Breeders are monster groups that rely on their ability to replace losses quickly in order to survive and thrive. Breeders have little preference of living quarters. Breeder groups are of chaotic alignment by default.
Draw new rooms and add them to the colony as needed to house population and loot. Write a name for the breeder tribe on the map beside their colony.
Expand the breeder group’s ZOC 1 bead down all connected tunnels. If the group has only 1 direction (or none) in which their ZOC may be expanded, dig a new natural tunnel up to 1 half finger long to connect with a different section of the dungeon.
Breeder groups need 1 to support every 3 in the group. If the group is not supported, remove 1 . If the group is still out of support and has at least 4 and 1 , it splits. Take half the and (rounded down), and move them 1 finger away, where they immediately found a new breeder colony.
If the group has not encountered any other groups this turn, but has neighbors it has encountered in the past, it now encounters its weakest neighbor.
With Lawful or Chaotic GroupsEdit
Hit and run battle–make an encounter roll:
With Alpha GroupsEdit
If this group wins, it gives 1 to the alpha. The alpha is now bribed. It will ignore this breeder group in the future as long as the breeders have any . Note that this does not mean that the breeders get to ignore the alpha on future turns.
They may encounter it again, obliging them to offer more bribes.
If this group cannot make a bribe or loses the bribe roll, make an encounter roll:
- Win: The alpha is driven out to a new lair 1 finger further away.
- Tie: Loot 1 , but lose 1 .
- Loss: Lose 2 .