The Dungeon

The dungeon is, maybe, the main phase of them all.

Is where the action will happen and where you will become a hero or where you will die by a kobold stabbing you from behind.

In this page you will see how the dungeon phase develops and all the rules associated to it.

If you play the campaign Antaris read through the info to see what dungeons can you visit and how to prepare them.

If you want to play your own campaign in where you play different random dungeons keep reading to see how to assemble the exploration deck and how to randomize your dungeon.

Before assembling let's see how the dungeon deck is. You have different cards. The cards will represent a tile piece to represent that room in the dungeon. Initially they will have a specific size to match the dungeon we created for FreeQuest but as we provide photoshop templates feel free to create your own custom cards to match your tiles. The different tiles will be:

Objective room

More info: Objective rooms

This is the final room. Each objective room has some specific rules. This is different from the quest you choose. See quests for more information, but to summarize, the quests will tell you the enemies and specific dungeon rules you will face as well as the final boss or enemies you will find in the objective room. The objective room will have its own rules, so you might fight different bosses with different rules in the same type of room in different adventures.

You get one objective room per dungeon, you can choose it freely or randomly. They have the following design:

[insert image when cards are designed]

Normal rooms

Normal rooms are just what they seem to be. Normal rooms. They can be big, small … this is up to you. The cards for normal rooms will have tree symbols on it, a skull, a circle and a triangle. Those symbols are used when playing with secondary quests. See more info about it in the secondary quests section for more info.

Corridors

There are different corridors depending on size and shape. Even some will be shaped like a T with two exists. When that happens you will have to split the deck, more info bellow.

Now that we know how the cards work, let's assemble the exploration/dungeon deck.

First you have to think the size of the dungeon you want. But for us, when we play a random dungeon (the campaign will specifically tell you how many cards and sometimes even which cards) we use 15 cards. To do so we do the following:

  • Take one objective room. Randomly or choosing it if you like one specific room.
  • Take seven corridors. Randomly or choosing if you want.
  • Take seven normal rooms. Randomly or choosing.
  • Place the seven corridors and rooms together and shuffle them.
  • Take the last 5 cards from the bottom, place the objective room on top of it and shuffle them together.
  • Now place those 6 cards as the last cards of the other 9 you have.

Now you have your exploration deck done! You know the objective room is close to the end but it could be the last one or the 10th card!

If you find a corridor with two or more exits, get the exploration deck, shuffle them thoughtfully and split them in two or three and place the new splitted decks near the exits so you know what deck to use when you explore those exits. You never know where the exit will be!!

The dungeon phase is where we will slay our foes and look for treasures! This is how it works.

Entrance phase

This is a special phase that happens at the start of the dungeon. You place entrance tile, a corridor, small room, stairs … and move freely to decide who will go first. This will normally have a door to the next room of the dungeon and a door to leave the current dungeon. See leaving the dungeon for more info.

Once you have everything clear and all the heroes are in position, a hero that is adjacent to the door can doo a free exploration action to discover what lies ahead. When you do so you get an encounter card as per the rules of exploration.

After doing the entrance phase you go directly to the Dungeon phase bellow.

Dungeon phase

The dungeon phase is the main phase in a dungeon and will go until we have finished it by completing the bjective room.

The dungeon phase has the following subphases.

Event phase

Unless told otherwise by the adventure, if an encounter is active roll 1D6 and on a 4+ take a card from the dungeon events deck (see for more info) and read it. If there is no encounter active you always draw an event. The top part is meant for when there are no enemies on the board. The bottom part if there are still enemies, the events will be different.

Action roll phase

In this phase you roll your action dice. Then place the results on your hero sheet. All heroes roll their dice at the same time.

If there are no enemies, you don't roll and instead place all the dice you can with a result of 1. You can then move to be ready to explore the next room, rest or discuss your strategies.

Hero action phase

In this phase each hero, in the order you want will spend his action dice in any order. One hero can use one action die, then let another hero use one or two action dice and then go back to use the remaining action dice he had (remember you will start with two actions but as you level up you will get more). This is up to you to discuss, if there is no agreement roll a die and the higher result decides.

Monsters phase

The monster's turn is simpler than the hero turn and is automated. Check the encounter card you have active and the monster card to see any special behaviour and how the AI works for that specific set of monsters and resolve it.

At the end of the monsters turn roll 1D6. On 1 every hero suffer 1D3 mortal wounds. This is a small unexpected event system to avoid players leaving 1 monster while they try to heal themselves and try to add the feeling of urgency. You cannot die by this event so if the result rolled kills you, ignore the roll at all.

Things to consider

When you explore and find the next room is the objective room you don't take a dungeon event card, instead you read the quest section to see what you have to do. Simple quests will tell you to draw two encounter cards while others will tell you to fight a really big boss. The rest of the turns you are in the objective room you keep drawing dungeon event cards as normal.

Once the quest is completed you don't draw more dungeon event cards and any enemy that is not part of the quest (that was spawned by an event) suffers 1D6 wounds while the heroes will heal 1D6. This represents that after the success the other enemies are scared and some will run in fear tripping over or making easier for the heroes to slay them.

After there are no more enemies in the final room you finish the quest and enjoy the rewards. Is time to travel to a location to rest and recover from the long dungeon.

Heroes are forced to travel to a location, they cannot travel to another dungeon. Also, the moment heroes reach their location they heal all the wounds except specified otherwise as some travel events can give you a penalization in your wounds/toughness stat for the duration of the next dungeon.

Some dungeons are packed with treasures. Unless stated otherwise, before starting a dungeon roll 1D6 and on a 5+ the dungeon has more treasures than you can normally expect. This means that whenever you kill an enemy you can roll 2D6 and on a 12 you get to draw a card from the treasure deck.