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D100 Dungeon Character Sheet

R
Name: REPUTATION: GP: FATE: LIVES: Quest Encounter
Mod.

Min 1 - Max 10 -20 Rolls when Dark


Any Characteristics cost 2000gp per pip to raise between quests.
Characteristic Primary Adjusted Experience Track Unlocks the ability below at Characteristic 50
MIGHTY BLOW m
Strength (STR) rrrrrrrrrr5 During combat DMG rolls of 6 roll again and add to the 1st roll

PERFECT AIM m
Dexterity (DEX) rrrrrrrrrr5 Roll again for Hit location and choose either result.

SPELL CASTER m
Intelligence (INT) rrrrrrrrrr5 Unlocks the Spell Book and can now use and learn Spells.

5+5 to Characteristic or Skill then When a natural roll (unmodified dice roll) is made during a test, including combat that is equal to or less than 10 the
player may shade in any single pip on the characteristic experience track that was involved during the test or any 2 pips
refresh track on any of the experience tracks of any skills involved during the test.

Roll DMG Repair cost


Location Equipped Item. STR DEX INT HP DEF DB DMG Value Repair Track
D10 Mod. per pip
1 +3 HEAD + + GP GP rrrrr Mr
2 +2 BACK + + GP GP rrrrr Mr
3 +1 TORSO + + GP GP rrrrr Mr
4 0 ARMS + + GP GP rrrrr Mr
5 0 HANDS + + GP GP rrrrr Mr
6 0 M WEAPON + + GP GP rrrrr Mr
7 0 O WEAPON * + + GP GP rrrrr Mr
8 BC WAIST + + GP GP rrrrr Mr
9 -1 LEGS + + GP GP rrrrr Mr
10 -1 FEET + + GP GP rrrrr Mr
NECK + + Supplies -Maximum = Oil (20), Food (10) & Picks (30)
RING + + mmmmm mmmmm mmmmm mmmmm Oil
RING + + mmmmm mmmmm Food
* Offset damage to Shield Bonus Bonus Bonus Bonus DB Bonus mmmmm mmmmm mmmmm
Totals Picks
& shades 1/2 a pip mmmmm mmmmm mmmmm
Belt Slots - BC = Roll D10 destroy item held in that slot.
1-2 3-4 5-6 7-8 9 -10

Belt Slots are used to equip Brews, Potions and Scrolls.


Keys - found in dungeons and used to open doors / locks Levers - found in dungeons and used to open doors / locks
1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10
m m m m m m m m m m m m m m m m m m m m
Poison - Healer cost 40gp per pip to remove Disease - Healer cost 65gp per pip to remove
1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10
m m m m m m m m m m m m m m m m m m m m

Skills cost 200gp per pip to raise between quests. Healer cost 20gp per HP to replace

Skills Max
+20
Experience Track INT Test
level Bonus
Spellbook Cost
Primary
HEALTH POINTS
Adjusted
1 Agility + rrrrrrrrrr5 +20
2 Aware + rrrrrrrrrr5 +15 TIME TRACK BONUS:
3 Bravery + rrrrrrrrrr5 50+ +10 d h4 d
4 Dodge + rrrrrrrrrr5 +5 m m m m m m
5
6
Escape
Locks
+
+
rrrrrrrrrr5
rrrrrrrrrr5 60+
0
0 6 6 6 6 6 6
7 Lucky + rrrrrrrrrr5 70+ -5 h5 d h6
8 Magic + rrrrrrrrrr5 80+ -10 m m m m m m
9
10
Strong
Traps
+
+
rrrrrrrrrr5
rrrrrrrrrr5
90+
100
-15
-20 6 6 6 6 6 6
When a natural roll (unmodified dice roll) is made during a test, including combat that is equal to or less than 10 the player may shade in any single pip on the
characteristic experience track that was involved during the test or any 2 pips on any of the experience tracks of any skills involved during the test.

h = Roll D10 if equal to or less Spend 1 Oil or suffer -20 to all Spend 1 Food or lose 1 HP, then refresh the
than roll Encounter. d Characteristics until 1 can be spent.
track.
Backpack
Repair cost Unrepaired
Location Unequipped Item STR DEX INT HP DEF DMG Value Repair Track
per pip Value
GP GP GP rrrrr Mr
GP GP GP rrrrr Mr
GP GP GP rrrrr Mr
GP GP GP rrrrr Mr
GP GP GP rrrrr Mr
GP GP GP rrrrr Mr
GP GP GP rrrrr Mr
GP GP GP rrrrr Mr
GP GP GP rrrrr Mr
GP GP GP rrrrr Mr
GP GP GP rrrrr Mr
GP GP GP rrrrr Mr
GP GP GP rrrrr Mr
GP GP GP rrrrr Mr
GP GP GP rrrrr Mr
Unequipped Potions and Non Slot Items
QTY Item Value QTY Item Value
GP GP
GP GP
GP GP
GP GP
GP GP
GP GP
GP GP
GP GP
GP GP
GP GP

Empire Building and Investments Quest Log


Trade Finance Holdings War Attempted Completed Failed

1 Share = 100g 1 Share = 300g 1 Share = 500g 1 Share = 1000g Objectives


rrrrr rrrrr rrrrr rrrrr mmmmm mmmmm
1 pip = 20gp 1 pip = 60gp 1 pip = 100gp 1 pip = 200gp mmmmm mmmmm
Only full shares can be purchased, full shares and pips mmmmm mmmmm
can be sold. mmmmm mmmmm
Quest Tracker
Encounter Table Encounter Table
E Mod.
In progress Completed E Mod.
In progress Completed

Dungeon Training 1 -40 r m Carried Off 0 r m


Dungeon Training 2 -40 r m Hammer of Antiquity 0 r m
Dungeon Training 3 -30 r m Save the Prince 0 r m
Dungeon Training 4 -30 r m Missing Locals +5 r m
Dungeon Training 5 -30 r m Find the Demon Hunters +5 r m
Map Dungeon -20 r m Mystical Materials +5 r m
Potion Hunt -20 r m Treasure Expidition +5 r m
Monster Hunt -20 r m Wrongful Ritual +5 r m
Head of the Beast -20 r m Arcane Study +5 r m
Amulet of Hope -20 r m Return of the Crown +10 r m
Rescue the Villagers -20 r m Mystic Study +10 r m
Monster Cull -20 r m Wizards Ingredients +10 r m
The Aztopaz Stone -15 r m Antiquity of Power +10 r m
Dungeon Reasearch -10 r m Relic Expedition +10 r m
Survey Mission -10 r m The Lich Lord King +10 r m
Medicine -5 r m Cool Tidings +10 r m
Scouting Mission -5 r m Ring of Power +10 r m
Explore Mission -5 r m Talisman of Unfailing +10 r m
Dungeon Delve -5 r m Elite Monster +15 r m
Magic Study 0 r m Resurrect Spell +15 r m
Tome of Wizards 0 r m Kingmaker +15 r m
Creatures Amok 0 r m Antiquitary Expidition +15 r m
Night Terrors 0 r m Defeat the Dragon +20 r m
Plague 0 r m Spiritmend +20 r m
The Spider Queen 0 r m

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