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0% found this document useful (0 votes)
17 views

244214-sample

Uploaded by

obryan shoun
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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CONTENTS

D100 DUNGEON 8 Skill Rewards 17


BEFORE PLAYING YOUR FIRST GAME 8 Characteristic Rewards 17
Rep, Fate, Life Rewards 17

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DICE 8
Abbreviated Dice 9 COMBAT 17
Dice Modifiers 9 Combat Rounds 18
D10 and D100 9 Unarmed Combat 18
Combat Actions 18

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Natural Dice Rolls 10
Cast A Spell 18
CREATING AN ADVENTURER 10 Change Equipped Items 19
1. Characteristics 10 Use Belt Item 19
2. Hero Path 10 Escaping 19
3. Race 10 Monster Reaction And Hit Location Tables 19
4. Skill Bonus 10 Damage Deflection 20
5. Equipment 11 Defence Bonus 20
6. Finishing Touches 11
MONSTER CHARACTERISTICS 21
ABILITIES
Mighty Blow
Perfect Aim
Spell Caster
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Monster Abilities
Attacks
Dark Magic
Death Touch
21
21
21
21
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Spells And Scrolls 12 Disease 22
TESTS 12 Ethereal 22
Automatic Failure and Success 13 Fear 22
Experience (XP) Tracks 13 Fire 22
Fly 22
PRIMARY AND ADJUSTED Freeze 22
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CHARACTERISTICS 14 Large 22
Other Characteristics 14 Pack 22
Armour (A) 14 Phase 22
Shield (S) 14 Poison 22
Defence (DEF) 14 Regenerate 23
Damage (DMG) 14 Resurrection 23
Health Points (HP) 15
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Stun 23
Items Str, Dex, Int 15 Surprise 23
Reputation (REP) 15 Web 23
Fate Points 15
Life Points 15 CHOOSING A QUEST 23
EQUIPPING ITEMS 15 TURNS 24
Adjust Equipment 24
BELT CHECKS 16 1. Time Track 24
ITEM DAMAGE 16 2. Exits 24
Locked Doors 25
COMBAT TRACK 17

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Trap Locked Doors 25 9. Empire Building (Required With Shares) 30
Jammed 25 The Investment Roll 31
Lever 25 THE DUNGEON SHEET AND MAPPING 32
Trapped 26
Magic 26 D100 DUNGEON TABLES 35
3. Area 26 A – ARMOUR 35

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4. Search 27 B – BOOSTS 36
C – CURSES 38
TIME TRACK 27 D – DOORS 40
The Effects of Oil 27 E – ENCOUNTER 42
The Effects of Food 27

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F – FIND 44
The Effects of Wandering Monsters 28 G – GEOGRAPHIC 45
Time Track Modifier 28 H – HERO PATH 52
SUCCEEDING AND FAILING QUESTS 28 I – ITEMS 52
Completing A Quest 28 J – INVESTMENTS 54
Loot 28 L – LEGENDS 54
Collect 28 M – MAPPING 55
Explore 28 N – NEEDED 56
Kill
Objective Items
Objective Areas
Failing A Quest
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28
28
29
P – PARTS
Q – QUESTS
R – RACE
S – SPELLS
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60
61
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-½ Gp 29 TA – TREASURE A 62
-5/-10 Skill 29 TB – TREASURE B 63
-1/2/3 Str/Dex/Int/HP 29 TC – TREASURE C 64
-1 REP 29 V – VALUES 65
BEFORE YOUR NEXT QUEST 29 W – WEAPONS 66
1. Refresh Tracks (Required) 29 D100 DUNGEON GAME SHEETS 68
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2. Heal (Optional) 29 HANDY SHEET 68


3. Repair Items (Optional) 29 MONSTER ABILITIES 69
4. Sell Items (Optional) 29 ADVENTURE SHEET 70
5. Buy Needed Items (Optional) 30 COMBAT TRACK 72
6. Search The Market (Optional) 30 DUNGEON SHEET (With Entrance) 73
7. Training (Optional) 30 DUNGEON SHEET (Without Entrance) 74
8. Magic Tuition (Optional) 30
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D100 DUNGEON
A pencil and paper game by Martin Knight ©2022
D100 Dungeon is a game in which you will steer an adventurer through underground caves and
dungeons, looking for lost treasures and completing dangerous quests. With each game your adventurer

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will gain wealth, recognition and become stronger and increasingly skilled in their pursuits. All you
will need to play D100 Dungeon, is a pencil, eraser, a few dice and your imagination.
Your journey begins when you create an adventurer and start performing the dungeon training
missions. Once they have been successfully completed your adventurer will be ready to face some

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greater challenges and begin questing in an endeavour to gain notoriety and wealth, rivalling that of
royalty and who knows one day their greatest exploits might even become stories and songs performed
by bards in every tavern throughout the kingdom.

BEFORE PLAYING YOUR FIRST GAME


The first part of this book contains information explaining the rules of the game, and the second part
contains tables that are used to generate the dungeons your adventurer will be exploring. It is highly

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recommended that you read through the rules at least once before playing your first game and if you
have the time, re-read any sections you might be unsure of. At the back of the book are some adventure
and dungeon sheets that can be photocopied. You will also need to create an adventurer before you start
playing. The dungeon sheets are used to map out the dungeons as your adventurer explores and you
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will need one or two dungeon sheets for each quest you play (it is always a good idea to have a few
spare). You might find it useful to photocopy the handy sheet and monster abilities sheet too, which
detail some of the more common rules and will save you time searching through the rulebook. They
can also be downloaded and printed from www.mk-games.co.uk.

DICE
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To play D100 Dungeon you will need to use three different dice. If you don’t own any dice or do not
wish to buy them, you can always use some of the many free dice apps offered on mobile phones and
tablets. The dice used in D100 Dungeon have ten sides and six sides. The six sided die can be rolled
normally and produces a result of 1 to 6. The ten sided dice are slightly different to each other, and
whilst they both have ten sides, the first is numbered from 0-9 and is called a unit die and the second is
numbered from 00-90 and is called a tens or percentile die. They can be used in two different ways to
produce either a result of 1 to 10 by rolling the unit die (numberer 0-9) on its own, or by rolling them
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together to produce a result of 01 to 100.

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Abbreviated Dice
The dice are often abbreviated in the rules, and at times you will be asked to roll a specific die or dice.
They will appear as “d6” for a six sided die, “d10” for the unit die and “d100” to roll both the ten sided
dice together. The abbreviation will often have a number before it which tells you how many dice you
will need to roll, for instance, if you see “2d6” the rules are asking you to roll two six sided dice and

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add the results together, whilst “1d10” requires you to roll one ten sided die (numbered 0-9).

Dice Modifiers
Sometimes the game will instruct you to alter the result of a dice roll, and this is called a dice modifier.

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Dice modifiers will look something like this “1d6-1”, in this instance the game is asking you to roll a
six sided die and deduct 1 from its result. Another modifier may look like this “1d100 +15”, the game
is asking you to roll a d100 and add 15 to the result. Whenever dice rolls show a modifier you must roll
the die or dice and add or subtract the modifier shown for a final result.

D10 and D100


If you are familiar with how a d10 and a d100 are used you can skip this part, otherwise take a look at the
ten sided dice. You will notice that one is numbered from 0 to 9 (unit die), whilst the other is numbered

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from 00 to 90 (tens die). When you are instructed to roll a d10, roll the unit die and read its result like you
would for a d6. A result of 0 is read as a 10. All other numbers are read as they are displayed.
When rolling a d100 you roll the tens die and the units die together and read the tens die first, followed
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by the units die. The tens die has results ranging from 00-90, and you always replace the 0 at the end of
the tens die result with the value rolled on the unit die; for instance, if you rolled 20 on the tens die and
1 on the units die you replace the 0 at the end of the 20 result with the 1 for a result of 21. If you
happen to roll 00 on the tens die and 5 on the units die, you replace the 0 at the end of the 00 result with
the 5 rolled on the units die for a result of 05 or 5.
When a result of 0 is scored on the units die, its value is 0 and not a 10, as would be scored when
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rolling it alone for a d10 roll, for instance, if you rolled 90 on the tens die and a 0 on the units die, the
result would be 90 because you are in effect replacing the 0 at the end of the 90 rolled with another 0
from the units die rolled.
When the tens die has scored a result of 00 and the units die a 0, the result rolled is in fact 100. The
chart below will help you better understand how the d100 can be read.
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0 1 2 3 4 5 6 7 8 9
00 100 01 02 03 04 05 06 07 08 09
10 10 11 12 13 14 15 16 17 18 19
20 20 21 22 23 24 25 26 27 28 29
30 30 31 32 33 34 35 36 37 38 39
40 40 41 42 43 44 45 46 47 48 49
50 50 51 52 53 54 55 56 57 58 59
60 60 61 62 63 64 65 66 67 68 69
70 70 71 72 73 74 75 76 77 78 79
80 80 81 82 83 84 85 86 87 88 89
90 90 91 92 93 94 95 96 97 98 99

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Natural Dice Rolls
Sometimes the rules will stipulate that a natural roll is needed for something to be triggered or to cause
a certain effect to happen. The player must score the value shown on the dice without any modification
being made to the result. For instance, if a natural roll of 1 is required, the player must roll a 1 on the
die regardless of any modifiers.

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CREATING AN ADVENTURER
When you start playing for the first time you will need
to create a new adventurer; you can begin by taking a

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blank adventure sheet and performing the steps below
in order to create your adventurer.
1. Characteristics
There are 3 characteristics used in the game, Strength
(Str), Dexterity (Dex) and Intelligence (Int). When a
player creates an adventurer for the first time they
assign any one characteristic with 50 primary points,
another with 40 points, and the remaining characteristic

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with 30 primary points. How these are assigned is
entirely up to you; for instance, a player could apply 50
points to Str, 40 to Dex and 30 to Int, or 50 to Dex, 40
to Int and 30 to Str, the choice is yours.
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2. Hero Path
Each adventurer has a path they have chosen to follow
and dedicate their life towards learning. By choosing a
path they will benefit from a greater understanding, and
accelerate their learning in its direction. There are three
hero paths used in D100 Dungeon; they are: Warrior,
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Rogue and Sorcerer. You can either roll on table H -


Hero Path, or choose a path for your adventurer; then,
write it in the box provided on the adventure sheet and
apply the modifiers to the primary characteristics, add
the skill bonuses, and shade in all experience stars µ
shown for the adventurer’s hero path.
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3. Race
Dwarves, elves and humans dominate the lands, and our adventurer will belong to one of those three
races. Either roll on table R – Race, or choose one to determine which race the adventurer will be, then
record it on the adventurer sheet, and apply the modifiers to the primary characteristics, add the skill
bonuses, and shade in all experience stars µ shown for the adventurer’s race.
4. Skill Bonus
Before the adventurer started exploring dungeons in search of lost treasures, they gained a few extra
skills other than those provided by their hero path, or race. Choose any two skills that don’t currently
have any skill bonuses and add +5 to each skill.

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