BF1 Morgansfort

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dymondy2k
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Re: BF1 Morgansfort

Post Sat Jan 07, 2012 3:21 pm

JoeCarr28 wrote:
Solomoriah wrote: For instance, something to allow the player characters to notice the pit traps.
Or contrive something to mitigate the falling damage from the pit traps - perhaps 1d4 rather than 2d6 so they're less likely to kill a character outright. Perhaps the faller lands on some squishy depris, or the corpse of a goblin who fell victim to the trap recently.
The trap walls could be slanted.. making the fall less painful?
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DamageCtrL
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Re: BF1 Morgansfort

Post Sun Jan 08, 2012 10:41 pm

Thanks for the ideas and discussion points, guys. Very cool and imaginative.

For my 2nd session, I'll decrease the number of monsters in each encounter. I'll provide a hint for initial encounters with traps and reduce trap damage. I'll suggest they consider the low survival odds if they lose a party member and return to Morgansfort and consider hiring henchmen. By then, I'll judge if they need an additional supplement of XP to equal 2nd level.

I agree with JoeCarr28's idea of a gradiant of increasing difficulty (at least in this dungeon). I might see how my players are doing on the first level of the Old Island Fortress with the above ideas. If they improve and I feel they can handle it, I'll play the second level as initially designed.

If there are any updates to this dungeon you could share, Solomariah, I'll incorporate them. Thanks.
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Solomoriah
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Re: BF1 Morgansfort

Post Sun Jan 08, 2012 11:39 pm

I don't have any specific plans right now. I would like to see a true beginner's dungeon, a teaching tool of sorts; perhaps there are some forgotten tunnels beneath the fort itself?
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DamageCtrL
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Re: BF1 Morgansfort

Post Sun Jan 08, 2012 11:52 pm

Maybe a hidden series of caves along the cliff that runs east of the fort. Maybe along the southeast or northeast edge. I'm partial to keeping the fort a bastion of hope against the wilderness, much like B2. I would imagine the Baron would have rooted out any evil within the foundation.

Another idea would be to use the 500 yard patch of forest to the southwest of the fort.
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Nekron99
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Re: BF1 Morgansfort

Post Sun Jan 29, 2012 9:47 pm

I used a newly discovered cellar entrance to the old ruins beneath the fort.
First room were a few rats, then a few traps etc all in all only about 4-5 rooms to wet the appitite. Like you said it was real easy beginner stuff, but it got them up on the mechanics of the game, a few gold for equipment upgrades, and good contacts with NPC in the fort as well.
After two trips down I closed off the tunnels, and they felt they were ready for a small goblin cave nearby and then after that they took on the Island ruins, most by this time were about halfway to 2nd level but at least they had a better understanding of basic dungeons tactics.
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Solomoriah
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Re: BF1 Morgansfort

Post Mon Jan 30, 2012 9:22 am

I like your approach, Nekron. Any chance you might submit some of that goodness as an add-on for BF1?
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Nekron99
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Re: BF1 Morgansfort

Post Mon Jan 30, 2012 11:17 am

Oh you know me, how I hate to type and talk and all........Well yeah! I will get on it.
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mindtech
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Re: BF1 Morgansfort

Post Thu May 16, 2013 9:54 pm

Sorry to be ask this very noob question. I've gone through the rule book plus morgansfort, however have a question in regards to monsters. I'm trying to interept the following. Please correct what is wrong

4 Goblins: AC 14, HD 1-1, #At 1 spear, Dam 1d6, Mv 20', Sv F1, Ml 7

AC14 = Armor class. PC must roll a 14 with a D20 to "hit" the goblin
HD 1-1 = Goblin rolls 1D8 and subtracts 1 - this is compared to the PC's AC to see if there is "hit"

#At 1 Spear = Goblin only has one spear to attack with and it does a 1D6 damage (how does he attack afterwords?)

Mv 20' = Goblin can move at 20 feet per turn

SV = ???
F1 = ???
ML7 = ???

Any help is appreciated
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Re: BF1 Morgansfort

Post Thu May 16, 2013 10:20 pm

mindtech wrote:Sorry to be ask this very noob question. I've gone through the rule book plus morgansfort, however have a question in regards to monsters. I'm trying to interept the following. Please correct what is wrong

4 Goblins: AC 14, HD 1-1, #At 1 spear, Dam 1d6, Mv 20', Sv F1, Ml 7

AC14 = Armor class. PC must roll a 14 with a D20 to "hit" the goblin
True. The PC will add his or her Attack Bonus plus any other relevant bonuses or penalties (Strength bonus if a melee attack, Dexterity if a missile weapon, magic bonus if the weapon has one, etc.) If the result is equal to or greater than 14, the PC has scored a hit.
mindtech wrote:HD 1-1 = Goblin rolls 1D8 and subtracts 1 - this is compared to the PC's AC to see if there is "hit"
False. A monster's hit points are rolled this way (so a goblin has from 1 to 7 hit points). Also, the Hit Dice figure is looked up on the attack bonus table, just as the player character's level is. For convenience, note that from 1 to 9 Hit Dice, the monster's attack bonus is equal to figure (so the HD 1-1 Goblins get +1 on the attack roll, the -1 being ignored for this purpose).
mindtech wrote:#At 1 Spear = Goblin only has one spear to attack with and it does a 1D6 damage (how does he attack afterwords?)
A spear can be used as a melee weapon, and this is usually how goblins do it. #At 1 means that the goblin may attack once per round, not once period. If the GM wishes the goblins to engage in missile attacks, he or she may choose to arm them with multiple spare spears; the goblins could then throw all but one of them and still use the last one in melee.
mindtech wrote:Mv 20' = Goblin can move at 20 feet per turn
Per round, not per turn. Note that "turns" have a specific meaning (a ten minute time period) while combat rounds are much shorter.
mindtech wrote:SV = ???
F1 = ???
ML7 = ???
SV refers to what the monster saves as; a normal goblin saves as F1, i.e. a first level fighter.

ML 7 refers to the monster's morale figure, which may be used by the GM to determine when the monsters run away from a fight.

mindtech, you say above that you have looked through the rules. If you aren't familiar with paper and pencil RPG games, and must learn about them only from the printed works (rather than learning by playing with experienced players), let me recommend that you sit down and read the rulebook carefully. It's how I learned to play years ago, and I believe you can do it the same way.
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SmootRK
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Re: BF1 Morgansfort

Post Thu May 16, 2013 10:24 pm

You have a few misconceptions going on there:
AC - you have right
HD - all wrong... HD is used to determine the Monster Hit Points. Think "levels for monsters". 1-1 = 1d8-1 hp. A 3 HD monster is 3d8 hit points.

The monster attacking the Player Characters needs to look up his attack bonus on the table (same table as characters, but use the appropriate column, p. 47)... it is based upon its hit die (HD). It works exactly the same as players otherwise.

Movement rates are correct, although one might Run or Charge (double rates, p.44)

SV is for saves p.53, and the monster is listed "saves as F1" where the F1 means the Fighter table as Level 1 fighter. You might see (more rarely) stuff like MU#, C#, or T#, but usually one uses the fighter table.

ML7 is the Morale number p.49-50. Basically when faced with a situation where you think the monster might have a chance to balk and run/surrender/negotiate/ or otherwise flake out... you roll 2d6 and if the number is equal or less to the morale figure listed, the creature "fails morale".

How's that for answers.

EDIT: Solo beat me to answers... you got advice right from the top there!
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