Main
Registration
Login
Welcome Guest

RSS
 
Site Menu

Section Categories
Downloads [26]

Online Users
Total online: 1
Guests: 1
Users: 0

... Who's About ...

Main » Files » Downloads

Frostgrave - Random Dungeon Generator or Solo Play for Into the Breeding Pits
30-Oct-2016, 7:58 PM

Frostgrave Random Dungeon Generator (could also be used as Solo play)

 

Random Dungeon - start points

 

Best on a 3’x 3’ with 2 player where the area is already gridded with 1” square sections (laminated allows dungeon to be drawn on with dry wipe pen or sectioned off with walls). Players play across from one another and have 3 evenly separated doors on each side.

Roll for out of game spells like Fools Gold (where you secretly write down room type the Fools gold will appear in for your opponent, say “Treasure room 2”).

 

Roll for initiative and chose a door for your wizard to enter the dungeon – roll 1D20 for passageway, then 1D20 for passageway features and finally 1D20 for end type. Wandering monsters to be placed at the furthest end of the passageway, doors placed anywhere on a side of the passageway (normally around the middle of the wall). The following phases of the apprentice and minions can enter the same doors already used or their own one. Any unused door cannot be used to enter the board later in the game – but if links with random dungeon created can be used to leave the Dungeon. Any of the entry doors can be used leave the Dungeon.

 

As the dungeon is created you will have to adapt to what is laid out already and the limit to the space of the board – all features must be contained in the original space of say the 3’ x 3’.  It is best if both players agree on adaption of layout when required. It could be to fit the present map passageways need to turn left rather than right, or fold back on themselves like a U-turn, or become a dead end shorter than the random generator created. Rooms that are created with 2 doors might be found close to another passageway that had no doors on it – these become secret passageways 1” wide that connect to the corridor from the new room – this will remain open when moved through from the room to the adjacent corridor – if not used then any figure in the corridor would still require to pass a Secret Door check to find it.

 

Figures move up to and through basic doors as part of their move losing 2” of their movement– it is not an action to open and move through a basic door. Doorways are considered wide enough to allow any monster through.

 

Treasure can appear in a Hazard, Throne room, Chasm room, or Lair room as well as the Treasure room. With 2 players this is still limited to 3 each, with only the likes of Reveal Secret adding another treasure token. If the Dungeon is not coming up with treasure in any rooms and space becoming limited decide between you that the next room found becomes a treasure room and so on. Though it could be the Dungeon has just failed to produce all 6 treasure tokens as the Wizard and the group have fought off monsters, traps, and their opponent for all too little or no reward.

 

Secret Doors

 

As the Dungeon is created dead space will appear. Provided there are no monsters in the passageway and if there appears no more doors or passageways in a section a character can spend an action per turn looking for a secret door on a target number of 20. Each test is a 1D20 + Will + Trap number Bonus (if any) to equal a target of 20. Wizard and Apprentice can choose to empower a search, and the Treasure Hunter and Thief can add their Fight stat to the test. Position the Secret door where you want and it becomes a permanent open door when passed through (so it is not like the Into the Breeding Pits where the secret doors just disappear after use). The secret door found when an initiative roll of a 20 can still be used as with Into the Breeding Pits – though consider with care.

 

Wandering Monsters / Traps

 

In this random dungeon creation Wandering Monsters appear in the passageway or room they were rolled for, and Traps are set off on the figure who entered the room. But traps triggered by initiative can be played on any figure on the board – as Into the Breeding Pits. Similarly wandering monsters triggered by treasure token being picked up for the first time can be played as described in page 11 of Into the Breeding Pits. On the roll 1D20 to see effect of picking up the treasure you roll a 1 you can add that the treasure token was itself a trap affecting the figure picking up the treasure - should you wish. The traps are as Into the Breeding Pits Page 15. For the teleport trap it cannot take them off the board but if it ends the character in an unexplored area roll a D20 a 1-15 they appear in the middle of a corridor and roll for features etc, on a 16-20 they appear in a room and roll for the type and features as normal making sure it aligns to what has been discovered so far.

 

Locked Door:

 

A more robust door that has remained locked for centuries. It takes one action per turn to try and open the door with a target to open of 15 required with 1D20 + Will + Trap Bonus and if passed using these stats the door is still intact and can be locked again in the next turn using the same target and stats (Wizards / Apprentices can empower the roll). Alternatively the door can be broken down at a target of 19 versus 1D20 + Fight. Of course if broken down it cannot be locked and just becomes an open doorway. When open roll 1 D20, the result ODD = LAIR Room, EVEN = TREASURE Room.

 

CREATING THE DUNGEON:

 

Passages

All Passage doors open to rooms

Passage length – each section approx. 4” by 2” length

D20

Passage length

1 – 5

1 Section

6 – 15

2 Sections

16 – 20

3 sections

 

Passage Features Table

D20

Feature

D20

Feature

1 - 3

Wandering Monster

14 - 17

2 Doors

4 - 8

Nothing

18 - 20

Wandering Monster

9 - 13

1 Door

 

 

 

Passage End Type Table

D20

Feature

D20

Feature

1 - 3

T - Junction

14 - 16

Left Turn

4 - 7

Dead End

17 - 18

Dead End – locked Door

8 - 10

Right Turn

19 - 20

T- Junction

11 - 13

T - Junction

 

 

Rooms

Roll 1D20  for Type, then 1D20 for Doors, 1D20 room feature(s).

Room doors open to a passageway or another room, so apply the following; Roll 1D20 and keep the result as room type or passageway

if ODD  = another Room and look below as to what type.

if EVEN = a passageway and look above to see what type.

Room Type Table

D20

Room Type

Room size

1 - 7

Small

5” x 5” approx.

8 – 11

Hazard

5” x 5” approx.

12 - 15

Lair

5” x 12” approx.

16 - 20

Treasure room

5” x 12” approx.

 

Number of Doors found in new room

D20

Doors

1 – 6

None

7 – 14

1 Door

14 – 20

2 Doors

 

Features in new room depends on type:

SMALL ROOM

D20

Feature

D20

Feature

1 - 2

Wandering Monster

14 - 16

Weapons rack

3 - 10

Nothing

17 - 18

Fireplace

10 - 13

Cupboard, bookcases

19 - 20

Wandering Monster

HAZARD ROOM

D20

Feature

D20

Feature

ODD

Wandering Monster

11 - 12

Magic Circle

EVEN

Trap

13 - 14

Chasm

1 - 8

Nothing

15 - 16

Throne

9 - 10

Mould

17 - 20

Treasure Token

LAIR ROOM – Roll 1 D20 Level 3 bestiary &

Treasure token placed in centre of room

D20

Feature

D20

Feature

ODD

Nothing extra

EVEN

Trap

 

 

Trap affects character opening the door into the room.

TREASURE ROOM – Place treasure token in centre

D20

Feature

D20

Feature

ODD

Wandering Monster

EVEN

Trap

 

Place monster at opposite side of room from door opened.

 

Trap affects character opening the door into the room.

 

More informationon Small or Hazard rooms:

Fireplace:

 

A magical fire that has burned for centuries. An action can be used to take a fire torch from the fire and held in other hand – to be used with another one handed weapon. The fire torch gives + 0 Fight, and +3 Damage (magical fire). Any figure hit and damaged by an attack is considered wounded (pg 41 Frostgrave rules), but the magical flame goes out if the dice rolled to attack was an even number. Undead take x3 damage from the fire torch and must make a Will test target of a target 10 to attack a figure with it or else stay 3” away. Constructs and plants take x2 damage. Demons are not affected at all. The magic empowering the burning log is only active in the dungeon and it cannot be removed as an item for future quests.

 

Cupboard or Bookcases:

Most items have been looted or decayed to dust but there might still be a find in amongst the detritus. A figure requires to spend a turn (2 actions) moving & searching, and once ANY figure has done this nothing else can be searched for in the room. A figure may decide to use what is found immediately or take it with them. But the item can only be carried if the figure has space to do so – or drop an item they are carrying (this then marked as item left in the room).

D20:

1 – 4: Potion of healing (restores +5 health up to start amount),

5 – 17: nothing,

18 – 19: a diseased rat bites the figure and disappears causing 1 wound and figure now poisoned – treat as wounded (Pg 41 Frostgrave rules).

20 – Grimoire roll at end of game to determine what it is.

 

Weapons rack:

Although most weapons are rusted and of no use a figure can spend a turn (2 actions) searching, and once one figure has done this nothing else can be searched for in the room. A figure may decide to take it with them. But the item can only be carried if the figure has space to do so – or they drop this or an item they are carrying (this then marked as item left in the room).

D20:

1 – 4: A spear +2 Fight two handed weapon, or can be thrown 12” LOS with same fight stat and considered lost.

5 – 9: Nothing

10 - 11: A hand weapon +2 Fight.

12-13: A two handed weapon +2 Fight.

14-19: Nothing

20: Choose a weapon from above list, roll again one more time.

 

Mould Room:

As soon as the door opens the figure and anyone within 2” of the door must make Move Trap test of 12.If they pass they have just manage to dodge out of the way of poisonous mould spores. If they fail they are treated as wounded (Pg 41 Frostgrave rules). The room can be cleared of mould with a successful cast of Elemental ball, Grenade that beats the target of 12.  Otherwise a figure moving through the room must do so as if difficult going to avoid triggering the mould spores. If a figure moves as normal make the Move trap test again after the move completed.

 

Magic Circle:

Any Wizard or Apprentice casting spells while in the circle gain a + 3 to cast. Any figure standing in the circle and taking no action, nor has the circle been used to cast spells on the same turn can gain +2 health per turn. A wizard can empower one spell as an automatic cast of 20 to be used later (inform opponent and record on sheet) but this drains the magic from the circle for the rest of the game. A figure that had been reduced to zero health and has previously been removed from the game can be resurrected in the circle but this drains the magic from the circle for the rest of the game. The figure comes back equipped as they were and full health  - ignore the effect of them dropped to zero health.

 

Chasm (a specific room ignore other features from the D20):

Directly in front of the door just opened is a 2” wide chasm across the width of the room, with a door directly opposite. Place a treasure token on the other side of the chasm next to the new door and roll for a wandering monster. To jump over the chasm requires a Move 10 test, figures roll 1D20 + Move stat to jump over successfully otherwise they fall into the Chasm and treated as killed – unless Slowfall cast on them then just removed from play and return for next game. Any figure can take up to a maximum 3 damage to empower their jump as if they have to crawl up on the other side of the chasm – they are hurt but still alive.

 

Throne (a specific room ignore other features from the D20):

Inside the room is a large ornate throne – still need roll for number of doors from the room. Place a treasure token next to the throne, roll for a group of wandering monsters Gnoll encounter table (page 54 Into the Breeding Pits) need 5 monsters placed at the back of the room. Place 1 monster on the throne, as long as the original monster is alive and on the throne it gives +1 armour, and +2 damage to the other monsters in the room. The enthroned monster cannot move but can attack. The bonuses do not work for any other monster or Wizard / Apprentice / or warband member sitting on the throne and is lost once the original monster is killed.

Category: Downloads | Added by: RMcN | Tags: wotc, North Star, Frostgrave Dungeon, D&D dungeon, random dungeon, Solo play, Into the Breeding Pits, Frostgrave, D&D skirmish, Wizards of the coast
Views: 181 | Downloads: 0
Total comments: 0
Only registered users can add comments.
[ Registration | Login ]
Search

Popular Tags
Drow dnd dungeons and dragons Napoleonic Flintloque Napoleonics 15mm HotT bloodbowl 28mm games workshop blood bowl 40K RPG Kallistra Essex Sci-Fi Airfix Napoleonic Hatt Napoleonic Napoleonic scenario Shako awi acw D&D WOFTC monster troll LotR At43 WWII GW Wizards of the coast RoE Slaughterloo sci fi Infantry fantasy Dwarves Skaven painted 28mm Elf wotc Harlequin Hero Quest Ral Partha Terrain undead Frostgrave Imperial guard SciFi Space Marine eldar Blitzer Thrower Tau Alternative Armies goblin knights Orc chaos dwarf Warriors Dwarven Elven human Kings of War Mantic Black Tree Nick Lund Space Crusade Space Hulk Skeleton ORCS cavalry Dark Elf Twilight Kin painted 15mm hordes of things Perry Miniatures Perry Plastic KOW DBM Norman GW Fantasy Saga Marines terminator Shako II Le LG ce Osprey games KoW V2 giants Trolls Moor Saracen New star doom horror

Copyright MyCorp © 2017