.
  Skills: Climb +4, Hide +3, Listen +5, Move Silently +4,
  Spot +5, Wilderness Lore +3.
  Feats: Alertness, Weapon Focus (Mang), Rage (2x/day).
  Special: Darkvision 60ft.
  GARGU-KHANU (Great or Black Orc)
  The largest, strongest, and most brutish of gargun, the
  black orcs average a height of 4’2” and have dark brown
  or black fur. They are the warrior elite of the gargun and
  often subjugate the other species.
  KHANU WARRIOR: SZ M (humanoid), Alignment CE,
  CR 1, Init +0, HD 3d8+3 (15 hp), Speed 30.
  Abilities: Str 13, Dex 11, Con 13, Int 11, Wis 13, Cha 9.
  Armor: AC 17 (+1 natural toughness, scale mail,
  large wooden shield).
  Attack: Mang +4 (1d8+1), Shortbow +3 (1d6).
  Face: 5ft x 5ft. Reach: 5ft.
  Save: Fort +6, Ref +1, Wil +0.
  Skills: Climb +4, Listen +5, Move Silently +4, Spot +7,
  Wilderness Lore +3.
  Feats: Alertness, Weapon Focus (Mang), Rage (2x/day).
  Special: Darkvision 60ft.
  HârnWorld tm
  NASTY, BRUTISH, & SHORT
  
  Dyalne of Dulye
  A 112 year old renegade Gray Mage
  from Melderyn who plans to recreate
  the empire of Lothrim the Foulspawner.
  She is far from mad and is an
  extremely powerful adversary. GMs
  are advised to keep Dyalne in the
  background for as long as possible.
  HUMAN: Wizard 15 (Gray Mage)
  CR 17, Alignment LE, Size M, Init +1 (dex), HP 76,
  Speed 30.
  Abilities: Str 11 (0), Dex 13 (+1), Con 15 (+2),
  Int 17 (+3), Wis 17 (+3), Cha 12 (+1).
  Armor: AC 19 (+1 Dex, +2 Leather, +4 Ring of Protection).
  Attack: Melee +7/+2. Ranged: +8/+3.
  Save: Fort +7, Ref +6, Will +12.
  Skills: Alchemy +18, Concentration +20, Knowledge
  (History) +18, Knowledge (Arcana) +21, Sense Motive +7,
  Scry +17, Spellcraft +21, Wilderness Lore +4.
  Feats: Brew Potion, Combat Casting, Craft Wondrous Item,
  Empower Spell, Forge Ring, Heighten Spell, Maximize
  Spell, Scribe Scroll, Silent Spell, Still Spell.
  Equipment: +2 Leather armor, +3 Quarterstaff (1d6+3),
  Spellbook x 3, +4 Ring of Protection, Spell Components,
  Various Magical Items and Artifacts (GM discretion).
  Spells Known: all/8/7/5/5/4/4/6.
  Spells/day: 4/5/5/5/4/4/3/2.
  Grindin Dyrak
  A dwarven smith hoping to win back the mines of Fana
  for his clan. He is amiable and
  friendly as dwarves go, and can be
  used as an ally for the PCs beyond
  the adventure “The Last Worst Hope”
  where he appears.
  DWARF: Fighter 6
  CR 5, Alignment LG, Size M,
  Init +5 (+4 improved initiative, +1 dex),
  HP 58, Speed 20.
  Abilities: Str 15 (+2), Dex 13 (+1), Con 16 (+3),
  Int 10 (0), Wis 10 (0), Cha 16 (+3).
  Armor: AC 21 (+1 Dex, +2 Chain shirt,
  +2 Small steel shield).
  Attack: Melee +8/+3. Ranged: +7/+2.
  Save: Fort +10, Ref +3, Will +4.
  Skills: Appraise +2, Climb +5.
  Crafts: Weaponsmith +5, Diplomacy +4, Handle Animal +1.
  Feats: Blind-Fight, Dodge, Fortitude, Improved Bull Rush,
  Improved Initiative, Iron Will, Power Attack.
  Special: Darkvision 60’, Stonecunning.
  Equipment: +2 Chain shirt, +2 Small steel shield,
  +1 Battleaxe (1d8+3), +1 light crossbow (1d8+2), 30 bolts.
  Dernil of Hort
  An ex-scout for a Thardic Legion,
  Dernil has been carrying out sinister
  trade with the gargun of Korego. He is
  a dangerous adversary, but uses his
  wits in situations that may prove
  beyond his fighting prowess.
  HUMAN: Ranger 10/Rogue 2
  CR 10, Alignment NE, Size M, Init +6 (+4 improved
  initiative, +2 dex), HP 84, Speed 30.
  Abilities: Str 14 (+2), Dex 15 (+2), Con 13 (+1),
  Int 11 (+0), Wis 14 (+2), Cha 15 (+2).
  Armor: AC 19 (+2 Dex, +1 studded leather, +2 buckler).
  Attack: Melee +13/+8/+3. Ranged: +13/+8/+3.
  Save: Fort +8, Ref +8, Will +5.
  Skills: Bluff +10, Climb + 13, Handle Animal +8,
  Jump +12, Move Silently +12, Ride +10,
  Sense Motive +10, Spot + 12, Tumble +8.
  Feats: Alertness, Combat Reflexes, Dodge, Mobility,
  Improved Initiative, Run, Track.
  Special: Evasion, Favored Enemies (humans +3, orcs +2,
  ivashu +1), Sneak Attack (1d6), Two-Weapon Fighting.
  Spells/day: 0/2/2.
  Equipment: +1 Studded leather armor, +2 Buckler,
  +1 Longsword (1d8+4), +2 Longbow, 20 normal arrows,
  various weapons and armor for trade (GM discretion).
  Mercenary Legionnaires
  Five ex-legionnaires, loyal to Dernil as long as he can
  pay them for their services. They make a good wage
  working for their treacherous leader and have no moral
  qualms when it comes to dealing with the gargun.
  HUMAN: Fighter 5
  CR 4, Alignment LE, Size M, Init +5 (+4 improved
  initiative), HP 41, 43, 44, 46. 44, Speed 30.
  Abilities: Str 15 (+2), Dex 11 (0), Con 14 (+2),
  Int 10 (0), Wis 11 (0), Cha 11 (0).
  Armor: AC17 (large steel shield, chainmail).
  Attack: Melee +7. Ranged: +5.
  Save: Fort +6, Ref +1, Will +1.
  Special: Proficient with all simple and martial weapons,
  and all armor and shields.
  Skills: Climb + 5, Handle Animal +2, Jump +3,
  Move Silently +4, Ride +5, Spot + 3.
  Feats: Improved Initiative, Point Blank Shot,
  Power Attack.
  Equipment: Chainmail armor, Large steel shield,
  +1 Glaive (1d10+3), Shortsword (1d6+2),
  Longbow (1d8+1), Arrows (20).
  HârnWorld tm
  NASTY, BRUTISH, & SHORT
  
  Cylesa the Mask
  A former priestess of the Order of
  Kukshin*. She is currently in Korego,
  plotting a way to escape and get
  revenge against Gwadira (Dyalne of
  Dulye). For a full write-up of Cylesa,
  see Korego.
  HUMAN: Cleric 10/Rogue 4
  CR 12, Alignment: LE, Size M, Init +5 (+4 improved
  initiative, +1 dex), HP 97, Speed 30.
  Abilities: Str 13 (+1), Dex 12 (+1), Con 14 (+2),
  Int 17 (+3), Wis 14 (+2), Cha 12 (+1).
  Armor: AC19 (+1 Dex, +2 Chainshirt,
  Large Wooden Shield).
  Attack: Melee +11/+6. Ranged: +11/+6.
  Save: Fort +10, Ref +8, Will +10.
  Skills: Climb + 5, Concentration +8, Decipher Script +6,
  Diplomacy +8, Disguise +5, Escape Artist +5, Gather
  Information +3, Innuendo +4, Jump +5, Knowledge
  (Arcana) +10, Knowledge (Religion) +4, Listen +5, Move
  Silently +4, Scry +8, Spellcraft +4, Spot +6.
  Feats: Combat Casting, Improved Critical (Dagger),
  Improved Initiative, Leadership, Quickdraw, Spell Focus
  (Enchantment).
  Special: Sneak Attack +2d6, Evasion, Uncanny Dodge,
  Rebuke Undead.
  Equipment: +2 Chain Shirt, Large wooden shield,
  +2 Dagger (1d4+2), +1 Mace (1d8+1), Sickle (1d6),
  Whip (1d2s), various magical items belonging to
  Dyalne/Gwadira (GM’s discretion).
  Spells/day: 6/6/6/4/4/3.
  _____________________________________________
  * Order of Kukshin
  One of two Agrikan clerical orders restricted to women. The
  order sponsors the unique (and merciless) female fighting-order,
  Crimson Dancer. Both orders are of Rethemi origin, but now
  conduct most of their business in Orbaal, having been banished
  from Rethem in 701. The order's only official temple is located at
  Quimen Keep in central Orbaal.
  Jendrik of Jahl
  A master of the Lia-Kavair* from
  Shiran, searching for Cylesa the Mask,
  his past love. He believes her to be
  held captive in Korego, and is using
  the PCs to discover the truth.
  HUMAN: Rogue 10 /Fighter 2
  CR 10, Alignment LE, Size M, Init +6 (+4 improved
  initiative, +2 dex), HP 66, Speed 30.
  Abilities: Str 13 (+1), Dex 15 (+2), Con 13 (+1),
  Int 14 (+2), Wis 10 (0), Cha 12 (+1).
  Save: Fort +7, Ref +9, Will +3.
  Armor: AC 22 (+2 Dex, +3 studded leather, +2 buckler).
  Attack: Melee +10/+5. Ranged: +11/+6.
  Skills: Appraise +7, Balance +12, Bluff +11, Climb +11,
  Diplomacy +5, Disable Device +10, Disguise +9,
  Escape Artist +6, Forgery +6, Gather Information +6,
  Handle Animal +5, Hide +12, Innuendo +6, Intimidate +7,
  Intuit Direction +8, Jump +9, Listen +8,
  Move Silently +12, Open Lock +8, Pick Pocket +6,
  Ride +8, Search +6, Spot +4.
  Feats: Ambidexterity, Combat Reflexes, Dodge,
  Improved Initiative, Mobility, Spring Attack.
  Special: Sneak Attack +5d6, Evasion, Uncanny Dodge,
  Defensive Roll.
  Equipment: +3 Studded leather, +2 Buckler,
  +2 Shortsword (1d6+4), +1 Dagger (1d4+1),
  +1 Longbow (1d8+2), Arrows (30).
  _____________________________________________
  * Lia Kavair
  Better known as the "Thieves Guild" the Lia-Kavair controls a
  host of semi-illicit activities such as gambling and prostitution,
  and criminal activities such as extortion, purse-cutting, and
  smuggling. The guild has no official recognition, but receives
  tacit support from powerful groups because it tends to keep
  crime under control. The Lia-Kavair is always interested in
  maintaining the status-quo. Strict, if unwritten, rules prevent any
  segment of society from being over-victimized. Troublesome
  "unguilded" criminals quietly disappear or are betrayed to the
  authorities for punishment. A single chapter headed by one
  "guildmaster" usually dominates in any one town. The guild will
  rarely intervene to free or defend a member who has been
  caught, nor would such intervention be effective with most
  governments. The cardinal rule is never get caught.
  HârnWorld tm
  NASTY, BRUTISH, & SHORT
  
  KARZAK THE GHOST
  A dwarven ghost that haunts the catacombs of Fana.
  DWARF: SZ M (undead), Alignment: LG, CR 9,
  HD 7d12 (hp 45), Init +5 (+4 improved initiative, +1 dex),
  Speed: fly 30ft (perfect).
  Abilities: Str 16, Dex 12, Con --, Int 15, Wis 13, Cha 11.
  Armor: AC 17 (+1 dex, +6 ethereal chainmail).
  Attack: Incorporeal Touch (1d4), +3 Ethereal Battleaxe.
  (1d8+6).
  Special Attacks: Manifestation, Corrupting Touch, Frightful
  Moan, Horrific Appearance, Corrupting Gaze, Telekinesis.
  Face: 5ft x 5ft. Reach: 5ft.
  Save: Fort +5, Ref +4, Wil +7.
  Skills: Hide +12, Listen +12, Search +10, Spot +10.
  Feats: Combat Casting, Dodge, Improved Initiative,
  Mobility, Scribe Scroll.
  Special: Rejuvenation, Turn Resistance.
  Spells: all/4/2/2/1, Spells/day: 2/3/2/2/1.
  ADWELNA
  This Ivashu is a bloated worm-
  like creature slowly stalks its prey to
  exhaustion before swallowing
  it whole. Victims suffer for
  several hours inside its gullet
  before the digestive enzymes
  cause merciful death.
  ADWELNA: SZ L (aberration), Alignment N, CR 2,
  HP 3d8+15 (27 hp), Init -1 (dex), Speed 10.
  Abilities: Str 15, Dex 8, Con 20, Int 7, Wis 13, Cha 4.
  Armor: AC 16 (-1 size, +7 natural).
  Attack: Tentacle +4 (1d8+6).
  Special Attacks: Multiple attack, Improved grab, Constrict,
  Swallow whole.
  Face: 5ft x 15ft. Reach: 5ft.
  Save: Fort +3, Ref +3, Wil +5.
  Skills: Listen +6, Spot +4.
  NETERI (Water Sprite)
  Neteri is one of many small water sprites called the
  Elmithri that dwell on Hârn.
  ELMITHRI: SZ S (Fey), Alignment N, CR 1, HD 1d6 (3 hp),
  Init +4 (Improved Initiative), Speed 20 (swim 30).
  Abilities: Str 6, Dex 11, Con 10, Int 9, Wis 8, Cha 16.
  Armor: AC 11 (+1 size).
  Attack: Charm Person.
  Special Qualities: Water breathing, Low light vision.
  Face: 5’ x 5’. Reach: 5’.
  Save: Fort +0, Ref +5, Wil +3.
  Skills: Animal Empathy +6, Bluff +4, Escape +4, Hide +6
  (+11 in water), Listen +2.
  Feats: Dodge, Improved Initiative.
  HRU (Rock Giant)
  These strange creatures are
  massive ivashu* up to
  fifteen feet tall and four tons
  in weight. Hru are
  nocturnal. During hours of
  daylight they transform
  into a large boulder or a
  pile of rocks. They are
  found in colonies of up
  to forty, most often in
  rocky highland areas. They
  are fairly sociable creatures
  whose low-pitched rumbling conversations are very
  uncomfortable to the human ear. Despite their imposing
  stature, Hru are fairly passive and friendly. They will not
  attack unless provoked or sense hostile intent.
  HRU: SZ L (aberration), Alignment NG, CR 11,
  HD 8d8+120 (152 hp), Init -2 (Dex), Spd 20.
  Abilities: Str 57, Dex 6, Con 40, Int 11, Wis 13, Cha 11.
  Armor: AC 16 (-2 size, -2 Dex, +10 natural).
  Attack: Slam +16/+11, Melee (2d8+28).
  Face: 5ft x 5ft. Reach: 10ft.
  Special Attacks: Push, Frightful Presence.
  Save: Fort +23, Ref +2, Wil +4.
  Skills: Listen +9, Spot +9.
  Feats: Cleave, Power Attack, Sunder.
  M’NOGAI (Green Slime)
  A lustrous fungus that grows in damp shady locations.
  Although mostly dormant, the M'Nogai secretes an acid
  that rapidly converts organic material into a fermenting
  slurry which it then consumes. Some varieties are
  enchanted and immune to various types of harm.
  M’NOGAI: SZ L (ooze), Alignment: N, CR 4, Init -5 (dex),
  HD 4d10+10 (32 hp), Speed 0.
  Abilities: Str 8, Dex 1, Con 14, Int -, Wis 1, Cha 1.
  Armor: AC5 (-5 dex).
  Attack: Improved Grab, Acid (40 pts damage per round).
  Face: 5’ x 5’. Reach: 5’.
  Save: Fort –1, Ref –5, Wil +2.
  Special: Blindsight, Damage Reduction, Regeneration.
  Immunities: Poison, Sleep, Paralysis, Stunning, Cold & Fire,
  Polymorphing, Flanking, and Critical Hits.
  _____________________________________________
  Ivashu
  Enchanted creatures created by the god Ilvir who enjoys
  creating new life forms. When they die, Ivashi souls return to
  Araka-Kalai where they are reincarnated in a new (often
  different) body. Almost any conceivable type of creature has at
  one time or another been created by Ilvir, many of them strange
  combinations of two or three animals.
  HârnWorld tm
  NASTY, BRUTISH, & SHORT
  
  ARTIFACTS
  Ring of Dominion
  A silver ring of Earthmaster* design. It
  is malfunctioning and has a slightly
  different effect than that of its original
  purpose. The ring currently allows
  the wearer to impose a Dominate
  Monster Spell (PHB p197) upon its
  victims. Will saves made by the victims are at -5.
  Anyone wishing to use the Ring of Dominion must
  have Wisdom and Intelligence scores of 12 or better.
  The first time that the ring is used, the wearer must
  make a Will save DC 25 or suffer 2d6 hit points of
  damage as the artifact’s power overcomes them. This
  effect happens only once per wearer, although this fact is
  not common knowledge.
  Caster Level: Special (Earthmaster Artifact).
  Prerequisites: Forge Ring, Dominate Person, Dominate
  Monster, Empower Spell Metamagic Feat, Spell Penetration
  Feat, Heighten Spell Feat.
  _____________________________________________
  * The Earthmasters
  Legends tell of an empire that flourished on Hârn 15,000 to
  20,000 years ago, ruled by creatures who could travel vast
  distances instantaneously, change the weather, and control the
  minds of lesser creatures. Scattered across the island are
  mysterious ruins of these Ancients. Although above-ground
  remains tend to be poorly preserved, most Earthmaster sites
  have extensive, well-crafted underground chambers and tunnels.
  One legend describes the lost, Earthmaster city of Lahr-Darin,
  said to exist beneath some mountain on Hârn.
  Horn of Kergis
  A horn which, when blown, instills enemies with fear
  and gives allies perfect morale.
  All enemies within 200
  yards suffer from an
  empowered Cause Fear Spell
  (PHB p182) while all allies within
  200 yards gain an enhanced version of
  Bless (PHB p180):
  CAUSE FEAR: creatures with 8 (eight) or more Hit Dice
  are immune to the effects.
  BLESS: allies gain a morale bonus of +2 on attack rolls
  and a morale bonus of +2 on saving throws against
  fear effects.
  Charges: 5, Weight: 1lb.
  Caster Level: 10th.
  Prerequisites: Craft Wondrous Item, Cause Fear, Bless,
  Empower Spell Metamagic Feat, Heighten Spell
  Metamagic Feat.
  Writer: Edwyn Kumar
  Editors: Grant Dalgliesh
  Tom Dalgliesh
  Cal Stengel
  Art: Eric Hotz
  Joe Veen
  HârnWorld tm
  NASTY, BRUTISH, & SHORT
  
  D20 SYSTEM
  The ‘d20 System’ and the ‘d20 System’ logo are
  Trademarks owned by Wizards of the Coast and are used
  according to the terms of the d20 System License version 1.0. A
  copy of this License is at: www.opengamingfoundation.org 
  COPYRIGHT NOTICE
  Nasty, Brutish, and Short is copyright © N. Robin Crossby
  and Columbia Games, Inc., 1997. HârnWorld and HârnMaster are
  trademarks of Columbia Games, Inc.
  Open Game content is restricted to this separate d20
  booklet. Within this booklet, all words in italics are reserved and
  remain copyright N. Robin Crossby and Columbia Games, Inc.
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  15 Copyright Notice: Open Game License v 1.0 is Copyright 2000,
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SOURCE: textdata/thevault/Harn/HarnMaster/HarnMaster - Adventure - Nasty Brutish and Short - The orcs of Harn.pdf