Monday, February 19, 2018

BFRPG Adventure Log 2: Entering Morgansfort and the return to The Old Island Fortress.

In the last Adventurelog (playing BFRPG) the dwarven cleric Alloy Mc'Copertin was leaving the Old Island Fortress with his comrade Fospherous Copperblade's body, gear and 5 giants hexs of honey strapped to his pony. Followed by a female kobold who believe the two of them to now be mates.

They travel along the old road, west at first and then north and quickly arrived at Morgansfort. Walking into the 10 foot wide passage through the gate house their reception was less then friendly. The guards were slightly taken aback but not fearful of the lonely kobold next to the dwarf but
without the ability to communicate in common they eventually submitted to being searched and having their weapons temporarily confiscated.

Their coins were counted and they had less then 5 gold pieces on them, none the less 1 gold was taken as tax and the rest crimped with an inked pressing tool to mark them as legal current tender.

They were then escorted by two gaurds into the keep, east and then north around past the stable straight to the warehouse, where they were shown their weapons being stored, the cost of which would be covered by their over payment of tax rather then haggled with more.

Then they were led back to the stables where the gaurds argued with the family running it for a bit. After some time and a bit of wandering their eyes around the common area they were led to the traders. Alloy had still failed to communicate much and mistook the trader as another warehouse. However, eventually it was established that the trade would purchase the honeycombs.

The price of the honey combs in South Town (the unnamed town from JN1 The Chaotic Caves.) is listed in the overland keyed location 7 at 40-50 gp each. Morgansfort doesn't receive much of a supply of honey or sweets and the trader would have payed 50 but after time wasted dealing with the guards, the dwarf and the pony he decided to pay only 40 each resulting in 200 GP being handed over to the dwarf.

Alloy separated them into two bags, figuring the honey was as much the kobolds as his he handed her a bag. This of course completely shocked the female kobold as she had never had more then 1 gp in her hand before.

Exiting the trader and not knowing where to go they saw the nearest faded sign to the north depicted dried herbs. So they entered wondering if food was sold there but found a friendly women who eventually had her daughter make them tea and  she sat with them for awhile, realizing they had no idea she was an apothecary.

Alloy and the kobold eventually were asked to leave without much trouble and upon exiting noticed a nicer looking sign across the way with an image of a beer mug. So they walked past the sign with a moon and into the tavern.

Six people sat around a table as two young waitress served wine and beer. They are reacted unfriendly toward the newcomers, Alloy smiled at them but choose to sit at the bar. He placed a gold coin on the bar, the kobold copying but with only 1 copper coin.

Each of them were given a hearty meal and mug of ale. After some time the dwarf got weary of bad looks and decided to try and make friends. He gestured at a serving tray and showed six of his fingers and then slid of six gold coins. Having over payed and been given six beers he carried them to the table and handed them out amongst the men. all of which disliked his show boating as they took.

Alloy eventually realized his plane failed he stormed out into the night, surprising no gaurds were around. He stormed into the stable and untied his pony and saddled it up. The stablemaster's son awoke in the loft and jumped down but shouting at the dwarf had no effect and was his pony but he decided to briefly call for the guard. Again the night patrol had a either not come around yet or already passed. (rolls were failing badly for them)

The kobold hissed at the human shutting him up. Alloy then led his pony over to the warehouse which was locked from the inside with between 1-4 workers asleep in there assuming none were at the tavern or hidden somewhere gambling.

Upon trying the door and finding it stuff Alloy shoved his shoulder into ( 1 in 6 chance to force a door open and rolling a 1, well the lock probably wasn't amazing anyway) the warehouse was dark but the dwarf didn't need a light. He began loading up his weapons.

A single worker awoke with a start and saw small creatures moving about the warehouse then heard a flick and was hit in the chest with a gold coin. (failed his moral save and couldn't entirely see what was happening)

Nothing was stolen save for one spear that the kobold took.

Exiting the warehouse a roll was again made for the watch, another had been made while inside. Still no gaurds around but extra rolls were made for the adjacent tower, no guards were looking.

Upon reaching the front gate with a fully loaded pony and confidently walking out the front gaurds raised the get just high enough for the two to duck under and be on their way.

The kobold and Alloy traveled along the old road that night uneventfully, rowed across the calm waters to the Old Island Fort. Entered without any random encounters greeted the kobolds now guarding the honey room and then went along past entering the Kobold lair and sharing some of their coin from the sell of honey they laid down for night, comfortably away from the annoying humans.

In all likely hood the kobold clan will end up being hired as mercenaries or Alloy may also find himself involved in a clan war against neighboring goblins he is yet to learn about.

BFRPG Adventure Log 1: Entering The Old Island Fortress; Dwarves and Kobolds.

Having recently purchased print copies a handful of books for Basic Fantasy Role-Playing Game (the core rule book, Field Guide, Morgans Fort and The Chaotic Caves) all for about 20 bucks on Amazon despite being available for free to download  on their website, we decided to stop our latest attempts at home brewed campaigns and try out this game and mostly if not completely play by the book.
We rolled up about eight characters in total almost of which could have been considered hopeless but two characters were chosen to keep. A third player did not finish her character but it would have been an Elven Magic-user/Thief.

The two characters were a Dwarven Cleric and a Dwarven Fighter, for us this was a very unusual group, especially for the player with the Dwarven Fighter who usually plays neither of those things.

The player with the Fighter choose the name Fospherous Copperblade. As the DM I thought this was entertaining and different from her usual choices and felt like in the mood to allow it whcih led to the Cleric being named Alloy Mc'Copertin.

The characters were made last week actually and with a short amount of time attempting to roll up the elf before she decided not to play, combined with us not having a lot of time available tonight we decided to head straight for the Old Island Fortress.

The players had been given three options with the assumption they were traveling with a guarded caravan. They could arrive at Morgan's Fort (Which we keep calling Morgan's Keep or The Keep) or they could split up at the fork on the old road or continue south into th forest and eventually arrive at.. ? South Town (the named town in JN1 The Chaotic Caves.)

Having split off at the fork and arrived at the shores of the islands uneventfully the located the abandoned boats an rowed across to the Old Island Fortress. Although the Dwarven Clerics pony complied with getting into a large rowboat it refused to enter the ruins.

Slowly they check every single stair on the way down into dungeon an despite having dark vision decided to light a torch and choose to have the cleric lag behind by 10 ten feet. The fighter circled the first room peering down the east corridor and seeing a door, noting what it was made of and how strong it looked then around to the south and peering down along the wall.

A passage to the west and a door to east, both fighters failed to hear the ominous humm. Then circling to the west and seeing this corridor split north and south but also continuing into darkness,

Finally they discuss their options but this alerts some creatures near by and growling is heard to the west. The fighter quickly hurls away the torch and presses against the wall. The torch hit the ceiling and then the doorway to the east bouncing back into the center of the room brightly lighting the two dwarves.

Still they press against the wall and wait. Nothing comes and the growling stops. The fighter fetches the torch and throws it again to the east, intentionally landing it by the wooden door lighting it on fire and the hurries to down the southern passage the Cleric trailing 10 feet behind.

Neither are heavy enough to alone set off the pit trap they pass over, one by one failing to notice it despite being dwarves. Both also unaware of the 2d6 (10) kobolds that had wandered into the room behind the now burning door.

The kobold aware of the nearby layout rush 5 of them past their lair grabbing some reinforcements and heading west and around to the north now turning the corner just as a dwarf suddenly turns the corner.

Both parties being prepared for an encounter a surprise check indicates neither side is caught off guard. The kobolds are relived to see a single dwarf as he is no group of enemy goblins or party of human adventurers (reaction check friendly)

However the humm has now grown into a buzz as a the giant bees exit the broken door that is now behind the dwarf who is primary concern with guarding against the sudden appearance of an army of kobolds higher the he can count in hurry. (int 8)

Initiative is rolled, two bees exit and sting the dwarven fighter who is dropped to -4 hp. (The player began counting negatives without even being asked to.) Save vs poison on the first sting is a success but not on the second. Two rounds of 1d6 damage as poison curses through the dying dwarfs veins.

Originally not intending to use negative hit points I asked the player to make a save vs death(ray) and she succeeds and will be stable for 10 rounds. But that was 10 rounds due to damage not poison, so poison damage is later rolled for round 2, 1d6 (5) the player tallies her sheet and announces -9 hitpoints.

uring this time the Kobolds decided the bee's are out of the hive and distracted, succeeding a moral save they decided to attack and rush in with their spears, hoping to pincer them against the door and not let to many out at once.

The first two move up and one stabs at the first giant bee and kills it, the second kobold injuring the second bee. Another bee exit's as the Cleric Dwarf having succeeded his own moral check is uncertain what to do and hesitates, backing away means entering torch light but his companions body is surrounded by kobolds.

The next two kobolds drop the two bee's in the corridor and a third kobold positions himself in front of the door ready. A single kobold gets the idea to try to save the dwarf but is uncertain how to at best he can try to stop some bleeding or drag him out of the fray.

However by round three despite the Cleric joining in and the kobolds finishing off the remaining two bee's easily the Dwarven Fighter rolls again for poison damage. Six... The player announces -15 hp. This was the planned on rule anyway but having taken even more damage below zero and everyone agreeing it makes sense that poison was still in the Dwarfs system even if otherwise stable, I decided to allow one last save vs death(ray). Failure.

The Cleric follows a few kobolds who take the Dwarfs body to their lair. Checking on his companion he confirms the Fighter is dead. The kobolds celebrate by sharing honey all around and cutting up the hexs of golden food. The Dwarven cleric looks over his companion body and decides to take it back up north to Morgan's Fort.

Sorting through the fallen dwarfs belongings he finds 4 gold pieces and decides the longsword and silver dagger are useless to him since he is a cleric. He offers 1 coin and the silver dagger to who ever looks like the strongest or most in charge kobold.

This is mis interpreted however. All though low on potential mates the kobolds find they are no longer trapped in a single corner and have new escape route from the complex. The bee's are no longer a threat and they have plenty of food. With the addition of a silver dagger which they wonder if it might be magical they decided this dwarf would be a valuable ally. So they give him in exchange a young kobold women as wife or mate. The Dwarf does not know this as he only speaks dwarf.

The player who lost a fighter had decided it would be fun to be kobold and could jump right back into the game and so this was the decided outcome.

The kobolds award the dwarf a further 1d6 giant hexs of honey (5) an help him carry everything out to his pony and strap it all on with rope. Then Alloy Mc'Copertin heads out into the evening followed by a random kobold who believes them mated.

Next post will be about their arrival at Morgan's Fort and return to the Old Island Fortress.
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