


D100 Dungeon (Book 1) Core Rulebook
A RPG style dungeon crawler game in which you guide an adventurer through underground caves and dungeons, looking for lost treasures and completing dangerous quests. With each game your adventurer gains wealth, recognition and becomes stronger and increasingly more skilled in their pursuits. All you will need to play D100 Dungeon, is a pencil, eraser, a few dice and your imagination!
You'll need this book to enjoy all other D100 Dungeon content.
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The Adventurer's Companion (Book 2) Campaign
An essential guide offering new rules to spice up your games, and an alternative way to play D100 Dungeon with a 20 quest campaign story, and 25 side quests set in the World of Terra. You'll be taken on the adventure of a lifetime, exploring the continent of Northreach, trying to avoid the invading goblin and orc armies as they devour the lands using an ancient artefact that has resurfaced. The fate of Northreach is in your hands!
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The Dragon Armour (Book 3) Adventure
The first in the "Adventure Book” series that gets you playing D100 Dungeon like a choose your own adventure book; by reading paragraphs and making choices to evolve a story. The Dragon Armour takes you to the Ruins of Ender in search of the Dragon Armour, but do you have the courage to face the Lich Lord? Also included are new rules you can use in all of your D100 Dungeon games: Blast Those Doors (don’t let a door get in your way) and Multi-Slot Armour.
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The Lost Tome Of Extraordinary Rules (Book 4) Extra Rules
A tome filled with a wealth of new rules for D100 Dungeon, such as: Beast Mastery (to tame companion pets), a New Find Table (to use in place of table F), The Artisan (a crafting system), Easier Investments, Combat Experience (where you get better as you kill the monsters), The Arcanists (with 60 new spells and a new magic user hero paths), Property (to buy and sell homes), Quick Adventurer (to create adventurers fast), Champion Hero Path, Quick Equipment (to generate equipment fast), New Mapping Table (with straight walls to simplify mapping the dungeons), Special Blues (blue areas have Lairs and Challenges to interact with), and Treasure Table D (even more loot).
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The Dragons Return (Book 5) Campaign
The second campaign book for D100 Dungeon is set in the continent of Westpoint where you must thwart a plan to resurrect an ancient enemy. The Dragons Return follows on from the The Goblin and the Goblet campaign story (from book 2). Also included are new rules to use in all your D100 Dungeon games: Martial Artistry, a martial arts system that introduces advanced weapons and unarmed combat, and a new Encounter table (EB) with 36 new monsters and a new monster Ability. The 36 new monster are also available as cards (Accessory 9) for the mapping game.
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World Builder (Book 6) Extra Rules
Create and explore new worlds. The World Builder provide you with the rules to create and explore new and fascinating worlds. Your adventurer will travel the lands and interact with towns and cities, and explore a vast wilderness in search of adventure. They will find quests and side quests and may have events sprung on them as they explore. You have explored the dungeons below, now its time to explore the lands above.
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The Rune Forge (Book 7) Adventure
The second in the "Adventure Book” series that gets you playing D100 Dungeon like a choose your own adventure book; by reading paragraphs and making choices to evolve the story. The Rune Forge takes you to an ancient forge, commissioned by the Arcane Council a long time ago. It was built by the dwarves with the sole purpose to make powerful artefacts. Also included are rules to generate random dungeons that earn you reward points to spend.
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The Forgotten Tome Of Curious Rules (Book 8) Extra Rules
The second tome for D100 Dungeon with a wealth of new rules for your games: Butchery, Dual Wield, Weapon Proficiency, Cheating Death, Secret Passageways, Pursuit, More Monsters, Property Increase, New Races, Summon Spell Clarification, Spell Mana, Magic Power, Ammunition, Thrown Weapons, Special Ranged Attacks, Treasured Items, Party Play In The World Builder, Property In The World Builder, Death In The World Builder, Herbs In The World Builder, Mining In The World Builder, Skinning In The World Builder, and so much more!
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The World Of Terra (PDF 1)
A resource for D100 Dungeon’s fantasy World of Terra. The supplement details characters, people, places and events that are encountered during the campaign and adventure books for D100 Dungeon; and also includes detailed maps of the World of Terra and its four continents. As Terra evolves, so will this supplement, and so it's presented as an expanding resource that will be updated as the World of Terra evolves.
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Tables And Game Sheets (PDF 2)
A three part supplement that brings together many of the tables (part 1) and game sheets (part 2) you'll need on your quests and adventures. Also included are printable folding bookmarks (part 3) to mark your books pages to save your thumbs and fingers for more important tasks like rolling the dice!
Note: the tables are also updated to reflect changes made by later publications.
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Mapping Game (Accessory 1)
Turn D100 Dungeon into a board game experience by adding cards and tokens to your games. It includes 96 mapping cards, 24 map overlays tokens, 53 monster cards, and 150 tokens. Now when you're required to roll on Table M - Mapping, instead you draw a card to map the dungeon; and draw counters from token pools for doors, monsters, and geographic features. By using the Mapping Game, you'll create the dungeon on your table, instead of mapping it on the Dungeon Sheet!
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Mapping Game Small Box (Accessory 1.1) (Travel Size)
The small box version of the Mapping Game offers you a smaller and more travel size version of the original Mapping Game. The outside dimension of the small box are approximately 9" x 6" x 2.25". Apart from the size and design of the box, the contents of the two products remain the same.
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Game Sheets (Accessory 2)
A pack of the three essential game sheets needed to play D100 Dungeon. They are printed to thick, high quality stock to make them last longer, and save you time, hassle, and printing costs. The pack comes with 20 Adventure Sheets, 40 Combat Tracks (printed to both sides: 20 actual pages incl.), and 100 Dungeon Sheets (printed to both sides: 50 actual pages incl.). The sheets are also available separately.
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Game Tracker Mat (Accessory 3)
A handy mat to take the hassle out of tracking the game on paper. Instead of shading the time track, adjusting monster and player HP, logging keys, levers, disease, poison, and supplies (Oil, Food and Picks) you can use crystals/cubes to track the various elements on a 10"x16" neoprene mat; and at the end of a session update the Adventure Sheet with the information for the next time you play.
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Spell Cards (Accessory 4)
The 25 spells from table S - Spells (Book 1) have been made into cards. Also included are 8 reference cards to make finding rules easier and faster during play, a time tracker card, a instruction and contents card, a double sided bonus monster card, and a yellow crystal marker to keep track of time in your dungeon. The spell cards can either be used to reference the spells, or as a draw deck instead of rolling on table S. If you own two sets of the Spell Cards, you can use them for both reference cards and a draw deck.
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Mapping Game Add-On (Accessory 6)
New tokens for the Mapping Game (Accessory 1 &1.1) for use with The Dragon Armour (Book 3), and the Lost Tome of Extraordinary Rules"(Book 4). Also included are 60 gold piece tokens of various denominations to track your adventurer's gold, 14 tokens to record notes on the map cards, an extra geographic token, and 4 encounter tokens for the bonus monster cards found in the Mapping Game and the Spell Cards pack (Accessory 4).
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Mapping Game Extra Gold (Accessory 7)
The 60 gold counters from the Mapping Game Add-On (Accessory 6) sold separately. They can either be used along side the Mapping Game Add-On to bolster your gold coin inventory, or if you don’t own the Mapping Game (Accessory 1 & 1.1) you can use them as an alternate method to track the adventurer’s gold piece reserve; saving you from updating the Adventure S0heet each time GP is spent or awarded.
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Computer Companion (Accessory 8)
A digital application available for Windows and macOD that draws the maps and processes the Adventure Sheets; giving you the freedom to sit back, relax and enjoy the story being created with your books. In addition, at the end of each quest you'll have professional looking maps to print out and keep for years to come. Created by Steve Weinrich from DungeonsoftwareUS and Aaron Boggs. With images, rules, and design advice from Martin Knight. Currently there are three expansions covered by the app: The Adventurer's Companion (Book 2), The Dragon Armour (Book 3), and The Lost Tome of Extraordinary Rules (Book4), with the World Builder (Book 6) currently in development.
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The Dragons Return Monster Cards (Accessory 9)
The new monsters on table EB – Encounter B from The Dragons Return (Book 5) have been made into cards. The cards can either be used to reference the monsters when encountered, or in conjunction with the Mapping Game (Accessory 1 & 1.1), by adding them to the monster deck and choosing which monster is encounter with the same encounter number as shown on encounter token drawn.
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The Arcanist Spell Cards (Accessory 10)
The 60 spells from Tables SA1-SA6 from The Lost Tome Of Extraordinary Rules (Book 4) have been made into cards. The cards can either be used to reference the spells, or as a draw deck instead of rolling on for an Arcanist spell. If you own two sets of The Arcanist Spell Cards, you can use them for both reference cards and a draw deck.
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Weather Dice (Accessory 11)
The weather dice have been designed to be used with the World Builder (Book 6) to add the effects of weather to your world building games; adding to the realism of exploring the world above ground. The set contains a rule book, 4 weather dice (1 for each season), and a dice bag.
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Monster Ability Cards (Accessory 12)
The 18 monster abilities from D100 Dungeon (Book 1) have been made into cards for quick and easy reference to the rules governing the monster's special skills.
The set contains the following cards: Attacks, Dark Magic, Death Touch, Disease, Ethereal, Fear, Fire, Fly, Freeze, Large, Pack, Phase, Poison, Regenerate, Resurrection, Stun, Surprise, and Web.
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The Lost Cards (Accessory 13)
A set of 54 cards with monsters and monster abilities from the following D100 Dungeon expansions: The Adventurer’s Companion (Book 2), The Dragon Armour (Book 3), The Lost Tome Of Extraordinary Rules (Book 4), The Dragons Return (Book 5), and The Rune Forge (Book 7). The cards can be used n your games for quick and easy reference to rules. In addition, the monster cards can be added to the monster deck in the Mapping Game (Accessory 1 &1.1) for more monster encounter variation.
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The World Builder Cards (Accessory 14)
A set of 18 cards with monsters and monster abilities from the World Builder (Book 6) expansion. The cards can be used n your games for quick and easy reference to rules. In addition, the monster cards can be added to the monster deck in the Mapping Game (Accessory 1 &1.1) for more monster encounter variation.
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The Forgotten Cards (Accessory 15)
A set of 90 cards with monsters, monster abilities, and spells fromThe Forgotten Tome Of Curious Rules (Book 8). The cards can be used n your games for quick and easy reference to rules. In addition, the monster cards can be added to the monster deck in the Mapping Game (Accessory 1 &1.1) for more monster encounter variation.
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How To Start Playing D100 Dungeon
D100 Dungeon is a solo pen-and-paper dungeon-crawling role-playing game where you guide a single adventurer through randomly generated dungeons. The game relies heavily on percentile dice (two 10-sided dice read as a number from 1 to 100), where you generally want to roll equal to or lower than your character's stats to succeed.
To play your first game, you'll need just the main rulebook (book 1), a pencil, an eraser, a d6, and a pair of d10s. You will also need to print out the standard game sheets: an Adventurer Sheet (to record the adventurer you are controlling), a Dungeon Sheet (for mapping your first dungeon), and a Combat Track (for recording defeated monsters).
Step 1: Character Creation
Before entering a dungeon, you must create your hero:
1. Assign Core Attributes: You are given a standard array of three numbers (50, 40, and 30) to assign across three primary attributes:
Strength (STR): Used for melee combat and physical tasks like smashing doors.
Dexterity (DEX): Used for ranged attacks, escaping, and disarming traps or picking locks.
Intelligence (INT): Used for casting spells and resisting mental hazards.
2. Choose a Hero Path: Select or roll for your archetype: Warrior, Rogue, or Sorcerer, which modifies your base stats.
3. Choose a Race: Select Human, Elf, or Dwarf, which applies further stat adjustments and grants a starting racial skill.
4. Skills & Gear: Choose two additional skills. Roll on the random equipment tables to see what starting weapons, armour your hero begins the game with. Pack essential supplies like food, oil, and lockpicks, and a couple of healing potions.
Step 2: Selecting Quests & Mapping
The core book features five sequential Dungeon Training quests designed to teach you the rules and level up your character before you tackle tougher, randomized endgame quests.
Each quest gives you a specific objective (e.g., locate a specific room, kill a certain monster, or harvest items). You begin in the entry room and by drawing the dungeon layout on a Dungeon Sheet (a grid sheet). When you move to a new room, you roll a D100 and consult the book's map tables to determine the room's shape, how many doors it has, and where they lead.
In D100 Dungeon each room is called an area which is a vast chamber to explore.
Step 3: The Turn Structure
As you navigate from room to room, you perform a standard four-phase loop:
1. Time Phase: Time tracks the wear and tear of exploration: your lamp burns through oil, you get hungry and must eat food, and regular intervals trigger random events or environmental hazards; such as a wandering monster may turn up.
2. Movement: You move to a new room to explore the dungeon by rolling a D100 to determine what is inside the room you just found. Rooms are categorised by colour types:
Yellow: Fairly safe; nothing immediate happens.
Green (Geographical): Contains an environmental obstacle like a deep chasm, a crumbling bridge, or a trap. Sometimes you will be tested and use your skills to bypass these safely.
Red (Encounter): You have stumbled into a monster!
Blue (Objective): You have found a Quest-specific rooms required to win the mission, or a room with a
greater chance of finding treasure.
3. Area: If a monster is present you will need to roll on an encounter table and fight the monster you roll. Sometimes you will find dungeon features you can interact with, like chests to open. For features you will generally need to spend some time investigating.
4. Searching: Once a room is clear, you can search it for gold, magic items, equipment.
Step 4: Simultaneous Combat
Combat in D100 Dungeon is lethal because both you and the monster attack at the same time.
Roll to Hit: You roll a D100 against your weapon's combat stat (STR for melee, or DEX for ranged), or take a combat action; like casting a spell, or swapping equipment. At the exact same time the monster is attacking you, and you roll a D100 to see if the monster successfully hits you based on its combat value.
Determine Hit Location: If an attack lands, you roll a D10 on a body chart to see exactly where the hit lands (e.g., head, torso, legs). This matters because armour piece values are tracked individually by body part.
Calculate Damage: Roll your weapon's damage dice (usually a d6) and subtract the enemy's defence value. The remaining damage reduces their HP. Do the same for yourself, reducing damage by a shield or a piece of armour before taking health damage.
Victory or Escape: You fight in rounds until the monster is dead or escapes, or you use a combat action to flee from encounters.
Step 5: Between-Quest Progression
Whether you successfully complete your quest or are forced to retreat, your character keeps their progression. You head back to town where you can:
Spend gold to repair damaged weapons and armour.
Sell unwanted loot and buy superior gear or life-saving potions.
Level up attributes that you successfully utilized during the adventure.
If your character dies, they are gone for good, though you can spend finite Fate points to re-roll fatal dice results or use finite Life points to keep yourself alive.
When you're confident with the main rules there's a wealth of add-ons and
expansions that add more rules to enhance your time playing D100 Dungeon.
