TEXT: dustin siegel (Order #15538061)
  
  dustin siegel (Order #15538061)
  
  MARTIN KNIGHT
  D100 DUNGEON
  dustin siegel (Order #15538061)
  
  D100 DUNGEON
  www.martinknight39.wixsite.com/mk-games
  © 2018 Martin Knight. All Rights Reserved.
  No portion of this book may be reproduced in any form without permission from the Author and Publisher. For 
  permissions contact: martin.knight39@virginmedia.com
  Useful sites available at time of Publication
  Facebook English
  https://www.facebook.com/groups/672373642932827/
  Facebook French
  https://www.facebook.com/groups/242689246478317/
  Board Game Geek
  https://boardgamegeek.com/boardgame/237031/d100-dungeon
  Special thanks to
  Wendy Knight, Raymond Knight, Dorian Terry, BGG, Brice Romiant, Cyrille Guyonvarc'h, Adam Purcell, 
  Kevyn James, Dominic Velasco, Jacob Andersson, Samuel Sarjant, Mark Adams, Kirk Gardner, Christopher 
  Haywood and Gary Bergeron.
  The Dungeon Song
  A Dungeon we will go
  A Dungeon we will go
  Strap on a Sword and don’t get bored
  A Dungeon we will go
  Tips to surviving the dungeons
  D100 Dungeon does not suffer fools lightly, and knowing when to quit is an important part of surviving the 
  dungeon. Invest your gold, and don’t be too quick to sell your items. If you don’t need the gold to buy supplies 
  for your next Quest then don’t sell them. Gaining experience can be slow, so train regularly, and don’t 
  underestimate the use of armour, shields and the Defence characteristic. Only equip essential items as they may 
  get damaged. Use Fate points to manipulate dice rolls, and use them for greed as well as for getting you out of 
  tricky situations. Your Adventurer will always need a weapon, so carry a spare, or even a couple in case one 
  gets lost or destroyed. Whilst the Adventurer can equip many kinds of weapons, the dice are your weapons, 
  however, not all dice are manufactured very well, so if they are not being kind to you, check their balance. After 
  all, your Adventurer would always check a weapons balance before using it.
  Good luck the Dungeon awaits!
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  INDEX
  D100 DUNGEON
  4
  BEFORE PLAYING YOUR FIRST GAME
  4
  DICE
  4
  Abbreviated Dice
  5
  Dice Modifiers
  5
  D10 and D100
  5
  Natural Dice Rolls
  6
  CREATING AN ADVENTURER
  6
  ABILITIES
  7
  MIGHTY BLOW
  7
  PERFECT AIM
  7
  SPELL CASTER
  7
  SPELLS AND SCROLLS
  8
  TESTS
  8
  AUTOMATIC FAILURE AND SUCCESS
  9
  EXPERIENCE (EXP) TRACKS
  9
  PRIMARY & ADJUSTED CHARACTERISTICS
  10
  OTHER CHARACTERISTICS
  10
  ARMOUR (A)
  10
  SHIELD (S)
  10
  DEFENCE (DEF)
  10
  DAMAGE (DMG)
  10
  HEALTH POINTS (HP)
  11
  STR, DEX, INT
  11
  REPUTATION (REP)
  11
  FATE POINTS
  11
  LIFE
  11
  EQUIPPING ITEMS 
  11
  BELT CHECKS
  12
  ITEM DAMAGE
  12
  COMBAT TRACK
  13
  COMBAT
  13
  COMBAT ROUNDS
  14
  UNARMED COMBAT
  14
  COMBAT ACTIONS
  14
  CAST A SPELL
  14
  CHANGE EQUIPPED ITEMS
  15
  USE BELT ITEM
  15
  ESCAPING
  15
  MONSTER REACTION & HIT LOCATION 
  15
  DAMAGE DEFLECTION
  16
  DEFENCE BONUS
  16
  MONSTER CHARACTERISTICS
  17
  Monster Abilities
  17
  CHOOSING A QUEST
  19
  TURNS
  20
  Adjust Equipment
  20
  1. TIME TRACK
  20
  2. EXITS
  20
  3. AREA
  22
  4. SEARCH
  23
  TIME TRACK
  23
  The Effects of Oil
  23
  The Effects of Food
  23
  The Effects of Wandering Monsters
  24
  Time Track Modifier
  24
  SUCCEEDING AND FAILING QUESTS
  24
  COMPLETING A QUEST
  24
  FAILING A QUEST
  25
  BEFORE YOUR NEXT QUEST
  25
  1. REFRESH TRACKS
  25
  2. HEAL
  25
  3. REPAIR ITEMS
  25
  4. SELL ITEMS
  25
  5. BUY NEEDED ITEMS
  26
  6. SEARCH THE MARKET
  26
  7. TRAINING
  26
  8. MAGIC TUITION
  26
  9. EMPIRE BUILDING
  26
  THE DUNGEON SHEET AND MAPPING
  28
  TABLE A – ARMOUR
  31
  TABLE B – BOOSTS
  32
  TABLE C – CURSES
  34
  TABLE D – DOORS
  36
  TABLE E – ENCOUNTERS
  38
  TABLE F – FIND
  40
  TABLE G – GEOGRAPHIC
  41
  TABLE H – HERO PATH
  48
  TABLE I - ITEMS
  48
  TABLE J – INVESTMENTS 
  50
  TABLE L – LEGENDS
  50
  TABLE M – MAPPING
  51
  TABLE N – NEEDED
  52
  TABLE P – PARTS
  53
  TABLE Q – QUESTS
  54
  TABLE R – RACE
  56
  TABLE S – SPELLS
  57
  TABLE TA – TREASURE A
  58
  TABLE TB – TREASURE B
  59
  TABLE TC – TREASURE C
  60
  TABLE V - VALUES
  61
  TABLE W – WEAPONS
  62
  HANDY SHEET
  64
  MONSTER ABILITIES
  65
  ADVENTURE SHEET – FRONT
  66
  ADVENTURE SHEET – BACK
  67
  COMBAT TRACK
  68
  DUNGEON SHEET – With Entrance
  69
  DUNGEON SHEET – Without Entrance
  70
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  D100 DUNGEON
  A pencil and paper game by Martin Knight ©2018
  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 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 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 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 will need one or two Dungeon sheets for each 
  Quest you play (it is always a good idea to have some spare). You might find it useful to photocopy the Handy 
  Sheet and Monster Abilities Sheet, which detail some of the more common rules and will save you time 
  searching through the rulebook. They can be downloaded and printed off from Board Game Geek’s website:
  https://boardgamegeek.com/boardgame/237031/d100-dungeon.
  DICE
  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 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 specific 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 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. 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 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 die. You will notice that one is numbered from 0 to 9 (unit die), whilst the other is numbered 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 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 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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  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.
  CREATING AN ADVENTURER
  When you start playing for the first time you will need 
  to create a new Adventurer, so take a blank Adventure 
  Sheet and perform 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 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.
  2. HERO PATH – Each Adventurer has a path they have 
  chosen to follow and have dedicated their life towards 
  learning its skills and abilities. By choosing a path they 
  will benefit from a greater understanding, and will 
  accelerate their learning in its direction. There are three 
  Hero Paths used in D100 Dungeon, which are Warrior, 
  Rogue and Sorcerer, so either roll on Table H - Hero Path 
  or choose a path from the table for your Adventurer and 
  write it on your Adventure sheet. Then apply the modifiers 
  from the table to the Primary Characteristics and add the 
  bonuses for Skills, and shade in all Experience Stars  
  shown for the Adventurers Hero Path.
  3. RACE – Dwarves, Elves and Humans dominant 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 and 
  record it on the Adventurer Sheet, apply the modifiers from the table to the Primary Characteristics and add the 
  bonuses for Skills, then shade in all Experience Stars  shown for the Adventurers Race.
  4. SKILL BONUS – Before the Adventurer started exploring dungeons in search of lost treasures, they gained a 
  few extra skills other than that which their Hero Path or Race has provided. Choose any two skills that don’t 
  currently have any skill bonuses and add +5 to each Skill.
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  5. EQUIPMENT – The Adventurers begin the game with some basic equipment they have gathered together. 
  Roll once on Table W and three times on Table A for starting equipment. If you happen to roll a second piece 
  of armour that is assigned to a location you’ve already equipped an Item to, you may either keep the new 
  armour rolled (discard the old Item) or roll again, record all of the details from the table to the location slot 
  shown on the Adventure sheet and then add 20 Oil, 10 food and 15 Picks to the Supplies area and 3 Lesser 
  Healing Potions (Restores 4 lost HP, 80gp) to the Adventurers Belt Slots (one potion per slot) or backpack.
  6. FINISHING TOUCHES - Add 20 Primary Health Points (HP), 1 REPUTATION, 3 FATE and 3 LIFE to 
  the Adventure Sheet and give your Adventurer a name. You are now ready to begin the game by choosing the 
  first Quest called “Dungeon Training 1” (see Choosing A Quest).
  ABILITIES
  When a characteristic reaches 50 points or more, it provides the Adventurer with a special Ability. The 
  player then shades the Abilities box to show that it is active and the Adventurer gains its benefit. Should 
  the associated characteristic ever drop below 50 for any reason the Ability is locked again and cannot be 
  used (remove shading).
  MIGHTY BLOW – During combat when a natural 6 is rolled on the Adventurers damage die, the die is 
  rolled again and the results are added together. If another natural 6 is rolled, the die is rolled again, adding 
  to the result and so on until you stop rolling a natural 6. This type of roll is often referred to as an 
  Exploding 6 or Exploding die.
  PERFECT AIM – During a combat round after rolling for a Hit Location, the Adventurer may roll for a 
  second Hit Location and choose to use either the first or second result for their hit.
  SPELL CASTER – Once the Spell Book becomes active, the Adventurer may use spells they have collected 
  in the Spell Book with an Int Level equal to or less than their current Intelligence Characteristic (see the 
  Spell Book section of the Adventure Sheet), for instance, an Adventurer with an Int of 55 can use all spells 
  listed in the spell book within the Int level range of 50+ (the first 5), whilst an Adventurer with a Int of 67 
  can use all of the spells they have in the spell book including and up to the 60+ Int level. If the Adventurer 
  loses Int in such a way that a spell falls outside this parameter, the spell is not lost, but simply cannot be used 
  again until their Int value is raised high enough to include the spell again.
  Example: An Adventurer with Int 67 has filled the spell book with 6 spells, but suffers a curse and loses 
  12 Int, his Int is now 55, so the sixth spell in his book is no longer available to him and cannot be used. 
  Later the character slips on a Ring of Wisdom (Int+10) making his Int now 65, and the sixth spell is 
  now available again.
  Each time the Adventurer casts a spell they must pay its cost (either lose HP or Str) and then performs 
  the spell test below.
  CAST SPELL – Test: Int (+/- Spells Bonus) [S: Cast] [F: Roll on Table C - Curses] (Magic, Lucky)
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  SPELLS AND SCROLLS
  Adventurers may collect and add spells to their spell books throughout the game even if the spell Caster Ability 
  has not been unlocked. However, until it is unlocked they are not permitted to cast them. Scrolls that are found 
  may still be used in a similar fashion to their Spell counterpart, i.e. they will cost HP or Str to use and the player 
  is required to make a CAST SCROLL test. Once the test has been made, regardless of whether it failed or 
  succeeded, the scroll crumbles to dust and is removed from the Adventure Sheet.
  CAST SCROLL – Test: Int [S: Cast] [F: Roll on Table C - Curses] (Magic, Lucky) 
  As Spells are collected they must be added to the Spell book in the first available position. Should a spell no 
  longer be wanted, or is sold, it is removed from the spell book leaving a blank position, and the blank position 
  of the removed spell must remain blank until it becomes the first available position again. The player is not 
  permitted to shuffle or move spells around in the spell book, and once they have been added they remain in that 
  position until removed. It is perfectly acceptable to add duplicate spells to the Spell Book but they can never be 
  stored in the backpack.
  Some results may give the player a choice. For instance “[S: +5 gp/Table I]” offers a choice and the player can 
  either have 5gp or roll on Table I but not both. The slash symbol “/” always offers a choice, whilst a result of 
  “[F: -5 hp, -1 Str]” offers no choice and the player is forced to suffer both consequences. A comma “,” never 
  offers a choice.
  Sometimes a test may provide details of specific skills that may assist a task being tested. When making such a 
  test the player adds all bonuses from the assisted skills to the Characteristic being tested (see example below). 
  Even though an Adventurer may not have a bonus to all the skills on the Adventure Sheet, they do have limited 
  knowledge of them, and this provides the opportunity for them to gain experience as they perform tasks that 
  have assisted skills (see Experience (EXP) Tracks).
  Example: Harry has found a trapped chest and will attempt to pick its lock. Harry has a Dex of 65 and the skills 
  Locks (+5) and Traps (+10).
  TESTS
  At times in the game Adventurers will need to make a test 
  to perform a task or achieve certain goals. The game will 
  make reference to Tests such as “Test: Str -5” or “Test: Int 
  +10”, in either case the player temporarily applies the 
  modifier to their characteristic and rolls the d100. The 
  result is then compared to the Characteristic and if it 
  happens to be equal to or below the Adventurers modified 
  Characteristic value the task has been accomplished and is 
  a success. If it is higher then the task has failed. Each task 
  will list the effects for a success [S] and failure [F], such as 
  “[S: +5 gp] [F: -1 HP]” so in this case if the Adventurer 
  succeeds they receive 5 Gold Pieces (GP) or if they failed 
  they lose 1 Heath Point (HP).
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  TRAPPED CHEST – Test: Dex -10 [S:+30 gp/ roll x1 Table TA] [F:-10 HP] (Locks, Traps)
  To open the chest, Dexterity is tested and is reduced by 10 points (Dex -10). Harry has bonuses in both of the 
  skills listed, and with a Dex of 65 he deducts the 10 and adds +5 for his Locks skill and +10 for his Traps skill 
  to give a Dexterity value of 70 for this test (65–10, +5, +10 = 70). Harry rolls the d100 and scores 68, just 
  enough, the chest opens and he avoids the trap, Harry looks at the result for a success [S:+30 gp/ roll x1 Table 
  TA] and chooses to roll once on Table TA – Treasure A.
  AUTOMATIC FAILURE AND SUCCESS
  When a player is performing a test, the Adventurer will automatically succeed if they happen to score a natural 
  roll of 01, but will automatically fail should they score a natural result of 100. This is always the case, even if 
  their characteristics would normally have yielded a different result.
  EXPERIENCE (EXP) TRACKS
  On the Adventurer Sheet, Characteristics and Skills, both have Experience tracks that monitor the Adventurers 
  progress throughout the game, and as they perform tasks and accomplish feats, their knowledge and skill in 
  those tasks are improving.
  When a natural roll (see Natural Dice Rolls) is made during a test, including combat tests, that is equal to or less 
  than 10, the player may shade in any single pip on the Experience Track of the Characteristic that was involved 
  during the test, or any 2 pips on any of the Experience Tracks of assisted skills that were involved during the 
  test. In very rare circumstances a player may roll equal to or less than 10 and still fail the test. In this case the 
  experience pip or pips are still gained even though the test has failed. We can all learn from our mistakes.
  Example: Judith is attempting to avoid a PENDULUM TRAP. She rolls an 8 on her dice, so she can either 
  shade in one pip on her Dex experience track or two pips on any of the skills shown for the test. She decides to 
  shade in 1 pip on her Traps Skill and 1 pip on her Lucky Skill.
  PENDULUM TRAP – Test: Dex -10 [S: Avoid Trap] [F:-4 hp] (Traps, Aware, Lucky) 
  If a Skill or Characteristic is attuned to the Adventurer and has its Experience Star  shaded, each pip gained 
  through experience is doubled and the player shades two pips instead of the usual one. 
  Example: Using the same test as before, Judith is attempting to avoid another PENDULUM TRAP. She is a 
  Human Rogue and has Experience Stars shaded for Dexterity, Traps, Locks and Aware Skills. She rolls a 4 
  on her dice and can either shade in two pips on her Dex Experience Track ( shaded), two pips on her 
  Lucky Skill (because the  is not shaded), two pips to each of Traps and Aware Skills or four to either one 
  (because both  are shaded).
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  Once an Experience Track has been completely shaded and reached the Upgrade Symbol , the player adds +5 
  to the characteristic or skill (where applicable) and then erases all of the shading on the track and the Adventurer 
  begins again working towards the next experience improvement. Once a skill has reached +20 or the Primary 
  characteristic of Str, Dex or Int has reached 80 they can no longer be increased and have reached their 
  maximum. Note that there is no minimum value a Skill or Characteristic can be and they may be lowered into 
  minus figures.
  PRIMARY AND ADJUSTED CHARACTERISTICS
  On the Adventure Sheet there is a place to record your Adventurers Primary Str, Dex, Int and HP and a place to 
  record them when they have been adjusted. All Primary characteristics are generally a more permanent value 
  and are changed less frequently. Unless the rules explicitly ask for a Primary characteristic to be changed, make 
  all changes to the adjusted characteristic Value, for instance, all damage that is dealt to an Adventurer is 
  deducted from the Adventurers adjusted Health Points value and not their Primary Health Point value. 
  Temporary effects may increase a characteristic above its primary value and this is entirely acceptable, but note 
  however, that where the game asks you to “restore” lost points (such as Healing Potions) they only work to 
  restore depleted points and may never increase a value above its adjusted value.
  OTHER CHARACTERISTICS
  There are a number of other characteristics used in the game, 
  some of which are awarded through equipping Items. Below 
  details some of the other characteristics you may come across.
  ARMOUR (A) – Some Armour offers protection when an 
  Adventurer takes damage. The Armour value shown 
  protects a specific location and is deducted from a 
  Monsters damage score (See Combat).
  SHIELD (S) –  The Shield (S) value determines the number of 
  damage points an Adventurer can deflect to the shield when 
  struck in combat (see Combat).
  DEFENCE (DEF) – An Adventurers Defence (Def) is a 
  combined value of all of their equipped items that is helping 
  them and making it easier for them to dodge blows and be 
  harder to hit. Sometimes better made Armour is easier to move 
  around in, and magic items may enhance and provide a better 
  defence. When a damage roll scores a natural result equal to or 
  less than the Adventurers current Def value, the damage is 
  reduced by the Adventures Def Value (See Combat).
  DAMAGE (DMG) – Magic Items and better quality weapons may deal additional damage when striking a 
  target. The damage bonus of all equipped items is totalled together and applied to the damage dice roll after 
  making a successful attack (See Combat).
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  HEALTH POINTS (HP) – When an Adventurer is created they begin with 20 Health Points as their Primary 
  characteristic. Some items collected give the player a bonus to their HP and should be recorded in the 
  Adjusted Section of the Adventure Sheet.
  STR, DEX, INT -  Some items that are equipped may provide bonuses to a characteristic, and there is a place 
  at the bottom of the equipped Items section on the Adventure sheet to add up any bonuses given. These are 
  then applied to the Primary characteristic and recorded in the adjusted box on the Adventure Sheet.
  REPUTATION (REP) – Reputation plays an important part between Quests when the Adventurer is getting 
  ready to begin a new one (see Before Your Next Quest) and may be a reward or penalty for successfully 
  completing or failing a Quest, but it can never be raised above 10 or be reduced to less than 1.
  FATE POINTS - Fate points are rare blessings that have been granted by the gods to the Adventurers because 
  they have fallen into their favour. They can be spent to re-roll any die, or dice just rolled, a d6, d10 or either 
  the tens die (00-90) or the unit die (0-9), or a combination of dice used for any roll. If the player is unhappy 
  with the new result they can carry on spending Fate points and re-rolling until they are satisfied with the new 
  result or wish to stop.
  LIFE - Like a cat has nine lives and can cheat death on many occasions, the Adventurers are blessed with the 
  same luck and have a number of lives which can be used each time they would lose enough HP to kill them. 
  Whenever an Adventurers HP is reduced to zero or less, the player may spend one Life point to cheat death 
  and instantly restore all of their lost HP and remove all Disease and Poison pips shaded on the Adventure 
  Sheet. Sadly when an Adventurer has no Life points remaining and have lost their last HP, they have died, and 
  it is time to begin a new Adventurer.
  EQUIPPING ITEMS
  As items are acquired, the player has the option to either backpack the 
  item (record on the reverse of the Adventure Sheet) or equip them. When 
  an item is equipped it must be recorded in the correct slot on the 
  Adventure sheet and only one item per slot is allowed. Weapons either 
  need 1 hand () or 2 hands () to wield. When equipping one handed 
  items, the player can record one weapon in the Adventurers Main Hand 
  slot and one in their Off Hand slot. Two handed weapons always use 
  both the Main Hand and Off Hand slots, but only use one Damage 
  Track, whilst Shields are always equipped to the Off Hand slot.
  Below is an example of how items are equipped to the Adventure Sheet. 
  Some of the columns have the option to be added together to record a 
  total. In the case of Str, Dex, Int, and HP their totals are added together 
  and transferred to their Adjusted boxes on the Adventure Sheet. 
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  BELT CHECKS
  At times during the game the rules may ask you to make a “Belt Check”. You will notice that each of the Belt 
  Slots are numbered. To make a Belt check you are required to roll 1d10 and any item equipped in the slot that 
  matches the result rolled is destroyed and removed from the Adventure Sheet.
  ITEM DAMAGE
  When Items are equipped there is a risk they may get damaged, and the Adventure sheet provides each item that can 
  be damaged with a Damage Track, so as damage is dealt to an item, an equal number of pips are shaded on its track, 
  and when the last pip on the track has been shaded () the item is beyond repair and is destroyed and the player 
  removes it from the Adventure Sheet. In the example below, the Targe Shield of the Spider has taken its last point of 
  damage, and the crossed box tells us that it is now destroyed and must be removed from the Adventure Sheet.
  As items are equipped and unequipped, it is important to keep refreshing the damage on the tracks with the 
  correct number of pips the items have sustained. Damaged items that are unequipped may only be stored in the 
  Backpack area marked “FOR ITEMS WITH DAMAGE TRACKS ONLY”.
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  When Armour, Shields or Weapons are found they may already be damaged. The player rolls 1d6 and shades in 
  half the number rolled (rounded up) of pips on the items Damage Track, but items that are bought are never 
  damaged and are added to the Adventure sheet without any damage pips shaded.
  COMBAT TRACK
  All Monsters the Adventurer encounters, or is instructed to fight, are added to the Combat Track, and the player 
  fills in the details of the Monster, and providing it is defeated (HP are reduced to zero) it remains on the track. If 
  a Monster or the Adventurer escapes from combat, the Monster is immediately removed from the track. Only 
  defeated Monsters are permitted to remain on the Combat Track.
  When Monsters are defeated, it is possible their death will reward the Adventurer with a bonus; the Combat 
  Track shows additional rewards and when a Monster on the same line as the reward has been defeated the 
  Adventurer gains the reward shown. You will notice that the progress of the track is slow to start and speeds up 
  as more Monsters are defeated. The Combat Track continues over into a new quest and once it has been 
  completed you begin another, and work towards each reward again and again. The types of rewards that may be 
  awarded are shown below.
  SKILL REWARDS - The Player rolls 1d10 for a random skill and adds +5 to the skill rolled. Note that a Skill 
  may never be increased above +20 which is its maximum, and if the rolled Skill has a shaded Experience Star 
   it does not provide any extra benefit.
  CHARACTERISTIC REWARDS - Rewards that offer +1 to Str, Dex, Int or HP will add 1 Point to their 
  Primary Value, but note that Str, Dex, and Int can never have a Primary Value of more than 80, and HP has no 
  maximum. If the Characteristic has a shaded Experience Star  it does not provide any extra benefit.
  REP, FATE, LIFE REWARDS – When the Adventurer receives these rewards, they are added to the 
  appropriates areas on the Adventure Sheet. Note that an Adventurers Reputation may never exceed 10, while 
  Fate and Life have no such limitations.
  COMBAT
  When an Adventurer encounters a Monster, the normal Turn sequence is 
  interrupted by combat. When the combat is over, the game continues from 
  where it left off before the combat.
  Combat is played out over a number of rounds called Combat Rounds until 
  either the Monster or Adventurer is defeated, or the Monster or Adventurer 
  successfully escapes Combat. Each Combat Round lasts just seconds in real 
  time as the Adventurer and Monster go head to head trying to kill each other or 
  escape. Their attacks happen simultaneously, and whilst the Adventurer will 
  make their attack roll first, followed by the Monster, it is important to note that 
  if the Adventurer kills a Monster, it will still return an attack for the current 
  round. Follow the steps below until either the Monster or Adventurer has been 
  killed or either has escaped.
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  COMBAT ROUNDS
  1. Roll on the Monster Reaction chart to determine its action in the forthcoming round, then continue to step 2.
  2. The Player determines their course of action and this will greatly depend on the Monster's reaction. If the 
  Monster's reaction is to Escape, the Adventurer may attempt to Block the Escape, decide to just let it go 
  (remove Monster from the Combat Track) or take a wild swing at it hoping to finish it off before it escapes. If 
  the Monster is going to attack, the Adventurer may decide they will try and Escape (see Escaping), make an 
  attack (go to Step 3) or choose to perform an Attack Action, rather than attacking (See Combat Actions). 
  3. To attack a Monster, the player rolls 1d100 and must score equal to or below the Adventurers Str or Dex, 
  depending on the weapon being used. Hand Weapons (H) use Str, whilst Ranged Weapons (R) use Dex to hit the 
  Monster. If the character has two weapons equipped, either may be used, but not both. If the result scores a hit 
  go to step 4 otherwise go to step 5.
  4. Roll both the damage die (1d6) and the location die (1d10) together and apply the damage modifier to the 
  damage die for the location rolled (see Hit Location) and the Adventurers DMG modifier (if any), then deduct 
  the Monsters DEF value from the modified damage dice. The remaining amount is the number of HP that are 
  dealt to the Monster or Monsters if encountering more than one (see Monster Ability - Pack).
  5. If the Monster attempted to escape and has remained, start a new Combat Round from Step 1, otherwise it 
  will make an attack. Roll 1d100 equal to or less than the Monsters Attack Value (AV), and if the result scores a 
  hit go to step 6, otherwise start a new combat round from step 1.
  6. Roll both the damage die (1d6) and the location die (1d10) together and apply the damage modifier to the 
  damage dice for the location rolled (see Hit Location), add the Monsters DMG modifier (if any), then if the 
  Adventurer has any armour equipped to the location struck, the Armour (A) value is deducted. The remaining 
  amount is the number of HP that is dealt to the Adventurer. However, some damage may be deflected to armour 
  worn at the location struck or to a shield if carried in the Adventurers Off Hand (see Damage Deflection). If the 
  Adventurer has a Defence Bonus they may also be able to shrug off some more damage (See Defence Bonus). 
  If the Monster survived or didn’t manage to escape, a new combat round begins from step 1.
  UNARMED COMBAT
  There is no unarmed combat in D100 Dungeon, so an Adventurer that has no weapon is forced to flee each 
  Encounter (see Escaping). The Monsters are too fierce and tough to be killed with bare hands, and the 
  Adventurers are not so foolhardy as to try.
  COMBAT ACTIONS
  Other than Attacking or Escaping, Adventurers have a few other options they may wish to perform during 
  Combat. Each action may only be performed once and prevents them from making an attack for the round. They 
  are Change Equipped Items, Cast a Spell and Use Belt Items.
  CAST A SPELL - The Adventurer can forfeit an attack, to instead cast a spell from their spell book or a 
  Scroll from their belt (see Spell Caster Ability).
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  CHANGE EQUIPPED ITEMS - The Items an Adventurer has equipped at the start of an Encounter are the items 
  they can use for the remainder of the combat. However by forfeiting an attack they may unequip any one item from 
  their Main/Off Hand slots or Belt to their backpack and equip any one item from their backpack to their Main/Off 
  Hand or Belt slots. The items that are unequipped and equipped do not have to be a same slot item, for instance, a 
  weapon could be placed in the backpack and a potion could be equipped to the Adventurers Belt. 
  USE BELT ITEM – The Adventurer, instead of making their attack, may use any number of items 
  stored in their Belt Slots.
  ESCAPING
  When an Adventurer attempts to escape a Monster, they do not get an attack roll or Combat Action for this Combat 
  Round, but instead must make and pass an ESCAPE COMBAT test, and if successful the Monster is added to the 
  Dungeon Sheet in the Area it was encountered, and the Monster is removed from the Combat Track. For now the 
  Adventurer is safe, but if they leave the area and return in a later Turn, they will have to encounter the Monster 
  again and it will be back to full health. If the test fails, move to step 5 of combat, and the Adventurer loses 2 HP.
  ESCAPE COMBAT – Test: Dex -10 [S: Remove Monster, Add to Area] [F: -2HP, Step 5] (Escape)
  When a Monster attempts to escape, the player can simply allow it to escape and it is removed from the Combat 
  Track, or they may still perform their attack hoping to deliver a killing blow, however, if the Monster is not 
  killed by the attack it is removed from the Combat Track. Alternatively the Adventurer may try to block its 
  escape, forcing it to remain in combat and hopefully dealing it some damage. The Adventurer does not make a 
  normal attack during step 3 of combat, but instead makes a BLOCK ESCAPE test and if successful combat will 
  continue from step 4, otherwise the Monster is removed.
  BLOCK ESCAPE – Test: STR-10 [S: Monster Remains, Combat Step 4] [F: Remove Monster] (Escape)
  MONSTER REACTION AND HIT LOCATION TABLES
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  DAMAGE DEFLECTION
  When an Adventurer is damaged in combat, they may be able to deflect some of the damage to items they have 
  equipped. It is entirely optional and the player may always allow the damage to be dealt to the Adventurer. 
  Items such as Weapons and Armour can be used to deflect up to 2 points of damage dealt to an Adventurer, if 
  they are equipped to the Location the Monster has struck, and the damage is instead applied to the Items 
  damage track at the rate of 1 pip for each point deflected. Note that when an items Damage Track is full, it has 
  been destroyed and is removed from the Adventure Sheet.
  Shields however, offer much better protection, as they are designed to withstand damage, and when they are 
  equipped to the Off Hand Slot they can be used to deflect damage equal to or less than their Shield rating (S) 
  and from a blow that hits any location. In addition Shields will suffer less damage, and each full point of 
  damage deflected by a shield, shades just ½ a pip on the Damage Track.
  Example of Deflection: An Adventurer has a Shield with a Rating of 4 (S4) and has just taken 7 points of 
  damage to the head. The player decides to use the shield and can deflect up to 4 points of damage from the 
  attack (S4), deflecting the full amount of damage allowed (4) the player shades 2 pips on the Shields Damage 
  Track (½ a pip for each full damage deflected) and is now left with 3 points of damage (7-4=3). The 
  Adventurer is wearing a Leather Cap, and because the Monster rolled a hit Location to the Head, the player 
  can deflect up to 2 points of damage to his Cap. The player deflects the damage, shades in 2 pips on the 
  Leather Caps Damage Track, and reduces the damage dealt by 2 (3-2=1), leaving just 1 point of damage to 
  be suffered by the Adventurer.
  DEFENCE BONUS
  Some items provide an Adventurer with a Defence Bonus (Def). Items that have a DEF value are added together 
  to create a combined DEF value, which is checked each time a Monster attacks the Adventurer, so when a 
  Monster scores a natural result that is equal to or less than the Adventurers DEF value on its damage dice, the 
  total amount of damage scored is reduced by the Adventurers DEF Value. Although when combining items DEF 
  values together may provide the Adventurer with a DEF value above 5, 5 is its absolute maximum, therefore 
  any roll of a 6 from a Monster can never be reduced by an Adventurers DEF Value. 
  Example: Denny has DEF 2, and a Monster with a DMG+2 has just scored a hit to her head (+3 damage). 
  Luckily for Denny she is wearing a Mail Coif with an Armour of 2. She rolls the Monsters Damage die and 
  scores a 1, then she modifies the result with the Monster DMG value +2 and +3 because the strike hit her 
  head for a total of 6 (1+2+3=6). However, because the Monster rolled a natural 1, which is equal to and less 
  than her DEF Value (2), she can instantly deduct her DEF value from the Monsters damage score, which 
  brings the damage score down to 4 (6-2=4). Lastly, because she is wearing the Mail Coif, she can deduct its 
  Armour (2) from the Monsters damage score (4-2=2) which leaves 2 damage. She then decides to deflect the 
  last 2 points of damage from her to the Mail Coif, and shades in 2 pips on its damage track which reduces 
  the damage taken to a total of 0 (2-2=0). 
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  Monster Abilities
  ATTACKS - The Monster is able to attack more than once in a single round of combat, and the number of 
  times it gets to make an attack roll is equal to its Attacks rating. For each attack that scores a hit, roll a damage 
  die and add them together for a total damage score, then roll for a hit location and apply its modifier (if any). 
  Finally apply the Monsters Dmg modifier (if any).
  DARK MAGIC - Spell Casters found in the dungeons have attuned themselves with Dark Magic, so at the 
  start of each Combat Round before step 1, roll 1d10 to see which magic spell they will use for the round.
  1d10
  Spell
  Description
  1-2
  Dark Strike:
  If the Monster attacks this combat round it gains +20 AV.
  3-4
  Shadowy Cloak
  For this combat round the Monsters gains +4 DEF.
  5-6
  Evil Touch
  For this combat round the Monsters gains +2 DMG.
  7-8
  Drain Life
  For this combat round each HP the Adventurer loses restores an equal 
  number to the Monster.
  9-0
  Death Bolt
  The Adventurer loses 2 HP.
  DEATH TOUCH - Whilst encountering a Monster with Death Touch, the Adventurer suffers -2 DEF and all 
  equipped Armour that it hits has a rating of A0. Damage may still be deflected as normal.
  MONSTER CHARACTERISTICS
  Monsters have their own set of characteristics that are used for combat, 
  and when they are listed will show the rewards that are offered should 
  they be killed (see example below).
  GIANT RATS   AV:25   DEF:0   HP:3/2/2   DMG: -2   
  [K:Table P2]   (Disease, Pack)
  Each Monster has a Name, Attack Value (AV), Defence rating (DEF), 
  damage modifier (DMG) and Health Points (HP) which are sometimes 
  listed in multiples, signifying that the Monster is made up of a pack.
  Some Monsters have Abilities which are shown in italics, and they affect 
  your encounter with them and must be observed. In the above example, 
  the Giant Rats gain a bonus to their AV for each individual HP value 
  remaining beyond the first, because of their Pack Ability, and they will 
  inflict Disease when they score a natural 1 on their damage dice because 
  of their Disease Ability.
  Once a Monster has been defeated, the player checks the section marked 
  [K] for Killed and either rolls on a table, or rolls dice to determine the 
  number of gold pieces received as a reward. Sometimes the dice roll is 
  modified, and sometimes a choice of tables is offered.
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  DISEASE - When a Monster scores a natural 1 on their damage dice, they infect the Adventurer with Disease 
  and the player shades in one pip on the Disease track of the Adventure Sheet, even if the Monster does not 
  deal any damage during the combat round. When the time track is refreshed, the player must roll 1d10, and if 
  the result is equal to or less than the number of Disease Pips shaded, the Adventurer suffers HP equal to the 
  number of pips shaded.
  ETHEREAL - The Monster has no substance, and normal weapons will simply pass through them. All 
  attacks made against an ethereal Monster must be with a legendary weapon or a form of spell (scroll) in order 
  to inflict any kind of damage.
  FEAR - The Monster may strike fear in any Adventurer that it comes face to face with, and at the start of each 
  combat round the Adventurer must make a Fear test.
  FEAR – Test: Int -10 [S: Attack as Normal] [F: Forfeit next Attack, Attack Action] (Bravery)
  FIRE - The Monster, in addition to its normal attack, has some sort of fire attack that may strike an 
  Adventurer. Each time a natural 1 is rolled for its damage, the Adventurer may be set on fire by its attack 
  and must make an Avoid Fire Test.
  AVOID FIRE – Test: Dex -5 [S: No Effect] [F:-2HP] (Dodge)
  FLY - An Adventurer fighting a flying Monster suffers -10 STR when making an attack roll, but if using a 
  ranged weapon (Dex) it has no effect.
  FREEZE - The Monster, in addition to its normal attack, has some sort of freeze attack that may strike an 
  Adventurer, and each time a natural 1 is rolled for its damage, the Adventurer may be frozen by its attack and 
  must make an Avoid Freeze Test.
  AVOID FREEZE – Test: Dex [S: No Effect] [F: -1HP, -2 DEF in next combat round] (Dodge)
  LARGE - The Monster is exceptionally large, and will often deal more damage when it hits an Adventurer 
  than smaller Monsters, therefore, damage die results of 1 or 2 gain +2 dmg.
  PACK - At the start of each combat round, each Monster still alive beyond the first adds, +5 to its AV. For instance, 
  if an Encounter has 4 Monsters still alive, they get AV+15 when they attack. When an Adventurer deals a pack 
  damage, its HP is depleted in the order from left to right, and any surplus damage spills over to the next and so on. 
  For instance, if an Adventurer faces a pack with HP 3/2/2 and has just dealt 4 damage, the left most pack Monster is 
  defeated and the second receives 1 point of damage and will have the following HP remaining 0/1/2.
  PHASE - The Monster can phase in and out of reality, making it a hard target to strike. The Adventurer suffers 
  -10 to their Str or Dex whilst attacking a Monster with the Phase Ability.
  POISON - When a Monster scores a natural 1 on their damage die, they infect the Adventurer with Poison 
  and the player shades in one pip on the Poison track of the Adventure Sheet, even if the Monster does not deal 
  any damage during the combat round. When the time track is refreshed, the player must roll 1d10, and if the 
  result is equal to or less than the number of Poison Pips shaded, the Adventurer suffers HP equal to the 
  number of shaded pips, and the player removes 1 pip from the Poison Track.
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  RESURRECTION – When the Monster is killed, it may resurrect and come back to life. After killing a 
  Monster with Resurrection and before it has been looted, roll 1d10. If a 1 is rolled it immediately returns to 
  life with full HP, and the Adventurer must once again attempt to kill it.
  REGENERATE – The Monster has the ability to restore lost HP. Each time it roll a natural 1 on the damage 
  die it will restore 2 lost HP.
  STUN – The Monsters attack may cause an Adventurer to become stunned, and each time the Monster deals 
  damage to the Adventurer, they must make a Dazed test.
  DAZED – Test: STR-15 [S: No Effect] [F: Forfeit next Attack, Attack Action, Escape] (Dodge)
  SURPRISE – The Monster may surprise the Adventurer when it first appears, before the first round of 
  combat begins make a Surprise test.
  SURPRISE – Test Int-10 [S: No Effect] [F: Monster Free Attack] (Aware)
  WEB – At the end of each combat round in which the Monster is still alive, the Adventurer makes an Avoid 
  Web Test to determine if they will get an Attack, or make an Attack Action next Combat Round. 
  AVOID WEB – Test: Dex +20 [S: Attack as Normal] [F: Forfeit Attack, Attack Action, Escape] (Dodge)
  CHOOSING A QUEST
  Each game you play begins by determining a quest that will set an 
  objective and reason for your Adventurer to tackle a labyrinth of 
  caves and dungeons filled with vile and fierce-some Monsters. 
  When a new Adventurer has been created, the player is advised to 
  tackle the first five quests listed on Table Q – Quests in numeric 
  order beginning with “Dungeon Training 1” and ending with 
  “Dungeon Training 5”. By completing these introductory quests, 
  the Adventurer should acquire enough gold and items to begin 
  performing some of the other more challenging quests, and can 
  then roll 1d100 for a new Quest on Table Q – Quests.
  When a Quest has been completed, you are required to tick its 
  check box  on the Quest Tracker on the Adventure Sheet, in 
  order to keep track of which quests have been completed. If you 
  decide to fail a quest, mark it instead with a cross .
  When rolling for a Quest, the player is permitted to roll on the quest table a number of times equal to their 
  Adventurers Reputation value. This is because the more well known they are the more their services will be required. 
  If the player rolls a quest that has an unchecked box , the player may choose this as their next Quest or roll again 
  (Reputation permitting). If the box has a cross  it must be accepted and no further rolls can be made, otherwise if 
  the box has a tick  the player may choose any unticked box from the Quest Tracker as their next Quest.
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  Many Quests will have an Encounter Modifier which is added to the Adventure Sheet as a reminder whilst you 
  are playing the Quest. Whenever a roll is made on Table E – Encounters, the player adjusts the roll according to 
  the Encounter Modifier, before finding its result on the table.
  Once a quest has been accepted, the player writes its details on the Quest Log, takes a Blank Dungeon Sheet and 
  adds 1 to its page number. The game is now ready and begins when the Player begins their first Turn. 
  TURNS
  The game progresses over a number of Turns until either the Quests Objectives have been met, the Adventurer 
  has been killed or the Player chooses to fail the Quest (see Completing And Failing Quests). Once the Quests 
  Objectives have been met, or the player fails the Quest, the game is over and the Adventurer automatically exits 
  the dungeon. If the Adventurer has been killed and there is nothing to save them, such as a Life Point, Fate Point 
  (to alter the dice result that caused them to die) or a Scroll of Resurrection in play, their adventure is over, and 
  the Player must create a new Adventurer from scratch.
  Adjust Equipment
  The Player can at anytime during a Turn, except when in combat (see Combat), equip or unequip items to and 
  from their Equipment Slots and Backpack. However, once a result has been scored on a table that requires a 
  Belt Check or targets a specific item, the player is not permitted to remove it or replace it from its equipped slot 
  until it has been resolved.
  Each Turn follow the steps below in order, and they must be fully dealt with before continuing to the next step.
  1. TIME TRACK - Shade 1  on the time track, and if it triggers an effect you must deal with it 
  immediately (see Time Track).
  2. EXITS – If this is the very first Turn of the Quest, place the Dungeon Sheet with the Dungeon Entrance at 
  the bottom of the page and proceed to Step 3, otherwise the player must choose an exit that the Adventurer 
  will move through, and the player rotates the Dungeon Sheet so that the chosen exit is furthest away from 
  them. If the exit has no door symbol, the player proceeds to step 3
  Example Above: The Dungeon Sheet is rotated by the direction of the blue arrow so that the exit the 
  Adventurer wishes to go through (indicated by the yellow arrow) is furthest from the player.
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  If the exit is blocked by a door that already has a door code, the player looks it up on Table D – Doors and 
  follows its instructions, otherwise the player must roll on the table to generate what type of door is found, and 
  the player records the door code close to the door on the Dungeon Sheet.
  There are several types of doors an Adventurer may encounter, and most require some sort of test or roll to be 
  opened. Once a door is given a Door Code, the player has the choice to either try and open it, or rotate the 
  map and try another exit. The player may make as many attempts as they like to open the door, following its 
  instructions each time, and may at any time give up and choose another exit. If the door is already open when 
  it is encountered, i.e. has a door code of (O) or if the player manages to get the door open, they change the 
  door code to (O) and can proceed to step 3. 
  Below are details of the doors that may be encountered whilst an Adventurer is exploring.
  Locked Doors – Sometimes in a Dungeon the Adventurer may find a key and is instructed to shade one pip 
  on the Key Track. When a locked door is encountered, the Player first rolls 1d10 and must score equal to or 
  less than the number of pips shaded on the Key track to have found the correct key. If this is the case, the door 
  is opened and the player changes the door code to a (O) for Open and removes 1 pip from the Key Track. If 
  the roll is higher, then none of the keys fit, and the door is ticked () to show it cannot be checked again for 
  keys. The Adventurer now has no other option than to try and pick the lock, and must pass a Locked Door test 
  in order to open the door. The Adventurer must always have at least one Pick recorded to their Supplies area 
  of their Adventure Sheet, or they cannot try and pick its lock. Note that when a new pip is shaded to the Key 
  Track, all ticks from Locked Door Codes are removed from the map.
  Trap Locked Doors – Trap Locked doors have been trapped and locked for a reason, and keys to this type of 
  door are not left carelessly laying around the dungeon for anyone to find. The Adventurer is forced to pass a 
  test in order to pick the lock and avoid setting off the trap. They must have a Pick recorded to their Supplies 
  area of their Adventure Sheet or they cannot try to pick its lock.
  Jammed – Some doors are rusted or swollen shut and require some persuasion to get them open, and the 
  Adventurer has no other choice than to use brute force and pass a Jammed Door Test to open the door.
  Lever – Lever doors operate in a similar way to locked doors. Somewhere in the dungeon the Adventurer may have 
  found a lever to pull, and by doing so it has unlocked a door elsewhere. When a Lever door is found the player rolls 
  1d10. If they roll equal to or less than the number of Lever pips shaded on the Adventurers Lever Track, the door is 
  opened, the door code is changed to a (O) and they remove one Lever pip from their Lever Track. However, if they 
  roll higher, the correct lever to open the door has not yet been activated and the door is ticked () on the map to 
  show it cannot be checked again. It must then be opened by passing a Jammed Door test (see above). Note that 
  when a new pip is shaded to the Lever Track, all ticks from Lever Door Codes are removed from the map.
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  Trapped – Some doors are trapped and will harm the Adventurer if the trap is not disabled when they attempt 
  to open the door, so the Adventurer must pass a Trapped Door test in order to change its Door Code to a (O).
  Magic – Great Sorcerers and Shamans sometime seal doors shut in a dungeon with powerful spells, and the 
  only way they can be opened is through the use of magic. The Adventurer must cast an Open Magic Spell 
  successfully to open these doors from either an Open Magic Scroll or the Open Magic Spell recorded in the 
  Spell Book.
  3. AREA – When the exit has been dealt with and any doors that may have blocked the way have been 
  successfully opened, the Adventurer moves from their current area through the exit and into the Area beyond. 
  If the area has already been mapped, the player consults the Dungeon Sheet for the Areas details, however, if 
  the Area is blank, the player rolls on Table M – Mapping and generates a new Area. The new Area is copied 
  and drawn to the Dungeon Sheet in the blank space exactly as it is shown on the table. The player is not 
  permitted to change its orientation from how it is shown on the table and must include all door symbols that 
  are blocking any of its exits.
  You will notice from the Mapping table that there are 4 different types of Areas, and each has its own coloured 
  Dungeon Wall to help distinguish its type. The colour of the area is recorded to the Dungeon Sheet by one of 
  two ways; the player may colour the dungeon walls using coloured pencils as they are shown on the table, or 
  may mark the top right hand corner with its type, (Y) for a Yellow Area, (R) for a Red Area, (G) for a Green 
  Area and (B) for a Blue Area, and then shade (////// or hash) the dungeon walls. 
  Once the Area has been mapped correctly, follow the instructions below for the Area discovered.
  Yellow – Empty
  Yellow Areas are mostly empty. The odd few items that may be found are limited, so when a 
  Yellow Area has been added to the Dungeon Sheet the player proceeds to Step 4.
  Red - Encounter
  Red Areas are more dangerous and when first discovered will contain a Monster lurking in 
  the shadows. Roll on Table E – Encounter and apply the current Quests Encounter modifier 
  before reading the result on the table, then start Combat.
  Green – Geographic
  Green Areas contain random features that may restrict movement, cause damage or offer 
  rewards. The player rolls on Table G – Geographic and follows the instructions.
  Blue - Objective
  Blue Areas may be important areas in a dungeon that are specific to completing the current 
  Quest, and the player should check the Quest to see if they are relevant. If they are not then 
  the area is regarded as Empty, but still retains its colour for the purpose of searches.
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  4. SEARCH – The Adventurer may search each Area once per game, and hunt for anything of interest. The 
  player rolls 1d100 on Table F – Find and follows the instructions for the result rolled. Certain areas may 
  provide a modifier to the roll when they are searched, and the player applies the modifier to the roll before 
  looking up the result, the modifiers are:
  If the result has an adjustment to the Time Track, the player shades the required number of  on the Time 
  Track. When an Area has been searched, the player marks an (S) in the bottom left of the area as a reminder that 
  it has been searched and cannot be searched again.
  TIME TRACK
  Time is important to track in the dungeon. As Adventurers 
  attempt to solve certain tasks, time ticks away and there is a 
  chance a wandering Monster may surprise them, or their 
  lantern may need refuelling. The time track covers a full 
  twelve hours of time (half a day) and when the rules instruct a 
  player to add time to the track, it will look something like this 
  “+1”. In this case the player shades in one clock face on the 
  time track on their adventure sheet.
  At various times the track will trigger an effect and ask the 
  player to spend a flask of oil , eat some food  or roll to see 
  if they encounter a wandering Monster. When the last clock 
  face is shaded on the track, the player refreshes it by 
  removing all of the shading, leaving it blank to record another 
  twelve hours of time, and then checks for Poison and Disease 
  (see Monster Abilities).
  The Eﬀects of Oil 
  If an Adventurer cannot spend the required flask of oil because their supply is empty, or does not wish 
  to spend it, they are thrown into darkness and are relying solely on what little light the dungeon has to 
  offer. Until they spend a flask of oil again, their 3 main characteristics (Str, Dex and Int) are reduced by 
  20. As a reminder shade in the Sun  at the top of the Adventure Sheet, at any time (except Combat), a 
  Player can spend a flask of oil to remove the penalty, and they may then remove the shading from the 
  Sun  on their Adventure Sheet.
  The Eﬀects of Food 
  If an Adventurer cannot spend the required food because their supply is empty, or does not wish to 
  spend it, they become fatigued and weak and will automatically lose 5 HP. Eating at a later time will not 
  help restore this loss.
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  The Eﬀects of Wandering Monsters 
  Each time the wandering Monster symbol shows on the Time Track, there is a chance that a Monster may 
  appear. The player rolls 1d10 and if the result is equal to or less than the number shown, a Monster has 
  appeared. Roll on Table E to see what has turned up (don’t forget to include the Quests Encounter modifier). 
  Wandering Monsters must be dealt with before anything else can be resolved.
  Time Track Modiﬁer
  Sometimes a result on a table may instruct the player to add a modifier to the Time Track. The player writes the 
  modifier in the box provided, and if a modifier has already been recorded in the box the new one replaces the 
  previous one recorded.
  SUCCEEDING AND FAILING QUESTS
  Each Quest has details of how an Adventurer can complete the Quest and win the game, and the repercussions 
  for failing a quest.
  COMPLETING A QUEST
  Once the objective(s) have been met, the Quest has been accomplished and the Adventurer receives the 
  reward(s) shown, adds 1 point to the completed section of their Quest log and ticks  the Quest number on the 
  Quest Tracker. There are several common elements that determine how a Quest can be completed, which are 
  Loot, Collect, Explore, Kill, Objective Items and Objective Areas. Sometimes a Quest will require or allow 
  multiple elements for the Adventurer to be able to complete a Quest.
  Loot – When a Quest asks an Adventurer to loot an item, it must be looted from a Monster the Adventurer has 
  killed. Objective items or blue Objective Areas have no bearing on meeting the Quests objective and are 
  ignored. If the Adventurer happens to find the item in any other way other than Killing a Monster it will not 
  count, for instance, if you are required to loot 3 Weapons and find a weapon by searching an area, the weapon 
  you found does not count towards the Quests objective, as it must be looted.
  Collect – When a Quest stipulates that a specific Item is to be collected, it can be looted by killing a Monster, 
  or added to the Adventure Sheet in another way. As long as the item or items required to complete the Quest 
  are written on the Adventure Sheet, the Quest can be completed. 
  Explore – Sometimes a Quest will ask for certain Areas or features to be explored, and providing they are 
  added to the dungeon sheet they will count towards completing the Quest. 
  Kill – A Quest might instruct an Adventurer to seek out and kill a specific Monster or Monsters, and providing 
  they have been killed they will count towards the Quests Objective.
  Objective Items – If a Quest instructs that an Objective Item is to be collected, it must be acquired by rolling 
  on tables TA, TB or TC.
  Objective Rooms – Sometime a Quest will ask an Adventurer to find an Objective Room. These blue rooms 
  can be found easily by rolling 91 or more on Table M – Mapping whilst exploring. Once it is found the Quest 
  will give details of how the Adventurer uses it to meet an objective or complete the Quest.
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  FAILING A QUEST
  Sometime it’s better to cut your losses. Knowing when to quit is an important part of the game and the survival 
  of your Adventurer, therefore, at any time (except when in combat), the player can end the game. They add 1 
  point to the failed section of the Quest Log, put a cross  on the Quest Tracker and suffer the fail costs 
  associated with the current quest. If the costs cannot be met, the Quest cannot be failed and the Adventurer is 
  forced to press on until they can meet the fail cost or manage to complete the Quest, even if it means they will 
  perish as a result. Below shows how costs are to be paid:
   – ½ gp - The player divides the Adventurers current gold pieces in half (rounding up) and removes the result 
  from the Adventure Sheet, but do not include any gold tied up in items or investments.
  -5/-10 Skill – Roll 1d10 for a random skill and deduct the bonus shown from the skill even if it would score a 
  negative value, for instance -10 Skill applied to a Skill with a current bonus of +5 would give the Skill a final 
  bonus of -5 and this would deduct from the dice roll for all tests that use that Skill.
  -1/2/3 Str/Dex/Int/HP – The player deducts the number of points shown from the Adventurers 
  Primary Characteristic. 
  -1 REP – The player must deduct 1 point from the Adventurers REP Value, because Reputation can never be 
  lower than 1, and the Adventurer must have a minimum of REP 2 in order to fail the Quest. 
  BEFORE YOUR NEXT QUEST
  After a Quest has been Completed or Failed and before a new Quest has been determined, the player performs 
  the following steps in any order they desire to prepare for the next adventure ahead. They must always perform 
  the Refresh Tracks Step and the Empire Building if they have any Shares, otherwise all other steps are optional.
  1. REFRESH TRACKS (Compulsory) – Remove all shaded pips on the Keys and Levers tracks (Keys and 
  Levers only open doors in a specific dungeon and are not carried over to your next quest) and remove all 
  shaded clock faces from the Time Track. Note that Disease and Poison that are shaded remain on their tracks.
  2. HEAL (Optional) - The Adventurer may seek the services of a healer and remove each Poison pip for 
  40gp, each Disease Pip for 65gp and restore lost HP for 20gp each. 
  3. REPAIR ITEMS (Optional) – The Player can remove any number of shaded pips on any items damage 
  track by paying its fix value per pip, for instance if an item has 3 pips shaded and has a fix value of 3, it would 
  cost 3gp to remove a single shaded pip, or 9gp to remove all three.
  4. SELL ITEMS (Optional) – The player may sell (remove from sheet) any number of items on the 
  Adventure Sheet (equipped or stored in the Adventurers backpack) that have a GP value. However, damaged 
  items reduce the cost by its fix value for each pip of damage the item has shaded (see example below). To help 
  with working out these values you can use Table V – Values. Collected spells may be sold directly from an 
  Adventurers Spell Book for 800gp and Scrolls can be sold for 200gp each.
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  Example: The Falchion below is worth 143 Gp’s but has been damaged with 3 Pips. It can be sold for 143 Gp’s 
  minus its fix value for 3 Pips (Fix 29 Gp’s x3 = 87 Gp’s), the Player deducts 87 Gp’s from 143 Gp’s to find the 
  Falchions Sell value of 56 Gp’s, the player removes the Falchion from the Adventure Sheet and adds 56 Gp’s.
  5. BUY NEEDED ITEMS (Optional)  – Some items are essential and are needed for the next adventure, and 
  the player may buy a maximum of 20, plus the Adventurers REP value of items from Table N – Needed, by 
  paying the gp cost listed and adding them to the Adventure Sheet.
  6. SEARCH THE MARKET (Optional) – The player may roll a number of times equal to the Adventures 
  REP value on tables marked with a “O” symbol (Tables A, TA/TB/TC and W) and may buy any of the items 
  rolled. The player pays the items GP cost and adds it to the Adventure Sheet, recording all of its details. Items 
  that are bought are undamaged and have no damage pips.
  Example: Elric's Adventurer has a REP of 3 and decides to roll on Table A - Armour twice and Table W - 
  Weapons once.
  7. TRAINING (Optional) – An Adventurer may seek training from a scholar or tutor to improve their Skills 
  or Characteristics, and the Adventurers REP value determines the quality of the trainer they can find and sets 
  the maximum number of pips that can be shaded on the experience tracks. Providing they can pay the cost, the 
  pips that can be shaded can be split amongst any of the Skills or Characteristics as the player sees fit, and costs 
  200gp to shade a pip on a Skill Track, 2000gp to shade a Pip on the Str, Dex or Int Tracks and 20,000gp to 
  increase the Adventurers Primary HP by 1 point. Note that if an Experience Star  is shaded for a trained 
  Skill or Characteristic, it does not increase the number of pips shaded, as they are only earned over time and 
  with plenty of experience.
  Example: Marvin has a REP of 3, and he decides to shade 1 pip on the Str Track (2000gp) and 2 pips on his 
  Bravery Track (200gp x 2 = 400gp), therefore he removes 2400gp from the Adventure Sheet.
  8. MAGIC TUITION (Optional) – Once the Spell Book has been unlocked, an Adventurer may seek the 
  knowledge and wisdom from an experienced Sorcerer to learn a new spell. The player may roll a number of 
  times equal to the Adventures REP value on Table S – Spells and may choose only one for the Adventurer 
  to learn, which costs 1000gp in fees, and the Player writes the spell in the next available slot in the 
  Adventurers Spell Book.
  9. EMPIRE BUILDING (Compulsory With Shares) – Building an empire can secure fame and fortune, 
  and with the right planning an Adventurer may build an empire to rival that of royalty, as well as to provide 
  gold for training and tuition. Adventurers can place gold in various forms of investment. There are four 
  areas to buy into, which are Finance, Holdings, Wars and Trade Goods, and each has different values and 
  risks associated with them.
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  After the Investment Roll has been made (see below), the Player may buy a number of shares equal to or less 
  than the Adventures REP value in any of the investment programs on the Empire Section of the Adventure 
  Sheet, by paying the cost shown and adding 1 point to the share box. However, an Adventurer may never own 
  more than 10 shares of a single Investment program, which will allow a maximum of 40 Shares that can be 
  owned by an Adventurer at any one time (10 shares for each of the four Investments). Note that individual 
  pips may never be purchased.
  After the Investment Roll has been made (see below), the player may sell shares and pips freely and will 
  receive the value shown for the Investment for each share or pip that is sold. The player removes the share/Pip 
  from the Investment box/track and receives the GP shown for the investments sold.
  Example: Wilma has a REP of 2, and has 3 Shares and 4 pips in Finance. She decides to buy some Shares in Holdings, 
  and adds 2 to the Holdings Box and pays 1000 GP, but because her REP is 2, she can’t buy any more shares so decides 
  to sell 2 Pips in Finance. She removes 2 of the pips from the Finance Investment Track and receives 40 GP. 
  The Investment Roll
  After each Quest has been played, regardless if it failed or was completed, the Player rolls 1d100 on Table J - 
  Investments and cross references the result for each investment program the Adventurer owns shares in.
  Example: Wilma has invested 3 shares in Finance and 2 shares in Holdings. She rolls the dice and cross 
  references the result first with Finance and then with Holdings.
  The Investment Table will either instruct an investment to lose shares or pips, have no gain, or gain shares or 
  pips, so when a share is lost or gained the player removes or adds one share to its share box. However, when a 
  pip is lost or gained, the player removes a shaded pip or shades a pip of the associated Investment Track.
  A pip is worth 1/5 of a share, so when the investment track is full, the player can remove all shaded pips on 
  the track and add one Share to the Investments Share Box.
  When pips are to be removed and there are not enough pips to meet the requirement, for instance, 4 pips need 
  to be removed but only 3 are shaded on the track, the player first removes as many pips as they can, deducts 1 
  share from the share box, and shades all 5 pips of the investment track, then continues to remove pips until the 
  requirement has been met.
  Investment results rolled on Table J - Investments affect each Share the Adventurer has invested, for instance, 
  if an Adventurer is to lose 3 pips and they have 4 shares, they will in fact lose 12 pips in that investment.
  Example: Wilma has 3 shares and 2 pips in Finance. She rolls 19 on the Investment Table which reads “-2 
  Pips” for Finance, she needs to remove 6 pips, first she erases the 2 pips from the track, leaving a balance of 
  4 pips that still need to be paid, she deducts 1 share (leaving 2 shares in Finance) and shades in all 5 pips of 
  the track, and lastly she erases the 4 outstanding pips, leaving just one pip on the investment track. She also 
  has some shares in Holdings, and using the same dice result from before (19), she consults the Investment 
  Table for Holdings, it reads “-3 Pips”, so now she must go through the process again of removing the 
  required number of pips from her Holdings Investment.
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  THE DUNGEON SHEET AND MAPPING
  The Dungeon Sheet is divided up into large squares. Each one is used for the Areas you are generating. These 
  large squares are in turn divided into 9 smaller squares that will help you align exits and copy areas from the 
  Map table to the Dungeon Sheet.
  You should record information as accurately as you can, add reference numbers from the tables, or 
  make bullet points.
  Make sure you either colour dungeon walls clearly or mark their colour in the top right square of an area, as it 
  may become important later in the game. If you are not colouring the walls it is recommended that you hash or 
  shade (/////) the dungeon walls to show areas clearer.
  The following rules apply when mapping your Dungeons.
  • If an open exit from one area lines up to a solid wall of another area, that exit is blocked (see 
  Example A below).
  • If an open exit from one area lines up with a door of another area, the door must be opened (see Example B below).
  • If an unopened door from one area lines up with an unopened door of another area, both doors need to be 
  opened (see Example C below).
  • If an unopened door from one area lines up with a solid wall of another area, that exit is blocked (see 
  Example D below).
  • If for any reason your progress through a dungeon has been blocked because all the exits lead to solid 
  walls, you are permitted to draw a secret passage through the dungeon wall of any area you have mapped to 
  continue with the quest.
  • If you escape a Monster, mark the centre of the Area with an (E), followed by its number on the Encounter 
  Table. For instance Imps would be (E58), The Adventurer will manage to avoid the Monster whilst they 
  remain in the Area, but should they leave and re-enter, the Monster must be encountered again and it will 
  have full HP.
  • Some geographic features span across an area from corner to corner blocking exits on opposite sides. Draw 
  on the features as creatively as you can, and mark them with the number rolled on the table that created 
  them. For instance if a 78 was rolled on the Geographic Table, a Shrine is found and the Player would write 
  “Shrine G78”. Sometimes a feature can only be used once, so when it has been used, tick it to remind you it 
  cannot be used again, for instance a Shrine that has been used would appear as “Shrine G78”.
  Example A                           Example B                           Example C                           Example D
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  The Example below shows how and where to record information within an Area.
  An example of the Dungeon Sheet during a game, the black arrow shows the Adventurers movement between Areas.
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  Table A - Armour
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  Table B - Boosts
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  Table C - Curses
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  Table D - Doors
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  Locked Doors – Sometimes in a Dungeon the Adventurer may find a key and is instructed to shade one pip on 
  the Key Track. When a locked door is encountered, the Player first rolls 1d10 and must score equal to or less 
  than the number of pips shaded on the Key track to have found the correct key. If this is the case, the door is 
  opened and the player changes the door code to a (0) for Open and removes 1 pip from the Key Track. If the 
  roll is higher, then none of the keys fit, and the door is ticked () to show it cannot be checked again for keys. 
  The Adventurer now has no other option than to try and pick the lock, and must pass a Locked Door test in 
  order to open the door. The Adventurer must always have at least one Pick recorded to their Supplies area of 
  their Adventure Sheet, or they cannot try and pick its lock. Note that when a new pip is shaded to the Key 
  Track, all ticks from Locked Door Codes are removed from the map.
  Trap Locked Doors – Trap Locked doors have been trapped and locked for a reason, and keys to this type of 
  door are not left carelessly laying around the dungeon for anyone to find. The Adventurer is forced to pass a 
  test in order to pick the lock and avoid setting off the trap. They must have a Pick recorded to their Supplies 
  area of their Adventure Sheet or they cannot try to pick its lock.
  Jammed – Some doors are rusted or swollen shut and require some persuasion to get them open, and the 
  Adventurer has no other choice than to use brute force and pass a Jammed Door Test to open the door.
  Lever – Lever doors operate in a similar way to locked doors. Somewhere in the dungeon the Adventurer may have 
  found a lever to pull, and by doing so it has unlocked a door elsewhere. When a Lever door is found the player rolls 
  1d10. If they roll equal to or less than the number of Lever pips shaded on the Adventurers Lever Track, the door is 
  opened, the door code is changed to a (O) and they remove one Lever pip from their Lever Track. However, if they 
  roll higher, the correct lever to open the door has not yet been activated and the door is ticked () on the map to 
  show it cannot be checked again. It must then be opened by passing a Jammed Door test (see above). Note that 
  when a new pip is shaded to the Lever Track, all ticks from Lever Door Codes are removed from the map.
  Trapped – Some doors are trapped and will harm the Adventurer if the trap is not disabled when they attempt to 
  open the door, so the Adventurer must pass a Trapped Door test in order to change its Door Code to a (O).
  Magic – Great Sorcerers and Shamans sometime seal doors shut in a dungeon with powerful spells, and the 
  only way they can be opened is through the use of magic. The Adventurer must cast an Open Magic Spell 
  successfully to open these doors from either an Open Magic Scroll or the Open Magic Spell recorded in the 
  Spell Book.
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  Table E - Encounter
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  Table F - Find
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  Table G - Geographic
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  Table H - Hero Path
  Table I - Items
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  Table J - Investments
  Table L - Legends
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  Table M - Mapping
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  Table N - Needed
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  Table P - Parts
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  Table Q - Quests
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  Table R - Race
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  Table S - Spells
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  Table TA - Treasure A
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  Table TB - Treasure B
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  Table TC - Treasure C
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  Table V - Values
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  Table W - Weapon
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  Handy Sheet
  COMBAT ROUNDS
  1. Roll on the Monster reaction chart to determine its action in the forthcoming round, then continue to step 2.
  2. The Adventurer may Block or Attack an Escaping Monster or let it go (remove Monster from the Combat Track). If the 
  Monster isn’t escaping they may Attempt to Escape themselves, attack or make a Combat Action (Change Equipped Items, 
  Cast a Spell, or Use Belt Items). 
  3. To Attack a Monster, roll 1d100 equal to or below Str (H) or Dex (R), depending on the weapon used to hit the Monster. If two 
  weapons are equipped, either may be used, but not both. If a hit is scored go to step 4, otherwise go to step 5.
  4. Roll the damage die (1d6) and location die (1d10) together and apply any damage modifier for weapon and location hit, then 
  deduct Monsters DEF value (if any). The remaining amount is the number of HP dealt to the Monster or Monsters.
  5. If the Monster attempted to escape and has remained, start a new Combat Round from Step 1, otherwise it will attack. Roll 1d100, 
  and if the result is equal to or less than Monsters AV its a hit, so go to step 6, otherwise start new combat round from step 1.
  6. Roll the damage die (1d6) and location die (1d10) together and apply any damage modifier for the Monsters Dmg value and 
  location hit, then deduct Adventurers Armour Value (A) for armour worn to location hit. The remaining amount is the number of HP 
  dealt to the Adventurer, however, up to 2 points may be deflected to the damage track of any armour worn to the location hit and up 
  to 4 points to a shield (if carried). In addition they may be permitted to shrug off extra damage if they have a Def value (See Defence 
  Bonus). If the Monster survived or didn’t escape, a new combat round begins.
  ESCAPING
  When an Adventurer escapes, they do not get an attack roll or Combat Action for this Combat Round and must pass an ESCAPE 
  COMBAT test- ESCAPE COMBAT – Test: Dex -10 [S: Remove Monster, Add to Area] [F: -2HP, Step 5] (Escape)
  When a Monster escapes, the player can allow it to escape, perform an attack or attack action or block its escape and pass a BLOCK 
  ESCAPE test - BLOCK ESCAPE – Test: STR-10 [S: Monster Remains, Combat Step 4] [F: Remove Monster] (Escape)
  TURNS
  At any time during a turn, except in combat (see Combat), the player may equip or unequip items to and from Equipment Slots and 
  their Backpack, but once a result on a table requires a Belt Check or targets an item, it is not permitted to adjust equipment.
  1. TIME TRACK - Shade 1 on the time track, and if it triggers an effect you must deal with it immediately (see Time Track).
  2. EXITS – Choose exit to move through, rotate Dungeon Sheet so that the exit is furthest away, and deal with any doors.
  3. AREA – If area is already mapped, consult Dungeon Sheet for details. If the Area is blank, roll on Table M and add to the Dungeon Sheet.  
  4. SEARCH – (Optional) Search and roll on Table F applying modifier for current area and follow the instructions, add (S) to 
  Dungeon Sheet and then start a new Turn. 
  SPELLS AND SCROLLS
  Cast Spells - Spell Book must be activated, Adventurer pays the cost (either lose HP or Str) and then performs the spell test.
  CAST SPELL – Test: Int (+/- Spells Bonus) [S: Cast] [F: Roll on Table C - Curses] (Magic, Lucky)
  Cast Scrolls - Pay cost (either lose HP/Str) and then perform the scroll test below, after test scroll is removed from the Adventure Sheet.
  CAST SCROLL – Test: Int [S: Cast] [F: Roll on Table C - Curses] (Magic, Lucky) 
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  Monster Abilities
  ATTACKS - The Monster is able to attack more than once in a single round of combat, and the number of times it gets to 
  make an attack roll is equal to its Attacks rating. For each attack that scores a hit, roll a damage die and add them 
  together for a total damage score, then roll for a hit location and  apply its modifier (if any). Finally apply the Monsters 
  Dmg modifier (if any).
  DARK MAGIC - Spell Casters found in the dungeons have attuned themselves with Dark Magic, so at the start of each 
  Combat Round before step 1, roll 1d10 to see which magic spell they will use for the round.
  1d10
  Spell
  Description
  1-2
  Dark Strike:
  If the Monster attacks this combat round it gains +20 AV.
  3-4
  Shadowy Cloak
  For this combat round the Monsters gains +4 DEF.
  5-6
  Evil Touch
  For this combat round the Monsters gains +2 DMG.
  7-8
  Drain Life
      For this combat round each HP the Adventurer loses restores an equal 
  number to the Monster.
  9-0
  Death Bolt
  The Adventurer loses 2 HP.
  DEATH TOUCH - Whilst encountering a Monster with Death Touch, the Adventurer suffers -2 DEF and all equipped 
  Armour that it hits has a rating of A0. Damage may still be deflected as normal.
  DISEASE - When a Monster scores a natural 1 on their damage dice, they infect the Adventurer with Disease and the 
  player shades in one pip on the Disease track of the Adventure Sheet, even if the Monster does not deal any damage 
  during the combat round. When the time track is refreshed, the player must roll 1d10, and if the result is equal to or less 
  than the number of Disease Pips shaded, the Adventurer suffers HP equal to the number of pips shaded.
  ETHEREAL - The Monster has no substance, and normal weapons will simply pass through them. All attacks made 
  against an ethereal Monster must be with a legendary weapon or a form of spell (scroll) in order to inflict any kind of 
  damage.
  FEAR - The Monster may strike fear in any Adventurer that it comes face to face with, and at the start of each combat 
  round the Adventurer must make a Fear test.
  FEAR – Test: Int -10 [S: Attack as Normal] [F: Forfeit next Attack, Attack Action] (Bravery)
  FIRE - The Monster, in addition to its normal attack, has some sort of fire attack that may strike an Adventurer. 
  Each time a natural 1 is rolled for its damage, the Adventurer may be set on fire by its attack and must make an 
  Avoid Fire Test.
  AVOID FIRE – Test: Dex -5 [S: No Effect] [F:-2HP] (Dodge)
  FLY - An Adventurer fighting a flying Monster suffers -10 STR when making an attack roll, but if using a ranged 
  weapon (Dex) it has no effect.
  FREEZE - The Monster, in addition to its normal attack, has some sort of freeze attack that may strike an Adventurer, 
  and each time a natural 1 is rolled for its damage, the Adventurer may be frozen by its attack and must make an Avoid 
  Freeze Test.
  AVOID FREEZE – Test: Dex [S: No Effect] [F: -1HP, -2 DEF in next combat round] (Dodge)
  LARGE - The Monster is exceptionally large, and will often deal more damage when it hits an Adventurer than smaller 
  Monsters, therefore, damage die results of 1 or 2 gain +2 dmg.
  PACK - At the start of each combat round, each Monster still alive beyond the first adds, +5 to its AV. For instance, if an 
  Encounter has 4 Monsters still alive, they get AV+15 when they attack. When an Adventurer deals a pack damage, its HP is 
  depleted in the order from left to right, and any surplus damage spills over to the next and so on. For instance, if an 
  Adventurer faces a pack with HP 3/2/2 and has just dealt 4 damage, the left most pack Monster is defeated and the second 
  receives 1 point of damage and will have the following HP remaining 0/1/2.
  PHASE - The Monster can phase in and out of reality, making it a hard target to strike. The Adventurer suffers -10 to 
  their Str or Dex whilst attacking a Monster with the Phase Ability.
  POISON - When a Monster scores a natural 1 on their damage die, they infect the Adventurer with Poison and the player 
  shades in one pip on the Poison track of the Adventure Sheet, even if the Monster does not deal any damage during the 
  combat round. When the time track is refreshed, the player must roll 1d10, and if the result is equal to or less than the 
  number of Poison Pips shaded, the Adventurer suffers HP equal to the number of shaded pips, and the player removes 1 
  pip from the Poison Track.
  RESURRECTION – When the Monster is killed, it may resurrect and come back to life. After killing a Monster with 
  Resurrection and before it has been looted, roll 1d10. If a 1 is rolled it immediately returns to life with full HP, and the 
  Adventurer must once again attempt to kill it.
  REGENERATE – The Monster has the ability to restore lost HP. Each time it roll a natural 1 on the damage die it will 
  restore 2 lost HP.
  STUN – The Monsters attack may cause an Adventurer to become stunned, and each time the Monster deals damage to 
  the Adventurer, they must make a Dazed test.
  DAZED – Test: STR-15 [S: No Effect] [F: Forfeit next Attack, Attack Action, Escape] (Dodge)
  SURPRISE – The Monster may surprise the Adventurer when it first appears, before the first round of combat begins 
  make a Surprise test.
  SURPRISE – Test Int-10 [S: No Effect] [F: Monster Free Attack] (Aware)
  WEB – At the end of each combat round in which the Monster is still alive, the Adventurer makes an Avoid Web Test to 
  determine if they will get an Attack, or make an Attack Action next Combat Round. 
  AVOID WEB – Test: Dex +20 [S: Attack as Normal] [F: Forfeit Attack, Attack Action, Escape] (Dodge)
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SOURCE: textdata/thevault/D100 Dungeon/D100 Dungeon - A Solo Adventure Game (ENG).pdf