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Morgansfort

bf1-morgansfort • bf1-morgansfort • Morgansfort: The Western Lands Campaign
Frontier fort town southeast of Slateholm — home base for BF1. 25 keyed areas, full garrison, keep, tavern, chapel, shops.
RUMORS (1gp at the Toothless Dragon, no re-rolls): 1. A low-level necromancer named Starisel Zelinth disappeared while searching for an ancient underground complex reportedly built for unholy practices involving the undead. 2. A group of adventurers has hidden a boat in the swamp south of the collapsed bridge. (False) 3. Orcs have been raiding the area to the north, stealing livestock and waylaying travelers. 4. Hostilities have broken out between the goblins and kobolds in the area. 5. An adventurer wearing magic armor never returned from Olde Island Fortress. 6. The river around the collapsed bridge is full of giant crocodiles. (False, though the GM might choose to place some regular-sized crocodiles there as an added challenge.) 7. Orcs have been trying to abduct a fair maiden during their raids in the north. 8. Piles of magic armor are hoarded in the dungeons beneath the ancient fortress in the middle of the river. 9. Lizard-men live in the marshes to the south. (False, unless the GM chooses to create a lair or village of such monsters.) 10. Nobody has ever returned from the lakes a few days travel south. (The teller of this tale is making it up, but it might be true or false as the GM wishes.) 11. Goblin war parties have been seen in the area. 12. An ancient barbarian chieftain is entombed within the ruins on the nearby island. He's said to have owned a magic sword. The Garrison The garrison of Morgansfort consists of the following individuals: Eight squads of footmen, each of which consists of one sergeant, one corporal and nine privates (11 men per squad, 88 men total). Each private and corporal wears chainmail and carries a shield, while each sergeant is armored in platemail and shield. All are armed with longswords. 72 Privates: Ftr 1, AC 16, HP 4, #At 1, AB+1, Dam 1d8, Mv 20', ML 11 (9) 1st Squad Corporal: Ftr 2, AC 16, H
IMAGE
Morgansfort
CHILDREN • 26
1. Gatehouse
1. Gatehouse building
1. Gatehouse: This two-story building has a hallway 10' wide straight through the middle of the building; toward the back, a heavy iron- reinforced door is positioned on each side, giving access to the interior of the gatehouse. These doors are locked most of the time, of course. The double doors at each end of the hallway are likewise heavily reinforced. "Murder holes" pierce the walls and ceiling of the gatehouse, allowing defenders to shoot arrows into invading forces, or pour boiling oil down upon them, and the gatehouse itself is stocked with the oil and ammunition necessary for this purpose. In peacetime, however, the gatehouse is manned by two regular soldiers led by a corporal or sergeant, as well as a scribe. The scribe has a small table with ledger book, ink and quill, with which he records the names, nationalities and occupations of all who enter the fortress. Animals brought in are counted also, and all who enter must pay a tax of 1 sp per person, 1 cp per animal; those who can show that they have paid the tax within the last month do not have to pay it again. Elsewhere within the gatehouse is a large iron- bound chest, in which the scribe keeps the tax stamp mentioned above (the stamp used to mark antique coins after the relevant tax is paid). Adventurers returning to the fortress with such treasure will be made to wait while the chest is brought out and the scribe counts their treasure. The 10% tax is placed within the chest as the money is counted, with each 9 coin being stamped by the sergeant or corporal on duty (as the scribe cannot be bothered with such a menial task). Each night when the gates are closed, the chest is taken to the keep (area 25) and emptied into the treasury there. There are actually two scribes, Hobeth and his apprentice Glorin; only one will be on duty at a time, with a 70% chance it is Glorin. Though Glorin is noticeably younger, they otherwise look very much alike, leading many to think that Glorin is Hobeth's son. This isn't true, and suggesting it makes either of them angry. Both are bookish sorts who don't like adventurers at all, even when they bring substantial treasure (and taxes) into the fortress. 1. Gatehouse, 2nd Floor: The south wall of this area is lined with 12 bunks, arranged to allow defenders access to the arrow slits in the exterior wall. There are 12 trunks for the guards' personal belongings, one beneath each bunk. They are not locked, and they contain nothing of value. There are weapon racks on the east and west walls, next to the doors, with sword, dagger and crossbow for each guard housed here. Down the middle of the floor, in a north-south line, is a ten foot wide pattern of holes cut into the floor. The holes are large enough for the guards to fire their weapons into the lower level of the gatehouse. Against the north wall there are two vats of oil, located to either side of the hole pattern in the floor. Each vat hangs over a loaded brazier, ready to light. Wood is stacked next to the vats to fuel the fire for the boiling oil. The braziers are mounted on wheels, to be rolled along the floor next to the hole pattern. Once the brazier is in position, the vat can be tipped, pouring the hot oil through the holes in the floor and into the lower level of the gatehouse.
1. Gatehouse, 2nd Floor
1. Gatehouse, 2nd Floor building
area is lined with 12 bunks, arranged to allow defenders access to the arrow slits in the exterior wall. There are 12 trunks for the guards' personal belongings, one beneath each bunk. They are not locked, and they contain nothing of value. There are weapon racks on the east and west walls, next to the doors, with sword, dagger and crossbow for each guard housed here. Down the middle of the floor, in a north-south line, is a ten foot wide pattern of holes cut into the floor. The holes are large enough for the guards to fire their weapons into the lower level of the gatehouse. Against the north wall there are two vats of oil, located to either side of the hole pattern in the floor. Each vat hangs over a loaded brazier, ready to light. Wood is stacked next to the vats to fuel the fire for the boiling oil. The braziers are mounted on wheels, to be rolled along the floor next to the hole pattern. Once the brazier is in position, the vat can be tipped, pouring the hot oil through the holes in the floor and into the lower level of the gatehouse.
2. Southeast Tower
2. Southeast Tower building
this room are lined with bunks. There are enough bunks for nine men, and each has a trunk stowed underneath it for the guards' personal belongings. The bunks are arranged so 10 that guards can stand between them to make use of the arrow slits in the walls. The middle of the room is taken up by weapon racks. A sword, spear and crossbow for each guard is on hand, as well as several quivers of bolts and a pair of daggers for each guard. The weapons are the only things of value in this room. The guards do not leave any valuables in their personal trunks.
3. Common Stable
3. Common Stable building
and his three sons take care of the common stable; Hardel's wife died many years ago. They live in building 8, below, although at least one of them is always in the stable; the boys are all rather lazy, and one or more of them will be found sleeping in the hayloft any time their father isn't around. All are normal men, and will be armed with spears only in the most dire straits. Horses, mules, and donkeys can be stabled here for 5 copper pieces per day, or 25 copper pieces per week; this includes feed and daily exercise. As there is no other place to keep them, all civilian-owned riding and draft animals will generally be found here.
4. Bank
4. Bank building
depository for the keep's valuables. Inside the ostentatiously furnished building, heavy, narrowly spaced iron bars and a strong, locked door divide the room in half. Behind a row of horizontal slots in the bars is a long counter where 1d4 clerks handle routine money transactions. The bank president and vice- president have offices in the back of the building, where they handle loans and other financial matters more complicated than deposits, withdrawals, and payments. In the back there is a thick stone vault with a 4 inch thick steel door. Only the bank officers have keys to the vault door. Off-duty soldiers work as guards in the bank, with one or two on duty at any time, day or night.
5. Trader
5. Trader building
Lotherra, deals in all sorts of dry goods. All items on the standard equipment list (not including weapons, armor, or livestock) are available here at the usual price. Jeroh will 11 happily purchase any serviceable items which are brought to him, so far as he is certain they are not stolen (items retrieved from a dungeon are not legally "stolen"), but he will only pay 4 sp per gp of value. Jeroh won't purchase jewelry or other high-value items, but he will accept such items at 6 sp per gp of value in payment for items purchased.
6. The "Square"
6. The "Square" building
the fort, where the local farmers bring their produce to sell. It has always been called the "Square" even though it is not shaped that way; it's a matter of tradition, and the locals will laugh at anyone who asks why. Presently, the area is lit by continual light spells cast by the local clergy, so that no part of this area will be in darkness after sunset. On any given day, there will be 2d8 commoners plus 1d6 off-duty soldiers present here. Between midnight and dawn the area is usually deserted, but there is a 1 in 1d6 chance of an encounter every three turns; 75% of the time, the encounter will be with a party of 2d4 soldiers investigating an odd noise (the player characters?) while the remaining 25% of the time it will be with one or two local commoners, probably drunk or on illicit business; such characters will be evasive if questioned, but if they see the player characters involved in unlawful acts they will almost always call for the night watch (the 2d4 soldiers previously mentioned).
7. Residence
7. Residence building
of herbs outside of this mediocre house indicates that this is the residence of an herbalist. This building is the simple home of Maien Brai, a friendly, middle-aged widow, and her comely teenage daughter Jyni. The dimly lit living quarters contain crudely made tables and chairs and is lit by sputtering candles. The aroma of drying herbs and brewing potions is overpowering. The house contains a wide selection of plants of all types and varieties filling every nook and cranny. The sleeping quarters are sparsely furnished with a pair of simple cots, benches, a table and wardrobe. The kitchen contains a wide assortment of items needed for the preparation, manufacture and storage of potions, salves, poultices and tinctures. Maien usually (60% chance) has a few Potions of Healing (1d4, for 250 gp each, replenishing every two weeks), and if a good enough reason is given she can prepare more potent potions.
8. Stableman's Residence
8. Stableman's Residence building
residence of the stableman Hardel and his three sons. The outside of the residence is run-down, but the interior is really bad... the stableman and his sons don't know the meaning of "housekeeping." The house is full of junk: clothing ("clean," dirty, and unserviceable mixed together randomly), pots and pans, tack and harness of various sorts (most of which is in need of repair if not outright disposal), and other things, piled in precarious piles all over. The kitchen area is dirty, and the entire place smells foul. Of course, the stableman or his sons will happily invite favored player characters to "come in for a drink" or to "join us for dinner."
9. Residence (Gambling House)
9. Residence (Gambling House) building
occupied by a portly, middle-aged fellow named Bargus. Inside and out, the house is plain and unassuming. However, inside, behind a concealed door, is a staircase down to the basement, where Bargus runs a successful gambling hall. The hall is painted in gaudy colors with risque paintings of scantily clad women. A stained oaken bar runs along part of one wall, with a row of tall stools lined up in front of it. The hall is furnished with crude, rough-hewn tables and benches. Despite the bar, this establishment is more a gambling den than a saloon. Access is granted by invitation only. At any one time, there are 2d6 patrons (including any townsfolk the GM wishes to include or incriminate), the owner, 1d3+2 dealers, and two large, intimidating bouncers. Bargus pays a hefty monthly "protection fee" to the local watch to prevent anything from happening to his business. Most any type of illicit activity or item can be found or arranged here for a price.
10. Residence
10. Residence building
bound door; on the door is carved an obscure mystical symbol, noticeable only on careful inspection. This house is owned by Thelan Taramedes, an old man dressed in fine, though out of fashion, clothing and jewelry. Thelan is 12 a semi-retired fourth level Magic-User who has taken up residence here to study the many scrolls and tomes he has accumulated over the last several years. Although he puts on airs and believes he is more important than he actually is, he is kind and will help anyone who needs aid. The main living area is dimly lit by strangely shaped lamps and is filled with the tomes and scrolls previously mentioned as well as a variety of sorcerous equipment. The air is filled with the acrid smell of the raw materials used in his various experiments. In his bedroom is a cheaply made cot buried under a pile of papers, as well as a locked trunk filled with mostly useless scrolls. However, hidden deep at the bottom of the trunk amid the mess of papers are the following scrolls: protection from magic, detect magic, detect evil, shield, web.
11. Smithy/Armorer
11. Smithy/Armorer building
clearly the home of the fort’s blacksmith, for the heat of molten metal, the smoke from the furnace and the clang of hammer and anvil leave no doubt as to its function. The owner is a robust human male named Rugarr. He has one helper, a strapping young man named Tob. Rugarr is a bear of a man with a friendly smile and a firm handshake. He is a bachelor and lives in a sparsely furnished room upstairs. Tob sleeps on a cot in the back of the first floor (the smithy proper), as befits an apprentice, but sometimes visits his parents on their farm nearby.
12. Common Warehouse
12. Common Warehouse building
structure is used to hold a variety of freight. The open interior is filled with crates, barrels, bales and sacks of dry goods. A fee of 1 gp per week is charged to rent storage space. The warehouse is operated by the local merchant's guild. During the day there is a clerk (Sardas) and three laborers (Valdin, Tamas, and Kaino) who manage the loading, unloading, and storage of freight; the laborers sleep in the building at night, but the clerk rooms at the inn (#14, below). All four are normal men with 3 hit points each; in time of need, they each have a suit of leather armor, a shortbow and arrows, and a spear, so that they may aid in the defense of the fort. The building is locked at night, and the watch keeps a close eye on it.
13. The Toothless Dragon Tavern
13. The Toothless Dragon Tavern building
Garnoth and his wife Lianna, this tavern serves beer and wine as well as common but hearty food for three meals a day. The serving wenches, Irene and Louise, are the taverner's daughters; rude comments or improper proposals by patrons will result in them being ejected by Garnoth, who is a retired soldier (Fighter 3rd level, AC 11, AB +2, HP 17, #At 1 club, Dam 1d6, Mv 40').
14. Iron Helm Inn
14. Iron Helm Inn building
Lorynn, older brother of Lianna (the taverner's wife). The inn has a common room downstairs, for which a tenant will pay 1 sp per night to sleep on a cot. There are four upstairs rooms, each containing a full-sized bed and having room for two additional cots; 1 gp per night is charged for a room, plus 1 sp per cot. The inn also has a "bathhouse," really little more than a small room on the ground floor with a large bathtub in it; the innkeeper charges 1 sp per person for the use of the bath. Lorynn is unmarried, and a little desperate; he'll take an interest in any human or Elven women who arrive unattended at his inn, giving them free use of the bathhouse and anything else he can think of to curry their favor.
15. The Chapel of St. Queril
15. The Chapel of St. Queril building
attended to by Father Thelbain, a 6th level Cleric of the Church of Tah, Reformed. He is assisted by three 1st level Clerics named Baris, Jerard, and Melean. The chapel is outfitted in the typically plain style of the Reformers, but the woodwork is highly polished and the floors are beautifully inlaid due to a large donation by a previous group of adventurers. Father Thelbain will not go on adventures, so his statistics are not given here. He will cast spells on behalf of his parishioners for free, and for adventurers in return for a substantial charitable donation; he normally has cure light wounds (twice), bless, hold person, and cure disease prepared, but may of course pray for any spell allowed to a Reformer Cleric if something else is needed.
16. East Tower
16. East Tower building
this room are lined with bunks. There are enough bunks for nine men, and each has a trunk stowed underneath it for the guards' personal belongings. The bunks against the 13 outer wall are arranged so that guards can stand between them to make use of the arrow slits in the walls. Weapon racks line the walls beside the doors. A sword, spear, and crossbow for each guard is on hand, as well as several quivers of bolts and a pair of daggers for each guard. The weapons are the only things of value in this room. The guards do not leave any valuables in their personal trunks.
17. Northeast Tower
17. Northeast Tower building
The two exterior walls of this room are lined with bunks. There are enough bunks for nine men, and each has a trunk stowed underneath it for the guards' personal belongings. The bunks are arranged so that guards can stand between them to make use of the arrow slits in the walls. The middle of the room is taken up by weapon racks. A sword, spear, and crossbow for each guard is on hand, as well as several quivers of bolts and a pair of daggers for each guard. The weapons are the only things of value in this room. The guards do not leave any valuables in their personal trunks.
18. Southwest Tower
18. Southwest Tower building
Same as 17. Northeast Tower: The two exterior walls of this room are lined with bunks. There are enough bunks for nine men, and each has a trunk stowed underneath it for the guards' personal belongings. The bunks are arranged so that guards can stand between them to make use of the arrow slits in the walls. The middle of the room is taken up by weapon racks. A sword, spear, and crossbow for each guard is on hand, as well as several quivers of bolts and a pair of daggers for each guard. The weapons are the only things of value in this room. The guards do not leave any valuables in their personal trunks.
19. Inner Tower
19. Inner Tower building
wall opens to stairs inside the tower that bring the guard to the top of the tower to stand watch. Nothing else is in this tower. Note: If you wish to add tunnels beneath Morgansfort as described on page 8, this tower might be a good location for a secret stairway down to them.
20. The "Green"
20. The "Green" building
square, so the Green is not green. This area is used for various military maneuvers, and the constant foot traffic has killed all grass and weeds except at the margins. In daylight hours in good weather, it is 85% likely that 1d4+1 knights or 3d6 soldiers will be practicing here; at night, there is a chance equal to 1 on 1d6 each turn of encountering 2d4 soldiers going to or from the barracks or the keep. Note that the area around the doorways to the keep and the barracks are illuminated by continual light spells.
21. Northwest Tower
21. Northwest Tower building
Same as 17. Northeast Tower: The two exterior walls of this room are lined with bunks. There are enough bunks for nine men, and each has a trunk stowed underneath it for the guards' personal belongings. The bunks are arranged so that guards can stand between them to make use of the arrow slits in the walls. The middle of the room is taken up by weapon racks. A sword, spear, and crossbow for each guard is on hand, as well as several quivers of bolts and a pair of daggers for each guard. The weapons are the only things of value in this room. The guards do not leave any valuables in their personal trunks.
22. North Tower
22. North Tower building
of this room are lined with bunks. There are enough bunks for nine men, and each has a trunk stowed underneath it for the guards' personal belongings. The bunks against the outer wall are arranged so that guards can stand between them to make use of the arrow slits in the walls. Weapon racks line the walls beside the east and west doors. A sword, spear and crossbow for each guard is on hand, as well as several quivers of bolts and a pair of daggers for each guard. The weapons are the only things of value in this room. The guards do not leave any valuables in their personal trunks.
23. Knights' Quarters/Garrison Stable
23. Knights' Quarters/Garrison Stable building
The ground floor of this area is the Garrison Stable. Horses belonging to Baronet Halden and the Knights of the Garrison are stabled here. The horses are cared for by the Knights' squires, who bunk in the stable with the horses. Along the south wall of the stable is a stairway leading to the second level, which is the Knights' Quarters. The Knights' Quarters consist of a small entryway at the south end, and a long central hallway down the long axis of the building. From this hallway, five doors open to the west and two to the east. The five small rooms on the west side belong to the five Junior Knights. The two large rooms on the east side belong to Sir Galadin and Sir Kellin. The knights are all from wealthy Slateholm families. Sir Galadin and Sir Kellin swore fealty to Baron Morgan when they were young men. When the Baron left Morgansfort, he assigned the two knights to assist his son, a task they gladly accepted. Their presence at the fort is a major reason for the Baronet's success. It was the chance to serve under the command of these two knights that attracted the junior Knights to Morgansfort. The junior Knights are all sworn directly to Baronet Halden. 14
24. Garrison Barracks
24. Garrison Barracks building
24. Garrison Barracks: 1st Floor: This is where the 1st and 2nd Squads of the Morgansfort Garrison are housed. The 3rd through 8th Squads bunk in the watch towers and above the gatehouse. The east wall of this floor is filled with weapons racks for the two squads. In the northeast corner is a landing leading to a stairway to the second floor. The rest of this floor is packed with bunks, with 22 men being squeezed into this area. At least half the bunks will be occupied any time someone enters this area. The guards keep quiet in the barracks, because the officers are housed on the second floor. 2nd Floor: At the top of the stairs leading to the second floor is a door that can be locked. It is normally closed but unlocked, as there is always at least one officer of the watch asleep up here. The western 2/3 of this floor is subdivided into seven semi-private sleeping chambers by flimsily constructed wood partitions. Each chamber contains a bunk, a wardrobe, and a small table with a chair. Beneath each bunk is a locked foot locker. The seven who bunk here include Captain Argos, Lieutenant Kellos, Lieutenant Aeos, Lieutenant Haydin, Lieutenant Korbl, Top Sergeant Aldric, and Master Sergeant Karstein (all detailed below in the Garrison section). In the southeast corner of this floor is a locked closet for the rest of the garrison to store valuables if they wish. If a character gains access to this area, roll treasure types J, K, and L for the locked closet. Also roll treasure types P through T for each of the locked foot lockers.
25. Keep
25. Keep building
This building serves as the Baron's (and by extension, his son's) residence and office. The first floor is dominated by a large central "great room" where meals are held and where the Baronet holds court as needed. The kitchen is directly behind this room, and offices and servant's quarters line the outer area. The second floor includes rooms for the Baron and his wife, currently disused, and for the Baronet. An extensive cellar below the keep provides storage for food and other supplies. There is also a well within the cellar, near the kitchen stairs. Finally, a fairly secure vault with a metal door is secreted in the cellars; it is within this vault that the Baronet's funds are kept. Only the Baronet and Bailiff Tomandy have keys to the vault.
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