Restoring Harmony

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Restoring Harmony:A Sticky SituationWelcome to Restoring Harmony, a Dungeons &Dragons adventure series in collaboration with thetasty and colorful world of NERDS.To run this adventure, you need the fifth editionBasic Rules for D&D, which is available as a freedownload here. All the magic items and monster statblocks you need are included at the end of thisadventure.Restoring Harmony is a campaign that’s divided intosix 1st-level mini adventures for a solo player andone longer adventure for multiple players. Each miniadventure takes approximately 45 minutes to playand the final adventure takes approximately 60–90minutes to play.The mini adventures can be played in any order, butthe final adventure should be played last. Here is a listof all the adventures: Adventure 1 The Candy Mountain Caper Adventure 2 A Voice in the Wilderness Adventure 3 A Sticky Situation Adventure 4 Circus of Illusions Adventure 5 The Lost Tomb Adventure 6 A Web of Lies Adventure 7 Adventure TogetherStory SummaryEver jealous of the cheery dispositions and colorfuldeliciousness of the NERDS, Emo the beholder andhis hired muscle, Mr. Greystone, have struck a blowagainst the NERDS’ beloved city of Harmony. Afteryears of searching, the nefarious duo have found thesacred Prismatic Well that gives Harmony its vibrantand fabulous colors. Now, with access to the PrismaticWell, Emo and Mr. Greystone have begun to leech thecolor from the city of Harmony. If they aren’t stopped,the city will gradually turn gray, with everythingeventually becoming black and white.To the NERDS, the colors beginning to flicker anddrain out of Harmony is an unsettling mystery. Whatbrings the colors to Harmony is an enigma to them.All they can do is hope the power comes back on andrestores the vibrancy of Harmony’s colors once more.But one group knows what’s up, and that group isthe Lorekeeper Society—a secret society sworn toprotect Harmony. The Lorekeepers know about thepower of the Prismatic Well, but its true location islost even to themselves. However, they have a way tofind the well using an ancient artifact known as theAmulet of Harmony, but to activate it they need to findthe six Gems of Power. Once activated, the amuletguides whoever controls it to the secret location of thePrismatic Well. But once activated, the amulet also hasthe power to turn off the well.The Gems of Power were long ago hidden away forsafekeeping in dungeons, forests, and towers. No onein the Lorekeeper Society knows the details of themagical beasts and traps guarding the gems, but ourheroic NERDS are more than up to the challenge ofrestoring Harmony!Solo PlayDue to the solo player nature of the adventures (withthe exception of Adventure 7 Adventure Together), thepower level of some monsters may be difficult withrespect to the level of the character. You may want topresent a roleplaying solution (such as making friendswith the monster or tricking them) to players who areeager to rush into combat. With any encounter in thisor subsequent adventures, feel free to presentopportunities for unconventional solutions andalternatives to combat.You can also adjust the story to be more benevolentin nature, allowing automatic successes on rolls,having monsters become instant friends, or givingyour player advantage on all their rolls.

TPK: Total Party KillIn solo play, there’s always a chance the charactercan die. In the case of a single adventurer, this deathresults in the end of play; which isn’t optimal for anafternoon of fun! One way to avoid death is to havehealing readily available to the adventurer. If they’rewithout healing, have the character find the oddpotion of healing lying in a dusty crate or have themdiscover a special healing plant on their journey that,if eaten, puts them back to full hit points.In the case of an untimely death, you can have ahelpful NPC (like Mr. Honeycutt) save the day andrevive them, or you can have them forego death savingthrows and wake up as they’re being draggedsomeplace unpleasant.Adventure OutlineHere is a quick overview of the adventure: Orange the Fighter gets jumped in his martial artsschool by a couple of goons who’ve been sent totake him out. After the fight, Orange meets Mr. Honeycutt, theMagister of the Lorekeeper Society. Mr. Honeycuttasks Orange to find the Peach Gem located in aruined mausoleum. Orange goes to the mausoleum and must defeat agelatinous cube which has engulfed the gem into itsacidic body. Orange returns to Mr. Honeycutt with the gem.Beginning PlayHand the character sheet (see “Orange the Fighter,”below) to your player and let them familiarizethemselves with Orange.All creatures or NPCs that are bolded have statblocks, which are included at the end of the adventurealong with any magic items the characters can earn.Whenever you’re both ready, you can start thesession.A Sticky SituationBegin play in the sparring room of the Critical StrikeCombat School where Orange is exercising andpracticing various skills with the sword. In thetraining room, Orange has access to one energy drinkwhich acts as a potion of healing.When everyone’s ready, read the following:You’re at the gym early in the morning before the studentsarrive, getting in an hour of training when two tough-lookinggoons swagger into the room. One locks the door behind themas the other sneers at you. They have swords, and you can tellinstantly that they aren’t blunted for training.“Time for a little candy-coated nap!” one goon says with agap-toothed grin.The two goons begin swaggering up to Orange, readyfor a fight. They’ve been sent by Mr. Graystone tocapture or kill Orange. Emo the Beholder has seenhow Mr. Honeycutt is recruiting all the heroes inHarmony to look for the Gems of Power, and they wantto put an end to Honeycutt’s chances of foiling theirmaster plan.Orange can try intimidating the two toughs, butit’ll be difficult as they’re fairly determined to carryout their grim task. To intimidate them, Orange mustmake a successful DC 15 Charisma (Intimidation)check followed by a successful DC 15 Strength(Athletics) check to show just how powerful they are.If both checks succeed, the goons run off, leaving theirswords behind.If Orange takes the goons alive, they won’t talk orreveal who sent them unless Orange makes asuccessful DC 15 Charisma (Intimidation) check. IfOrange gets them to talk, they explain they were hiredto kill Orange by a huge, shadowy man who wore agray overcoat and spoke in an icy whisper.If Orange gets into trouble during the fight with thegoons, have a warrior from the Lorekeeper Society (aguard) who’s a former student of Orange’s kick downthe door and come to the rescue.If Orange gets knocked out by dropping to 0 hitpoints, they wake up to find Mr. Honeycutt lookingover them.

Meeting Mr. HoneycuttIf Orange defeats the goons, Mr. Honeycutt arrivesjust after, hoping to warn Orange of the impendingfight.If the goons defeat Orange, Mr. Honeycutt arrivesjust in time to drive them off and resuscitate Orange.Either way, Mr. Honeycutt introduces himself as theleader of the secret Lorekeeper Society—the ancestralguardians of Harmony. He believes nefarious forcesare at work, attempting to steal the color fromHarmony and use it for their own gain, robbing thecolor from the world as they do so. To save Harmony,Mr. Honeycutt first needs to collect six Gems of Power,and he hopes Orange can help him get the Peach Gem.The MissionAfter much research, Mr. Honeycutt says he’s finallyascertained where the Peach Gem is: it’s hidden in aruined mausoleum notorious for monster activity. Heneeds a fighter like Orange to go into the mausoleum,return the gem to the Lorekeeper Society, and helphim solve the mystery of the color outages.If Orange agrees to help, Mr. Honeycutt offers areward of 20 gp for the return of the gem. He alsogives Orange a necklace of fireballs with one beadremaining. As he gives the item to Orange, Mr.Honeycutt says, “I hope you never have to use this.”Ruined MausoleumDeep in the forest outside of Harmony lie the ruins ofa mausoleum. When Orange arrives read thefollowing:You see a crumbling building being reclaimed by the forest.Stone walls poke through the vegetation and the courtyard’sflagstones are covered with leaves and broken by tree roots.Oddly, the birds don’t sing here which makes the areaunnaturally quiet.The entrance (area M1) can be found with a quicksearch inside the collapsed walls of the mausoleum.Sweeping aside a thick covering of vines, Orangefinds an iron-barred gate with an old, rusted padlock.Breaking the padlock requires a successful DC 12Strength check. If Orange has a tool, like a crowbar,or uses a creative way to open the padlock, they haveadvantage on the check.All the doors in the mausoleum are made of rottingwood. They have AC 10, 8 hit points, and immunity topoison and psychic damage.Exploring the MausoleumThe following locations are keyed to the RuinedMausoleum map (included at the end of thisadventure):M1. EntranceWhen Orange opens the gate, read the following.You see a stone staircase descending down into darkness. Thinroot tendrils hang from the ceiling and the moss-covered wallsglisten and drip.The staircase leads down to a corridor that ends ina rotting wood door which can be easily opened orbroken down. However, lurking on the ceiling of thiscorridor is a gray ooze.Monster Tactics. The gray ooze uses its FalseAppearance trait to blend in with the tunnel’s wetstone walls. When a creature approaches within 60feet of the gray ooze, it senses its next snack andeither waits for its target to come within reach of apseudopod or begins a slow pursuit.Defeating the gray ooze isn’t essential to moveon, but its ability to corrode metal provides a tasteof what’s to come deeper in the mausoleum. Thisencounter is an opportunity for Orange to learn aboutOozes firsthand and to devise tactics against them.M2. MausoleumWhen Orange steps into this area, read the following:The walls are covered with trails of slime, some of which dripson the floor and forms slick pools. Four alcoves, each with arotted wood door, line the corridor.Dimensions and Terrain. Each tomb (A–D) is a10-foot-wide, 15-foot-long room with a stonesarcophagus at the far end. Due to the slippery natureof the slime, the floors are considered difficult terrain.

Tomb AIf Orange listens at the door to this tomb beforeopening it, they hear tapping or clacking sounds.Opening the door reveals two skeletons repeatedlybumping into each other. When the door opens, theyattack.If Orange’s weapons have rusted due to theencounter with the gray ooze, the fighter can loot theskeletons’ shortswords.Sarcophagus Inscription. The inscription reads:“Two warriors, so great was their love, they wereburied together.”Tomb BIf Orange opens this tomb, they find a skeletonsurrounded by hard candies in wax paper wrappers.The skeleton has a parchment closed with a wax sealclutched in its hand. On the parchment is thelong-lost recipe for Professor Fizzwidget’s famous tartand tangy candies.Sarcophagus Inscription. The inscription reads:“Here lies Professor Fizzwidget, inventor of sweetcandy treats for all of Harmony.”Tomb CWhen Orange opens the door to this tomb, read:Hovering in the middle of the tunnel is an assortment oftrinkets, equipment, and bones. An odd, shimmering surfacereveals a gelatinous form filling the passageway wall-to-wall.Orange has discovered a gelatinous cube that’sbehaving oddly!Encounter Adjustments. The gelatinous cube isweakened from its attempts to digest the Peach Gemand a magic sword, both of which it has engulfed.When Orange discovers the gelatinous cube, it onlyhas 40 hit points remaining and it doesn’t have itsTransparent trait.Defeating the Cube. Even in its weakened stat, agelatinous cube is no easy task. Hopefully, Orange usesthe last bead of the necklace of fireballs to finish offthe cube. If that doesn’t work, have Mr. Honeycuttarrive with four guards to help Orange defeat thecube. Have the cube attack the guards first beforeattacking Mr. Honeycutt or Orange.Monster Tactics. The gelatinous cube is a floor-toceiling blob. Due to its digestive issues, this one is asickly green. Regardless, its pseudopods sweep outin search of more things to digest, slow-moving like astreet sweeper. If it senses a living creature, it movestoward them at full speed and uses its Engulf action assoon as it can.If Orange is engulfed, the fighter can attempt tograb items from within the gelatinous cube. Roll ad6 (rerolling duplicates) to determine what Orangeretrieves from the table below:Gelatinous Cube Treasuresd6Treasure1 1 greatsword2Potion of healing3Ring of protection4Two metal gambling dice5The Peach Gem6Brass bellWhen the gelatinous cube is reduced to 24 hit pointsor fewer, it spits out the 1 greatsword, the potion ofhealing, and the glowing orange gem (the Peach Gem),and makes its retreat by dashing away.Sarcophagus Inscription. The sarcophagus and itsinscriptions have been scratched off.Tomb DInside the sarcophagus, the robed skeleton of thelibrarian lies in repose, holding a parchment acrosstheir chest. The parchment is a scroll of protection(aberrations).Sarcophagus Inscription. “Here lies the FirstLibrarian of the Great Library of Harmony.”Completing the MissionArriving back in Harmony, Orange is invited to meetwith Mr. Honeycutt at the local tavern. On return ofthe Peach Gem, Mr. Honeycutt is visibly relieved. Heoffers Orange membership in the Lorekeeper Societyand asks if Orange will help him put an end to thosewho’d steal the color from Harmony. He’s close tofiguring out who’s behind the color outages and feelsas if he’s going to need the help of heroes to stopthem.

Magic ItemsThe following magic items appear in this adventure.Necklace of FireballsWondrous item, rareScroll of Protection (Aberrations)Scroll, rareRing, rare (requires attunement)Using an action to read the scroll encloses you inan invisible barrier that extends from you to form a5-foot-radius, 10-foot-high cylinder. For 5 minutes,this carrier prevents aberrations from entering oraffecting anything within the cylinder.The cylinder moves with you and remains centeredon you. However, if you move in such a way that anaberration would be inside the cylinder, the effectends.An aberration can attempt to overcome the barrierby using an action to make a DC 15 Charisma check.On a success, the aberration ceases to be affected bythe barrier.You gain a 1 bonus to AC and saving throws whilewearing this ring.Weapon, 1This necklace has 1d6 3 beads hanging from it. Youcan use an action to detach a bead and throw it up to60 feet away. When it reaches the end of its trajectory,the bead detonates as a 3rd-level fireball spell (saveDC 15).You can hurl multiple beads, or even the wholenecklace, as one action. When you do so, increase thelevel of the fireball by 1 for each bead beyond the first.Ring of ProtectionWeapon (greatsword), uncommonYou have a 1 bonus to attack and damage rolls madewith this magic weapon.

Monster/NPC StatisticsActionsThe following creatures appear in this adventure.Medium Humanoid (Human, Shapechanger), NeutralGoodGelatinous CubeLarge Ooze, UnalignedArmor Class 6Hit Points 84 (8d10 40)Speed 15 ft.STRDEXCONINTWISCHA14 ( 2)3 ( 4)20 ( 5)1 ( 5)6 ( 2)1 ( 5)Condition Immunities blinded, charmed, deafened,exhaustion, frightened, proneSenses blindsight 60 ft. (blind beyond this radius),passive Perception 8Languages —Challenge 2 (450 XP)Proficiency Bonus 2Ooze Cube. The cube takes up its entire space. Othercreatures can enter the space, but a creature that doesso is subjected to the cube’s Engulf and has disadvantageon the saving throw.Creatures inside the cube can be seen but have totalcover.A creature within 5 feet of the cube can take an actionto pull a creature or object out of the cube. Doing sorequires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.The cube can hold only one Large creature or up tofour Medium or smaller creatures inside it at a time.Transparent. Even when the cube is in plain sight, ittakes a successful DC 15 Wisdom (Perception) check tospot a cube that has neither moved nor attacked. A creature that tries to enter the cube’s space while unawareof the cube is surprised by the cube.Pseudopod. Melee Weapon Attack: 4 to hit, reach 5 ft.,one creature. Hit: 10 (3d6) acid damage.Engulf. The cube moves up to its speed. While doing so,it can enter Large or smaller creatures’ spaces. Whenever the cube enters a creature’s space, the creature mustmake a DC 12 Dexterity saving throw.On a successful save, the creature can choose to bepushed 5 feet back or to the side of the cube. A creaturethat chooses not to be pushed suffers the consequencesof a failed saving throw.On a failed save, the cube enters the creature’sspace, and the creature takes 10 (3d6) acid damageand is engulfed. The engulfed creature can’t breathe, isrestrained, and takes 21 (6d6) acid damage at the startof each of the cube’s turns. When the cube moves, theengulfed creature moves with it.An engulfed creature can try to escape by taking anaction to make a DC 12 Strength check. On a success, thecreature escapes and enters a space of its choice within5 feet of the cube.GoonMedium Humanoid (Any Race), Any AlignmentArmor Class 12 (leather armor)Hit Points 9 (2d8)Speed 30 ft.STRDEXCONINTWISCHA11 ( 0)12 ( 1)10 ( 0)10 ( 0)11 ( 0)10 ( 0)Senses passive Perception 10Languages CommonChallenge 1/8 (25 XP)Proficiency Bonus 2Goon Grit. The goon has advantage on saving throwsagainst being charmed, intimidated, or persuaded.

ActionsActionsScimitar. Melee Weapon Attack: 3 to hit, reach 5 ft., onetarget. Hit: 4 (1d6 1) slashing damage.Pseudopod. Melee Weapon Attack: 3 to hit, reach 5 ft.,one target. Hit: 4 (1d6 1) bludgeoning damage plus 7(2d6) acid damage, and if the target is wearingnonmagical metal armor, its armor is partly corroded andtakes a permanent and cumulative 1 penalty to the ACit offers. The armor is destroyed if the penalty reduces itsAC to 10.Gray OozeMedium Ooze, UnalignedArmor Class 8Hit Points 22 (3d8 9)GuardSpeed 10 ft., climb 10 ft.Medium Humanoid (Any Race, Any Alignment)Armor Class 16 (chain shirt, shield)STRDEXCONINTWISCHA12 ( 1)6 ( 2)16 ( 3)1 ( 5)6 ( 2)2 ( 4)Hit Points 11 (2d8 2)Speed 30 ft.Skills Stealth 2Damage Resistances acid, cold, fireCondition Immunities blinded, charmed, deafened,exhaustion, frightened, proneSenses blindsight 60 ft. (blind beyond this radius),passive Perception 8STRDEXCONINTWISCHA13 ( 1)12 ( 1)12 ( 1)10 ( 0)11 ( 0)10 ( 0)Skills Perception 2Senses passive Perception 12Languages —Languages any one language (usually Common)Challenge 1/2 (100 XP)Challenge 1/8 (25 XP)Proficiency Bonus 2Proficiency Bonus 2Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.ActionsCorrode Metal. Any nonmagical weapon made of metalthat hits the ooze corrodes. After dealing damage, theweapon takes a permanent and cumulative 1 penaltyto damage rolls. If its penalty drops to 5, the weapon isdestroyed. Nonmagical ammunition made of metal thathits the ooze is destroyed after dealing damage.The ooze can eat through 2-inch-thick, nonmagicalmetal in 1 round.False Appearance. While the ooze remains motionless, itis indistinguishable from an oily pool or wet rock.Spear. Melee or Ranged Weapon Attack: 3 to hit, reach5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 1)piercing damage, or 5 (1d8 1) piercing damage if usedwith two hands to make a melee attack.

Mr. HoneycuttMedium Humanoid (Human, Shapechanger), LawfulGoodArmor Class 12Hit Points 33 (6d8 6)Shortsword (Humanoid or Hybrid Form Only). MeleeWeapon Attack: 4 to hit, reach 5 ft., one target. Hit: 5(1d6 2) piercing damage.Hand Crossbow (Humanoid or Hybrid Form Only).Ranged Weapon Attack: 4 to hit, range 30/120 ft., onetarget. Hit: 5 (1d6 2) piercing damage.Speed 30 ft.SkeletonSTRDEXCONINTWISCHA10 ( 0)15 ( 2)12 ( 1)11 ( 0)10 ( 0)12 ( 1)Medium Undead, Typically Lawful EvilArmor Class 13 (armor scraps)Skills Perception 2, Stealth 4Hit Points 13 (2d8 4)Damage Immunities bludgeoning, piercing, and slashingfrom nonmagical attacks that aren’t silveredSpeed 30 ft.Senses darkvision 60 ft. (rat form only), passivePerception 12STRDEXCONINTWISCHA10 ( 0)14 ( 2)15 ( 2)6 ( 2)8 ( 1)5 ( 3)Languages Common (can’t speak in rat form)Challenge 2 (450 XP)Damage Vulnerabilities bludgeoningProficiency Bonus 2Damage Immunities poisonShapechanger. Mr. Honeycutt can use his action topolymorph into a rat-humanoid hybrid or into a giant rat,or back into his true form, which is humanoid. HisCondition Immunities exhaustion, poisonedstatistics, other than his size, are the same in each form.Any equipment he is wearing or carrying isn’ttransformed. He reverts to his true form if he dies.Keen Smell. Mr. Honeycutt has advantage on Wisdom(Perception) checks that rely on smell.ActionsMultiattack (Humanoid or Hybrid Form Only). Mr.Honeycutt makes two attacks, only one of which can bea bite.Bite (Rat or Hybrid Form Only). Melee Weapon Attack: 4 to hit, reach 5 ft., one target. Hit: 4 (1d4 2) piercingdamage. If the target is a humanoid, it must succeedon a DC 11 Constitution saving throw or be cursed withwererat lycanthropy.Senses darkvision 60 ft., passive Perception 9Languages understands all languages it knew in life butcan’t speakChallenge 1/4 (50 XP)Proficiency Bonus 2ActionsShortsword. Melee Weapon Attack: 4 to hit, reach 5 ft.,one target. Hit: 5 (1d6 2) piercing damage.Shortbow. Ranged Weapon Attack: 4 to hit, range80/320 ft., one target. Hit: 5 (1d6 2) piercing damage.

DM Map

CreditsDungeons & Dragons Team:Adventure Design: Kat Kruger, Adam LeeAdditional Development: Bill BenhamCharacter Design: Chris TulachGraphic Design: Emma EkbladEditors: Ashley Michaela Lawson, Hannah RoseCreator Manager: Pelham GreeneIllustrations: Red CentralProducer: Bill BenhamBrand Manager: Shelly MazzanobleDirector of Category Licensing: Ann EarpFerrara Team:Sr. Associate Brand Manager, NERDS: Lukas KrauseContent Manager, NERDS: Annie BelgradeBrand Manager, NERDS: Joey RathDirector of Licensing & Partnerships, FerraraCandy Co.: Amy PagelsTripleclix Team:Managing Partner: Jennifer ErbFounder, Managing Partner: Christopher ErbVP, Head of Partnership Marketing: KennethLindenbaumAdditional Support: VMLY&R Commerce, Taxi, Pep,and GolinTM & 2021 Wizards of the Coast LLC. NERDS are , & 2021 FERRARA CANDY COMPANY. All rights reserved.

ORANGEFighter / Level 1ABILITY SCORESNameARMOR CLASS 19HIT POINTS14INITIATIVESPEEDSAVING THROWSSENSES(1d10 2)Score ModifierSTRENGTH 16 3Athletics 5DEXTERITY 10 0CONSTITUTION 15 2INTELLIGENCE 12 arisma 5 0 4 1 1–1Passive Perception 030 ft.11PROFICIENCY BONUS 2History 3WISDOM 13 1Animal Handling 3Perception 3Survival 3CHARISMA 8WEAPONSNameRangeLongswordHandaxe20/60Modifier 5 5Damage1d8 3 slashing1d6 3 slashing–1EQUIPMENTProficient skills listed below relevantability score.Chain mail, shield, longsword, 2 handaxes, backpack,bedroll, carpenter’s tools, mess kit, iron pot, 10 days’rations, 50 feet of hempen rope, shovel, tinderbox, 10torches, waterskin, 10 gp

ORANGEPROFICIENCIES & LANGUAGESArmor: Heavy Armor, Light Armor, Medium Armor, ShieldsWeapons: Martial Weapons, Simple WeaponsTools: Carpenter’s Tools, Land VehiclesLanguages: Common, ElvishBACKGROUNDCLASS FEATURESFighting Style (Defense). While you are wearing armor, you gain a 1 bonusto AC (already calculated).Second Wind. Once per short rest, you can use a bonus action to regain1d10 1 hit points.Folk Hero. You were raised by common folk, and throughyour great deeds have become their champion. You can find aplace to hide or rest among other commoners and will shieldyou from the law or anyone else searching for you.PERSONALITYSpontaneous. You excel in physical situations and athleticchallenges, a master of weaponry and combat. Your alwaysthere when someone needs to kick down a door, explore anabandoned dungeon, or stand up to a pesky kobold. Yourbrave, quick-thinking nature serves you well.Alignment: Chaotic GoodTM & 2021 Wizards of the Coast LLC. NERDS are , & 2021 FERRARA CANDY COMPANY. All rights reserved.

3 Ring of protection 4 Two metal gambling dice 5 The Peach Gem 6 Brass bell. When the gelatinous cube is reduced to 24 hit points or fewer, it spits out the 1 greatsword, the . potion of healing, and the glowing orange gem (the Peach Gem), .

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